#include "util.c" #include "sprite.c" #include "armour.c" #include "entity.c" #include "gjk.c" #include "weapon.c" #include "player.c" void spider_setup(Entity* en) { en->arch = ARCH_spider; en->renderable = true; en->is_animate = true; 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); en->hitbox[2] = v2(20, 0); en->hitbox[3] = v2(20, 7); } int entry(int argc, char **argv) { seed_for_random = rdtsc(); // This is how we (optionally) configure the window. // You can set this at any point in the runtime and it will // be applied in os_update(). // If you don't care, you can ignore all of this as it all // has reasonable default values. window.title = STR("Helpless"); window.scaled_width = 1280; // We need to set the scaled size if we want to handle system scaling (DPI) window.scaled_height = 720; window.clear_color = hex_to_rgba(0x222034ff); window.allow_resize = false; 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); sprite_load(STR("assets/startersword.png"), SPRITE_startersword); sprite_load(STR("assets/starterbow.png"), SPRITE_starterbow); sprite_load(STR("assets/starterarmour.png"), SPRITE_starterarmour); 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; player->secondary_weapon = ARCH_starterbow; Entity* player_weapon = entity_create(); weapon_setup(player_weapon, player->primary_weapon); for (int i = 0; i < 10; i++) { Entity* spider = entity_create(); spider_setup(spider); } 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(); float64 delta_time = now_time - last_time; last_time = now_time; draw_frame.projection = m4_make_orthographic_projection(window.width * -0.5, window.width * 0.5, window.height * -0.5, window.height * 0.5, -1, 10); // :camera { Vector2 target_pos = player->pos; animate_to_target_v2(&camera_pos, target_pos, delta_time, 7.5f); draw_frame.camera_xform = m4_identity(); draw_frame.camera_xform = m4_translate(draw_frame.camera_xform, v3(camera_pos.x, camera_pos.y, 0.0)); draw_frame.camera_xform = m4_scale(draw_frame.camera_xform, v3(1.0/zoom, 1.0/zoom, 1.0)); } if (is_key_just_pressed(KEY_F11)) { window.fullscreen = !window.fullscreen; } if (is_key_just_pressed(KEY_ESCAPE)) { window.should_close = true; } 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) for (Entity* en = 0; entity_increment(&en);) { 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 Animate all this stuff // TODO Finish item pickup system // if (en->is_item && is_key_just_pressed('E')) { // Vector2* player_hitbox = entity_resolve_hitbox(player); // Vector2* item_hitbox = entity_resolve_hitbox(en); // if (gjk(player_hitbox, 4, item_hitbox, 4)) { // entity_destroy(en); // } // } // TODO Add inventory system using item_inv_size // TODO Add NPCs you can talk to (dialogue system) // TODO Add NPCs who sell you stuff (shop system) // TODO Add choices on what to do with stuff (decision tree system) // ONCE ALL TODOs are done, MVP prototype is done, and then you just spam content (enemy AI, bosses, world gen, items, decisions, NPCs) if (en->is_weapon) { en->weapon_cooldown_secs -= 1.0 * delta_time; // decreases by 1 every second if (is_key_down(MOUSE_BUTTON_LEFT) && en->weapon_cooldown_secs <= 0) { en->weapon_cooldown_secs = 1 / (en->weapon_speed); switch (en->weapon_class) { case WEAPON_melee: { Vector2* hitbox = entity_resolve_hitbox(en); for (Entity* other_en = 0; entity_increment(&other_en);) { Vector2* other_hitbox = entity_resolve_hitbox(other_en); if (gjk(hitbox, 4, other_hitbox, 4)) { entity_take_damage(other_en, en->damage); } } } break; case WEAPON_ranged: { // TODO add other ammo, also add an actual limit once inventory is done Entity* arrow = entity_create(); arrow_setup(arrow, en->pos, en->weapon_dir, en->damage); } break; default: break; } } } if (en->is_projectile) { en->pos = v2_add(en->pos, v2_mulf(en->projectile_fire_dir, en->projectile_speed * 50.0 * delta_time)); if (en->pos.x < en->projectile_start_pos.x + en->projectile_range && en->pos.y < en->projectile_start_pos.y + en->projectile_range) { Vector2* hitbox = entity_resolve_hitbox(en); for (Entity* other_en = 0; entity_increment(&other_en);) { Vector2* other_hitbox = entity_resolve_hitbox(other_en); if (other_en->is_animate && gjk(hitbox, 4, other_hitbox, 4)) { entity_take_damage(other_en, en->damage); entity_destroy(en); } } } else { entity_destroy(en); } } } // :background world rendering (TBD when we have world data to load) { } // :entity rendering for (Entity* en = 0; entity_increment(&en);) { if (en->alive && en->renderable) { Sprite* sprite = sprite_get(entity_sprite_id_from_arch(en->arch)); Matrix4 xform = m4_scalar(1.0); if (en->is_projectile) { // face where the projectile is going xform = m4_translate(xform, v3(en->pos.x, en->pos.y, 0)); xform = m4_rotate_z(xform, atan2(en->projectile_fire_dir.x, en->projectile_fire_dir.y) - 90 * RAD_PER_DEG); } else if (en->is_weapon) { // move the weapon away from its owner Vector2 dist_from_owner = v2_mulf(sprite->size, 1.25f); dist_from_owner.x = max(20, dist_from_owner.x); dist_from_owner.y = max(20, dist_from_owner.y); Vector2 target_pos = v2_add(en->weapon_owner_pos, v2_mul(en->weapon_dir, dist_from_owner)); animate_to_target_v2(&(en->pos), target_pos, delta_time, 30.0f); float32 target_rads = atan2(en->weapon_dir.x, en->weapon_dir.y) - 45 * RAD_PER_DEG; animate_to_target_f32(&(en->weapon_rads), target_rads, delta_time, 15.0f); xform = m4_translate(xform, v3(en->pos.x, en->pos.y, 0)); xform = m4_rotate_z(xform, en->weapon_rads); } else { xform = m4_translate(xform, v3(en->pos.x, en->pos.y, 0)); } xform = m4_translate(xform, v3(sprite->size.x * -0.5, sprite->size.y * -0.5, 0)); draw_image_xform(sprite->image, xform, sprite->size, COLOR_WHITE); if (en->armour != ARMOUR_none) { Sprite* armour_sprite = sprite_get(armour_sprite_id(en->armour)); draw_image_xform(armour_sprite->image, xform, armour_sprite->size, COLOR_WHITE); } } } // :ui rendering { 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); } // TODO Add inventory menu // TODO Add dialogue box } os_update(); gfx_update(); reset_temporary_storage(); } return 0; }