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
|
@ -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)
|
||||
|
|
Binary file not shown.
Before Width: | Height: | Size: 168 B After Width: | Height: | Size: 187 B |
BIN
content/sprites/bramble.ase
Normal file
BIN
content/sprites/bramble.ase
Normal file
Binary file not shown.
Binary file not shown.
BIN
content/sprites/pop.ase
Normal file
BIN
content/sprites/pop.ase
Normal file
Binary file not shown.
|
@ -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!");
|
||||
|
|
|
@ -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;
|
||||
|
|
17
src/components/hurtable.cpp
Normal file
17
src/components/hurtable.cpp
Normal file
|
@ -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
24
src/components/hurtable.h
Normal file
|
@ -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;
|
||||
};
|
||||
}
|
|
@ -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;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -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
26
src/components/timer.cpp
Normal file
|
@ -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
24
src/components/timer.h
Normal file
|
@ -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;
|
||||
};
|
||||
}
|
|
@ -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;
|
||||
}
|
||||
|
||||
|
|
|
@ -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);
|
||||
}
|
||||
}
|
17
src/game.cpp
17
src/game.cpp
|
@ -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;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -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;
|
||||
};
|
||||
}
|
|
@ -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;
|
||||
|
|
|
@ -95,6 +95,8 @@ namespace TL
|
|||
|
||||
Blah::Vector<Component*>& components();
|
||||
const Blah::Vector<Component*>& components() const;
|
||||
|
||||
void destroy();
|
||||
|
||||
private:
|
||||
Blah::Vector<Component*> m_components;
|
||||
|
|
Loading…
Reference in New Issue
Block a user