Add hurt, die animation when taking damage
This commit is contained in:
@@ -48,6 +48,8 @@ ECS_TAG_DECLARE(Buildable);
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ECS_TAG_DECLARE(Workable);
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ECS_TAG_DECLARE(Attackable);
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ECS_COMPONENT_DECLARE(DelayDelete);
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void initComponentIDs(ecs_world_t *ecs) {
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ECS_TAG_DEFINE(ecs, GameEntity);
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@@ -95,6 +97,7 @@ void initComponentIDs(ecs_world_t *ecs) {
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ECS_TAG_DEFINE(ecs, Workable);
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ECS_TAG_DEFINE(ecs, Attackable);
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ECS_COMPONENT_DEFINE(ecs, DelayDelete);
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}
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#include <rlImGui.h>
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@@ -156,6 +156,8 @@ typedef struct Animation {
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i32 curFrame;
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f32 elapsed;
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bool playInFull;
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} Animation;
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extern ECS_COMPONENT_DECLARE(Animation);
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@@ -183,6 +185,10 @@ extern ECS_COMPONENT_DECLARE(Easing);
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/**********************************************************
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* Event components
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*********************************************************/
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typedef struct DamageEvent {
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f32 amount;
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} DamageEvent;
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typedef struct HarvestEvent {
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ResourceType type;
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i32 amount;
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@@ -240,6 +246,10 @@ extern ECS_COMPONENT_DECLARE(Worker);
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// Unit can:
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// - Attack
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typedef struct Unit {
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f32 attackCooldown;
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f32 attackElapsed;
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f32 minDamage;
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f32 maxDamage;
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f32 maxSpeed;
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f32 acceleration;
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f32 deceleration;
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@@ -273,6 +283,15 @@ extern ECS_COMPONENT_DECLARE(Harvestable);
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extern ECS_TAG_DECLARE(Buildable);
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extern ECS_TAG_DECLARE(Attackable);
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/**********************************************************
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* DelayDelete components
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*********************************************************/
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typedef struct DelayDelete {
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f32 time;
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f32 elapsed;
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} DelayDelete;
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extern ECS_COMPONENT_DECLARE(DelayDelete);
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void initComponentIDs(ecs_world_t *ecs);
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void igTagCheckbox(const char *label, ecs_world_t *ecs,
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@@ -56,6 +56,10 @@ ecs_entity_t entityCreateBaseUnit(const Position position, f32 size, Player play
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ecs_set(ECS, e, AIBlackboard, {.entity = e});
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ecs_add_id(ECS, e, Selectable);
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ecs_set(ECS, e, Unit, {
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.attackElapsed = 0.0f,
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.attackCooldown = 1.0f,
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.minDamage = 1.0f,
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.maxDamage = 2.0f,
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.acceleration = 80.0f,
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.maxSpeed = 15.0f,
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.deceleration = 0.1f,
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@@ -67,6 +71,28 @@ ecs_entity_t entityCreateBaseUnit(const Position position, f32 size, Player play
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ecs_entity_t entityCreateSoldier(const Position position, Player player, Game *game) {
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ecs_entity_t e = entityCreateBaseUnit(position, 10.0f, player, ENTITY_SOLDIER, ANIM_IDLE, game);
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ecs_set(ECS, e, Health, {
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.startHP = 40.0f,
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.hp = 40.0f,
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.lastChanged = -1.0f
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});
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Unit *unit = ecs_get_mut(ECS, e, Unit);
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unit->minDamage = 5.0f;
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unit->maxDamage = 10.0f;
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unit->attackCooldown = 1.0f;
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return e;
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}
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ecs_entity_t entityCreateWarrior(const Position position, Player player, Game *game) {
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ecs_entity_t e = entityCreateBaseUnit(position, 10.0f, player, ENTITY_WARRIOR, ANIM_IDLE, game);
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ecs_set(ECS, e, Health, {
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.startHP = 80.0f,
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.hp = 80.0f,
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.lastChanged = -1.0f
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});
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Unit *unit = ecs_get_mut(ECS, e, Unit);
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unit->minDamage = 8.0f;
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unit->maxDamage = 22.0f;
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unit->attackCooldown = 1.8f;
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return e;
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}
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@@ -9,6 +9,7 @@ ecs_entity_t entityCreateEmpty();
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ecs_entity_t entityCreateBaseUnit(const Position position, f32 size, Player player,
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EntityType type, AnimType startAnim, Game *game);
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ecs_entity_t entityCreateSoldier(const Position position, Player player, Game *game);
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ecs_entity_t entityCreateWarrior(const Position position, Player player, Game *game);
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ecs_entity_t entityCreateWorker(const Position position, Player player, Game *game);
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ecs_entity_t entityRecruit(EntityType type, Position position, Player player, Game *game);
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@@ -744,6 +744,62 @@ static bool entityHasAnimation(EntityType entity, AnimType type) {
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}
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}
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static f32 entityGetAnimationLength(EntityType entity, AnimType type) {
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switch (entity) {
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case ENTITY_WORKER:
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switch (type) {
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case ANIM_IDLE: return 0.4f;
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case ANIM_WALK: return 0.72f;
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case ANIM_HURT: return 0.42000000000000004f;
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case ANIM_DIE: return 0.9000000000000001f;
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default: break;
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}
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case ENTITY_SOLDIER:
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switch (type) {
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case ANIM_IDLE: return 0.4f;
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case ANIM_WALK: return 0.72f;
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case ANIM_HURT: return 0.42000000000000004f;
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case ANIM_DIE: return 0.7000000000000001f;
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default: break;
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}
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case ENTITY_WARRIOR:
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switch (type) {
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case ANIM_IDLE: return 0.4f;
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case ANIM_WALK: return 0.72f;
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case ANIM_HURT: return 0.42000000000000004f;
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case ANIM_DIE: return 0.7000000000000001f;
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default: break;
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}
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case ENTITY_MAGE:
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switch (type) {
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case ANIM_IDLE: return 0.4f;
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case ANIM_WALK: return 0.72f;
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case ANIM_HURT: return 0.42000000000000004f;
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case ANIM_DIE: return 0.7000000000000001f;
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default: break;
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}
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case ENTITY_ORC:
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switch (type) {
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case ANIM_IDLE: return 0.4f;
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case ANIM_WALK: return 0.72f;
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case ANIM_HURT: return 0.42000000000000004f;
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case ANIM_DIE: return 0.7000000000000001f;
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default: break;
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}
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case ENTITY_GOBLIN:
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switch (type) {
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case ANIM_IDLE: return 0.4f;
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case ANIM_WALK: return 0.72f;
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case ANIM_HURT: return 0.42000000000000004f;
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case ANIM_DIE: return 0.7000000000000001f;
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default: break;
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}
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default: break;
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}
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BZ_ASSERT(0);
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return 0.0f;
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}
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static AnimationSequence entityGetAnimationSequence(EntityType entity, AnimType type) {
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switch (entity) {
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case ENTITY_WORKER:
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@@ -807,7 +863,7 @@ static AnimationFrame entityGetAnimationFrame(EntityType entity, AnimType type,
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case ANIM_IDLE: return ((AnimationFrame []) {{27, 0.2000f}, {28, 0.2000f}}) [frameIdx];
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case ANIM_WALK: return ((AnimationFrame []) {{29, 0.1800f}, {30, 0.1800f}, {31, 0.1800f}, {30, 0.1800f}}) [frameIdx];
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case ANIM_HURT: return ((AnimationFrame []) {{32, 0.1400f}, {33, 0.1400f}, {34, 0.1400f}}) [frameIdx];
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case ANIM_DIE: return ((AnimationFrame []) {{32, 0.1400f}, {33, 0.1400f}, {34, 0.1400f}, {35, 0.1400f}, {36, 0.1400f}}) [frameIdx];
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case ANIM_DIE: return ((AnimationFrame []) {{32, 0.1400f}, {33, 0.1400f}, {34, 0.1400f}, {35, 0.1400f}, {36, 0.3400f}}) [frameIdx];
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default: break;
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}
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case ENTITY_SOLDIER:
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@@ -1,6 +1,7 @@
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#include "systems.h"
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#include "../game_state.h"
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#include "../utils.h"
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#include <raymath.h>
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#include <stdlib.h>
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@@ -68,11 +69,6 @@ bool updateParticle(const Texture2D tex, Particle *particle, f32 dt) {
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particle->elapsed += dt;
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return alpha >= 1.0f;
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}
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// https://stackoverflow.com/questions/13408990/how-to-generate-random-float-number-in-c
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static inline f32 randFloatRange(f32 min, f32 max) {
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float scale = rand() / (float) RAND_MAX; /* [0, 1.0] */
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return min + scale * ( max - min ); /* [min, max] */
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}
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static inline Vector2 randVector2Range(Vector2 from, Vector2 to) {
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return (Vector2) {
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randFloatRange(from.x, to.x),
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@@ -107,10 +103,18 @@ Particle spawnParticle(const ParticleEmitter *emitter) {
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};
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}
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void animationSetState(Animation *anim, AnimType type, bool playInFull) {
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anim->animType = type;
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anim->sequence = entityGetAnimationSequence(anim->entityType, type);
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anim->curFrame = 0;
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anim->elapsed = 0;
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anim->playInFull = playInFull;
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}
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void updateAnimationState(ecs_iter_t *it) {
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Animation *anim = ecs_field(it, Animation, 1);
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TextureRegion *text = ecs_field(it, TextureRegion, 2);
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for (i32 i = 0; i < it->count; i++) {
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if (anim->playInFull) continue;
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ecs_entity_t entity = it->entities[i];
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AnimType type = ANIM_IDLE;
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if (ecs_has(ECS, entity, Velocity)) {
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@@ -123,10 +127,7 @@ void updateAnimationState(ecs_iter_t *it) {
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}
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if (type != anim[i].animType) {
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anim[i].animType = type;
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anim[i].sequence = entityGetAnimationSequence(anim[i].entityType, type);
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anim[i].curFrame = 0;
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anim[i].elapsed = 0;
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animationSetState(&anim[i], type, false);
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}
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}
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}
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@@ -145,6 +146,7 @@ void updateAnimation(ecs_iter_t *it) {
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if (anim[i].elapsed < frame.duration) continue;
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i32 nextFrame = (anim[i].curFrame + 1) % seq.frameCount;
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if (nextFrame == 0) anim[i].playInFull = false;
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anim[i].curFrame = nextFrame;
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anim[i].frame = entityGetAnimationFrame(anim[i].entityType, anim[i].animType, nextFrame);
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anim[i].elapsed = 0.0f;
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@@ -5,6 +5,7 @@
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#include "../input.h"
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#include "../pathfinding.h"
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#include "../entity_factory.h"
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#include "../utils.h"
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#include <math.h>
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#include <raymath.h>
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@@ -144,16 +145,22 @@ void entityUpdateKinematic(ecs_iter_t *it) {
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position[i] = Vector2Add(position[i], Vector2Scale(velocity[i], dt));
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}
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}
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void entityUpdatePhysics(ecs_iter_t *it) {
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void entityUpdate(ecs_iter_t *it) {
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Game *game = ecs_singleton_get_mut(ECS, Game);
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Position *position = ecs_field(it, Position, 1);
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HitBox *hitbox = ecs_field(it, HitBox, 2);
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Velocity *velocity = ecs_field(it, Velocity, 3);
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SpatialGridID *spatialID = ecs_field(it, SpatialGridID, 4);
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Unit *unit = ecs_field(it, Unit, 4);
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Owner *owner = ecs_field(it, Owner, 5);
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SpatialGridID *spatialID = ecs_field(it, SpatialGridID, 6);
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f32 dt = it->delta_time;
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for (i32 i = 0; i < it->count; i++) {
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// Attack thingies
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unit[i].attackElapsed += dt;
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bool canAttack = unit[i].attackElapsed > unit[i].attackCooldown;
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// Only update "stationary" entities
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bool stationary = Vector2Length(velocity[i]) <= 0.2f;
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Rectangle bounds = entityTransformHitBox(position[i], hitbox[i]);
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@@ -173,9 +180,35 @@ void entityUpdatePhysics(ecs_iter_t *it) {
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if (!CheckCollisionRecs(bounds, otherBounds)) {
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continue;
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}
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// Attack update
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if (canAttack && ecs_has(ECS, other, Health) && ecs_has(ECS, other, Owner)) {
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Health *otherHealth = ecs_get_mut(ECS, other, Health);
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Player otherPlayer = ecs_get(ECS, other, Owner)->player;
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if (otherPlayer != owner[i].player) {
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Rectangle collisionRec = GetCollisionRec(bounds, otherBounds);
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f32 percentageCovered = (collisionRec.width * collisionRec.height) / (bounds.width * bounds.height);
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f32 dealDmg = randFloatRange(unit[i].minDamage, unit[i].maxDamage);
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f32 multiplier = 1.0f + percentageCovered;
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multiplier = Clamp(multiplier, 0.8f, 1.6f);
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dealDmg *= multiplier;
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damageEvent(other, (DamageEvent) {
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.amount = dealDmg
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});
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canAttack = false;
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unit[i].attackElapsed = 0.0f;
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}
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}
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// Physics update
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slowDown += 0.1f;
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Position dif = Vector2Subtract(otherPos, position[i]);
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//dif = Vector2Normalize(dif);
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dir = Vector2Add(dir, dif);
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}
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@@ -270,7 +303,7 @@ void updateBuildingRecruitment(ecs_iter_t *it) {
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}
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}
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void renderHealth(ecs_iter_t *it) {
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void renderHealthBar(ecs_iter_t *it) {
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Position *pos = ecs_field(it, Position, 1);
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HitBox *hitbox = ecs_field(it, HitBox, 2);
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Health *health = ecs_field(it, Health, 3);
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@@ -3,6 +3,36 @@
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#include "../game_state.h"
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#include "../sounds.h"
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void damageEvent(ecs_entity_t entity, DamageEvent event) {
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BZ_ASSERT(ecs_has(ECS, entity, Health));
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Health *health = ecs_get_mut(ECS, entity, Health);
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health->hp -= event.amount;
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bool hasAnimation = ecs_has(ECS, entity, Animation);
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if (hasAnimation && health->hp > 0) {
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// Still alive, just play hurt anim
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Animation *animation = ecs_get_mut(ECS, entity, Animation);
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animationSetState(animation, ANIM_HURT, true);
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} else if (hasAnimation) {
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// Delay delete
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Animation *animation = ecs_get_mut(ECS, entity, Animation);
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animationSetState(animation, ANIM_DIE, true);
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ecs_set(ECS, entity, DelayDelete, {
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.time = entityGetAnimationLength(animation->entityType, ANIM_DIE)
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});
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// Remove, so it becomes inactive
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ecs_remove_id(ECS, entity, Selectable);
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ecs_remove(ECS, entity, Health);
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ecs_remove(ECS, entity, Unit);
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ecs_remove(ECS, entity, Building);
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} else {
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// No animation, delete right away
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ecs_delete(ECS, entity);
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}
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health->lastChanged = GetTime();
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}
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i32 harvestEvent(ecs_entity_t entity, HarvestEvent event) {
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BZ_ASSERT(ecs_has_id(ECS, entity, ecs_id(Harvestable)));
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BZ_ASSERT(ecs_has(ECS, entity, Resource));
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@@ -291,9 +291,9 @@ void drawMainMenuUI(Game *game, f32 dt) {
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if (uiMainMenuButton("Play", true)) {
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setScreen(game, SCREEN_GAME);
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unloadMap(game);
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//loadMap(game, "assets/maps/tree_test.tmj");
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loadMap(game, "assets/maps/tree_test.tmj");
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//loadMap(game, "assets/maps/entity_test.tmj");
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loadMap(game, "assets/maps/map_01.tmj");
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//loadMap(game, "assets/maps/map_01.tmj");
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}
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if (uiMainMenuButton("Settings", true)) {
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setScreen(game, SCREEN_SETTINGS);
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@@ -73,6 +73,19 @@ ECS_MOVE(Building, dst, src, {
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*dst = *src;
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})
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void delayDeleteUpdate(ecs_iter_t *it) {
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DelayDelete *delay = ecs_field(it, DelayDelete, 1);
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f32 dt = GetFrameTime();
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for (i32 i = 0; i < it->count; i++) {
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delay[i].elapsed += dt;
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if (delay[i].elapsed >= delay[i].time)
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ecs_delete(ECS, it->entities[i]);
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}
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}
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void setupSystems() {
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ecs_set_hooks(ECS, SpatialGridID, {
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.dtor = ecs_dtor(SpatialGridID),
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@@ -99,7 +112,7 @@ void setupSystems() {
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ECS_SYSTEM(ECS, entityUpdateSpatialID, EcsOnUpdate, Position, HitBox, Velocity, SpatialGridID);
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ECS_SYSTEM(ECS, entityUpdateKinematic, EcsOnUpdate, Position, Velocity, Steering, Unit);
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ECS_SYSTEM(ECS, entityUpdatePhysics, EcsOnUpdate, Position, HitBox, Velocity, SpatialGridID);
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ECS_SYSTEM(ECS, entityUpdate, EcsOnUpdate, Position, HitBox, Velocity, Unit, Owner, SpatialGridID);
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ECS_SYSTEM(ECS, entityMoveToTarget, EcsOnUpdate, Position, Velocity, TargetPosition, Steering);
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ECS_SYSTEM(ECS, entityFollowPath, EcsOnUpdate, Path);
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@@ -113,12 +126,14 @@ void setupSystems() {
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ECS_SYSTEM(ECS, updateAnimation, EcsOnUpdate, Animation, TextureRegion);
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ECS_SYSTEM(ECS, updateEasingSystem, EcsOnUpdate, Easing, Position, HitBox, Rotation);
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ECS_SYSTEM(ECS, renderHealth, EcsOnUpdate, Position, HitBox, Health);
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ECS_SYSTEM(ECS, renderHealthBar, EcsOnUpdate, Position, HitBox, Health);
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ECS_SYSTEM(ECS, renderDebugPath, EcsOnUpdate, Path);
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ECS_SYSTEM(ECS, renderColliders, EcsOnUpdate, Position, HitBox);
|
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ECS_SYSTEM(ECS, renderOrientationDirection, EcsOnUpdate, Position, Orientation);
|
||||
|
||||
ECS_SYSTEM(ECS, delayDeleteUpdate, EcsOnUpdate, DelayDelete);
|
||||
|
||||
renderDebugPathSystem = renderDebugPath;
|
||||
renderOrientDirSystem = renderOrientationDirection;
|
||||
renderCollidersSystem = renderColliders;
|
||||
|
||||
@@ -46,6 +46,7 @@ bool updateParticle(const Texture2D tex, Particle *particle, f32 dt);
|
||||
|
||||
Particle spawnParticle(const ParticleEmitter *emitter);
|
||||
|
||||
void animationSetState(Animation *anim, AnimType type, bool playInFull);
|
||||
/*
|
||||
* 1: Animation
|
||||
* 2: TextureRegion
|
||||
@@ -117,13 +118,16 @@ void entityUpdateSpatialID(ecs_iter_t *it);
|
||||
void entityUpdateKinematic(ecs_iter_t *it);
|
||||
|
||||
/*
|
||||
* Big system for updating physics and attacking
|
||||
* 0: Game (singleton) for collisions
|
||||
* 1: Position
|
||||
* 2: HitBox
|
||||
* 2: Velocity
|
||||
* 3: SpatialGridID
|
||||
* 3: Velocity
|
||||
* 4: Unit
|
||||
* 5: Owner
|
||||
* 6: SpatialGridID
|
||||
*/
|
||||
void entityUpdatePhysics(ecs_iter_t *it);
|
||||
void entityUpdate(ecs_iter_t *it);
|
||||
|
||||
/*
|
||||
* 1: Position
|
||||
@@ -152,7 +156,7 @@ void updateBuildingRecruitment(ecs_iter_t *it);
|
||||
* 2: HitBox
|
||||
* 3: Health
|
||||
*/
|
||||
void renderHealth(ecs_iter_t *it);
|
||||
void renderHealthBar(ecs_iter_t *it);
|
||||
|
||||
/*
|
||||
* 1: Position
|
||||
@@ -177,6 +181,8 @@ void renderDebugPath(ecs_iter_t *it);
|
||||
* Event Systems
|
||||
**********************************/
|
||||
|
||||
void damageEvent(ecs_entity_t entity, DamageEvent event);
|
||||
|
||||
i32 harvestEvent(ecs_entity_t entity, HarvestEvent event);
|
||||
void depositEvent(ecs_entity_t entity, DepositEvent event);
|
||||
|
||||
|
||||
@@ -3,6 +3,7 @@
|
||||
|
||||
#include <raylib.h>
|
||||
#include <breeze.h>
|
||||
#include <stdlib.h>
|
||||
|
||||
static Rectangle getCameraBounds(Camera2D camera) {
|
||||
Rectangle bounds = {
|
||||
@@ -18,6 +19,12 @@ static Rectangle getCameraBounds(Camera2D camera) {
|
||||
return bounds;
|
||||
}
|
||||
|
||||
// https://stackoverflow.com/questions/13408990/how-to-generate-random-float-number-in-c
|
||||
static inline f32 randFloatRange(f32 min, f32 max) {
|
||||
float scale = rand() / (float) RAND_MAX; /* [0, 1.0] */
|
||||
return min + scale * ( max - min ); /* [min, max] */
|
||||
}
|
||||
|
||||
// Implemented in main.c
|
||||
bool serializeGameData(const char *path, const GameData *gameData);
|
||||
bool deserializeGameData(const char *path, GameData *gameData);
|
||||
|
||||
@@ -432,7 +432,7 @@
|
||||
"tileid":35
|
||||
},
|
||||
{
|
||||
"duration":140,
|
||||
"duration":340,
|
||||
"tileid":36
|
||||
}],
|
||||
"id":35,
|
||||
|
||||
@@ -199,7 +199,7 @@
|
||||
<frame tileid="33" duration="140"/>
|
||||
<frame tileid="34" duration="140"/>
|
||||
<frame tileid="35" duration="140"/>
|
||||
<frame tileid="36" duration="140"/>
|
||||
<frame tileid="36" duration="340"/>
|
||||
</animation>
|
||||
</tile>
|
||||
<tile id="36" type="worker">
|
||||
|
||||
@@ -381,6 +381,34 @@ class EnumWriter:
|
||||
writer.block_end()
|
||||
writer.empty_line()
|
||||
|
||||
|
||||
def output_anim_length(self, func_name):
|
||||
writer = self.writer
|
||||
writer.output(f"static f32 {func_name}({self.enum_type} entity, {self.anim_type} type) ")
|
||||
writer.block_start()
|
||||
|
||||
writer.output("switch (entity) ")
|
||||
writer.block_start()
|
||||
for entity, animation_types in self.anim_map.items():
|
||||
writer.output(f"case {entity}:\n")
|
||||
writer.indent()
|
||||
writer.output("switch (type) ")
|
||||
writer.block_start()
|
||||
for anim_type in animation_types:
|
||||
anim = self.anim_map[entity][anim_type]
|
||||
duration = sum([x['duration'] * 0.001 for x in anim])
|
||||
writer.output(f"case {anim_type}: return {duration}f;\n")
|
||||
writer.output("default: break;\n")
|
||||
writer.block_end()
|
||||
writer.unindent()
|
||||
writer.output("default: break;\n")
|
||||
writer.block_end()
|
||||
|
||||
writer.output("BZ_ASSERT(0);\n")
|
||||
writer.output("return 0.0f;\n")
|
||||
writer.block_end()
|
||||
writer.empty_line()
|
||||
|
||||
def output_anim_sequence(self, func_name):
|
||||
writer = self.writer
|
||||
writer.output(f"static AnimationSequence {func_name}({self.enum_type} entity, {self.anim_type} type) ")
|
||||
|
||||
@@ -90,6 +90,7 @@ anim_writer.output_enum_to_tile("getEntityTile")
|
||||
anim_writer.output_enum_to_str("getEntityStr")
|
||||
anim_writer.output_anim_enum_to_str("getEntityAnimationStr")
|
||||
anim_writer.output_has_anim("entityHasAnimation")
|
||||
anim_writer.output_anim_length("entityGetAnimationLength")
|
||||
anim_writer.output_anim_sequence("entityGetAnimationSequence")
|
||||
anim_writer.output_anim_frame("entityGetAnimationFrame")
|
||||
|
||||
|
||||
Reference in New Issue
Block a user