mirror of
https://github.com/NoelFB/tiny_link.git
synced 2024-11-25 18:18:56 +08:00
attack / hurt / bramble!!
This commit is contained in:
parent
fb9cebd8ff
commit
fa949e1298
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@ -30,7 +30,7 @@ add_executable(game
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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/tileset.h" "src/assets/tileset.cpp" "src/components/tilemap.h" "src/components/tilemap.cpp")
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"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")
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# Reference blah
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target_link_libraries(game blah)
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content/sprites/bramble.ase
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content/sprites/bramble.ase
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content/sprites/pop.ase
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content/sprites/pop.ase
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@ -14,6 +14,13 @@ const Sprite* Animator::sprite() const
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return m_sprite;
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}
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const Sprite::Animation* Animator::animation() const
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{
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if (m_sprite && m_animation_index >= 0 && m_animation_index < m_sprite->animations.size())
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return &m_sprite->animations[m_animation_index];
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return nullptr;
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}
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void Animator::play(const String& animation, bool restart)
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{
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BLAH_ASSERT(m_sprite, "No Sprite Assigned!");
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@ -22,6 +22,8 @@ namespace TL
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Animator(const String& sprite);
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const Sprite* sprite() const;
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const Sprite::Animation* animation() const;
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void play(const String& animation, bool restart = false);
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void update() override;
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void render(Batch& batch) override;
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17
src/components/hurtable.cpp
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src/components/hurtable.cpp
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@ -0,0 +1,17 @@
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#include "hurtable.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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{
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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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on_hurt(this);
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}
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}
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m_cooldown_timer -= Time::delta;
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}
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src/components/hurtable.h
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24
src/components/hurtable.h
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@ -0,0 +1,24 @@
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#pragma once
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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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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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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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};
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}
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@ -1,6 +1,8 @@
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#include "player.h"
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#include "mover.h"
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#include "animator.h"
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#include "collider.h"
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#include "../masks.h"
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using namespace TL;
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@ -11,9 +13,12 @@ namespace
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constexpr float ground_accel = 500;
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constexpr float air_accel = 20;
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constexpr float friction = 800;
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constexpr float hurt_friction = 200;
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constexpr float gravity = 450;
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constexpr float jump_force = -105;
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constexpr float jump_time = 0.18f;
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constexpr float hurt_duration = 0.5f;
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constexpr float invincible_duration = 1.5f;
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}
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Player::Player()
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@ -42,6 +47,7 @@ void Player::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.value_i().x;
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@ -57,7 +63,6 @@ void Player::update()
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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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}
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// NORMAL STATE
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@ -117,7 +122,11 @@ void Player::update()
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input_attack.clear_press_buffer();
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m_state = st_attack;
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m_attack_timer = anim->sprite()->get_animation("attack")->duration();
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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->mask = Mask::player_attack;
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if (m_on_ground)
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mover->speed.x = 0;
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@ -127,14 +136,47 @@ void Player::update()
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else if (m_state == st_attack)
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{
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anim->play("attack");
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m_attack_timer -= Time::delta;
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m_attack_timer += Time::delta;
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if (m_attack_timer <= 0)
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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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}
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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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}
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else if (m_attack_collider)
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{
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m_attack_collider->destroy();
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m_attack_collider = nullptr;
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}
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// flip hitbox if you're facing left
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if (m_facing < 0 && m_attack_collider)
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{
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auto rect = m_attack_collider->get_rect();
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rect.x = -(rect.x + rect.w);
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m_attack_collider->set_rect(rect);
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}
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// end the attack
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if (m_attack_timer >= anim->animation()->duration())
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{
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anim->play("idle");
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m_state = st_normal;
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}
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}
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// HURT STATE
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else if (m_state == st_hurt)
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{
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m_hurt_timer -= Time::delta;
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if (m_hurt_timer <= 0)
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m_state = st_normal;
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mover->speed.x = Calc::approach(mover->speed.x, 0, hurt_friction * Time::delta);
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}
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// Variable Jumping
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if (m_jump_timer > 0)
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m_jump_timer = 0;
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}
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// Invincible timer
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if (m_state != st_hurt && m_invincible_timer > 0)
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{
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if (Time::on_interval(0.05f))
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anim->visible = !anim->visible;
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m_invincible_timer -= Time::delta;
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if (m_invincible_timer <= 0)
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anim->visible = true;
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}
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// Gravity
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if (!m_on_ground)
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{
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float grav = gravity;
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if (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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}
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// Hurt Check!
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if (m_invincible_timer <= 0 && hitbox->check(Mask::enemy))
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{
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Time::pause_for(0.1f);
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anim->play("hurt");
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if (m_attack_collider)
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{
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m_attack_collider->destroy();
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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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health--;
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m_hurt_timer = hurt_duration;
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m_invincible_timer = invincible_duration;
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m_state = st_hurt;
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}
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}
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@ -6,11 +6,15 @@ using namespace Blah;
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namespace TL
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{
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class Collider;
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class Player : public Component
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{
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public:
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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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int health = 3;
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VirtualStick input_move;
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VirtualButton input_jump;
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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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Collider* m_attack_collider = nullptr;
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bool m_on_ground;
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};
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}
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src/components/timer.cpp
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26
src/components/timer.cpp
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#include "timer.h"
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using namespace TL;
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Timer::Timer(float duration, const std::function<void(Timer* self)>& on_end)
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: m_duration(duration), on_end(on_end)
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{
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}
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void Timer::start(float duration)
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{
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m_duration = duration;
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}
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void Timer::update()
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{
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if (m_duration > 0)
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{
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m_duration -= Time::delta;
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if (m_duration <= 0 && on_end)
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{
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on_end(this);
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}
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}
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}
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src/components/timer.h
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24
src/components/timer.h
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#pragma once
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#include "../world.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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namespace TL
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{
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class Timer : public Component
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{
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private:
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float m_duration = 0;
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public:
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Timer() = default;
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Timer(float duration, const std::function<void(Timer* self)>& on_end = nullptr);
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void start(float duration);
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std::function<void(Timer* self)> on_end;
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void update() override;
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};
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}
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@ -1,8 +1,11 @@
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#include "factory.h"
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#include "masks.h"
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#include "components/animator.h"
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#include "components/collider.h"
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#include "components/mover.h"
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#include "components/player.h"
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#include "components/hurtable.h"
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#include "components/timer.h"
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using namespace TL;
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@ -22,3 +25,44 @@ Entity* Factory::player(World* world, Point position)
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en->add(Player());
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return en;
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}
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Entity* Factory::bramble(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("bramble"));
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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, -8, 8, 8)));
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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)
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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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return en;
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}
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Entity* Factory::pop(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("pop"));
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anim->play("pop");
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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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return en;
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}
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namespace Factory
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{
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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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}
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}
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src/game.cpp
17
src/game.cpp
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namespace
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{
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constexpr float transition_duration = 0.75f;
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constexpr float transition_duration = 0.4f;
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}
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void Game::startup()
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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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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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break;
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}
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}
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}
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// see if room exists
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if (Content::find_room(next_room))
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{
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Time::pause_for(0.1f);
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// transiton to it!
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m_transition = true;
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m_next_ease = 0;
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// Room Transition routine
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else
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{
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// increment ease
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m_next_ease = Calc::approach(m_next_ease, 1.0f, Time::delta / transition_duration);
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// get last & next camera position
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auto last_cam = Vec2(m_last_room.x * width, m_last_room.y * height);
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auto next_cam = Vec2(m_next_room.x * width, m_next_room.y * height);
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m_next_ease = Calc::approach(m_next_ease, 1.0f, Time::delta / transition_duration);
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// LERP camera position
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camera = last_cam + (next_cam - last_cam) * Ease::cube_in_out(m_next_ease);
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// Finish Transition
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if (m_next_ease >= 1.0f)
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{
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// delete old objects (except player!)
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world.destroy_entity(it);
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}
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Time::pause_for(0.1f);
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m_transition = false;
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}
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}
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@ -6,5 +6,7 @@ namespace TL
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struct Mask
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{
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static constexpr uint32_t solid = 1 << 0;
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static constexpr uint32_t player_attack = 1 << 1;
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static constexpr uint32_t enemy = 1 << 2;
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};
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}
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@ -97,6 +97,11 @@ Blah::Vector<Component*>& Entity::components()
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return m_components;
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}
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void Entity::destroy()
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{
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m_world->destroy_entity(this);
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}
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const Blah::Vector<Component*>& Entity::components() const
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{
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return m_components;
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@ -96,6 +96,8 @@ namespace TL
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Blah::Vector<Component*>& components();
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const Blah::Vector<Component*>& components() const;
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void destroy();
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private:
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Blah::Vector<Component*> m_components;
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World* m_world = nullptr;
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