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diff --git a/game/components.c b/game/components.c
index 531ba71..ba842aa 100644
--- a/game/components.c
+++ b/game/components.c
@@ -16,6 +16,7 @@ ECS_COMPONENT_DECLARE(Position);
ECS_COMPONENT_DECLARE(Size);
ECS_COMPONENT_DECLARE(Velocity);
ECS_COMPONENT_DECLARE(Rotation);
+ECS_COMPONENT_DECLARE(Orientation);
ECS_COMPONENT_DECLARE(Steering);
ECS_COMPONENT_DECLARE(TargetPosition);
ECS_COMPONENT_DECLARE(Path);
@@ -25,6 +26,8 @@ ECS_COMPONENT_DECLARE(TextureRegion);
ECS_COMPONENT_DECLARE(Animation);
ECS_COMPONENT_DECLARE(Easing);
+ECS_COMPONENT_DECLARE(Arms);
+ECS_COMPONENT_DECLARE(Arm);
ECS_COMPONENT_DECLARE(UnitAI);
ECS_COMPONENT_DECLARE(UnitAction);
@@ -53,6 +56,7 @@ void initComponentIDs(ecs_world_t *ecs) {
ECS_COMPONENT_DEFINE(ecs, Size);
ECS_COMPONENT_DEFINE(ecs, Velocity);
ECS_COMPONENT_DEFINE(ecs, Rotation);
+ ECS_COMPONENT_DEFINE(ecs, Orientation);
ECS_COMPONENT_DEFINE(ecs, Steering);
ECS_COMPONENT_DEFINE(ecs, TargetPosition);
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",
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index 490b1e7..b96ff08 100644
--- a/rawAssets/game.tsx
+++ b/rawAssets/game.tsx
@@ -1986,6 +1986,225 @@
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index 0000000..e3bcd0e
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diff --git a/rawAssets/waepons/Weapons Asset 16x16/Selected Version/Full Sheet.png b/rawAssets/waepons/Weapons Asset 16x16/Selected Version/Full Sheet.png
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index 0000000..a780781
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diff --git a/rawAssets/waepons/Weapons Asset 16x16/from.txt b/rawAssets/waepons/Weapons Asset 16x16/from.txt
new file mode 100644
index 0000000..9ffe7a2
--- /dev/null
+++ b/rawAssets/waepons/Weapons Asset 16x16/from.txt
@@ -0,0 +1 @@
+https://dantepixels.itch.io/weapons-asset-16x16
diff --git a/rawAssets/waepons/arrow.png b/rawAssets/waepons/arrow.png
new file mode 100644
index 0000000..4edd40a
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index 0000000..fc736b6
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index 0000000..66450d1
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diff --git a/rawAssets/waepons/bow.png b/rawAssets/waepons/bow.png
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index 0000000..cd2bb76
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diff --git a/rawAssets/waepons/hammer.png b/rawAssets/waepons/hammer.png
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diff --git a/rawAssets/waepons/ironShield.png b/rawAssets/waepons/ironShield.png
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index 0000000..6220c3a
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diff --git a/rawAssets/waepons/javlin.png b/rawAssets/waepons/javlin.png
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index 0000000..b5591f1
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diff --git a/rawAssets/waepons/mace.png b/rawAssets/waepons/mace.png
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index 0000000..4ba2fae
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diff --git a/rawAssets/waepons/pickaxe.png b/rawAssets/waepons/pickaxe.png
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index 0000000..8634451
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diff --git a/rawAssets/waepons/shield.png b/rawAssets/waepons/shield.png
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diff --git a/rawAssets/waepons/shortSword.png b/rawAssets/waepons/shortSword.png
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index 0000000..8b43137
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diff --git a/rawAssets/waepons/spear.png b/rawAssets/waepons/spear.png
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diff --git a/rawAssets/waepons/staff.png b/rawAssets/waepons/staff.png
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diff --git a/rawAssets/waepons/sword.png b/rawAssets/waepons/sword.png
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index 0000000..6856d12
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diff --git a/rawAssets/waepons/sword2H.png b/rawAssets/waepons/sword2H.png
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index 0000000..0e5582c
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diff --git a/rawAssets/waepons/todo/hammer.png b/rawAssets/waepons/todo/hammer.png
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diff --git a/rawAssets/waepons/todo/spear.png b/rawAssets/waepons/todo/spear.png
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index 0000000..7c9eb67
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diff --git a/rawAssets/waepons/todo/trident.png b/rawAssets/waepons/todo/trident.png
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index 0000000..0b11b16
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diff --git a/rawAssets/waepons/trident.png b/rawAssets/waepons/trident.png
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index 0000000..0b11b16
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diff --git a/rawAssets/waepons/woodShield.png b/rawAssets/waepons/woodShield.png
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index 0000000..417738f
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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")