more rooms and enemies!
Before Width: | Height: | Size: 187 B After Width: | Height: | Size: 215 B |
Before Width: | Height: | Size: 130 B After Width: | Height: | Size: 280 B |
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content/map/2x0.png
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After Width: | Height: | Size: 261 B |
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content/map/3x0.png
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After Width: | Height: | Size: 261 B |
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content/map/3x1.png
Normal file
After Width: | Height: | Size: 338 B |
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content/map/4x1.png
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After Width: | Height: | Size: 323 B |
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content/map/5x1.png
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After Width: | Height: | Size: 325 B |
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content/sprites/bullet.ase
Normal file
BIN
content/sprites/mosquito.ase
Normal file
BIN
content/sprites/spitter.ase
Normal file
BIN
content/tilesets/back.ase
Normal file
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@ -1,17 +1,29 @@
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#include "hurtable.h"
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#include "animator.h"
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using namespace TL;
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void Hurtable::update()
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{
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if (collider && on_hurt && m_cooldown_timer <= 0)
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if (collider && on_hurt && stun_timer <= 0)
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{
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if (collider->check(hurt_by))
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{
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m_cooldown_timer = cooldown;
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stun_timer = 0.5f;
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flicker_timer = 0.5f;
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on_hurt(this);
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}
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}
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m_cooldown_timer -= Time::delta;
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stun_timer -= Time::delta;
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if (flicker_timer > 0)
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{
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flicker_timer -= Time::delta;
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if (Time::on_interval(0.05f))
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entity()->visible = !entity()->visible;
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if (flicker_timer <= 0)
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entity()->visible = true;
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}
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}
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@ -10,13 +10,11 @@ namespace TL
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{
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class Hurtable : public Component
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{
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private:
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float m_cooldown_timer = 0;
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public:
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float stun_timer = 0;
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float flicker_timer = 0;
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Collider* collider = nullptr;
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uint32_t hurt_by = 0;
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float cooldown = 1.0f;
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std::function<void(Hurtable* self)> on_hurt;
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void update() override;
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@ -13,7 +13,10 @@ bool Mover::move_x(int amount)
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{
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if (collider->check(Mask::solid, Point(sign, 0)))
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{
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stop_x();
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if (on_hit_x)
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on_hit_x(this);
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else
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stop_x();
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return true;
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}
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@ -37,7 +40,10 @@ bool Mover::move_y(int amount)
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{
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if (collider->check(Mask::solid, Point(0, sign)))
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{
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stop_y();
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if (on_hit_y)
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on_hit_y(this);
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else
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stop_y();
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return true;
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}
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@ -2,6 +2,7 @@
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#include "../world.h"
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#include "collider.h"
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#include <blah.h>
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#include <functional>
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using namespace Blah;
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@ -16,6 +17,8 @@ namespace TL
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Collider* collider = nullptr;
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Vec2 speed;
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float gravity = 0;
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std::function<void(Mover*)> on_hit_x;
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std::function<void(Mover*)> on_hit_y;
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bool move_x(int amount);
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bool move_y(int amount);
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@ -65,8 +65,16 @@ void Player::update()
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anim->scale.x = Calc::abs(anim->scale.x) * m_facing;
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}
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// START
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if (m_state == st_start)
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{
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anim->play("sword");
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m_start_timer -= Time::delta;
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if (m_start_timer <= 0)
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m_state = st_normal;
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}
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// NORMAL STATE
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if (m_state == st_normal)
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else if (m_state == st_normal)
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{
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// Current Animation
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if (m_on_ground)
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@ -13,6 +13,7 @@ namespace TL
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static constexpr int st_normal = 0;
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static constexpr int st_attack = 1;
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static constexpr int st_hurt = 2;
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static constexpr int st_start = 3;
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int health = 3;
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@ -24,12 +25,13 @@ namespace TL
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void update() override;
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private:
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int m_state = st_normal;
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int m_state = st_start;
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int m_facing = 1;
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float m_jump_timer = 0;
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float m_attack_timer = 0;
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float m_hurt_timer = 0;
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float m_invincible_timer = 0;
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float m_start_timer = 1;
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Collider* m_attack_collider = nullptr;
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bool m_on_ground;
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};
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151
src/factory.cpp
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@ -59,9 +59,154 @@ Entity* Factory::pop(World* world, Point position)
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anim->depth = -20;
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auto timer = en->add(Timer(anim->animation()->duration(), [](Timer* self)
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{
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self->entity()->destroy();
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}));
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{
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self->entity()->destroy();
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}));
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return en;
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}
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Entity* Factory::spitter(World* world, Point position)
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{
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auto en = world->add_entity(position);
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auto anim = en->add(Animator("spitter"));
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anim->play("idle");
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anim->depth = -5;
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auto hitbox = en->add(Collider::make_rect(RectI(-6, -12, 12, 12)));
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hitbox->mask = Mask::enemy;
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auto hurtable = en->add(Hurtable());
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hurtable->hurt_by = Mask::player_attack;
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hurtable->collider = hitbox;
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hurtable->on_hurt = [](Hurtable* self) mutable
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{
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Time::pause_for(0.1f);
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pop(self->world(), self->entity()->position + Point(0, -4));
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self->entity()->destroy();
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};
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auto timer = en->add(Timer(1.0f, [](Timer* self)
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{
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bullet(self->world(), self->entity()->position + Point(-8, -8), -1);
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self->get<Animator>()->play("shoot");
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self->entity()->add(Timer(0.4f, [](Timer* self) { self->get<Animator>()->play("idle"); }));
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self->start(3.0f);
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}));
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return en;
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}
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Entity* Factory::bullet(World* world, Point position, int direction)
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{
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auto en = world->add_entity(position);
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auto anim = en->add(Animator("bullet"));
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anim->play("idle");
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anim->depth = -5;
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auto hitbox = en->add(Collider::make_rect(RectI(-4, -4, 8, 8)));
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hitbox->mask = Mask::enemy;
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auto mover = en->add(Mover());
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mover->collider = hitbox;
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mover->speed = Vec2(direction * 40, 0);
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mover->gravity = 130;
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mover->on_hit_x = [](Mover* self) { self->entity()->destroy(); };
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mover->on_hit_y = [](Mover* self) { self->speed.y = -60; };
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auto hurtable = en->add(Hurtable());
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hurtable->hurt_by = Mask::player_attack;
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hurtable->collider = hitbox;
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hurtable->on_hurt = [](Hurtable* self) mutable
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{
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Time::pause_for(0.1f);
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pop(self->world(), self->entity()->position + Point(0, -4));
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self->entity()->destroy();
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};
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en->add(Timer(2.5f, [](Timer* self)
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{
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self->get<Hurtable>()->flicker_timer = 100;
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}));
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en->add(Timer(3.0f, [](Timer* self)
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{
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self->entity()->destroy();
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}));
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return en;
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}
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namespace
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{
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class MosquitoBehavior : public Component
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{
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public:
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int health = 2;
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float timer = 0;
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void update() override
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{
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auto mover = get<Mover>();
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auto player = world()->first<Player>();
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if (player)
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{
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auto diff = player->entity()->position.x - entity()->position.x;
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auto dist = Calc::abs(diff);
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if (dist < 100)
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mover->speed.x += Calc::sign(diff) * 100 * Time::delta;
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else
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mover->speed.x = Calc::approach(mover->speed.x, 0, 100 * Time::delta);
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if (Calc::abs(mover->speed.x) > 50)
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mover->speed.x = Calc::approach(mover->speed.x, Calc::sign(mover->speed.x) * 50, 800 * Time::delta);
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mover->speed.y = Calc::sin(timer) * 10;
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}
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timer += Time::delta * 4;
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}
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void hurt()
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{
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health--;
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if (health <= 0)
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{
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Factory::pop(world(), entity()->position);
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entity()->destroy();
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}
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else
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{
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auto mover = get<Mover>();
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auto player = world()->first<Player>();
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auto sign = Calc::sign(player->entity()->position.x - entity()->position.x);
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mover->speed.x = -sign * 140;
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}
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}
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};
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}
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Entity* Factory::mosquito(World* world, Point position)
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{
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auto en = world->add_entity(position);
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auto mosquito = en->add(MosquitoBehavior());
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auto anim = en->add(Animator("mosquito"));
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anim->play("fly");
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anim->depth = -5;
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auto hitbox = en->add(Collider::make_rect(RectI(-4, -4, 8, 8)));
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hitbox->mask = Mask::enemy;
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auto mover = en->add(Mover());
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auto hurtable = en->add(Hurtable());
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hurtable->hurt_by = Mask::player_attack;
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hurtable->collider = hitbox;
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hurtable->on_hurt = [](Hurtable* self) { self->get<MosquitoBehavior>()->hurt(); };
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return en;
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}
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@ -11,5 +11,8 @@ namespace TL
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Entity* player(World* world, Point position);
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Entity* bramble(World* world, Point position);
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Entity* pop(World* world, Point position);
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Entity* spitter(World* world, Point position);
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Entity* bullet(World* world, Point position, int direction);
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Entity* mosquito(World* world, Point position);
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}
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}
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36
src/game.cpp
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@ -24,12 +24,11 @@ void Game::startup()
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// set batcher to use Nearest Filter
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batch.default_sampler = TextureSampler(TextureFilter::Nearest);
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m_draw_colliders = false;
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// camera setup
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camera = Vec2::zero;
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// load first room
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load_room(Point(0, 0));
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camera = Vec2(room.x * width, room.y * height);
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}
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void Game::load_room(Point cell)
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@ -45,6 +44,7 @@ void Game::load_room(Point cell)
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auto castle = Content::find_tileset("castle");
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auto grass = Content::find_tileset("grass");
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auto plants = Content::find_tileset("plants");
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auto backs = Content::find_tileset("back");
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// make the floor
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auto floor = world.add_entity(offset);
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@ -56,7 +56,7 @@ void Game::load_room(Point cell)
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for (int x = 0; x < columns; x ++)
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for (int y = 0; y < rows; y++)
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{
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Point world_position = offset + Point(x * tile_width, y * tile_height);
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Point world_position = offset + Point(x * tile_width, y * tile_height) + Point(tile_width / 2, tile_height);
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Color col = grid->pixels[x + y * columns];
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uint32_t rgb =
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((uint32_t)col.r << 16) |
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@ -86,15 +86,30 @@ void Game::load_room(Point cell)
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tilemap->set_cell(x, y, &plants->random_tile());
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break;
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// back tiles
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case 0x45283c:
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tilemap->set_cell(x, y, &backs->random_tile());
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break;
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// player (only if it doesn't already exist)
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case 0x6abe30:
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if (!world.first<Player>())
|
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Factory::player(&world, world_position + Point(tile_width / 2, tile_height));
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Factory::player(&world, world_position);
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break;
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// brambles
|
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case 0xd77bba:
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Factory::bramble(&world, world_position + Point(tile_width / 2, tile_height));
|
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Factory::bramble(&world, world_position);
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break;
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// spitter plant
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||||
case 0xac3232:
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||||
Factory::spitter(&world, world_position);
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break;
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||||
// mosquito
|
||||
case 0xfbf236:
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||||
Factory::mosquito(&world, world_position + Point(0, -8));
|
||||
break;
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}
|
||||
}
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||||
|
@ -164,7 +179,14 @@ void Game::update()
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|||
{
|
||||
player->entity()->position = Point(
|
||||
Calc::clamp_int(pos.x, bounds.x, bounds.x + bounds.w),
|
||||
Calc::clamp_int(pos.y, bounds.y, bounds.y + bounds.h));
|
||||
Calc::clamp_int(pos.y, bounds.y, bounds.y + bounds.h + 100));
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||||
|
||||
// reload if they fell out the bottom
|
||||
if (player->entity()->position.y > bounds.y + bounds.h + 64)
|
||||
{
|
||||
world.clear();
|
||||
load_room(room);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
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