Files
PixelDefense/game/systems/s_event.c

129 lines
4.6 KiB
C

#include <stdio.h>
#include "systems.h"
#include "../game_state.h"
#include "../sounds.h"
#include "../utils.h"
#include "../entity_factory.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;
Vector2 center = {
event.hitbox.x + event.hitbox.width * 0.5f,
event.hitbox.y + event.hitbox.height * 0.5f,
};
ecs_entity_t bloodEmitterEntity = entityCreateEmpty();
ParticleEmitter bloodEmitter = GET_BLOOD_EMITTER();
bloodEmitter.pos = center;
bloodEmitter.targetParticles = ecs_id(ParticleLayer1);
ecs_set_ptr(ECS, bloodEmitterEntity, ParticleEmitter, &bloodEmitter);
SoundState *sounds = ecs_singleton_get_mut(ECS, SoundState);
soundsPosPlay(sounds, center, getRandomSoundType(SOUND_HURT_1, SOUND_HURT_3));
Vector2 pos = {
event.hitbox.x + event.hitbox.width * 0.5f + randFloatRange(-2, 2),
event.hitbox.y + randFloatRange(2, 4)
};
FloatyTextParticle floatyText = {
.pos = pos,
.speed = { randFloatRange(-12, 12), -randFloatRange(26, 32) },
.color = {255, 0, 0, 255},
.targetColor = {255, 0, 0, GetRandomValue(60, 120)},
.txtSize = 6.5f,
.duration = randFloatRange(0.3, 0.68f),
.elapsed = 0
};
snprintf(floatyText.text, sizeof(floatyText.text), "-%.1f", event.amount);
const Game *game = ecs_singleton_get(ECS, Game);
Vector2 textSize = MeasureTextEx(game->font, floatyText.text, floatyText.txtSize, 1.0f);
floatyText.pos.x -= textSize.x * 0.5f;
floatyText.pos.y -= textSize.y * 0.5f;
ecs_entity_t floaty = entityCreateEmpty();
ecs_set_ptr(ECS, floaty, FloatyTextParticle, &floatyText);
bool hasAnimation = ecs_has(ECS, entity, Animation);
if (hasAnimation && health->hp > 0) {
// Still alive, just play hurt anim
Animation *anim = ecs_get_mut(ECS, entity, Animation);
TextureRegion *tex = ecs_get_mut(ECS, entity, TextureRegion);
animationSetState(entity, anim, tex, ANIM_HURT, true);
} else if (hasAnimation) {
// Delay delete
Animation *anim = ecs_get_mut(ECS, entity, Animation);
TextureRegion *tex = ecs_get_mut(ECS, entity, TextureRegion);
animationSetState(entity, anim, tex, ANIM_DIE, true);
ecs_set(ECS, entity, DelayDelete, {
.time = entityGetAnimationLength(anim->entityType, ANIM_DIE)
});
// Remove, so it becomes inactive
ecs_remove_id(ECS, entity, Selectable);
ecs_remove_id(ECS, entity, Selected);
ecs_remove(ECS, entity, Health);
ecs_remove(ECS, entity, Unit);
ecs_remove(ECS, entity, Building);
} else if (health->hp <= 0){
// 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));
ecs_set(ECS, entity, Easing, {
.compID = ecs_id(Rotation),
.memberOffset = 0,
.easingFunc = BZ_EASE_OUT_ELASTIC,
.duration = 0.6f,
// 45 * (1.0f + (-1.0f) * x)
.target = GetRandomValue(30, 55) * GetRandomValue(1, 2) - 1,
.easeTarget = -1.0f,
.easeStart = 1.0f
});
SoundState *sounds = ecs_singleton_get_mut(ECS, SoundState);
Vector2 center = entityGetCenter(*ecs_get(ECS, entity, Position), *ecs_get(ECS, entity, HitBox));
soundsPosPlay(sounds, center, getRandomSoundType(SOUNDS_WOOD_PUNCH_1, SOUNDS_WOOD_PUNCH_5));
Resource *res = ecs_get_mut(ECS, entity, Resource);
BZ_ASSERT(res->type == event.type);
event.amount = BZ_MIN(event.amount, res->amount);
res->amount -= event.amount;
if (res->amount <= 0)
ecs_delete(ECS, entity);
return event.amount;
}
void depositEvent(ecs_entity_t entity, DepositEvent event) {
BZ_ASSERT(ecs_has(ECS, entity, Storage));
BZ_ASSERT(ecs_has(ECS, entity, Owner));
Owner owner = *ecs_get(ECS, entity, Owner);
Game *game = ecs_singleton_get_mut(ECS, Game);
PlayerResources *res = &game->playerResources[owner.player];
switch (event.type) {
case RES_WOOD:
res->wood += event.amount;
break;
case RES_GOLD:
res->gold += event.amount;
break;
case RES_FOOD:
res->food += event.amount;
break;
default:
BZ_ASSERT(false);
break;
}
}