Add hurt, die animation when taking damage

This commit is contained in:
2024-02-07 17:14:17 +01:00
parent d6466b8f55
commit 6c1d0dfdb2
16 changed files with 251 additions and 24 deletions

View File

@@ -48,6 +48,8 @@ ECS_TAG_DECLARE(Buildable);
ECS_TAG_DECLARE(Workable);
ECS_TAG_DECLARE(Attackable);
ECS_COMPONENT_DECLARE(DelayDelete);
void initComponentIDs(ecs_world_t *ecs) {
ECS_TAG_DEFINE(ecs, GameEntity);
@@ -95,6 +97,7 @@ void initComponentIDs(ecs_world_t *ecs) {
ECS_TAG_DEFINE(ecs, Workable);
ECS_TAG_DEFINE(ecs, Attackable);
ECS_COMPONENT_DEFINE(ecs, DelayDelete);
}
#include <rlImGui.h>

View File

@@ -156,6 +156,8 @@ typedef struct Animation {
i32 curFrame;
f32 elapsed;
bool playInFull;
} Animation;
extern ECS_COMPONENT_DECLARE(Animation);
@@ -183,6 +185,10 @@ extern ECS_COMPONENT_DECLARE(Easing);
/**********************************************************
* Event components
*********************************************************/
typedef struct DamageEvent {
f32 amount;
} DamageEvent;
typedef struct HarvestEvent {
ResourceType type;
i32 amount;
@@ -240,6 +246,10 @@ extern ECS_COMPONENT_DECLARE(Worker);
// Unit can:
// - Attack
typedef struct Unit {
f32 attackCooldown;
f32 attackElapsed;
f32 minDamage;
f32 maxDamage;
f32 maxSpeed;
f32 acceleration;
f32 deceleration;
@@ -273,6 +283,15 @@ extern ECS_COMPONENT_DECLARE(Harvestable);
extern ECS_TAG_DECLARE(Buildable);
extern ECS_TAG_DECLARE(Attackable);
/**********************************************************
* DelayDelete components
*********************************************************/
typedef struct DelayDelete {
f32 time;
f32 elapsed;
} DelayDelete;
extern ECS_COMPONENT_DECLARE(DelayDelete);
void initComponentIDs(ecs_world_t *ecs);
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
ecs_set(ECS, e, AIBlackboard, {.entity = e});
ecs_add_id(ECS, e, Selectable);
ecs_set(ECS, e, Unit, {
.attackElapsed = 0.0f,
.attackCooldown = 1.0f,
.minDamage = 1.0f,
.maxDamage = 2.0f,
.acceleration = 80.0f,
.maxSpeed = 15.0f,
.deceleration = 0.1f,
@@ -67,6 +71,28 @@ ecs_entity_t entityCreateBaseUnit(const Position position, f32 size, Player play
ecs_entity_t entityCreateSoldier(const Position position, Player player, Game *game) {
ecs_entity_t e = entityCreateBaseUnit(position, 10.0f, player, ENTITY_SOLDIER, ANIM_IDLE, game);
ecs_set(ECS, e, Health, {
.startHP = 40.0f,
.hp = 40.0f,
.lastChanged = -1.0f
});
Unit *unit = ecs_get_mut(ECS, e, Unit);
unit->minDamage = 5.0f;
unit->maxDamage = 10.0f;
unit->attackCooldown = 1.0f;
return e;
}
ecs_entity_t entityCreateWarrior(const Position position, Player player, Game *game) {
ecs_entity_t e = entityCreateBaseUnit(position, 10.0f, player, ENTITY_WARRIOR, ANIM_IDLE, game);
ecs_set(ECS, e, Health, {
.startHP = 80.0f,
.hp = 80.0f,
.lastChanged = -1.0f
});
Unit *unit = ecs_get_mut(ECS, e, Unit);
unit->minDamage = 8.0f;
unit->maxDamage = 22.0f;
unit->attackCooldown = 1.8f;
return e;
}

View File

@@ -9,6 +9,7 @@ ecs_entity_t entityCreateEmpty();
ecs_entity_t entityCreateBaseUnit(const Position position, f32 size, Player player,
EntityType type, AnimType startAnim, Game *game);
ecs_entity_t entityCreateSoldier(const Position position, Player player, Game *game);
ecs_entity_t entityCreateWarrior(const Position position, Player player, Game *game);
ecs_entity_t entityCreateWorker(const Position position, Player player, Game *game);
ecs_entity_t entityRecruit(EntityType type, Position position, Player player, Game *game);

View File

@@ -744,6 +744,62 @@ static bool entityHasAnimation(EntityType entity, AnimType type) {
}
}
static f32 entityGetAnimationLength(EntityType entity, AnimType type) {
switch (entity) {
case ENTITY_WORKER:
switch (type) {
case ANIM_IDLE: return 0.4f;
case ANIM_WALK: return 0.72f;
case ANIM_HURT: return 0.42000000000000004f;
case ANIM_DIE: return 0.9000000000000001f;
default: break;
}
case ENTITY_SOLDIER:
switch (type) {
case ANIM_IDLE: return 0.4f;
case ANIM_WALK: return 0.72f;
case ANIM_HURT: return 0.42000000000000004f;
case ANIM_DIE: return 0.7000000000000001f;
default: break;
}
case ENTITY_WARRIOR:
switch (type) {
case ANIM_IDLE: return 0.4f;
case ANIM_WALK: return 0.72f;
case ANIM_HURT: return 0.42000000000000004f;
case ANIM_DIE: return 0.7000000000000001f;
default: break;
}
case ENTITY_MAGE:
switch (type) {
case ANIM_IDLE: return 0.4f;
case ANIM_WALK: return 0.72f;
case ANIM_HURT: return 0.42000000000000004f;
case ANIM_DIE: return 0.7000000000000001f;
default: break;
}
case ENTITY_ORC:
switch (type) {
case ANIM_IDLE: return 0.4f;
case ANIM_WALK: return 0.72f;
case ANIM_HURT: return 0.42000000000000004f;
case ANIM_DIE: return 0.7000000000000001f;
default: break;
}
case ENTITY_GOBLIN:
switch (type) {
case ANIM_IDLE: return 0.4f;
case ANIM_WALK: return 0.72f;
case ANIM_HURT: return 0.42000000000000004f;
case ANIM_DIE: return 0.7000000000000001f;
default: break;
}
default: break;
}
BZ_ASSERT(0);
return 0.0f;
}
static AnimationSequence entityGetAnimationSequence(EntityType entity, AnimType type) {
switch (entity) {
case ENTITY_WORKER:
@@ -807,7 +863,7 @@ static AnimationFrame entityGetAnimationFrame(EntityType entity, AnimType type,
case ANIM_IDLE: return ((AnimationFrame []) {{27, 0.2000f}, {28, 0.2000f}}) [frameIdx];
case ANIM_WALK: return ((AnimationFrame []) {{29, 0.1800f}, {30, 0.1800f}, {31, 0.1800f}, {30, 0.1800f}}) [frameIdx];
case ANIM_HURT: return ((AnimationFrame []) {{32, 0.1400f}, {33, 0.1400f}, {34, 0.1400f}}) [frameIdx];
case ANIM_DIE: return ((AnimationFrame []) {{32, 0.1400f}, {33, 0.1400f}, {34, 0.1400f}, {35, 0.1400f}, {36, 0.1400f}}) [frameIdx];
case ANIM_DIE: return ((AnimationFrame []) {{32, 0.1400f}, {33, 0.1400f}, {34, 0.1400f}, {35, 0.1400f}, {36, 0.3400f}}) [frameIdx];
default: break;
}
case ENTITY_SOLDIER:

View File

@@ -1,6 +1,7 @@
#include "systems.h"
#include "../game_state.h"
#include "../utils.h"
#include <raymath.h>
#include <stdlib.h>
@@ -68,11 +69,6 @@ bool updateParticle(const Texture2D tex, Particle *particle, f32 dt) {
particle->elapsed += dt;
return alpha >= 1.0f;
}
// 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] */
}
static inline Vector2 randVector2Range(Vector2 from, Vector2 to) {
return (Vector2) {
randFloatRange(from.x, to.x),
@@ -107,10 +103,18 @@ Particle spawnParticle(const ParticleEmitter *emitter) {
};
}
void animationSetState(Animation *anim, AnimType type, bool playInFull) {
anim->animType = type;
anim->sequence = entityGetAnimationSequence(anim->entityType, type);
anim->curFrame = 0;
anim->elapsed = 0;
anim->playInFull = playInFull;
}
void updateAnimationState(ecs_iter_t *it) {
Animation *anim = ecs_field(it, Animation, 1);
TextureRegion *text = ecs_field(it, TextureRegion, 2);
for (i32 i = 0; i < it->count; i++) {
if (anim->playInFull) continue;
ecs_entity_t entity = it->entities[i];
AnimType type = ANIM_IDLE;
if (ecs_has(ECS, entity, Velocity)) {
@@ -123,10 +127,7 @@ void updateAnimationState(ecs_iter_t *it) {
}
if (type != anim[i].animType) {
anim[i].animType = type;
anim[i].sequence = entityGetAnimationSequence(anim[i].entityType, type);
anim[i].curFrame = 0;
anim[i].elapsed = 0;
animationSetState(&anim[i], type, false);
}
}
}
@@ -145,6 +146,7 @@ void updateAnimation(ecs_iter_t *it) {
if (anim[i].elapsed < frame.duration) continue;
i32 nextFrame = (anim[i].curFrame + 1) % seq.frameCount;
if (nextFrame == 0) anim[i].playInFull = false;
anim[i].curFrame = nextFrame;
anim[i].frame = entityGetAnimationFrame(anim[i].entityType, anim[i].animType, nextFrame);
anim[i].elapsed = 0.0f;

View File

@@ -5,6 +5,7 @@
#include "../input.h"
#include "../pathfinding.h"
#include "../entity_factory.h"
#include "../utils.h"
#include <math.h>
#include <raymath.h>
@@ -144,16 +145,22 @@ void entityUpdateKinematic(ecs_iter_t *it) {
position[i] = Vector2Add(position[i], Vector2Scale(velocity[i], dt));
}
}
void entityUpdatePhysics(ecs_iter_t *it) {
void entityUpdate(ecs_iter_t *it) {
Game *game = ecs_singleton_get_mut(ECS, Game);
Position *position = ecs_field(it, Position, 1);
HitBox *hitbox = ecs_field(it, HitBox, 2);
Velocity *velocity = ecs_field(it, Velocity, 3);
SpatialGridID *spatialID = ecs_field(it, SpatialGridID, 4);
Unit *unit = ecs_field(it, Unit, 4);
Owner *owner = ecs_field(it, Owner, 5);
SpatialGridID *spatialID = ecs_field(it, SpatialGridID, 6);
f32 dt = it->delta_time;
for (i32 i = 0; i < it->count; i++) {
// Attack thingies
unit[i].attackElapsed += dt;
bool canAttack = unit[i].attackElapsed > unit[i].attackCooldown;
// Only update "stationary" entities
bool stationary = Vector2Length(velocity[i]) <= 0.2f;
Rectangle bounds = entityTransformHitBox(position[i], hitbox[i]);
@@ -173,9 +180,35 @@ void entityUpdatePhysics(ecs_iter_t *it) {
if (!CheckCollisionRecs(bounds, otherBounds)) {
continue;
}
// Attack update
if (canAttack && ecs_has(ECS, other, Health) && ecs_has(ECS, other, Owner)) {
Health *otherHealth = ecs_get_mut(ECS, other, Health);
Player otherPlayer = ecs_get(ECS, other, Owner)->player;
if (otherPlayer != owner[i].player) {
Rectangle collisionRec = GetCollisionRec(bounds, otherBounds);
f32 percentageCovered = (collisionRec.width * collisionRec.height) / (bounds.width * bounds.height);
f32 dealDmg = randFloatRange(unit[i].minDamage, unit[i].maxDamage);
f32 multiplier = 1.0f + percentageCovered;
multiplier = Clamp(multiplier, 0.8f, 1.6f);
dealDmg *= multiplier;
damageEvent(other, (DamageEvent) {
.amount = dealDmg
});
canAttack = false;
unit[i].attackElapsed = 0.0f;
}
}
// Physics update
slowDown += 0.1f;
Position dif = Vector2Subtract(otherPos, position[i]);
//dif = Vector2Normalize(dif);
dir = Vector2Add(dir, dif);
}
@@ -270,7 +303,7 @@ void updateBuildingRecruitment(ecs_iter_t *it) {
}
}
void renderHealth(ecs_iter_t *it) {
void renderHealthBar(ecs_iter_t *it) {
Position *pos = ecs_field(it, Position, 1);
HitBox *hitbox = ecs_field(it, HitBox, 2);
Health *health = ecs_field(it, Health, 3);

View File

@@ -3,6 +3,36 @@
#include "../game_state.h"
#include "../sounds.h"
void damageEvent(ecs_entity_t entity, DamageEvent event) {
BZ_ASSERT(ecs_has(ECS, entity, Health));
Health *health = ecs_get_mut(ECS, entity, Health);
health->hp -= event.amount;
bool hasAnimation = ecs_has(ECS, entity, Animation);
if (hasAnimation && health->hp > 0) {
// Still alive, just play hurt anim
Animation *animation = ecs_get_mut(ECS, entity, Animation);
animationSetState(animation, ANIM_HURT, true);
} else if (hasAnimation) {
// Delay delete
Animation *animation = ecs_get_mut(ECS, entity, Animation);
animationSetState(animation, ANIM_DIE, true);
ecs_set(ECS, entity, DelayDelete, {
.time = entityGetAnimationLength(animation->entityType, ANIM_DIE)
});
// Remove, so it becomes inactive
ecs_remove_id(ECS, entity, Selectable);
ecs_remove(ECS, entity, Health);
ecs_remove(ECS, entity, Unit);
ecs_remove(ECS, entity, Building);
} else {
// No animation, delete right away
ecs_delete(ECS, entity);
}
health->lastChanged = GetTime();
}
i32 harvestEvent(ecs_entity_t entity, HarvestEvent event) {
BZ_ASSERT(ecs_has_id(ECS, entity, ecs_id(Harvestable)));
BZ_ASSERT(ecs_has(ECS, entity, Resource));

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@@ -291,9 +291,9 @@ void drawMainMenuUI(Game *game, f32 dt) {
if (uiMainMenuButton("Play", true)) {
setScreen(game, SCREEN_GAME);
unloadMap(game);
//loadMap(game, "assets/maps/tree_test.tmj");
loadMap(game, "assets/maps/tree_test.tmj");
//loadMap(game, "assets/maps/entity_test.tmj");
loadMap(game, "assets/maps/map_01.tmj");
//loadMap(game, "assets/maps/map_01.tmj");
}
if (uiMainMenuButton("Settings", true)) {
setScreen(game, SCREEN_SETTINGS);

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@@ -73,6 +73,19 @@ ECS_MOVE(Building, dst, src, {
*dst = *src;
})
void delayDeleteUpdate(ecs_iter_t *it) {
DelayDelete *delay = ecs_field(it, DelayDelete, 1);
f32 dt = GetFrameTime();
for (i32 i = 0; i < it->count; i++) {
delay[i].elapsed += dt;
if (delay[i].elapsed >= delay[i].time)
ecs_delete(ECS, it->entities[i]);
}
}
void setupSystems() {
ecs_set_hooks(ECS, SpatialGridID, {
.dtor = ecs_dtor(SpatialGridID),
@@ -99,7 +112,7 @@ void setupSystems() {
ECS_SYSTEM(ECS, entityUpdateSpatialID, EcsOnUpdate, Position, HitBox, Velocity, SpatialGridID);
ECS_SYSTEM(ECS, entityUpdateKinematic, EcsOnUpdate, Position, Velocity, Steering, Unit);
ECS_SYSTEM(ECS, entityUpdatePhysics, EcsOnUpdate, Position, HitBox, Velocity, SpatialGridID);
ECS_SYSTEM(ECS, entityUpdate, EcsOnUpdate, Position, HitBox, Velocity, Unit, Owner, SpatialGridID);
ECS_SYSTEM(ECS, entityMoveToTarget, EcsOnUpdate, Position, Velocity, TargetPosition, Steering);
ECS_SYSTEM(ECS, entityFollowPath, EcsOnUpdate, Path);
@@ -113,12 +126,14 @@ void setupSystems() {
ECS_SYSTEM(ECS, updateAnimation, EcsOnUpdate, Animation, TextureRegion);
ECS_SYSTEM(ECS, updateEasingSystem, EcsOnUpdate, Easing, Position, HitBox, Rotation);
ECS_SYSTEM(ECS, renderHealth, EcsOnUpdate, Position, HitBox, Health);
ECS_SYSTEM(ECS, renderHealthBar, EcsOnUpdate, Position, HitBox, Health);
ECS_SYSTEM(ECS, renderDebugPath, EcsOnUpdate, Path);
ECS_SYSTEM(ECS, renderColliders, EcsOnUpdate, Position, HitBox);
ECS_SYSTEM(ECS, renderOrientationDirection, EcsOnUpdate, Position, Orientation);
ECS_SYSTEM(ECS, delayDeleteUpdate, EcsOnUpdate, DelayDelete);
renderDebugPathSystem = renderDebugPath;
renderOrientDirSystem = renderOrientationDirection;
renderCollidersSystem = renderColliders;

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@@ -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);

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@@ -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);

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@@ -432,7 +432,7 @@
"tileid":35
},
{
"duration":140,
"duration":340,
"tileid":36
}],
"id":35,

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@@ -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">

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@@ -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) ")

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@@ -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")