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https://github.com/NoelFB/tiny_link.git
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it's done!!!
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@ -6,6 +6,7 @@
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#include "orb.h"
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#include "../masks.h"
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#include "../factory.h"
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#include "../game.h"
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using namespace TL;
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@ -183,8 +184,13 @@ void GhostFrog::update()
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{
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if (Vec2(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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m_facing = sign;
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anim->play("reflect");
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orb->on_hit();
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m_reflect_count++;
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m_timer = 0;
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}
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@ -195,7 +201,7 @@ void GhostFrog::update()
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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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on_hurt(nullptr);
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get<Hurtable>()->hurt();
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m_timer = 0;
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}
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}
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@ -205,6 +211,7 @@ void GhostFrog::update()
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else if (m_state == st_dead_state)
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{
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anim->play("dead");
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world()->game->shake(1.0f);
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if (Time::on_interval(0.25f))
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{
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@ -219,6 +226,7 @@ void GhostFrog::update()
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Factory::pop(world(), entity()->position + Point(x * 12, -8 + y * 12));
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Time::pause_for(0.3f);
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world()->game->shake(0.1f);
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entity()->destroy();
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}
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}
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@ -3,17 +3,20 @@
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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 && stun_timer <= 0)
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{
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if (collider->check(hurt_by))
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void Hurtable::hurt()
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{
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Time::pause_for(0.1f);
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stun_timer = 0.5f;
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flicker_timer = 0.5f;
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on_hurt(this);
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}
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void Hurtable::update()
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{
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if (collider && on_hurt && stun_timer <= 0)
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{
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if (collider->check(hurt_by))
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hurt();
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}
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stun_timer -= Time::delta;
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@ -17,6 +17,7 @@ namespace TL
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uint32_t hurt_by = 0;
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std::function<void(Hurtable* self)> on_hurt;
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void hurt();
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void update() override;
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};
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}
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@ -14,7 +14,7 @@ namespace TL
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static constexpr int st_attack = 1;
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static constexpr int st_hurt = 2;
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static constexpr int st_start = 3;
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static constexpr int max_health = 30;
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static constexpr int max_health = 4;
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int health = max_health;
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27
src/game.cpp
27
src/game.cpp
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@ -18,6 +18,8 @@ namespace
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void Game::startup()
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{
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world.game = this;
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// load our content
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Content::load();
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@ -29,7 +31,7 @@ void Game::startup()
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m_draw_colliders = false;
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// load first room
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load_room(Point(12, 0));
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load_room(Point(0, 0));
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camera = Vec2(room.x * width, room.y * height);
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}
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@ -154,6 +156,7 @@ void Game::shutdown()
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void Game::update()
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{
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// Toggle Collider Render
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if (Input::pressed(Key::F1))
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m_draw_colliders = !m_draw_colliders;
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@ -169,8 +172,23 @@ void Game::update()
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// Normal Update
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if (!m_transition)
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{
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// Screen Shake
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m_shake_timer -= Time::delta;
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if (m_shake_timer > 0)
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{
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if (Time::on_interval(0.05f))
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{
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m_shake.x = Calc::rand_int(0, 2) == 0 ? -1 : 1;
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m_shake.y = Calc::rand_int(0, 2) == 0 ? -1 : 1;
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}
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}
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else
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m_shake = Point::zero;
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// Upodate Objects
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world.update();
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// Check for transition / death
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auto player = world.first<Player>();
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if (player)
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{
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@ -281,7 +299,7 @@ void Game::render()
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buffer->clear(0x150e22);
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// push camera offset
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batch.push_matrix(Mat3x2::create_translation(-camera));
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batch.push_matrix(Mat3x2::create_translation(-camera + m_shake));
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// draw gameplay objects
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world.render(batch);
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batch.clear();
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}
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}
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void Game::shake(float time)
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{
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m_shake_timer = time;
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}
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@ -31,6 +31,7 @@ namespace TL
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void shutdown();
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void update();
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void render();
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void shake(float time);
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private:
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bool m_draw_colliders;
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@ -39,5 +40,7 @@ namespace TL
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Point m_next_room;
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Point m_last_room;
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Vector<Entity*> m_last_entities;
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Point m_shake;
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float m_shake_timer = 0;
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};
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}
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@ -3,6 +3,7 @@
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namespace TL
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{
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class Game;
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class World;
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class Entity;
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@ -110,6 +111,8 @@ namespace TL
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public:
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static constexpr int max_component_types = 256;
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Game* game;
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World() = default;
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World(const World&) = delete;
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World(World&&) = delete;
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