everything except boss

This commit is contained in:
Noel Berry 2021-01-03 19:47:16 -08:00
parent cdccb14f2e
commit 0d01334e0a
17 changed files with 99 additions and 18 deletions

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@ -17,7 +17,7 @@ namespace TL
Grid
};
uint32_t mask;
uint32_t mask = 0;
Collider();

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@ -38,7 +38,16 @@ bool Mover::move_y(int amount)
while (amount != 0)
{
if (collider->check(Mask::solid, Point(0, sign)))
// if hit solid
bool hit_something = collider->check(Mask::solid, Point(0, sign));
// no solid, but we're moving down, check for jumpthru
// but ONLY if we're not already overlapping a jumpthru
if (!hit_something && sign > 0)
hit_something = collider->check(Mask::jumpthru, Point(0, sign)) && !collider->check(Mask::jumpthru, Point(0, 0));
// stop movement
if (hit_something)
{
if (on_hit_y)
on_hit_y(this);
@ -82,7 +91,11 @@ bool Mover::on_ground(int dist) const
if (!collider)
return false;
return collider->check(Mask::solid, Point(0, dist));
return
// solid
collider->check(Mask::solid, Point(0, dist)) ||
// jumpthru
(collider->check(Mask::jumpthru, Point(0, dist)) && !collider->check(Mask::jumpthru, Point(0, 0)));
}
void Mover::update()

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@ -34,6 +34,6 @@ namespace TL
float m_invincible_timer = 0;
float m_start_timer = 1;
Collider* m_attack_collider = nullptr;
bool m_on_ground;
bool m_on_ground = false;
};
}

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@ -57,6 +57,7 @@ void Content::load()
// load the main font
font = SpriteFont(path() + "fonts/dogica.ttf", 8, SpriteFont::ASCII);
font.line_gap = 4;
// load sprites
Vector<SpriteInfo> sprite_info;

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@ -213,26 +213,51 @@ Entity* Factory::mosquito(World* world, Point position)
return en;
}
Entity* Factory::door(World* world, Point position)
{
auto en = world->add_entity(position);
namespace
{
void make_door_contents(Entity* en)
{
auto anim = en->add(Animator("door"));
anim->play("idle");
anim->depth = -1;
auto hitbox = en->add(Collider::make_rect(RectI(-6, -16, 12, 16)));
hitbox->mask = Mask::solid;
}
}
Entity* Factory::door(World* world, Point position, bool wait_for_player)
{
auto en = world->add_entity(position);
if (!wait_for_player)
make_door_contents(en);
// check if all enemies are dead
en->add(Timer(0.25f, [](Timer* self)
en->add(Timer(0.25f, [waiting = wait_for_player](Timer* self) mutable
{
self->start(0.25f);
if (waiting)
{
auto player = self->world()->first<Player>();
if (player->entity()->position.x > self->entity()->position.x + 12)
{
make_door_contents(self->entity());
Factory::pop(self->world(), self->entity()->position + Point(0, -8));
waiting = false;
}
else
return;
}
if (!self->world()->first<Enemy>())
{
Factory::pop(self->world(), self->entity()->position + Point(0, -8));
self->entity()->destroy();
}
}));
return en;

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@ -14,7 +14,7 @@ namespace TL
Entity* spitter(World* world, Point position);
Entity* bullet(World* world, Point position, int direction);
Entity* mosquito(World* world, Point position);
Entity* door(World* world, Point position);
Entity* door(World* world, Point position, bool wait_for_player = false);
Entity* blob(World* world, Point position);
}
}

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@ -29,7 +29,7 @@ void Game::startup()
m_draw_colliders = false;
// load first room
load_room(Point(10, 0));
load_room(Point(11, 0));
camera = Vec2(room.x * width, room.y * height);
}
@ -47,6 +47,7 @@ void Game::load_room(Point cell, bool is_reload)
auto grass = Content::find_tileset("grass");
auto plants = Content::find_tileset("plants");
auto backs = Content::find_tileset("back");
auto jumpthrus = Content::find_tileset("jumpthru");
// make the floor
auto floor = world.add_entity(offset);
@ -93,6 +94,16 @@ void Game::load_room(Point cell, bool is_reload)
tilemap->set_cell(x, y, &backs->random_tile());
break;
// jumpthru tiles
case 0xdf7126:
{
tilemap->set_cell(x, y, &jumpthrus->random_tile());
auto jumpthru_en = world.add_entity(offset + Point(x * tile_width, y * tile_height));
auto jumpthru_col = jumpthru_en->add(Collider::make_rect(RectI(0, 0, 8, 4)));
jumpthru_col->mask = Mask::jumpthru;
break;
}
// player (only if it doesn't already exist)
case 0x6abe30:
if (!world.first<Player>())
@ -119,6 +130,11 @@ void Game::load_room(Point cell, bool is_reload)
Factory::door(&world, world_position);
break;
// closing door
case 0x847e87:
Factory::door(&world, world_position, true);
break;
// blob
case 0x3f3f74:
Factory::blob(&world, world_position);
@ -164,7 +180,7 @@ void Game::update()
if (pos.y < 0) next_room.y--;
// see if room exists
if (player->health > 0 && Content::find_room(next_room))
if (player->health > 0 && Content::find_room(next_room) && next_room.x >= room.x)
{
Time::pause_for(0.1f);
@ -238,7 +254,7 @@ void Game::update()
{
auto player = world.first<Player>();
if (player)
player->get<Mover>()->speed = Vec2(100, -200);
player->get<Mover>()->speed = Vec2(0, -150);
}
// delete old objects (except player!)
@ -277,6 +293,27 @@ void Game::render()
}
}
// hacky start / end screen text
if (room == Point(0, 0) || m_last_room == Point(0, 0))
{
auto w = Content::font.width_of(title);
auto pos = Point((width - w) / 2, 20);
batch.str(Content::font, title, pos + Point(0, 1), Color::black);
batch.str(Content::font, title, pos, Color::white);
w = Content::font.width_of(controls);
pos.x = (width - w) / 2;
pos.y += 20;
batch.str(Content::font, controls, pos, Color::white * 0.25f);
}
else if (room == Point(13, 0))
{
auto w = Content::font.width_of(ending);
auto pos = Point(room.x * width + width / 2, room.y * height + 20);
batch.str(Content::font, ending, pos + Point(0, 1), TextAlign::Top, 8, Color::black);
batch.str(Content::font, ending, pos, TextAlign::Top, 8, Color::white);
}
// end camera offset
batch.pop_matrix();

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@ -16,6 +16,10 @@ namespace TL
static constexpr int columns = width / tile_width;
static constexpr int rows = height / tile_height + 1;
static inline const char* title = "SWORD II: ADVENTURE OF FROG";
static inline const char* controls = "arrow keys + X / C\nstick + A / X";
static inline const char* ending = "YOU SAVED POND\nAND YOU ARE\nA REAL HERO";
World world;
FrameBufferRef buffer;
Batch batch;

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@ -6,7 +6,8 @@ namespace TL
struct Mask
{
static constexpr uint32_t solid = 1 << 0;
static constexpr uint32_t player_attack = 1 << 1;
static constexpr uint32_t enemy = 1 << 2;
static constexpr uint32_t jumpthru = 1 << 1;
static constexpr uint32_t player_attack = 1 << 2;
static constexpr uint32_t enemy = 1 << 3;
};
}