Basic HUD, Weapon Control Rework, Hitboxes fixed, Cooldowns added to attacks, Damage is now clamped

This commit is contained in:
Abdulmujeeb Raji 2024-08-30 11:21:57 +01:00
parent cf888244fe
commit 1c9ca3be5a
8 changed files with 233 additions and 109 deletions

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@ -1,3 +1,5 @@
PERSONAL NOTE: Remember to put Daniel Lissen in the the credits for his font.
ooga booga

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assets/m3x6.ttf Normal file

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@ -21,8 +21,10 @@ typedef struct Entity {
bool renderable;
Entity_Archetype arch;
Vector2 pos;
bool is_animate;
float32 health, damage;
bool is_animate, is_hostile;
float32 enemy_cooldown_secs;
float32 enemy_speed;
float32 max_health, health, damage;
Vector2 hitbox[4];
Entity_Archetype primary_weapon;
Entity_Archetype secondary_weapon;
@ -87,11 +89,29 @@ bool entity_increment(Entity **entity_ptr)
return !!entity;
}
Sprite_ID entity_sprite_id_from_arch(Entity_Archetype arch) {
switch (arch) {
case ARCH_player: return SPRITE_player; break;
case ARCH_spider: return SPRITE_spider ; break;
case ARCH_mutant: return SPRITE_mutant ; break;
case ARCH_tree: return SPRITE_tree ; break;
case ARCH_startersword: return SPRITE_startersword ; break;
case ARCH_starterbow: return SPRITE_starterbow ; break;
case ARCH_arrow: return SPRITE_arrow ; break;
default: return 0;
}
}
Vector2* entity_resolve_hitbox(Entity* en) {
Vector2* hitbox = alloc(get_temporary_allocator(), sizeof(Vector2) * 4);
hitbox[0] = v2_add(en->hitbox[0], en->pos);
hitbox[1] = v2_add(en->hitbox[1], en->pos);
hitbox[2] = v2_add(en->hitbox[2], en->pos);
hitbox[3] = v2_add(en->hitbox[3], en->pos);
Sprite* sprite = sprite_get(entity_sprite_id_from_arch(en->arch));
hitbox[0] = v2_add(en->hitbox[0], v2_add(en->pos, v2(sprite->size.x * -0.5, 0)));
hitbox[1] = v2_add(en->hitbox[1], v2_add(en->pos, v2(sprite->size.x * -0.5, 0)));
hitbox[2] = v2_add(en->hitbox[2], v2_add(en->pos, v2(sprite->size.x * -0.5, 0)));
hitbox[3] = v2_add(en->hitbox[3], v2_add(en->pos, v2(sprite->size.x * -0.5, 0)));
return hitbox;
}
void entity_take_damage(Entity* en, float damage) {
en->health = clamp(en->health - damage, 0, en->max_health);
}

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@ -1,20 +1,19 @@
#include "util.c"
#include "entity.c"
#include "sprite.c"
#include "entity.c"
#include "gjk.c"
void player_setup(Entity* en) {
en->arch = ARCH_player;
en->renderable = true;
en->is_animate = true;
en->health = 100;
}
#include "weapon.c"
#include "player.c"
void spider_setup(Entity* en) {
en->arch = ARCH_spider;
en->renderable = true;
en->is_animate = true;
en->health = 30;
en->is_hostile = true;
en->max_health = 30;
en->enemy_speed = 5;
en->health = en->max_health;
en->damage = 10;
en->pos = v2(get_random_float32_in_range(-200, 200), get_random_float32_in_range(-200, 200));
en->hitbox[0] = v2(0, 0);
en->hitbox[1] = v2(0, 7);
@ -22,50 +21,6 @@ void spider_setup(Entity* en) {
en->hitbox[3] = v2(20, 7);
}
void weapon_setup(Entity* en, Entity_Archetype weapon_type) {
en->arch = weapon_type;
en->renderable = true;
en->is_weapon = true;
switch (weapon_type) {
case ARCH_startersword: {
en->weapon_class = WEAPON_melee;
en->damage = 10;
en->hitbox[0] = v2(0, 0);
en->hitbox[1] = v2(0, 13);
en->hitbox[2] = v2(13, 0);
en->hitbox[3] = v2(13, 13);
en->weapon_speed = 3;
} break;
case ARCH_starterbow: {
en->weapon_class = WEAPON_ranged;
en->damage = 5;
en->weapon_speed = 3;
} break;
default: {
assert(false, "Invalid weapon type");
} break;
}
}
void arrow_setup(Entity* en, Vector2 start_pos, Vector2 fire_dir, float32 base_dmg) {
en->arch = ARCH_arrow;
en->renderable = true;
en->is_projectile = true;
en->is_animate = false; // idk why this was on in the first place?
en->projectile_range = 200;
en->projectile_fire_dir = fire_dir;
en->projectile_start_pos = start_pos;
en->projectile_speed = 5;
en->pos = start_pos;
en->damage = base_dmg + 5;
en->hitbox[0] = v2(0, 0);
en->hitbox[1] = v2(10, 0);
en->hitbox[2] = v2(0, 3);
en->hitbox[3] = v2(10, 3);
}
int entry(int argc, char **argv) {
seed_for_random = rdtsc();
@ -82,6 +37,7 @@ int entry(int argc, char **argv) {
window.fullscreen = false;
world = alloc(get_heap_allocator(), sizeof(World));
memset(world, 0, sizeof(World));
sprite_load(STR("assets/player.png"), SPRITE_player);
sprite_load(STR("assets/spider.png"), SPRITE_spider);
@ -89,6 +45,9 @@ int entry(int argc, char **argv) {
sprite_load(STR("assets/starterbow.png"), SPRITE_starterbow);
sprite_load(STR("assets/arrow.png"), SPRITE_arrow);
Gfx_Font* font = load_font_from_disk(STR("assets/m3x6.ttf"), get_heap_allocator());
assert(font, "Couldn't load font");
Entity* player = entity_create();
player_setup(player);
player->primary_weapon = ARCH_startersword;
@ -105,6 +64,8 @@ int entry(int argc, char **argv) {
float64 zoom = 5.3;
Vector2 camera_pos = v2(0, 0);
float real_health_width = 0.0;
float64 last_time = os_get_elapsed_seconds();
while (!window.should_close) {
float64 now_time = os_get_elapsed_seconds();
@ -123,7 +84,7 @@ int entry(int argc, char **argv) {
draw_frame.camera_xform = m4_scale(draw_frame.camera_xform, v3(1.0/zoom, 1.0/zoom, 1.0));
}
if (is_key_just_pressed('F')) {
if (is_key_just_pressed(KEY_F11)) {
window.fullscreen = !window.fullscreen;
}
@ -131,34 +92,11 @@ int entry(int argc, char **argv) {
window.should_close = true;
}
Vector2 move_axis = v2(0.0, 0.0);
if (is_key_down(KEY_ARROW_UP)) {
move_axis.y += 1.0;
}
if (is_key_down(KEY_ARROW_LEFT)) {
move_axis.x -= 1.0;
}
if (is_key_down(KEY_ARROW_DOWN)) {
move_axis.y -= 1.0;
}
if (is_key_down(KEY_ARROW_RIGHT)) {
move_axis.x += 1.0;
}
move_axis = v2_normalize(move_axis);
player->pos = v2_add(player->pos, v2_mulf(move_axis, 75 * delta_time));
player_weapon->weapon_owner_pos = player->pos;
if (move_axis.x != 0 || move_axis.y != 0) {
player_weapon->weapon_dir = move_axis;
}
// weapon swapping
if (is_key_just_pressed('X')) {
swap(player->primary_weapon, player->secondary_weapon, Entity_Archetype);
entity_destroy(player_weapon);
player_weapon = entity_create();
weapon_setup(player_weapon, player->primary_weapon);
player_weapon->pos = player->pos;
if (player->alive) {
player_process_input(player, player_weapon, delta_time);
} else {
// TODO add game over state
player_weapon->alive = false;
}
// :generic simulation (i.e. not a specific boss or player)
@ -166,9 +104,21 @@ int entry(int argc, char **argv) {
if (en->is_animate && en->health <= 0) {
en->alive = false;
}
if (en->is_hostile) {
en->enemy_cooldown_secs -= 1.0 * delta_time;
if (en->enemy_cooldown_secs <= 0) {
Vector2* player_hitbox = entity_resolve_hitbox(player);
Vector2* hitbox = entity_resolve_hitbox(en);
if (gjk(hitbox, 4, player_hitbox, 4)) {
entity_take_damage(player, en->damage);
en->enemy_cooldown_secs = 4 / en->enemy_speed;
}
}
}
// TODO Finish dis
// if (en->is_item && is_key_just_pressed('C')) {
// if (en->is_item && is_key_just_pressed('E')) {
// Vector2* player_hitbox = entity_resolve_hitbox(player);
// Vector2* item_hitbox = entity_resolve_hitbox(en);
@ -179,7 +129,7 @@ int entry(int argc, char **argv) {
if (en->is_weapon) {
en->weapon_cooldown_secs -= 1.0 * delta_time; // decreases by 1 every second
if (is_key_just_pressed('Z') && en->weapon_cooldown_secs <= 0) {
if (is_key_down(MOUSE_BUTTON_LEFT) && en->weapon_cooldown_secs <= 0) {
en->weapon_cooldown_secs = 1 / (en->weapon_speed);
switch (en->weapon_class) {
@ -189,7 +139,7 @@ int entry(int argc, char **argv) {
Vector2* other_hitbox = entity_resolve_hitbox(other_en);
if (gjk(hitbox, 4, other_hitbox, 4)) {
other_en->health -= en->damage;
entity_take_damage(other_en, en->damage);
}
}
} break;
@ -214,7 +164,7 @@ int entry(int argc, char **argv) {
Vector2* other_hitbox = entity_resolve_hitbox(other_en);
if (other_en->is_animate && gjk(hitbox, 4, other_hitbox, 4)) {
other_en->health -= en->damage;
entity_take_damage(other_en, en->damage);
entity_destroy(en);
}
}
@ -228,7 +178,7 @@ int entry(int argc, char **argv) {
// :entity rendering
for (Entity* en = 0; entity_increment(&en);) {
if (en->alive && en->renderable) {
Sprite* sprite = sprite_get(sprite_get_id_from_arch(en->arch));
Sprite* sprite = sprite_get(entity_sprite_id_from_arch(en->arch));
Matrix4 xform = m4_scalar(1.0);
if (en->is_projectile) {
@ -260,9 +210,71 @@ int entry(int argc, char **argv) {
// :ui rendering
{
// TODO Set projection
// TODO Weapon Slots
// TODO Health Bar
float width = window.width;
float height = window.height;
draw_frame.camera_xform = m4_scalar(1.0);
draw_frame.projection = m4_make_orthographic_projection(0.0, width, 0.0, height, -1, 10);
float weapon_slot_size = 16.0 * zoom;
float weapon_slot_padding = 2.0 * zoom;
// Primary Weapon Slot
{
Matrix4 xform = m4_scalar(1.0);
xform = m4_translate(xform, v3(weapon_slot_padding, height - weapon_slot_size - weapon_slot_padding, 0.0));
draw_rect_xform(xform, v2(weapon_slot_size, weapon_slot_size), hex_to_rgba(0x639bffff));
Sprite* primary_weapon = sprite_get(entity_sprite_id_from_arch(player->primary_weapon));
xform = m4_translate(xform, v3((weapon_slot_size - primary_weapon->size.x * zoom) / 2, (weapon_slot_size - primary_weapon->size.y * zoom) / 2, 0.0));
xform = m4_scale(xform, v3(zoom, zoom, zoom));
draw_image_xform(primary_weapon->image, xform, primary_weapon->size, COLOR_WHITE);
}
// Secondary Weapon Slot
{
Matrix4 xform = m4_scalar(1.0);
xform = m4_translate(xform, v3(weapon_slot_padding, height - 2*weapon_slot_size - 2*weapon_slot_padding, 0.0));
draw_rect_xform(xform, v2(weapon_slot_size, weapon_slot_size), hex_to_rgba(0x3f3f74ff));
Sprite* secondary_weapon = sprite_get(entity_sprite_id_from_arch(player->secondary_weapon));
xform = m4_translate(xform, v3((weapon_slot_size - secondary_weapon->size.x*zoom) / 2, (weapon_slot_size - secondary_weapon->size.y*zoom) / 2, 0.0));
xform = m4_scale(xform, v3(zoom, zoom, zoom));
draw_image_xform(secondary_weapon->image, xform, secondary_weapon->size, COLOR_WHITE);
}
float health_bar_width = (player->max_health / 2) * zoom;
float health_bar_height = 8.0 * zoom;
float health_bar_padding = 4.0 * zoom;
Vector2 health_bar_pos = v2(weapon_slot_size + health_bar_padding, height - health_bar_height - weapon_slot_padding);
// Health Bar
{
Matrix4 xform = m4_scalar(1.0);
xform = m4_translate(xform, v3(health_bar_pos.x, health_bar_pos.y, 0.0));
draw_rect_xform(xform, v2(health_bar_width, health_bar_height), hex_to_rgba(0x7b343aff));
float target_width = (player->health / 2) * zoom;
animate_to_target_f32(&real_health_width, target_width, delta_time, 20.0);
draw_rect_xform(xform, v2(real_health_width, health_bar_height), hex_to_rgba(0xd95763ff));
}
// Health Text
{
string health_text;
if (player->health >= player->max_health) {
health_text = STR("full");
} else if (player->health <= 0) {
health_text = STR("dead");
} else {
health_text = tprint("%d", (int)player->health);
}
Gfx_Text_Metrics health_metrics = measure_text(font, health_text, 48, v2(1, 1));
Vector2 health_text_pos = v2(health_bar_pos.x + health_bar_width/2, health_bar_pos.y + health_bar_height/2);
Vector2 justified = v2_sub(health_text_pos, v2_divf(health_metrics.functional_size, 2));
draw_text(font, health_text, 48, justified, v2(1, 1), COLOR_WHITE);
}
}
os_update();

38
player.c Normal file
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@ -0,0 +1,38 @@
void player_setup(Entity* en) {
en->arch = ARCH_player;
en->renderable = true;
en->is_animate = true;
en->max_health = 100;
en->health = en->max_health;
}
void player_process_input(Entity* player, Entity* player_weapon, float delta_time) {
Vector2 move_axis = v2(0.0, 0.0);
if (is_key_down('W')) {
move_axis.y += 1.0;
}
if (is_key_down('A')) {
move_axis.x -= 1.0;
}
if (is_key_down('S')) {
move_axis.y -= 1.0;
}
if (is_key_down('D')) {
move_axis.x += 1.0;
}
move_axis = v2_normalize(move_axis);
player->pos = v2_add(player->pos, v2_mulf(move_axis, 75 * delta_time));
player_weapon->weapon_owner_pos = player->pos;
Vector2 mouse_dir = v2_normalize(mouse_world_pos());
player_weapon->weapon_dir = v2(mouse_dir.x, mouse_dir.y);
// weapon swapping
if (is_key_just_pressed(MOUSE_BUTTON_RIGHT)) {
swap(player->primary_weapon, player->secondary_weapon, Entity_Archetype);
entity_destroy(player_weapon);
player_weapon = entity_create();
weapon_setup(player_weapon, player->primary_weapon);
player_weapon->pos = player->pos;
}
}

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@ -28,17 +28,4 @@ Sprite* sprite_get(Sprite_ID id) {
return &sprites[id];
}
return &sprites[0];
}
Sprite_ID sprite_get_id_from_arch(Entity_Archetype arch) {
switch (arch) {
case ARCH_player: return SPRITE_player; break;
case ARCH_spider: return SPRITE_spider ; break;
case ARCH_mutant: return SPRITE_mutant ; break;
case ARCH_tree: return SPRITE_tree ; break;
case ARCH_startersword: return SPRITE_startersword ; break;
case ARCH_starterbow: return SPRITE_starterbow ; break;
case ARCH_arrow: return SPRITE_arrow ; break;
default: return 0;
}
}

22
util.c
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@ -15,4 +15,26 @@ bool animate_to_target_v2(Vector2* value, Vector2 target, float delta_time, floa
bool result_x = animate_to_target_f32(&(value->x), target.x, delta_time, rate);
bool result_y = animate_to_target_f32(&(value->y), target.y, delta_time, rate);
return result_x && result_y;
}
Vector2 screen_to_world(Vector2 screen) {
Matrix4 proj = draw_frame.projection;
Matrix4 view = draw_frame.camera_xform;
float window_w = window.width;
float window_h = window.height;
// Normalize the mouse coordinates
float ndc_x = (screen.x / (window_w * 0.5f)) - 1.0f;
float ndc_y = (screen.y / (window_h * 0.5f)) - 1.0f;
// Transform to world coordinates
Vector4 world_pos = v4(ndc_x, ndc_y, 0, 1);
world_pos = m4_transform(m4_inverse(proj), world_pos);
world_pos = m4_transform(view, world_pos);
return world_pos.xy;
}
Vector2 mouse_world_pos() {
return screen_to_world(v2(input_frame.mouse_x, input_frame.mouse_y));
}

43
weapon.c Normal file
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@ -0,0 +1,43 @@
void weapon_setup(Entity* en, Entity_Archetype weapon_type) {
en->arch = weapon_type;
en->renderable = true;
en->is_weapon = true;
switch (weapon_type) {
case ARCH_startersword: {
en->weapon_class = WEAPON_melee;
en->damage = 10;
en->hitbox[0] = v2(0, 0);
en->hitbox[1] = v2(0, 13);
en->hitbox[2] = v2(13, 0);
en->hitbox[3] = v2(13, 13);
en->weapon_speed = 3;
} break;
case ARCH_starterbow: {
en->weapon_class = WEAPON_ranged;
en->damage = 5;
en->weapon_speed = 3;
} break;
default: {
assert(false, "Invalid weapon type");
} break;
}
}
void arrow_setup(Entity* en, Vector2 start_pos, Vector2 fire_dir, float32 base_dmg) {
en->arch = ARCH_arrow;
en->renderable = true;
en->is_projectile = true;
en->is_animate = false; // idk why this was on in the first place?
en->projectile_range = 200;
en->projectile_fire_dir = fire_dir;
en->projectile_start_pos = start_pos;
en->projectile_speed = 5;
en->pos = start_pos;
en->damage = base_dmg + 5;
en->hitbox[0] = v2(0, 0);
en->hitbox[1] = v2(10, 0);
en->hitbox[2] = v2(0, 3);
en->hitbox[3] = v2(10, 3);
}