bunch of stuff
|
@ -17,8 +17,13 @@ add_executable(game
|
|||
src/game.cpp
|
||||
src/content.h
|
||||
src/content.cpp
|
||||
src/masks.h
|
||||
src/factory.h
|
||||
src/factory.cpp
|
||||
src/assets/sprite.h
|
||||
src/assets/sprite.cpp
|
||||
src/assets/tileset.h
|
||||
src/assets/tileset.cpp
|
||||
src/components/animator.h
|
||||
src/components/animator.cpp
|
||||
src/components/collider.h
|
||||
|
@ -27,10 +32,14 @@ add_executable(game
|
|||
src/components/player.cpp
|
||||
src/components/mover.h
|
||||
src/components/mover.cpp
|
||||
src/masks.h
|
||||
src/factory.h
|
||||
src/factory.cpp
|
||||
"src/assets/tileset.h" "src/assets/tileset.cpp" "src/components/tilemap.h" "src/components/tilemap.cpp" "src/components/hurtable.h" "src/components/hurtable.cpp" "src/components/timer.h" "src/components/timer.cpp")
|
||||
src/components/tilemap.h
|
||||
src/components/tilemap.cpp
|
||||
src/components/hurtable.h
|
||||
src/components/hurtable.cpp
|
||||
src/components/timer.h
|
||||
src/components/timer.cpp
|
||||
src/components/enemy.h
|
||||
)
|
||||
|
||||
# Reference blah
|
||||
target_link_libraries(game blah)
|
||||
|
|
BIN
content/map/10x0.png
Normal file
After Width: | Height: | Size: 265 B |
Before Width: | Height: | Size: 323 B After Width: | Height: | Size: 309 B |
Before Width: | Height: | Size: 325 B After Width: | Height: | Size: 334 B |
BIN
content/map/6x1.png
Normal file
After Width: | Height: | Size: 285 B |
BIN
content/map/7x1.png
Normal file
After Width: | Height: | Size: 270 B |
BIN
content/map/8x0.png
Normal file
After Width: | Height: | Size: 254 B |
BIN
content/map/8x1.png
Normal file
After Width: | Height: | Size: 195 B |
BIN
content/map/9x0.png
Normal file
After Width: | Height: | Size: 284 B |
BIN
content/sprites/blob.ase
Normal file
BIN
content/sprites/door.ase
Normal file
BIN
content/sprites/heart.ase
Normal file
|
@ -71,6 +71,8 @@ void Collider::set_cells(int x, int y, int w, int h, bool value)
|
|||
}
|
||||
|
||||
bool Collider::check(uint32_t mask, Point offset) const
|
||||
{
|
||||
if (world())
|
||||
{
|
||||
auto other = world()->first<Collider>();
|
||||
while (other)
|
||||
|
@ -82,6 +84,7 @@ bool Collider::check(uint32_t mask, Point offset) const
|
|||
|
||||
other = (Collider*)other->next();
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
|
10
src/components/enemy.h
Normal file
|
@ -0,0 +1,10 @@
|
|||
#pragma once
|
||||
#include "../world.h"
|
||||
|
||||
namespace TL
|
||||
{
|
||||
class Enemy : public Component
|
||||
{
|
||||
|
||||
};
|
||||
}
|
|
@ -9,6 +9,7 @@ void Hurtable::update()
|
|||
{
|
||||
if (collider->check(hurt_by))
|
||||
{
|
||||
Time::pause_for(0.1f);
|
||||
stun_timer = 0.5f;
|
||||
flicker_timer = 0.5f;
|
||||
on_hurt(this);
|
||||
|
|
|
@ -87,6 +87,10 @@ bool Mover::on_ground(int dist) const
|
|||
|
||||
void Mover::update()
|
||||
{
|
||||
// apply friction maybe
|
||||
if (friction > 0 && on_ground())
|
||||
speed.x = Calc::approach(speed.x, 0, friction * Time::delta);
|
||||
|
||||
// apply gravity
|
||||
if (gravity != 0 && (!collider || !collider->check(Mask::solid, Point(0, 1))))
|
||||
speed.y += gravity * Time::delta;
|
||||
|
|
|
@ -17,6 +17,7 @@ namespace TL
|
|||
Collider* collider = nullptr;
|
||||
Vec2 speed;
|
||||
float gravity = 0;
|
||||
float friction = 0;
|
||||
std::function<void(Mover*)> on_hit_x;
|
||||
std::function<void(Mover*)> on_hit_y;
|
||||
|
||||
|
|
|
@ -68,6 +68,9 @@ void Player::update()
|
|||
// START
|
||||
if (m_state == st_start)
|
||||
{
|
||||
while (hitbox->check(Mask::solid))
|
||||
entity()->position.y++;
|
||||
|
||||
anim->play("sword");
|
||||
m_start_timer -= Time::delta;
|
||||
if (m_start_timer <= 0)
|
||||
|
|
|
@ -14,8 +14,9 @@ namespace TL
|
|||
static constexpr int st_attack = 1;
|
||||
static constexpr int st_hurt = 2;
|
||||
static constexpr int st_start = 3;
|
||||
static constexpr int max_health = 3;
|
||||
|
||||
int health = 3;
|
||||
int health = max_health;
|
||||
|
||||
VirtualStick input_move;
|
||||
VirtualButton input_jump;
|
||||
|
|
102
src/factory.cpp
|
@ -6,6 +6,7 @@
|
|||
#include "components/player.h"
|
||||
#include "components/hurtable.h"
|
||||
#include "components/timer.h"
|
||||
#include "components/enemy.h"
|
||||
|
||||
using namespace TL;
|
||||
|
||||
|
@ -17,7 +18,7 @@ Entity* Factory::player(World* world, Point position)
|
|||
anim->play("idle");
|
||||
anim->depth = -10;
|
||||
|
||||
auto hitbox = en->add(Collider::make_rect(RectI(-4, -8, 8, 8)));
|
||||
auto hitbox = en->add(Collider::make_rect(RectI(-4, -12, 8, 12)));
|
||||
|
||||
auto mover = en->add(Mover());
|
||||
mover->collider = hitbox;
|
||||
|
@ -42,7 +43,6 @@ Entity* Factory::bramble(World* world, Point position)
|
|||
hurtable->collider = hitbox;
|
||||
hurtable->on_hurt = [](Hurtable* self)
|
||||
{
|
||||
Time::pause_for(0.1f);
|
||||
pop(self->world(), self->entity()->position + Point(0, -4));
|
||||
self->entity()->destroy();
|
||||
};
|
||||
|
@ -69,6 +69,7 @@ Entity* Factory::pop(World* world, Point position)
|
|||
Entity* Factory::spitter(World* world, Point position)
|
||||
{
|
||||
auto en = world->add_entity(position);
|
||||
en->add(Enemy());
|
||||
|
||||
auto anim = en->add(Animator("spitter"));
|
||||
anim->play("idle");
|
||||
|
@ -193,6 +194,7 @@ Entity* Factory::mosquito(World* world, Point position)
|
|||
{
|
||||
auto en = world->add_entity(position);
|
||||
auto mosquito = en->add(MosquitoBehavior());
|
||||
en->add(Enemy());
|
||||
|
||||
auto anim = en->add(Animator("mosquito"));
|
||||
anim->play("fly");
|
||||
|
@ -211,3 +213,99 @@ Entity* Factory::mosquito(World* world, Point position)
|
|||
return en;
|
||||
}
|
||||
|
||||
Entity* Factory::door(World* world, Point position)
|
||||
{
|
||||
auto en = world->add_entity(position);
|
||||
|
||||
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;
|
||||
|
||||
// check if all enemies are dead
|
||||
en->add(Timer(0.25f, [](Timer* self)
|
||||
{
|
||||
self->start(0.25f);
|
||||
if (!self->world()->first<Enemy>())
|
||||
{
|
||||
Factory::pop(self->world(), self->entity()->position + Point(0, -8));
|
||||
self->entity()->destroy();
|
||||
}
|
||||
}));
|
||||
|
||||
return en;
|
||||
}
|
||||
|
||||
Entity* Factory::blob(World* world, Point position)
|
||||
{
|
||||
auto en = world->add_entity(position);
|
||||
en->add(Enemy());
|
||||
|
||||
auto anim = en->add(Animator("blob"));
|
||||
anim->play("idle");
|
||||
anim->depth = -5;
|
||||
|
||||
auto hitbox = en->add(Collider::make_rect(RectI(-4, -8, 8, 8)));
|
||||
hitbox->mask = Mask::enemy;
|
||||
|
||||
auto mover = en->add(Mover());
|
||||
mover->collider = hitbox;
|
||||
mover->gravity = 300;
|
||||
mover->friction = 400;
|
||||
mover->on_hit_y = [](Mover* self)
|
||||
{
|
||||
self->get<Animator>()->play("idle");
|
||||
self->stop_y();
|
||||
};
|
||||
|
||||
en->add(Timer(2.0f, [](Timer* self)
|
||||
{
|
||||
auto mover = self->get<Mover>();
|
||||
if (!mover->on_ground())
|
||||
{
|
||||
self->start(0.05f);
|
||||
}
|
||||
else
|
||||
{
|
||||
self->get<Animator>()->play("jump");
|
||||
self->start(2.0f);
|
||||
mover->speed.y = -90;
|
||||
|
||||
auto player = self->world()->first<Player>();
|
||||
if (player)
|
||||
{
|
||||
auto dir = Calc::sign(player->entity()->position.x - self->entity()->position.x);
|
||||
if (dir == 0) dir = 1;
|
||||
|
||||
self->get<Animator>()->scale = Vec2(dir, 1);
|
||||
mover->speed.x = dir * 40;
|
||||
}
|
||||
}
|
||||
}));
|
||||
|
||||
auto hurtable = en->add(Hurtable());
|
||||
hurtable->hurt_by = Mask::player_attack;
|
||||
hurtable->collider = hitbox;
|
||||
hurtable->on_hurt = [health = 3](Hurtable* self) mutable
|
||||
{
|
||||
auto player = self->world()->first<Player>();
|
||||
if (player)
|
||||
{
|
||||
auto mover = self->get<Mover>();
|
||||
auto sign = Calc::sign(self->entity()->position.x - player->entity()->position.x);
|
||||
mover->speed.x = sign * 120;
|
||||
}
|
||||
|
||||
health--;
|
||||
if (health <= 0)
|
||||
{
|
||||
pop(self->world(), self->entity()->position + Point(0, -4));
|
||||
self->entity()->destroy();
|
||||
}
|
||||
};
|
||||
|
||||
return en;
|
||||
}
|
||||
|
||||
|
|
|
@ -14,5 +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* blob(World* world, Point position);
|
||||
}
|
||||
}
|
72
src/game.cpp
|
@ -5,6 +5,8 @@
|
|||
#include "components/collider.h"
|
||||
#include "components/tilemap.h"
|
||||
#include "components/player.h"
|
||||
#include "components/mover.h"
|
||||
#include "assets/sprite.h"
|
||||
#include "factory.h"
|
||||
|
||||
using namespace TL;
|
||||
|
@ -27,11 +29,11 @@ void Game::startup()
|
|||
m_draw_colliders = false;
|
||||
|
||||
// load first room
|
||||
load_room(Point(0, 0));
|
||||
load_room(Point(10, 0));
|
||||
camera = Vec2(room.x * width, room.y * height);
|
||||
}
|
||||
|
||||
void Game::load_room(Point cell)
|
||||
void Game::load_room(Point cell, bool is_reload)
|
||||
{
|
||||
const Image* grid = Content::find_room(cell);
|
||||
BLAH_ASSERT(grid, "Room doesn't exist!");
|
||||
|
@ -94,7 +96,7 @@ void Game::load_room(Point cell)
|
|||
// player (only if it doesn't already exist)
|
||||
case 0x6abe30:
|
||||
if (!world.first<Player>())
|
||||
Factory::player(&world, world_position);
|
||||
Factory::player(&world, world_position + (is_reload ? Point(0, -16) : Point::zero));
|
||||
break;
|
||||
|
||||
// brambles
|
||||
|
@ -111,6 +113,16 @@ void Game::load_room(Point cell)
|
|||
case 0xfbf236:
|
||||
Factory::mosquito(&world, world_position + Point(0, -8));
|
||||
break;
|
||||
|
||||
// door
|
||||
case 0x9badb7:
|
||||
Factory::door(&world, world_position);
|
||||
break;
|
||||
|
||||
// blob
|
||||
case 0x3f3f74:
|
||||
Factory::blob(&world, world_position);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -152,7 +164,7 @@ void Game::update()
|
|||
if (pos.y < 0) next_room.y--;
|
||||
|
||||
// see if room exists
|
||||
if (Content::find_room(next_room))
|
||||
if (player->health > 0 && Content::find_room(next_room))
|
||||
{
|
||||
Time::pause_for(0.1f);
|
||||
|
||||
|
@ -185,10 +197,24 @@ void Game::update()
|
|||
if (player->entity()->position.y > bounds.y + bounds.h + 64)
|
||||
{
|
||||
world.clear();
|
||||
load_room(room);
|
||||
load_room(room, true);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// death ... delete everything except the player
|
||||
// then when they fall out of the screen, we reset
|
||||
if (player->health <= 0)
|
||||
{
|
||||
Entity* e = world.first_entity();
|
||||
while (e)
|
||||
{
|
||||
auto next = e->next();
|
||||
if (!e->get<Player>())
|
||||
world.destroy_entity(e);
|
||||
e = next;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
// Room Transition routine
|
||||
|
@ -207,6 +233,14 @@ void Game::update()
|
|||
// Finish Transition
|
||||
if (m_next_ease >= 1.0f)
|
||||
{
|
||||
// boost player on vertical up rooms
|
||||
if (m_next_room.y < m_last_room.y)
|
||||
{
|
||||
auto player = world.first<Player>();
|
||||
if (player)
|
||||
player->get<Mover>()->speed = Vec2(100, -200);
|
||||
}
|
||||
|
||||
// delete old objects (except player!)
|
||||
for (auto& it : m_last_entities)
|
||||
{
|
||||
|
@ -226,9 +260,13 @@ void Game::render()
|
|||
{
|
||||
buffer->clear(0x150e22);
|
||||
|
||||
// push camera offset
|
||||
batch.push_matrix(Mat3x2::create_translation(-camera));
|
||||
|
||||
// draw gameplay objects
|
||||
world.render(batch);
|
||||
|
||||
// draw debug colliders
|
||||
if (m_draw_colliders)
|
||||
{
|
||||
auto collider = world.first<Collider>();
|
||||
|
@ -239,7 +277,31 @@ void Game::render()
|
|||
}
|
||||
}
|
||||
|
||||
// end camera offset
|
||||
batch.pop_matrix();
|
||||
|
||||
// draw the health
|
||||
auto player = world.first<Player>();
|
||||
if (player)
|
||||
{
|
||||
auto hearts = Content::find_sprite("heart");
|
||||
auto full = hearts->get_animation("full");
|
||||
auto empty = hearts->get_animation("empty");
|
||||
|
||||
Point pos = Point(0, height - 16);
|
||||
batch.rect(Rect(pos.x, pos.y + 7, 40, 4), Color::black);
|
||||
|
||||
for (int i = 0; i < Player::max_health; i++)
|
||||
{
|
||||
if (player->health >= i + 1)
|
||||
batch.tex(full->frames[0].image, pos);
|
||||
else
|
||||
batch.tex(empty->frames[0].image, pos);
|
||||
pos.x += 12;
|
||||
}
|
||||
}
|
||||
|
||||
// draw to the gameplay buffer
|
||||
batch.render(buffer);
|
||||
batch.clear();
|
||||
}
|
||||
|
|
|
@ -22,7 +22,7 @@ namespace TL
|
|||
Point room;
|
||||
Vec2 camera;
|
||||
|
||||
void load_room(Point cell);
|
||||
void load_room(Point cell, bool is_reload = false);
|
||||
void startup();
|
||||
void shutdown();
|
||||
void update();
|
||||
|
|