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ECS_COMPONENT_DEFINE(ecs, Path); @@ -62,6 +66,8 @@ void initComponentIDs(ecs_world_t *ecs) { ECS_COMPONENT_DEFINE(ecs, Animation); ECS_COMPONENT_DEFINE(ecs, Easing); + ECS_COMPONENT_DEFINE(ecs, Arms); + ECS_COMPONENT_DEFINE(ecs, Arm); ECS_COMPONENT_DEFINE(ecs, UnitAI); ECS_COMPONENT_DEFINE(ecs, UnitAction); diff --git a/game/components.h b/game/components.h index 7d42d49..89159a3 100644 --- a/game/components.h +++ b/game/components.h @@ -60,12 +60,13 @@ typedef BzSpatialGridID SpatialGridID; extern ECS_COMPONENT_DECLARE(SpatialGridID); typedef Vector2 Position, Size, Velocity, TargetPosition, Steering; -typedef f32 Rotation; +typedef f32 Rotation, Orientation; extern ECS_COMPONENT_DECLARE(Position); extern ECS_COMPONENT_DECLARE(Size); extern ECS_COMPONENT_DECLARE(Velocity); extern ECS_COMPONENT_DECLARE(Rotation); +extern ECS_COMPONENT_DECLARE(Orientation); extern ECS_COMPONENT_DECLARE(Steering); extern ECS_COMPONENT_DECLARE(TargetPosition); @@ -152,20 +153,31 @@ typedef struct EntityArms { * Gameplay components *********************************************************/ +typedef Vector2 ItemOffset; typedef struct WeaponMelee { - + ecs_entity_t weapon; + f32 reach; + f32 damage; + f32 speed; } WeaponMelee; typedef struct WeaponRanged { - + ecs_entity_t weapon; + int32_t ammo; } WeaponRanged; typedef struct WeaponShield { - + ecs_entity_t weapon; } WeaponShield; -typedef struct AttachedWeapons { +typedef struct Arms { ecs_entity_t primary; ecs_entity_t secondary; -} AttachedWeapons; +} Arms; +extern ECS_COMPONENT_DECLARE(Arms); +typedef struct Arm { + f32 offset; + f32 extended; +} Arm; +extern ECS_COMPONENT_DECLARE(Arm); extern ECS_COMPONENT_DECLARE(UnitAction); extern ECS_COMPONENT_DECLARE(UnitAI); diff --git a/game/entity_factory.c b/game/entity_factory.c index 7be0052..5f80666 100644 --- a/game/entity_factory.c +++ b/game/entity_factory.c @@ -18,6 +18,7 @@ ecs_entity_t entityCreateWorker(const Position position, Game *game) { size.x, size.y); ecs_set(ECS, e, SpatialGridID, { spatialID }); ecs_set(ECS, e, Rotation, { 0.0f }); + ecs_set(ECS, e, Orientation, {0.0f}); ecs_set(ECS, e, Velocity, {}); ecs_set(ECS, e, Steering, {}); TextureRegion workerRegion = { @@ -46,5 +47,19 @@ ecs_entity_t entityCreateWorker(const Position position, Game *game) { .depositSpeed = 0.2f, .carryCapacity = 5, }); + + ecs_entity_t right = entityCreateEmpty(); + Arms arms = {.primary = right}; + ecs_set_ptr(ECS, e, Arms, &arms); + ecs_set(ECS, right, Arm, {.offset = 45.0f, 4.5f}); + + ecs_set(ECS, right, Size, {8, 8}); + ecs_set(ECS, right, Rotation, { 0.0f }); + TextureRegion daggerRegion = { + tileset->tiles, + bzTilesetGetTileRegion(tileset, getItemTile(ITEM_AXE)) + }; + ecs_set_ptr(ECS, right, TextureRegion, &daggerRegion); + return e; } diff --git a/game/game_tileset.h b/game/game_tileset.h index 0a87655..e78356f 100644 --- a/game/game_tileset.h +++ b/game/game_tileset.h @@ -393,4 +393,55 @@ static AnimationFrame entityGetAnimationFrame(EntityType entity, AnimType type, return (AnimationFrame) {-1, -1.0f}; } +typedef enum ItemType { + ITEM_STAFF, + ITEM_PICKAXE, + ITEM_AXE, + ITEM_DAGGER, + ITEM_WOOD_SHIELD, + ITEM_SHIELD, + ITEM_IRON_SHIELD, + ITEM_BOW, + ITEM_JAVLIN, + ITEM_ARROW, + ITEM_SWORD, + ITEM_GREATSWORD, + ITEM_CUTLASS, + ITEM_BATTLEAXE, + ITEM_GREATEAXE, + ITEM_SYTHE, + ITEM_MACE, + ITEM_BATTLEHAMMER, + ITEM_SPEAR, + ITEM_TRIDENT, + ITEM_COUNT, + ITEM_NONE, +} ItemType; + +static ItemType getItemTile(ItemType type) { + switch (type) { + case ITEM_STAFF: return 7680; + case ITEM_PICKAXE: return 7681; + case ITEM_AXE: return 7682; + case ITEM_DAGGER: return 7683; + case ITEM_WOOD_SHIELD: return 7936; + case ITEM_SHIELD: return 7937; + case ITEM_IRON_SHIELD: return 7938; + case ITEM_BOW: return 7939; + case ITEM_JAVLIN: return 7942; + case ITEM_ARROW: return 7943; + case ITEM_SWORD: return 8192; + case ITEM_GREATSWORD: return 8193; + case ITEM_CUTLASS: return 8194; + case ITEM_BATTLEAXE: return 8195; + case ITEM_GREATEAXE: return 8196; + case ITEM_SYTHE: return 8197; + case ITEM_MACE: return 8198; + case ITEM_BATTLEHAMMER: return 8199; + case ITEM_SPEAR: return 8200; + case ITEM_TRIDENT: return 8201; + default: return -1; + } +} + #endif // GAME_TILESET_H diff --git a/game/main.c b/game/main.c index 712eab7..14dda48 100644 --- a/game/main.c +++ b/game/main.c @@ -313,6 +313,7 @@ static void renderGame(Game *game, float dt) { // Entities bzArrayClear(game->drawData); ecs_iter_t it = ecs_query_iter(ECS, game->drawQuery); + ecs_entity_t worker = 0; while (ecs_iter_next(&it)) { Position *p = ecs_field(&it, Position, 1); Size *s = ecs_field(&it, Size, 2); @@ -320,6 +321,9 @@ static void renderGame(Game *game, float dt) { TextureRegion *t = ecs_field(&it, TextureRegion, 4); for (i32 i = 0; i < it.count; i++) { Rectangle dst = {p[i].x, p[i].y, s[i].x, s[i].y}; + if (dst.width == 10 && dst.height == 10) { + worker = it.entities[i]; + } Vector2 origin = {dst.width * 0.5f, dst.height}; dst.x += origin.x - dst.width * 0.5f; dst.y += origin.y - dst.height * 0.5f; @@ -327,8 +331,8 @@ static void renderGame(Game *game, float dt) { // Fixes texture bleeding issue src.x += 0.01f; src.y += 0.01f; - src.width -= 0.01f; - src.height -= 0.01f; + src.width -= 0.02f; + src.height -= 0.02f; if (t[i].flipX) src.width *= -1.0f; if (t[i].flipY) src.height *= -1.0f; bzArrayPush(game->drawData, (DrawData) { @@ -346,6 +350,32 @@ static void renderGame(Game *game, float dt) { DrawData draw = game->drawData[i]; DrawTexturePro(draw.tex, draw.src, draw.dst, draw.origin, draw.rotation, WHITE); } + Vector2 target = GetMousePosition(); + target = GetScreenToWorld2D(target, game->camera); + static f32 elapsed = 0; + static bool attack = false; + static Vector2 lockedTarget; + if (!attack && IsMouseButtonPressed(0)) { + attack = true; + lockedTarget = target; + elapsed = 0; + } + elapsed += dt * 2; + elapsed = Clamp(elapsed, 0, 1.0f); + attack = false; + if (worker && false) { + Position *pos = ecs_get_mut(ECS, worker, Position); + DrawCircle(pos->x, pos->y, 2.0f, BLUE); + Vector2 attackVector = Vector2Subtract(lockedTarget, *pos); + attackVector = Vector2Normalize(attackVector); + attackVector = Vector2Scale(attackVector, 2.0f); + DrawLine(pos->x, pos->y, pos->x + attackVector.x, pos->y + attackVector.y, RED); + Rotation *rot = ecs_get_mut(ECS, worker, Rotation); + f32 targetRot = Vector2Angle(*pos, lockedTarget); + targetRot += 25 * DEG2RAD; + *rot = targetRot * bzEase(BZ_EASE_IN_BACK, elapsed); + bzLogInfo("%.2f", Vector2Angle(*pos, lockedTarget) * RAD2DEG); + } ecs_progress(ECS, dt); ecs_enable(ECS, renderDebugPathSystem, game->debugDraw.path); diff --git a/game/systems/s_entity.c b/game/systems/s_entity.c index 1d286d6..17e551a 100644 --- a/game/systems/s_entity.c +++ b/game/systems/s_entity.c @@ -141,6 +141,31 @@ void entityFollowPath(ecs_iter_t *it) { } } +static void entityUpdateArm(ecs_entity_t armEntity, Position pos, Velocity vel, + Rotation rot, Orientation orient) { + if (!armEntity) return; + const Arm arm = *ecs_get(ECS, armEntity, Arm); + + Vector2 v = {arm.extended, 0.0f}; + v = Vector2Rotate(v, orient + arm.offset); + v = Vector2Add(v, pos); + ecs_set_ptr(ECS, armEntity, Position, &v); +} +void entityUpdateArms(ecs_iter_t *it) { + Position *position = ecs_field(it, Position, 1); + Velocity *velocity = ecs_field(it, Velocity, 2); + Rotation *rotation = ecs_field(it, Rotation, 3); + Orientation *orientation = ecs_field(it, Orientation, 4); + Arms *arms = ecs_field(it, Arms, 5); + + for (i32 i = 0; i < it->count; i++) { + entityUpdateArm(arms[i].primary, position[i], velocity[i], + rotation[i], orientation[i]); + entityUpdateArm(arms[i].secondary, position[i], velocity[i], + rotation[i], orientation[i]); + } +} + void renderColliders(ecs_iter_t *it) { Position *pos = ecs_field(it, Position, 1); Size *size = ecs_field(it, Size, 2); @@ -152,19 +177,27 @@ void renderColliders(ecs_iter_t *it) { } } -void renderRotationDirection(ecs_iter_t *it) { +void renderOrientationDirection(ecs_iter_t *it) { Position *pos = ecs_field(it, Position, 1); - Rotation *rot = ecs_field(it, Rotation, 2); + Orientation *orientation = ecs_field(it, Orientation, 2); for (i32 i = 0; i < it->count; i++) { - Vector2 v = {10.0f, 0.0f}; - v = Vector2Rotate(v, rot[i]); + Vector2 v = {6.0f, 0.0f}; + v = Vector2Rotate(v, orientation[i]); v = Vector2Add(v, pos[i]); - DrawCircle(v.x, v.y, 1.0f, RED); + DrawLine(pos->x, pos->y, v.x, v.y, RED); } - } +void renderArmPosition(ecs_iter_t *it) { + Position *pos = ecs_field(it, Position, 1); + Arm *arm = ecs_field(it, Arm, 2); + + for (i32 i = 0; i < it->count; i++) { + DrawCircle(pos[i].x, pos[i].y, 1.5f, ORANGE); + + } +} void renderDebugPath(ecs_iter_t *it) { Path *path = ecs_field(it, Path, 1); diff --git a/game/systems/s_input.c b/game/systems/s_input.c index e70fa03..d84c7ce 100644 --- a/game/systems/s_input.c +++ b/game/systems/s_input.c @@ -124,7 +124,12 @@ void inputUnitAction(Game *game, InputState *input) { while (ecs_iter_next(&it)) { for (i32 i = 0; i < it.count; i++) { const ecs_entity_t entity = it.entities[i]; - entitySetPath(entity, target, game); + clearActions(entity, game); + addAction(entity, game, &(const Action) { + .type = ACTION_MOVE_TO, + .as.moveTo.target = target, + .as.moveTo.proximityThreshold = 6.0f, + }); } } ecs_defer_end(ECS); diff --git a/game/systems/systems.c b/game/systems/systems.c index b32f39f..2df1b58 100644 --- a/game/systems/systems.c +++ b/game/systems/systems.c @@ -3,6 +3,8 @@ #include "../game_state.h" ecs_entity_t renderCollidersSystem; +ecs_entity_t renderOrientDirSystem; +ecs_entity_t renderArmPositionSystem; ecs_entity_t renderDebugPathSystem; ECS_DTOR(SpatialGridID, gridID, { @@ -43,6 +45,7 @@ void setupSystems() { ECS_SYSTEM(ECS, entityMoveToTarget, EcsOnUpdate, Position, Velocity, TargetPosition, Steering); ECS_SYSTEM(ECS, entityFollowPath, EcsOnUpdate, Path); + ECS_SYSTEM(ECS, entityUpdateArms, EcsOnUpdate, Position, Velocity, Rotation, Orientation, Arms); ECS_SYSTEM(ECS, handleUnitActionsSystem, EcsOnUpdate, UnitAction); ECS_SYSTEM(ECS, updateUnitAISystem, EcsOnUpdate, UnitAI, UnitAction); @@ -56,9 +59,14 @@ void setupSystems() { ECS_SYSTEM(ECS, renderDebugPath, EcsOnUpdate, Path); ECS_SYSTEM(ECS, renderColliders, EcsOnUpdate, Position, Size); - ECS_SYSTEM(ECS, renderRotationDirection, EcsOnUpdate, Position, Rotation); + ECS_SYSTEM(ECS, renderOrientationDirection, EcsOnUpdate, Position, Orientation); + ECS_SYSTEM(ECS, renderArmPosition, EcsOnUpdate, Position, Arm); renderDebugPathSystem = renderDebugPath; + renderOrientDirSystem = renderOrientationDirection; + renderArmPositionSystem = renderArmPosition; renderCollidersSystem = renderColliders; + ecs_enable(ECS, renderOrientDirSystem, false); + ecs_enable(ECS, renderArmPositionSystem, false); } diff --git a/game/systems/systems.h b/game/systems/systems.h index 432f2ac..76d0c9e 100644 --- a/game/systems/systems.h +++ b/game/systems/systems.h @@ -101,6 +101,15 @@ void entityMoveToTarget(ecs_iter_t *it); */ void entityFollowPath(ecs_iter_t *it); +/* + * 1. Position + * 2. Velocity + * 3. Rotation + * 4. Orientation + * 5. Arms + */ +void entityUpdateArms(ecs_iter_t *it); + /* * 1: Position @@ -110,9 +119,15 @@ void renderColliders(ecs_iter_t *it); /* * 1: Position - * 2: Rotation + * 2: Orientation */ -void renderRotationDirection(ecs_iter_t *it); +void renderOrientationDirection(ecs_iter_t *it); + +/* + * 1. Position + * 2. Arm + */ +void renderArmPosition(ecs_iter_t *it); /* * 1: Path @@ -161,6 +176,8 @@ void drawPlayerInputUI(); **********************************/ extern ecs_entity_t renderCollidersSystem; +extern ecs_entity_t renderOrientDirSystem; +extern ecs_entity_t renderArmPositionSystem; extern ecs_entity_t renderDebugPathSystem; void setupSystems(); diff --git a/game/unit_actions.c b/game/unit_actions.c index ee60010..dfb5d6b 100644 --- a/game/unit_actions.c +++ b/game/unit_actions.c @@ -12,8 +12,14 @@ void actionMoveTo(ecs_entity_t entity, Action *action, Game *game) { entitySetPath(entity, target, game); return; } - Vector2 pos = *ecs_get(ECS, entity, Position); - + const f32 dt = GetFrameTime(); + const Vector2 pos = *ecs_get(ECS, entity, Position); + if (ecs_has(ECS, entity, Orientation)) { + Orientation *orientation = ecs_get_mut(ECS, entity, Orientation); + f32 dif = Vector2Angle(pos, target) - *orientation; + dif = Clamp(dif, -10, 10) * dt * 10; + *orientation += dif; + } f32 dst = Vector2Distance(pos, target); if (dst < action->as.moveTo.proximityThreshold) { action->finished = true; diff --git a/rawAssets/game.png b/rawAssets/game.png index bf5d5e8..5d0c842 100644 Binary files a/rawAssets/game.png and b/rawAssets/game.png differ diff --git a/rawAssets/game.tsj b/rawAssets/game.tsj index 16442f4..5694bc2 100644 --- a/rawAssets/game.tsj +++ b/rawAssets/game.tsj @@ -5528,6 +5528,741 @@ "value":"" }], "type":"pop" + }, + { + "id":7680, + "objectgroup": + { + "draworder":"index", + "id":2, + "name":"", + "objects":[ + { + "height":0, + "id":1, + "name":"handle", + "point":true, + "rotation":0, + "type":"", + "visible":true, + "width":0, + "x":5, + "y":11 + }], + "opacity":1, + "type":"objectgroup", + "visible":true, + "x":0, + "y":0 + }, + "properties":[ + { + "name":"item", + "type":"string", + "value":"" + }], + "type":"staff" + }, + { + "id":7681, + "objectgroup": + { + "draworder":"index", + "id":2, + "name":"", + "objects":[ + { + "height":0, + "id":1, + "name":"handle", + "point":true, + "rotation":0, + "type":"", + "visible":true, + "width":0, + "x":4, + "y":11 + }], + "opacity":1, + "type":"objectgroup", + "visible":true, + "x":0, + "y":0 + }, + "properties":[ + { + "name":"item", + "type":"string", + "value":"" + }], + "type":"pickaxe" + }, + { + "id":7682, + "objectgroup": + { + "draworder":"index", + "id":2, + "name":"", + "objects":[ + { + "height":0, + "id":1, + "name":"handle", + "point":true, + "rotation":0, + "type":"", + "visible":true, + "width":0, + "x":4, + "y":12 + }], + "opacity":1, + "type":"objectgroup", + "visible":true, + "x":0, + "y":0 + }, + "properties":[ + { + "name":"item", + "type":"string", + "value":"" + }], + "type":"axe" + }, + { + "id":7683, + "objectgroup": + { + "draworder":"index", + "id":2, + "name":"", + "objects":[ + { + "height":0, + "id":1, + "name":"dagger", + "point":true, + "rotation":0, + "type":"", + "visible":true, + "width":0, + "x":4, + "y":12 + }, + { + "height":6, + "id":3, + "name":"hit_area", + "rotation":0, + "type":"", + "visible":true, + "width":6, + "x":6, + "y":4 + }], + "opacity":1, + "type":"objectgroup", + "visible":true, + "x":0, + "y":0 + }, + "properties":[ + { + "name":"item", + "type":"string", + "value":"" + }], + "type":"dagger" + }, + { + "id":7936, + "objectgroup": + { + "draworder":"index", + "id":2, + "name":"", + "objects":[ + { + "height":0, + "id":1, + "name":"handle", + "point":true, + "rotation":0, + "type":"", + "visible":true, + "width":0, + "x":8, + "y":8 + }], + "opacity":1, + "type":"objectgroup", + "visible":true, + "x":0, + "y":0 + }, + "properties":[ + { + "name":"item", + "type":"string", + "value":"" + }], + "type":"wood_shield" + }, + { + "id":7937, + "objectgroup": + { + "draworder":"index", + "id":2, + "name":"", + "objects":[ + { + "height":0, + "id":1, + "name":"handle", + "point":true, + "rotation":0, + "type":"", + "visible":true, + "width":0, + "x":8, + "y":8 + }], + "opacity":1, + "type":"objectgroup", + "visible":true, + "x":0, + "y":0 + }, + "properties":[ + { + "name":"item", + "type":"string", + "value":"" + }], + "type":"shield" + }, + { + "id":7938, + "objectgroup": + { + "draworder":"index", + "id":2, + "name":"", + "objects":[ + { + "height":0, + "id":1, + "name":"handle", + "point":true, + "rotation":0, + "type":"", + "visible":true, + "width":0, + "x":8, + "y":8 + }], + "opacity":1, + "type":"objectgroup", + "visible":true, + "x":0, + "y":0 + }, + "properties":[ + { + "name":"item", + "type":"string", + "value":"" + }], + "type":"iron_shield" + }, + { + "animation":[ + { + "duration":100, + "tileid":7939 + }, + { + "duration":180, + "tileid":7940 + }, + { + "duration":260, + "tileid":7941 + }, + { + "duration":100, + "tileid":7940 + }, + { + "duration":100, + "tileid":7939 + }], + "id":7939, + "objectgroup": + { + "draworder":"index", + "id":2, + "name":"", + "objects":[ + { + "height":0, + "id":1, + "name":"handle", + "point":true, + "rotation":0, + "type":"", + "visible":true, + "width":0, + "x":10, + "y":6 + }], + "opacity":1, + "type":"objectgroup", + "visible":true, + "x":0, + "y":0 + }, + "properties":[ + { + "name":"animation", + "type":"string", + "value":"shoot" + }, + { + "name":"item", + "type":"string", + "value":"" + }], + "type":"bow" + }, + { + "id":7940, + "properties":[ + { + "name":"item", + "type":"string", + "value":"" + }] + }, + { + "id":7941, + "properties":[ + { + "name":"item", + "type":"string", + "value":"" + }] + }, + { + "id":7942, + "objectgroup": + { + "draworder":"index", + "id":2, + "name":"", + "objects":[ + { + "height":0, + "id":1, + "name":"handle", + "point":true, + "rotation":0, + "type":"", + "visible":true, + "width":0, + "x":7, + "y":7.5 + }], + "opacity":1, + "type":"objectgroup", + "visible":true, + "x":0, + "y":0 + }, + "properties":[ + { + "name":"item", + "type":"string", + "value":"" + }], + "type":"javlin" + }, + { + "id":7943, + "objectgroup": + { + "draworder":"index", + "id":2, + "name":"", + "objects":[ + { + "height":0, + "id":1, + "name":"handle", + "point":true, + "rotation":0, + "type":"", + "visible":true, + "width":0, + "x":7, + "y":9 + }], + "opacity":1, + "type":"objectgroup", + "visible":true, + "x":0, + "y":0 + }, + "properties":[ + { + "name":"item", + "type":"string", + "value":"" + }], + "type":"arrow" + }, + { + "id":8192, + "objectgroup": + { + "draworder":"index", + "id":2, + "name":"", + "objects":[ + { + "height":0, + "id":1, + "name":"handle", + "point":true, + "rotation":0, + "type":"", + "visible":true, + "width":0, + "x":4, + "y":12 + }], + "opacity":1, + "type":"objectgroup", + "visible":true, + "x":0, + "y":0 + }, + "properties":[ + { + "name":"item", + "type":"string", + "value":"" + }], + "type":"sword" + }, + { + "id":8193, + "objectgroup": + { + "draworder":"index", + "id":2, + "name":"", + "objects":[ + { + "height":0, + "id":1, + "name":"handle", + "point":true, + "rotation":0, + "type":"", + "visible":true, + "width":0, + "x":6, + "y":10 + }], + "opacity":1, + "type":"objectgroup", + "visible":true, + "x":0, + "y":0 + }, + "properties":[ + { + "name":"item", + "type":"string", + "value":"" + }], + "type":"greatsword" + }, + { + "id":8194, + "objectgroup": + { + "draworder":"index", + "id":2, + "name":"", + "objects":[ + { + "height":0, + "id":1, + "name":"handle", + "point":true, + "rotation":0, + "type":"", + "visible":true, + "width":0, + "x":3, + "y":13 + }], + "opacity":1, + "type":"objectgroup", + "visible":true, + "x":0, + "y":0 + }, + "properties":[ + { + "name":"item", + "type":"string", + "value":"" + }], + "type":"cutlass" + }, + { + "id":8195, + "objectgroup": + { + "draworder":"index", + "id":2, + "name":"", + "objects":[ + { + "height":0, + "id":1, + "name":"handle", + "point":true, + "rotation":0, + "type":"", + "visible":true, + "width":0, + "x":5, + "y":11 + }], + "opacity":1, + "type":"objectgroup", + "visible":true, + "x":0, + "y":0 + }, + "properties":[ + { + "name":"item", + "type":"string", + "value":"" + }], + "type":"battleaxe" + }, + { + "id":8196, + "objectgroup": + { + "draworder":"index", + "id":2, + "name":"", + "objects":[ + { + "height":0, + "id":1, + "name":"handle", + "point":true, + "rotation":0, + "type":"", + "visible":true, + "width":0, + "x":6, + "y":10 + }], + "opacity":1, + "type":"objectgroup", + "visible":true, + "x":0, + "y":0 + }, + "properties":[ + { + "name":"item", + "type":"string", + "value":"" + }], + "type":"greateaxe" + }, + { + "id":8197, + "objectgroup": + { + "draworder":"index", + "id":2, + "name":"", + "objects":[ + { + "height":0, + "id":1, + "name":"handle", + "point":true, + "rotation":0, + "type":"", + "visible":true, + "width":0, + "x":6, + "y":10 + }], + "opacity":1, + "type":"objectgroup", + "visible":true, + "x":0, + "y":0 + }, + "properties":[ + { + "name":"item", + "type":"string", + "value":"" + }], + "type":"sythe" + }, + { + "id":8198, + "objectgroup": + { + "draworder":"index", + "id":2, + "name":"", + "objects":[ + { + "height":0, + "id":1, + "name":"handle", + "point":true, + "rotation":0, + "type":"", + "visible":true, + "width":0, + "x":5, + "y":11 + }], + "opacity":1, + "type":"objectgroup", + "visible":true, + "x":0, + "y":0 + }, + "properties":[ + { + "name":"item", + "type":"string", + "value":"" + }], + "type":"mace" + }, + { + "id":8199, + "objectgroup": + { + "draworder":"index", + "id":2, + "name":"", + "objects":[ + { + "height":0, + "id":1, + "name":"handle", + "point":true, + "rotation":0, + "type":"", + "visible":true, + "width":0, + "x":5, + "y":11 + }], + "opacity":1, + "type":"objectgroup", + "visible":true, + "x":0, + "y":0 + }, + "properties":[ + { + "name":"item", + "type":"string", + "value":"" + }], + "type":"battlehammer" + }, + { + "id":8200, + "objectgroup": + { + "draworder":"index", + "id":2, + "name":"", + "objects":[ + { + "height":0, + "id":1, + "name":"handle", + "point":true, + "rotation":0, + "type":"", + "visible":true, + "width":0, + "x":4, + "y":12 + }], + 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b/rawAssets/waepons/woodShield.png new file mode 100644 index 0000000..417738f Binary files /dev/null and b/rawAssets/waepons/woodShield.png differ diff --git a/scripts/extract_common.py b/scripts/extract_common.py index 67a76f7..f464db6 100644 --- a/scripts/extract_common.py +++ b/scripts/extract_common.py @@ -101,7 +101,7 @@ def group_by_class(tiles): class EnumWriter: - def __init__(self, writer: ExtractFileWriter, prefix, tiles): + def __init__(self, writer: ExtractFileWriter, tiles, prefix, anim_prefix=None): self.writer = writer self.prefix = prefix self.all_tiles = tiles @@ -111,10 +111,43 @@ class EnumWriter: self.enums.append(self.to_enum("count")) self.enums.append(self.to_enum("none")) self.enum_type = f"{prefix.capitalize()}Type" + if anim_prefix: + self.anim_prefix = anim_prefix + self.anim_type = f"{anim_prefix.capitalize()}Type" + self.anim_map = defaultdict(lambda: defaultdict(list)) + self.animations = [] + self.all_tiles = tiles + + animations = [] + + for tile in self.all_tiles: + if 'animation' not in tile: + continue + if 'properties' not in tile: + continue + if 'type' not in tile: + continue + + enum = self.to_enum(tile['type']) + props = tile['properties'] + anim_type = [prop['value'] for prop in props if prop['name'] == 'animation'][0] + anim_type = self.to_anim_enum(anim_type) + animations.append(anim_type) + + self.anim_map[enum][anim_type] = tile['animation'] + + animations.append(self.to_anim_enum("count")) + animations.append(self.to_anim_enum("none")) + anim_seen = set() + anim_add = anim_seen.add + self.animations = [x for x in animations if not (x in anim_seen or anim_add(x))] def to_enum(self, name): return f"{self.prefix.upper()}_{name.upper()}" + def to_anim_enum(self, name): + return f"{self.anim_prefix.upper()}_{name.upper()}" + def output_enum(self): self.writer.enum_list(self.enum_type, self.enums) @@ -291,44 +324,6 @@ class EnumWriter: writer.block_end() writer.empty_line() - -class AnimationWriter(EnumWriter): - def __init__(self, writer: ExtractFileWriter, class_prefix, anim_prefix, tiles): - super().__init__(writer, class_prefix, tiles) - self.writer = writer - self.anim_prefix = anim_prefix - self.anim_type = f"{anim_prefix.capitalize()}Type" - self.anim_map = defaultdict(lambda: defaultdict(list)) - self.animations = [] - self.all_tiles = tiles - - animations = [] - - for tile in self.all_tiles: - if 'animation' not in tile: - continue - if 'properties' not in tile: - continue - if 'type' not in tile: - continue - - enum = self.to_enum(tile['type']) - props = tile['properties'] - anim_type = [prop['value'] for prop in props if prop['name'] == 'animation'][0] - anim_type = self.to_anim_enum(anim_type) - animations.append(anim_type) - - self.anim_map[enum][anim_type] = tile['animation'] - - animations.append(self.to_anim_enum("count")) - animations.append(self.to_anim_enum("none")) - anim_seen = set() - anim_add = anim_seen.add - self.animations = [x for x in animations if not (x in anim_seen or anim_add(x))] - - def to_anim_enum(self, name): - return f"{self.anim_prefix.upper()}_{name.upper()}" - def output_anim_enum(self): writer = self.writer writer.enum_list(self.anim_type, self.animations) @@ -415,7 +410,8 @@ class AnimationWriter(EnumWriter): frames = [str(x['tileid']) for x in anim] durations = [x['duration'] * 0.001 for x in anim] - anim_frames = [f"{{{frame}, {format(duration, '0.4f')}f}}" for frame, duration in zip(frames, durations)] + anim_frames = [f"{{{frame}, {format(duration, '0.4f')}f}}" for frame, duration in + zip(frames, durations)] ret = f"((AnimationFrame []) {{{', '.join(anim_frames)}}}) [frameIdx]" writer.output(f"case {anim_type}: return {ret};\n") writer.output("default: break;\n") diff --git a/scripts/extract_tileset.py b/scripts/extract_tileset.py index 93c4c9d..300d624 100644 --- a/scripts/extract_tileset.py +++ b/scripts/extract_tileset.py @@ -39,6 +39,7 @@ remove_properties(content, "../assets/game.tsj") terrain_tiles = extract_by_property(tiles, "terrain") building_tiles = extract_by_property(tiles, "building") entity_tiles = extract_by_property(tiles, "entity") +item_tiles = extract_by_property(tiles, "item") writer.header_guard_start() script_name = os.path.basename(__file__) @@ -50,9 +51,9 @@ writer.empty_line() writer.output_anim_sequence_struct() writer.output_anim_frame_struct() -terrain_writer = EnumWriter(writer, "terrain", terrain_tiles) -building_writer = EnumWriter(writer, "building", building_tiles) -entity_writer = EnumWriter(writer, "entity", entity_tiles) +terrain_writer = EnumWriter(writer, terrain_tiles, "terrain") +building_writer = EnumWriter(writer, building_tiles, "building") +entity_writer = EnumWriter(writer, entity_tiles, "entity") terrain_writer.output_enum() terrain_writer.output_tile_has_anim("terrainHasAnimation") @@ -68,7 +69,7 @@ building_writer.output_enum_to_str("getBuildingStr") building_writer.output_enum_tile_size("getBuildingSize") writer.empty_line() -anim_writer = AnimationWriter(writer, "entity", "anim", entity_tiles) +anim_writer = EnumWriter(writer, entity_tiles, "entity", "anim") anim_writer.output_enum() anim_writer.output_anim_enum() @@ -78,7 +79,15 @@ anim_writer.output_has_anim("entityHasAnimation") anim_writer.output_anim_sequence("entityGetAnimationSequence") anim_writer.output_anim_frame("entityGetAnimationFrame") +print(item_tiles) +item_writer = EnumWriter(writer, item_tiles, "item", "item_anim") +item_writer.output_enum() +#item_writer.output_anim_enum() +item_writer.output_enum_to_tile("getItemTile") +#item_writer.output_has_handle("itemHasHandle") +#item_writer.output_handle("itemGetHandle") + + writer.header_guard_stop() - writer.to_file("../game/game_tileset.h")