mirror of
https://github.com/NoelFB/tiny_link.git
synced 2024-11-25 18:18:56 +08:00
updated to latest version of blah
This commit is contained in:
parent
37a5afc52c
commit
6405f5c897
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@ -11,37 +11,20 @@ add_subdirectory(libs/blah)
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# add our source
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add_executable(game
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src/main.cpp
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src/world.h
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src/world.cpp
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src/game.h
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src/game.cpp
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src/content.h
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src/content.cpp
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src/masks.h
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src/factory.h
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src/factory.cpp
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src/assets/sprite.h
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src/assets/sprite.cpp
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src/assets/tileset.h
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src/assets/tileset.cpp
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src/components/animator.h
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src/components/animator.cpp
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src/components/collider.h
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src/components/collider.cpp
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src/components/player.h
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src/components/player.cpp
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src/components/mover.h
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src/components/mover.cpp
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src/components/tilemap.h
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src/components/tilemap.cpp
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src/components/hurtable.h
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src/components/hurtable.cpp
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src/components/timer.h
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src/components/timer.cpp
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src/components/enemy.h
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src/components/ghost_frog.h
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src/components/ghost_frog.cpp
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src/components/orb.h
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src/components/orb.cpp
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)
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@ -52,13 +35,3 @@ if( ${CMAKE_SYSTEM_NAME} MATCHES "Emscripten")
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set_target_properties(game PROPERTIES LINK_FLAGS "-s USE_SDL=2 -s USE_WEBGL2=1 --preload-file ${CMAKE_SOURCE_DIR}/content@/content")
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set(CMAKE_EXECUTABLE_SUFFIX ".html")
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endif()
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# copy SDL2 to the build directory
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set(SDL2_DLL "" CACHE FILEPATH "SDL2 DLL Path")
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if (SDL2_ENABLED)
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if (EXISTS ${SDL2_DLL})
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add_custom_command(
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TARGET game POST_BUILD
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COMMAND ${CMAKE_COMMAND} -E copy ${SDL2_DLL} $<TARGET_FILE_DIR:game>)
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endif()
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endif()
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@ -1 +1 @@
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Subproject commit 78b8140f539b0d0911b4426826201fcf95e568bf
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Subproject commit 9beb7eff58ae78810fa7f4d9830f8c46c0c0531a
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@ -28,7 +28,7 @@ namespace TL
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};
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String name;
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Vec2 origin;
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Vec2f origin;
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Vector<Animation> animations;
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const Animation* get_animation(const String& name) const;
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@ -1,9 +1,10 @@
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#include "tileset.h"
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#include "../game.h"
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using namespace TL;
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const Subtexture& Tileset::random_tile() const
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{
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int i = Calc::rand_int(columns * rows);
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int i = Game::rand_int(0, columns * rows);
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return tiles[i];
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}
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@ -72,11 +72,11 @@ void Animator::render(Batch& batch)
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if (in_valid_state())
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{
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batch.push_matrix(
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Mat3x2::create_transform(entity()->position + offset, m_sprite->origin, scale, 0));
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Mat3x2f::create_transform(entity()->position + offset, m_sprite->origin, scale, 0));
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auto& anim = m_sprite->animations[m_animation_index];
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auto& frame = anim.frames[m_frame_index];
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batch.tex(frame.image, Vec2::zero, Color::white);
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batch.tex(frame.image, Vec2f::zero, Color::white);
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batch.pop_matrix();
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}
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@ -16,7 +16,7 @@ namespace TL
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float m_frame_counter = 0;
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public:
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Vec2 scale = Vec2::one;
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Vec2f scale = Vec2f::one;
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Point offset = Point::zero;
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Animator() = default;
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@ -8,7 +8,7 @@ Collider::Collider()
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active = false;
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}
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Collider Collider::make_rect(const RectI& rect)
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Collider Collider::make_rect(const Recti& rect)
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{
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Collider collider;
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collider.m_shape = Shape::Rect;
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@ -32,13 +32,13 @@ Collider::Shape Collider::shape() const
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return m_shape;
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}
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RectI Collider::get_rect() const
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Recti Collider::get_rect() const
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{
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BLAH_ASSERT(m_shape == Shape::Rect, "Collider is not a Rectangle");
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return m_rect;
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}
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void Collider::set_rect(const RectI& value)
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void Collider::set_rect(const Recti& value)
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{
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BLAH_ASSERT(m_shape == Shape::Rect, "Collider is not a Rectangle");
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m_rect = value;
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@ -142,7 +142,7 @@ void Collider::render(Batch& batch)
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{
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static const Color color = Color::red;
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batch.push_matrix(Mat3x2::create_translation(entity()->position));
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batch.push_matrix(Mat3x2f::create_translation(entity()->position));
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if (m_shape == Shape::Rect)
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{
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@ -169,8 +169,8 @@ void Collider::render(Batch& batch)
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bool TL::Collider::rect_to_rect(const Collider* a, const Collider* b, Point offset)
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{
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RectI ar = a->m_rect + a->entity()->position + offset;
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RectI br = b->m_rect + b->entity()->position;
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Recti ar = a->m_rect + a->entity()->position + offset;
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Recti br = b->m_rect + b->entity()->position;
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return ar.overlaps(br);
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}
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@ -178,7 +178,7 @@ bool TL::Collider::rect_to_rect(const Collider* a, const Collider* b, Point offs
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bool TL::Collider::rect_to_grid(const Collider* a, const Collider* b, Point offset)
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{
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// get a relative rectangle to the grid
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RectI rect = a->m_rect + a->entity()->position + offset - b->entity()->position;
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Recti rect = a->m_rect + a->entity()->position + offset - b->entity()->position;
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// get the cells the rectangle overlaps
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int left = Calc::clamp((int)Calc::floor(rect.x / (float)b->m_grid.tile_size), 0, b->m_grid.columns);
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@ -20,12 +20,12 @@ namespace TL
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Collider();
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static Collider make_rect(const RectI& rect);
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static Collider make_rect(const Recti& rect);
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static Collider make_grid(int tile_size, int columns, int rows);
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Shape shape() const;
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RectI get_rect() const;
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void set_rect(const RectI& value);
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Recti get_rect() const;
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void set_rect(const Recti& value);
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bool get_cell(int x, int y) const;
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void set_cell(int x, int y, bool value);
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void set_cells(int x, int y, int w, int h, bool value);
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@ -47,7 +47,7 @@ namespace TL
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};
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Shape m_shape = Shape::None;
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RectI m_rect;
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Recti m_rect;
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Grid m_grid;
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static bool rect_to_rect(const Collider* a, const Collider* b, Point offset);
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@ -44,7 +44,7 @@ void GhostFrog::update()
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}
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// flip sprite
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anim->scale = Vec2(m_facing, 1);
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anim->scale = Vec2f(m_facing, 1);
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// NORMAL STATE
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if (m_state == st_readying_attack)
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@ -76,9 +76,9 @@ void GhostFrog::update()
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if (Time::on_time(m_timer, 0.8f))
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{
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mover->speed.x = m_facing * 250;
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hitbox->set_rect(RectI(-4 + m_facing * 4, -12, 8, 12));
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hitbox->set_rect(Recti(-4 + m_facing * 4, -12, 8, 12));
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RectI rect(8, -8, 20, 8);
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Recti rect(8, -8, 20, 8);
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if (m_facing < 0)
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rect.x = -(rect.x + rect.w);
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@ -97,7 +97,7 @@ void GhostFrog::update()
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// end attack state
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else if (m_timer >= anim->animation()->duration())
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{
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hitbox->set_rect(RectI(-4, -12, 8, 12));
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hitbox->set_rect(Recti(-4, -12, 8, 12));
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if (health > 0)
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{
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@ -107,7 +107,7 @@ void GhostFrog::update()
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{
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phase = 1;
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health = max_health_2;
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m_side = Calc::rand_int(0, 2) == 0 ? -1 : 1;
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m_side = Game::rand_int(0, 2) == 0 ? -1 : 1;
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set_state(st_floating);
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}
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}
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@ -142,7 +142,7 @@ void GhostFrog::update()
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// SHOOTING STATE
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else if (m_state == st_shoot)
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{
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mover->speed = Calc::approach(mover->speed, Vec2::zero, 300 * Time::delta);
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mover->speed = Vec2f::approach(mover->speed, Vec2f::zero, 300 * Time::delta);
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m_facing = Calc::sign(player_x - x);
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if (m_facing == 0)
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@ -182,7 +182,7 @@ void GhostFrog::update()
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{
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if (m_reflect_count < 2)
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{
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if (Vec2(orb->entity()->position - orb->target()).length() < 16)
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if (Vec2f(orb->entity()->position - orb->target()).length() < 16)
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{
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auto sign = Calc::sign(orb->entity()->position.x - x);
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if (sign != 0)
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@ -197,7 +197,7 @@ void GhostFrog::update()
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}
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else
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{
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if (Vec2(orb->entity()->position - orb->target()).length() < 8)
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if (Vec2f(orb->entity()->position - orb->target()).length() < 8)
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{
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Factory::pop(world(), entity()->position + Point(0, -8));
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orb->entity()->destroy();
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@ -215,7 +215,7 @@ void GhostFrog::update()
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if (Time::on_interval(0.25f))
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{
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auto offset = Point(Calc::rand_int(-16, 16), Calc::rand_int(-16, 16));
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auto offset = Point(Game::rand_int(-16, 16), Game::rand_int(-16, 16));
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Factory::pop(world(), entity()->position + Point(0, -8) + offset);
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}
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@ -11,11 +11,11 @@ namespace TL
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class Mover : public Component
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{
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private:
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Vec2 m_remainder;
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Vec2f m_remainder;
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public:
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Collider* collider = nullptr;
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Vec2 speed;
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Vec2f speed;
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float gravity = 0;
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float friction = 0;
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std::function<void(Mover*)> on_hit_x;
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@ -24,38 +24,37 @@ namespace
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Player::Player()
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{
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input_move.add_dpad(0);
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input_move.add_left_stick(0, 0.2f);
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input_move.add(Key::Left, Key::Right, Key::Up, Key::Down);
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input_move = Input::register_binding(StickBinding());
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input_move->add_dpad(0);
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input_move->add_left_stick(0, 0.2f);
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input_move->add(Key::Left, Key::Right, Key::Up, Key::Down);
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input_jump.press_buffer = 0.15f;
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input_jump.add(Key::X, Button::A);
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input_jump = Input::register_binding(ButtonBinding());
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input_jump->press_buffer = 0.15f;
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input_jump->add(Key::X, Button::A);
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input_attack.press_buffer = 0.15f;
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input_attack.add(Key::C, Button::X);
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input_attack = Input::register_binding(ButtonBinding());
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input_attack->press_buffer = 0.15f;
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input_attack->add(Key::C, Button::X);
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}
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void Player::update()
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{
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input_move.update();
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input_jump.update();
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input_attack.update();
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auto mover = get<Mover>();
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auto anim = get<Animator>();
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auto hitbox = get<Collider>();
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auto was_on_ground = m_on_ground;
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m_on_ground = mover->on_ground();
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int input = input_move.sign().x;
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int input = input_move->sign().x;
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// Sprite Stuff
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{
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// land squish
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if (!was_on_ground && m_on_ground)
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anim->scale = Vec2(m_facing * 1.5f, 0.7f);
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anim->scale = Vec2f(m_facing * 1.5f, 0.7f);
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// lerp scale back to one
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anim->scale = Calc::approach(anim->scale, Vec2(m_facing, 1.0f), Time::delta * 4);
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anim->scale = Vec2f::approach(anim->scale, Vec2f(m_facing, 1.0f), Time::delta * 4);
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// set m_facing
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anim->scale.x = Calc::abs(anim->scale.x) * m_facing;
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@ -114,25 +113,25 @@ void Player::update()
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// Invoke Jumping
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{
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if (input_jump.pressed() && mover->on_ground())
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if (input_jump->pressed() && mover->on_ground())
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{
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input_jump.consume_press();
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anim->scale = Vec2(m_facing * 0.65f, 1.4f);
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input_jump->consume_press();
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anim->scale = Vec2f(m_facing * 0.65f, 1.4f);
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mover->speed.x = input * max_air_speed;
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m_jump_timer = jump_time;
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}
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}
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// Begin Attack
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if (input_attack.pressed())
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if (input_attack->pressed())
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{
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input_attack.consume_press();
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input_attack->consume_press();
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m_state = st_attack;
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m_attack_timer = 0;
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if (!m_attack_collider)
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m_attack_collider = entity()->add(Collider::make_rect(RectI()));
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m_attack_collider = entity()->add(Collider::make_rect(Recti()));
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m_attack_collider->mask = Mask::player_attack;
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if (m_on_ground)
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@ -148,11 +147,11 @@ void Player::update()
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// setup hitbox
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if (m_attack_timer < 0.2f)
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{
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m_attack_collider->set_rect(RectI(-16, -12, 16, 8));
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m_attack_collider->set_rect(Recti(-16, -12, 16, 8));
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}
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else if (m_attack_timer < 0.5f)
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{
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m_attack_collider->set_rect(RectI(8, -8, 16, 8));
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m_attack_collider->set_rect(Recti(8, -8, 16, 8));
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}
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else if (m_attack_collider)
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{
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@ -190,7 +189,7 @@ void Player::update()
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{
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mover->speed.y = -100;
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m_jump_timer -= Time::delta;
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if (!input_jump.down())
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if (!input_jump->down())
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m_jump_timer = 0;
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}
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|
@ -209,7 +208,7 @@ void Player::update()
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if (!m_on_ground)
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{
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float grav = gravity;
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if (m_state == st_normal && Calc::abs(mover->speed.y) < 20 && input_jump.down())
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if (m_state == st_normal && Calc::abs(mover->speed.y) < 20 && input_jump->down())
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grav *= 0.4f;
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mover->speed.y += grav * Time::delta;
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@ -230,7 +229,7 @@ void Player::update()
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m_attack_collider = nullptr;
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}
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mover->speed = Vec2(-m_facing * 100, -80);
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mover->speed = Vec2f(-m_facing * 100, -80);
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health--;
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m_hurt_timer = hurt_duration;
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|
|
|
@ -18,9 +18,9 @@ namespace TL
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int health = max_health;
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StickBinding input_move;
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Binding input_jump;
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Binding input_attack;
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StickBindingRef input_move;
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ButtonBindingRef input_jump;
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ButtonBindingRef input_attack;
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Player();
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void update() override;
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|
|
|
@ -52,12 +52,12 @@ void Tilemap::set_cells(int x, int y, int w, int h, const Subtexture* tex)
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|
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void Tilemap::render(Batch& batch)
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{
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batch.push_matrix(Mat3x2::create_translation(entity()->position));
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batch.push_matrix(Mat3x2f::create_translation(entity()->position));
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for (int x = 0; x < m_columns; x ++)
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for (int y = 0; y < m_rows; y ++)
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if (m_grid[x + y * m_columns].texture)
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{
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batch.tex(m_grid[x + y * m_columns], Vec2(x * m_tile_width, y * m_tile_height));
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batch.tex(m_grid[x + y * m_columns], Vec2f(x * m_tile_width, y * m_tile_height));
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}
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batch.pop_matrix();
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}
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|
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@ -43,7 +43,10 @@ FilePath Content::path()
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} while (!Directory::exists(root) && up.length() < 30);
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|
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if (!Directory::exists(root))
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BLAH_ERROR("Unable to find content directory!");
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{
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Log::error("Unable to find content directory!");
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return "";
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}
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|
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Log::info("Content Path: %s", root.cstr());
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}
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@ -105,7 +108,7 @@ void Content::load()
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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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{
|
||||
auto subrect = RectI(x * Game::tile_width, y * Game::tile_height, Game::tile_width, Game::tile_height);
|
||||
auto subrect = Recti(x * Game::tile_width, y * Game::tile_height, Game::tile_width, Game::tile_height);
|
||||
auto subimage = frame.image.get_sub_image(subrect);
|
||||
packer.add(pack_index, subimage);
|
||||
pack_index++;
|
||||
|
@ -128,11 +131,11 @@ void Content::load()
|
|||
{
|
||||
Sprite sprite;
|
||||
sprite.name = info.name;
|
||||
sprite.origin = Vec2::zero;
|
||||
sprite.origin = Vec2f::zero;
|
||||
|
||||
if (info.aseprite.slices.size() > 0 && info.aseprite.slices[0].has_pivot)
|
||||
{
|
||||
sprite.origin = Vec2(
|
||||
sprite.origin = Vec2f(
|
||||
info.aseprite.slices[0].pivot.x,
|
||||
info.aseprite.slices[0].pivot.y);
|
||||
}
|
||||
|
@ -199,7 +202,7 @@ void Content::load()
|
|||
|
||||
void Content::unload()
|
||||
{
|
||||
font.dispose();
|
||||
font = SpriteFont();
|
||||
}
|
||||
|
||||
TextureRef Content::atlas()
|
||||
|
|
|
@ -20,7 +20,7 @@ Entity* Factory::player(World* world, Point position)
|
|||
anim->play("idle");
|
||||
anim->depth = -10;
|
||||
|
||||
auto hitbox = en->add(Collider::make_rect(RectI(-4, -12, 8, 12)));
|
||||
auto hitbox = en->add(Collider::make_rect(Recti(-4, -12, 8, 12)));
|
||||
hitbox->mask = Mask::player;
|
||||
|
||||
auto mover = en->add(Mover());
|
||||
|
@ -38,7 +38,7 @@ Entity* Factory::bramble(World* world, Point position)
|
|||
anim->play("idle");
|
||||
anim->depth = -5;
|
||||
|
||||
auto hitbox = en->add(Collider::make_rect(RectI(-4, -8, 8, 8)));
|
||||
auto hitbox = en->add(Collider::make_rect(Recti(-4, -8, 8, 8)));
|
||||
hitbox->mask = Mask::enemy;
|
||||
|
||||
auto hurtable = en->add(Hurtable());
|
||||
|
@ -78,7 +78,7 @@ Entity* Factory::spitter(World* world, Point position)
|
|||
anim->play("idle");
|
||||
anim->depth = -5;
|
||||
|
||||
auto hitbox = en->add(Collider::make_rect(RectI(-6, -12, 12, 12)));
|
||||
auto hitbox = en->add(Collider::make_rect(Recti(-6, -12, 12, 12)));
|
||||
hitbox->mask = Mask::enemy;
|
||||
|
||||
auto hurtable = en->add(Hurtable());
|
||||
|
@ -110,12 +110,12 @@ Entity* Factory::bullet(World* world, Point position, int direction)
|
|||
anim->play("idle");
|
||||
anim->depth = -5;
|
||||
|
||||
auto hitbox = en->add(Collider::make_rect(RectI(-4, -4, 8, 8)));
|
||||
auto hitbox = en->add(Collider::make_rect(Recti(-4, -4, 8, 8)));
|
||||
hitbox->mask = Mask::enemy;
|
||||
|
||||
auto mover = en->add(Mover());
|
||||
mover->collider = hitbox;
|
||||
mover->speed = Vec2(direction * 40, 0);
|
||||
mover->speed = Vec2f(direction * 40, 0);
|
||||
mover->gravity = 130;
|
||||
mover->on_hit_x = [](Mover* self) { self->entity()->destroy(); };
|
||||
mover->on_hit_y = [](Mover* self) { self->speed.y = -60; };
|
||||
|
@ -203,7 +203,7 @@ Entity* Factory::mosquito(World* world, Point position)
|
|||
anim->play("fly");
|
||||
anim->depth = -5;
|
||||
|
||||
auto hitbox = en->add(Collider::make_rect(RectI(-4, -4, 8, 8)));
|
||||
auto hitbox = en->add(Collider::make_rect(Recti(-4, -4, 8, 8)));
|
||||
hitbox->mask = Mask::enemy;
|
||||
|
||||
auto mover = en->add(Mover());
|
||||
|
@ -225,7 +225,7 @@ namespace
|
|||
anim->play("idle");
|
||||
anim->depth = -1;
|
||||
|
||||
auto hitbox = en->add(Collider::make_rect(RectI(-6, -16, 12, 16)));
|
||||
auto hitbox = en->add(Collider::make_rect(Recti(-6, -16, 12, 16)));
|
||||
hitbox->mask = Mask::solid;
|
||||
}
|
||||
}
|
||||
|
@ -275,7 +275,7 @@ Entity* Factory::blob(World* world, Point position)
|
|||
anim->play("idle");
|
||||
anim->depth = -5;
|
||||
|
||||
auto hitbox = en->add(Collider::make_rect(RectI(-4, -8, 8, 8)));
|
||||
auto hitbox = en->add(Collider::make_rect(Recti(-4, -8, 8, 8)));
|
||||
hitbox->mask = Mask::enemy;
|
||||
|
||||
auto mover = en->add(Mover());
|
||||
|
@ -307,7 +307,7 @@ Entity* Factory::blob(World* world, Point position)
|
|||
auto dir = Calc::sign(player->entity()->position.x - self->entity()->position.x);
|
||||
if (dir == 0) dir = 1;
|
||||
|
||||
self->get<Animator>()->scale = Vec2(dir, 1);
|
||||
self->get<Animator>()->scale = Vec2f(dir, 1);
|
||||
mover->speed.x = dir * 40;
|
||||
}
|
||||
}
|
||||
|
@ -347,7 +347,7 @@ Entity* Factory::ghost_frog(World* world, Point position)
|
|||
anim->play("sword");
|
||||
anim->depth = -5;
|
||||
|
||||
auto hitbox = en->add(Collider::make_rect(RectI(-4, -12, 8, 12)));
|
||||
auto hitbox = en->add(Collider::make_rect(Recti(-4, -12, 8, 12)));
|
||||
hitbox->mask = Mask::enemy;
|
||||
|
||||
auto mover = en->add(Mover());
|
||||
|
@ -374,7 +374,7 @@ Entity* Factory::orb(World* world, Point position)
|
|||
anim->play("idle");
|
||||
anim->depth = -5;
|
||||
|
||||
auto hitbox = en->add(Collider::make_rect(RectI(-4, -4, 8, 8)));
|
||||
auto hitbox = en->add(Collider::make_rect(Recti(-4, -4, 8, 8)));
|
||||
hitbox->mask = Mask::enemy;
|
||||
|
||||
auto mover = en->add(Mover());
|
||||
|
@ -384,7 +384,7 @@ Entity* Factory::orb(World* world, Point position)
|
|||
|
||||
auto hurtable = en->add(Hurtable());
|
||||
hurtable->hurt_by = Mask::player_attack;
|
||||
hurtable->collider = en->add(Collider::make_rect(RectI(-8, -8, 16, 16)));
|
||||
hurtable->collider = en->add(Collider::make_rect(Recti(-8, -8, 16, 16)));
|
||||
hurtable->on_hurt = [](Hurtable* self) { self->get<Orb>()->on_hit(); };
|
||||
|
||||
return en;
|
||||
|
|
43
src/game.cpp
43
src/game.cpp
|
@ -8,6 +8,7 @@
|
|||
#include "components/mover.h"
|
||||
#include "assets/sprite.h"
|
||||
#include "factory.h"
|
||||
#include <cstdlib>
|
||||
|
||||
using namespace TL;
|
||||
|
||||
|
@ -24,7 +25,7 @@ void Game::startup()
|
|||
Content::load();
|
||||
|
||||
// framebuffer for the game
|
||||
buffer = FrameBuffer::create(width, height);
|
||||
buffer = Target::create(width, height);
|
||||
|
||||
// set batcher to use Nearest Filter
|
||||
batch.default_sampler = TextureSampler(TextureFilter::Nearest);
|
||||
|
@ -32,7 +33,7 @@ void Game::startup()
|
|||
|
||||
// load first room
|
||||
load_room(Point(0, 0));
|
||||
camera = Vec2(room.x * width, room.y * height);
|
||||
camera = Vec2f(room.x * width, room.y * height);
|
||||
fullscreen = false;
|
||||
}
|
||||
|
||||
|
@ -102,7 +103,7 @@ void Game::load_room(Point cell, bool is_reload)
|
|||
{
|
||||
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)));
|
||||
auto jumpthru_col = jumpthru_en->add(Collider::make_rect(Recti(0, 0, 8, 4)));
|
||||
jumpthru_col->mask = Mask::jumpthru;
|
||||
break;
|
||||
}
|
||||
|
@ -176,6 +177,7 @@ void Game::update()
|
|||
m_transition = false;
|
||||
world.clear();
|
||||
load_room(Point(0, 0));
|
||||
camera = Vec2f(0, 0);
|
||||
}
|
||||
|
||||
// Toggle Fullscreen
|
||||
|
@ -191,8 +193,8 @@ void Game::update()
|
|||
{
|
||||
if (Time::on_interval(0.05f))
|
||||
{
|
||||
m_shake.x = Calc::rand_int(0, 2) == 0 ? -1 : 1;
|
||||
m_shake.y = Calc::rand_int(0, 2) == 0 ? -1 : 1;
|
||||
m_shake.x = rand_int(0, 2) == 0 ? -1 : 1;
|
||||
m_shake.y = rand_int(0, 2) == 0 ? -1 : 1;
|
||||
}
|
||||
}
|
||||
else
|
||||
|
@ -206,7 +208,7 @@ void Game::update()
|
|||
if (player)
|
||||
{
|
||||
auto pos = player->entity()->position;
|
||||
auto bounds = RectI(room.x * width, room.y * height, width, height);
|
||||
auto bounds = Recti(room.x * width, room.y * height, width, height);
|
||||
if (!bounds.contains(pos))
|
||||
{
|
||||
// target room
|
||||
|
@ -275,8 +277,8 @@ void Game::update()
|
|||
m_next_ease = Calc::approach(m_next_ease, 1.0f, Time::delta / transition_duration);
|
||||
|
||||
// get last & next camera position
|
||||
auto last_cam = Vec2(m_last_room.x * width, m_last_room.y * height);
|
||||
auto next_cam = Vec2(m_next_room.x * width, m_next_room.y * height);
|
||||
auto last_cam = Vec2f(m_last_room.x * width, m_last_room.y * height);
|
||||
auto next_cam = Vec2f(m_next_room.x * width, m_next_room.y * height);
|
||||
|
||||
// LERP camera position
|
||||
camera = last_cam + (next_cam - last_cam) * Ease::cube_in_out(m_next_ease);
|
||||
|
@ -289,7 +291,7 @@ void Game::update()
|
|||
{
|
||||
auto player = world.first<Player>();
|
||||
if (player)
|
||||
player->get<Mover>()->speed = Vec2(0, -150);
|
||||
player->get<Mover>()->speed = Vec2f(0, -150);
|
||||
}
|
||||
|
||||
// delete old objects (except player!)
|
||||
|
@ -312,7 +314,7 @@ void Game::render()
|
|||
buffer->clear(0x150e22);
|
||||
|
||||
// push camera offset
|
||||
batch.push_matrix(Mat3x2::create_translation(-camera + m_shake));
|
||||
batch.push_matrix(Mat3x2f::create_translation(-camera + m_shake));
|
||||
|
||||
// draw gameplay objects
|
||||
world.render(batch);
|
||||
|
@ -381,17 +383,17 @@ void Game::render()
|
|||
// draw buffer to the screen
|
||||
{
|
||||
float scale = Calc::min(
|
||||
App::backbuffer->width() / (float)buffer->width(),
|
||||
App::backbuffer->height() / (float)buffer->height());
|
||||
App::backbuffer()->width() / (float)buffer->width(),
|
||||
App::backbuffer()->height() / (float)buffer->height());
|
||||
|
||||
Vec2 screen_center = Vec2(App::backbuffer->width(), App::backbuffer->height()) / 2;
|
||||
Vec2 buffer_center = Vec2(buffer->width(), buffer->height()) / 2;
|
||||
Vec2f screen_center = Vec2f(App::backbuffer()->width(), App::backbuffer()->height()) / 2;
|
||||
Vec2f buffer_center = Vec2f(buffer->width(), buffer->height()) / 2;
|
||||
|
||||
App::backbuffer->clear(Color::black);
|
||||
batch.push_matrix(Mat3x2::create_transform(screen_center, buffer_center, Vec2::one * scale, 0));
|
||||
batch.tex(buffer->attachment(0), Vec2::zero, Color::white);
|
||||
App::backbuffer()->clear(Color::black);
|
||||
batch.push_matrix(Mat3x2f::create_transform(screen_center, buffer_center, Vec2f::one * scale, 0));
|
||||
batch.tex(buffer->texture(0), Vec2f::zero, Color::white);
|
||||
batch.pop_matrix();
|
||||
batch.render(App::backbuffer);
|
||||
batch.render(App::backbuffer());
|
||||
batch.clear();
|
||||
}
|
||||
}
|
||||
|
@ -400,3 +402,8 @@ void Game::shake(float time)
|
|||
{
|
||||
m_shake_timer = time;
|
||||
}
|
||||
|
||||
int Game::rand_int(int min, int max)
|
||||
{
|
||||
return min + (rand() % (max - min));
|
||||
}
|
||||
|
|
|
@ -21,10 +21,10 @@ namespace TL
|
|||
static inline const char* ending = "YOU SAVED POND\nAND YOU ARE\nA REAL HERO";
|
||||
|
||||
World world;
|
||||
FrameBufferRef buffer;
|
||||
TargetRef buffer;
|
||||
Batch batch;
|
||||
Point room;
|
||||
Vec2 camera;
|
||||
Vec2f camera;
|
||||
bool fullscreen = false;
|
||||
|
||||
void load_room(Point cell, bool is_reload = false);
|
||||
|
@ -34,6 +34,8 @@ namespace TL
|
|||
void render();
|
||||
void shake(float time);
|
||||
|
||||
static int rand_int(int min, int max);
|
||||
|
||||
private:
|
||||
bool m_draw_colliders;
|
||||
bool m_transition = false;
|
||||
|
|
33
src/main.cpp
33
src/main.cpp
|
@ -4,42 +4,19 @@
|
|||
using namespace Blah;
|
||||
using namespace TL;
|
||||
|
||||
namespace
|
||||
int main()
|
||||
{
|
||||
Game game;
|
||||
|
||||
void startup()
|
||||
{
|
||||
game.startup();
|
||||
}
|
||||
|
||||
void shutdown()
|
||||
{
|
||||
game.shutdown();
|
||||
}
|
||||
|
||||
void update()
|
||||
{
|
||||
game.update();
|
||||
}
|
||||
|
||||
void render()
|
||||
{
|
||||
game.render();
|
||||
}
|
||||
}
|
||||
|
||||
int main()
|
||||
{
|
||||
Config config;
|
||||
config.name = "Sword II: Adventure of Frog";
|
||||
config.width = 1280;
|
||||
config.height = 720;
|
||||
|
||||
config.on_startup = startup;
|
||||
config.on_shutdown = shutdown;
|
||||
config.on_update = update;
|
||||
config.on_render = render;
|
||||
config.on_startup = [&]() { game.startup(); };
|
||||
config.on_shutdown = [&]() { game.shutdown(); };
|
||||
config.on_update = [&]() { game.update(); };
|
||||
config.on_render = [&]() { game.render(); };
|
||||
|
||||
App::run(&config);
|
||||
}
|
Loading…
Reference in New Issue
Block a user