attack / hurt / bramble!!

This commit is contained in:
Noel Berry 2021-01-03 15:11:49 -08:00
parent fb9cebd8ff
commit fa949e1298
19 changed files with 256 additions and 8 deletions

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@ -30,7 +30,7 @@ add_executable(game
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/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")
# Reference blah
target_link_libraries(game blah)

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@ -14,6 +14,13 @@ const Sprite* Animator::sprite() const
return m_sprite;
}
const Sprite::Animation* Animator::animation() const
{
if (m_sprite && m_animation_index >= 0 && m_animation_index < m_sprite->animations.size())
return &m_sprite->animations[m_animation_index];
return nullptr;
}
void Animator::play(const String& animation, bool restart)
{
BLAH_ASSERT(m_sprite, "No Sprite Assigned!");

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@ -22,6 +22,8 @@ namespace TL
Animator(const String& sprite);
const Sprite* sprite() const;
const Sprite::Animation* animation() const;
void play(const String& animation, bool restart = false);
void update() override;
void render(Batch& batch) override;

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@ -0,0 +1,17 @@
#include "hurtable.h"
using namespace TL;
void Hurtable::update()
{
if (collider && on_hurt && m_cooldown_timer <= 0)
{
if (collider->check(hurt_by))
{
m_cooldown_timer = cooldown;
on_hurt(this);
}
}
m_cooldown_timer -= Time::delta;
}

24
src/components/hurtable.h Normal file
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@ -0,0 +1,24 @@
#pragma once
#include "../world.h"
#include "collider.h"
#include <blah.h>
#include <functional>
using namespace Blah;
namespace TL
{
class Hurtable : public Component
{
private:
float m_cooldown_timer = 0;
public:
Collider* collider = nullptr;
uint32_t hurt_by = 0;
float cooldown = 1.0f;
std::function<void(Hurtable* self)> on_hurt;
void update() override;
};
}

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@ -1,6 +1,8 @@
#include "player.h"
#include "mover.h"
#include "animator.h"
#include "collider.h"
#include "../masks.h"
using namespace TL;
@ -11,9 +13,12 @@ namespace
constexpr float ground_accel = 500;
constexpr float air_accel = 20;
constexpr float friction = 800;
constexpr float hurt_friction = 200;
constexpr float gravity = 450;
constexpr float jump_force = -105;
constexpr float jump_time = 0.18f;
constexpr float hurt_duration = 0.5f;
constexpr float invincible_duration = 1.5f;
}
Player::Player()
@ -42,6 +47,7 @@ void Player::update()
auto mover = get<Mover>();
auto anim = get<Animator>();
auto hitbox = get<Collider>();
auto was_on_ground = m_on_ground;
m_on_ground = mover->on_ground();
int input = input_move.value_i().x;
@ -57,7 +63,6 @@ void Player::update()
// set m_facing
anim->scale.x = Calc::abs(anim->scale.x) * m_facing;
}
// NORMAL STATE
@ -117,7 +122,11 @@ void Player::update()
input_attack.clear_press_buffer();
m_state = st_attack;
m_attack_timer = anim->sprite()->get_animation("attack")->duration();
m_attack_timer = 0;
if (!m_attack_collider)
m_attack_collider = entity()->add(Collider::make_rect(RectI()));
m_attack_collider->mask = Mask::player_attack;
if (m_on_ground)
mover->speed.x = 0;
@ -127,14 +136,47 @@ void Player::update()
else if (m_state == st_attack)
{
anim->play("attack");
m_attack_timer -= Time::delta;
m_attack_timer += Time::delta;
if (m_attack_timer <= 0)
// setup hitbox
if (m_attack_timer < 0.2f)
{
m_attack_collider->set_rect(RectI(-16, -12, 16, 8));
}
else if (m_attack_timer < 0.5f)
{
m_attack_collider->set_rect(RectI(8, -8, 16, 8));
}
else if (m_attack_collider)
{
m_attack_collider->destroy();
m_attack_collider = nullptr;
}
// flip hitbox if you're facing left
if (m_facing < 0 && m_attack_collider)
{
auto rect = m_attack_collider->get_rect();
rect.x = -(rect.x + rect.w);
m_attack_collider->set_rect(rect);
}
// end the attack
if (m_attack_timer >= anim->animation()->duration())
{
anim->play("idle");
m_state = st_normal;
}
}
// HURT STATE
else if (m_state == st_hurt)
{
m_hurt_timer -= Time::delta;
if (m_hurt_timer <= 0)
m_state = st_normal;
mover->speed.x = Calc::approach(mover->speed.x, 0, hurt_friction * Time::delta);
}
// Variable Jumping
if (m_jump_timer > 0)
@ -145,13 +187,44 @@ void Player::update()
m_jump_timer = 0;
}
// Invincible timer
if (m_state != st_hurt && m_invincible_timer > 0)
{
if (Time::on_interval(0.05f))
anim->visible = !anim->visible;
m_invincible_timer -= Time::delta;
if (m_invincible_timer <= 0)
anim->visible = true;
}
// Gravity
if (!m_on_ground)
{
float grav = gravity;
if (Calc::abs(mover->speed.y) < 20 && input_jump.down())
if (m_state == st_normal && Calc::abs(mover->speed.y) < 20 && input_jump.down())
grav *= 0.4f;
mover->speed.y += grav * Time::delta;
}
// Hurt Check!
if (m_invincible_timer <= 0 && hitbox->check(Mask::enemy))
{
Time::pause_for(0.1f);
anim->play("hurt");
if (m_attack_collider)
{
m_attack_collider->destroy();
m_attack_collider = nullptr;
}
mover->speed = Vec2(-m_facing * 100, -80);
health--;
m_hurt_timer = hurt_duration;
m_invincible_timer = invincible_duration;
m_state = st_hurt;
}
}

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@ -6,11 +6,15 @@ using namespace Blah;
namespace TL
{
class Collider;
class Player : public Component
{
public:
static constexpr int st_normal = 0;
static constexpr int st_attack = 1;
static constexpr int st_hurt = 2;
int health = 3;
VirtualStick input_move;
VirtualButton input_jump;
@ -24,6 +28,9 @@ namespace TL
int m_facing = 1;
float m_jump_timer = 0;
float m_attack_timer = 0;
float m_hurt_timer = 0;
float m_invincible_timer = 0;
Collider* m_attack_collider = nullptr;
bool m_on_ground;
};
}

26
src/components/timer.cpp Normal file
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@ -0,0 +1,26 @@
#include "timer.h"
using namespace TL;
Timer::Timer(float duration, const std::function<void(Timer* self)>& on_end)
: m_duration(duration), on_end(on_end)
{
}
void Timer::start(float duration)
{
m_duration = duration;
}
void Timer::update()
{
if (m_duration > 0)
{
m_duration -= Time::delta;
if (m_duration <= 0 && on_end)
{
on_end(this);
}
}
}

24
src/components/timer.h Normal file
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@ -0,0 +1,24 @@
#pragma once
#include "../world.h"
#include <blah.h>
#include <functional>
using namespace Blah;
namespace TL
{
class Timer : public Component
{
private:
float m_duration = 0;
public:
Timer() = default;
Timer(float duration, const std::function<void(Timer* self)>& on_end = nullptr);
void start(float duration);
std::function<void(Timer* self)> on_end;
void update() override;
};
}

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@ -1,8 +1,11 @@
#include "factory.h"
#include "masks.h"
#include "components/animator.h"
#include "components/collider.h"
#include "components/mover.h"
#include "components/player.h"
#include "components/hurtable.h"
#include "components/timer.h"
using namespace TL;
@ -22,3 +25,44 @@ Entity* Factory::player(World* world, Point position)
en->add(Player());
return en;
}
Entity* Factory::bramble(World* world, Point position)
{
auto en = world->add_entity(position);
auto anim = en->add(Animator("bramble"));
anim->play("idle");
anim->depth = -5;
auto hitbox = en->add(Collider::make_rect(RectI(-4, -8, 8, 8)));
hitbox->mask = Mask::enemy;
auto hurtable = en->add(Hurtable());
hurtable->hurt_by = Mask::player_attack;
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();
};
return en;
}
Entity* Factory::pop(World* world, Point position)
{
auto en = world->add_entity(position);
auto anim = en->add(Animator("pop"));
anim->play("pop");
anim->depth = -20;
auto timer = en->add(Timer(anim->animation()->duration(), [](Timer* self)
{
self->entity()->destroy();
}));
return en;
}

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@ -9,5 +9,7 @@ namespace TL
namespace Factory
{
Entity* player(World* world, Point position);
Entity* bramble(World* world, Point position);
Entity* pop(World* world, Point position);
}
}

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@ -11,7 +11,7 @@ using namespace TL;
namespace
{
constexpr float transition_duration = 0.75f;
constexpr float transition_duration = 0.4f;
}
void Game::startup()
@ -91,6 +91,11 @@ void Game::load_room(Point cell)
if (!world.first<Player>())
Factory::player(&world, world_position + Point(tile_width / 2, tile_height));
break;
// brambles
case 0xd77bba:
Factory::bramble(&world, world_position + Point(tile_width / 2, tile_height));
break;
}
}
}
@ -134,6 +139,8 @@ void Game::update()
// see if room exists
if (Content::find_room(next_room))
{
Time::pause_for(0.1f);
// transiton to it!
m_transition = true;
m_next_ease = 0;
@ -165,12 +172,17 @@ void Game::update()
// Room Transition routine
else
{
// increment ease
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);
m_next_ease = Calc::approach(m_next_ease, 1.0f, Time::delta / transition_duration);
// LERP camera position
camera = last_cam + (next_cam - last_cam) * Ease::cube_in_out(m_next_ease);
// Finish Transition
if (m_next_ease >= 1.0f)
{
// delete old objects (except player!)
@ -180,6 +192,7 @@ void Game::update()
world.destroy_entity(it);
}
Time::pause_for(0.1f);
m_transition = false;
}
}

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@ -6,5 +6,7 @@ namespace TL
struct Mask
{
static constexpr uint32_t solid = 1 << 0;
static constexpr uint32_t player_attack = 1 << 1;
static constexpr uint32_t enemy = 1 << 2;
};
}

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@ -97,6 +97,11 @@ Blah::Vector<Component*>& Entity::components()
return m_components;
}
void Entity::destroy()
{
m_world->destroy_entity(this);
}
const Blah::Vector<Component*>& Entity::components() const
{
return m_components;

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@ -96,6 +96,8 @@ namespace TL
Blah::Vector<Component*>& components();
const Blah::Vector<Component*>& components() const;
void destroy();
private:
Blah::Vector<Component*> m_components;
World* m_world = nullptr;