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...

33 Commits
v1.0.0 ... main

Author SHA1 Message Date
Noel Berry
f62a60cb3e
Merge pull request #6 from feresr/main
clang not valid constexp -> update blah lib to latest master
2022-05-07 18:14:52 -07:00
Fernando Raviola
f4c1bba61d add build/ to .gitignore 2022-05-07 02:44:14 -03:00
Fernando Raviola
71121df896 Update blah lib 2022-05-07 02:20:45 -03:00
Noel Berry
98c59cfdfd
Updated Readme to reflect Blah changes 2022-02-12 13:04:15 -08:00
Noel Berry
6405f5c897 updated to latest version of blah 2022-02-12 13:03:02 -08:00
Noel Berry
37a5afc52c updated to latest blah version 2021-04-06 17:46:30 -07:00
Noel Berry
4740c54465 updated to latest 'blah' version 2021-03-20 20:44:04 -07:00
Noel Berry
26bc63236d updated to latest version of blah 2021-02-21 18:46:55 -08:00
Noel Berry
3d94a9dad0
fixed trailing bracket in readme 2021-01-11 11:16:01 -08:00
Noel Berry
48c6326cc7
updated stream archive links 2021-01-06 11:32:05 -08:00
Noel Berry
ce72329084
note about submodule 2021-01-06 00:37:54 -08:00
Noel Berry
8936a5bbb7
cleaning up CMakeLists.txt 2021-01-05 20:48:25 -08:00
Noel Berry
14123e5b5e
Merge pull request #4 from kevinbchen/main
Emscripten build
2021-01-05 20:46:17 -08:00
Noel Berry
cc5f137fa6
Merge branch 'main' into main 2021-01-05 20:46:09 -08:00
Noel Berry
14c1d625a1 few additional notes 2021-01-04 18:57:46 -08:00
Noel Berry
7173d65263 added some documentation & explanations 2021-01-04 18:55:26 -08:00
Noel Berry
68bb409f98 removed shared_ptr arrays as clang isn't a fan 2021-01-04 18:38:12 -08:00
kevinbchen
7ffa649160 Emscripten build 2021-01-04 01:22:39 -08:00
Noel Berry
f8254013c3
Merge pull request #3 from akien-mga/cmake-3.12
CMake: Bump required version to 3.12 (needed by blah)
2021-01-04 00:46:49 -08:00
Rémi Verschelde
04f2b68139
CMake: Bump required version to 3.12 (needed by blah) 2021-01-04 09:37:14 +01:00
Noel Berry
c1859f6946
notes about documenation 2021-01-03 23:22:02 -08:00
Noel Berry
54fd84f450
Added note about Aseprite use 2021-01-03 23:20:36 -08:00
Noel Berry
39c0c516c8
clarified SDL2 notes 2021-01-03 23:19:25 -08:00
Noel Berry
1ec75743c5
Merge pull request #2 from impiaaa/main
Fixes for building on Linux
2021-01-03 23:15:45 -08:00
Noel Berry
3f3ffbf52c
no 'the' in the title 2021-01-03 23:14:11 -08:00
Noel Berry
e2268a3cdf
added game title 2021-01-03 23:13:31 -08:00
Spencer Alves
5623d0948a Update submodule 2021-01-03 23:11:20 -08:00
Spencer Alves
ee21d2dfe4 Include stdlib.h in content.cpp for strtol 2021-01-03 23:11:20 -08:00
Noel Berry
e0fef8cc62
Update README.md 2021-01-03 22:25:38 -08:00
Noel Berry
e1bb593219 Update README.md 2021-01-03 22:14:59 -08:00
Noel Berry
1874ff2a9b Update README.md 2021-01-03 22:14:42 -08:00
Noel Berry
1519bf2f87 boxart and screenshot 2021-01-03 22:14:11 -08:00
Noel Berry
98ac005985
Update README.md 2021-01-03 22:05:47 -08:00
33 changed files with 202 additions and 181 deletions

1
.gitignore vendored
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@ -2,3 +2,4 @@
.vscode
out
CMakeSettings.json
build/*

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@ -1,4 +1,4 @@
cmake_minimum_required(VERSION 3.6)
cmake_minimum_required(VERSION 3.12)
project(TinyLink)
# C++ version
@ -11,45 +11,27 @@ add_subdirectory(libs/blah)
# add our source
add_executable(game
src/main.cpp
src/world.h
src/world.cpp
src/game.h
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
src/components/collider.cpp
src/components/player.h
src/components/player.cpp
src/components/mover.h
src/components/mover.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
"src/components/ghost_frog.h" "src/components/ghost_frog.cpp" "src/components/orb.h" "src/components/orb.cpp")
src/components/ghost_frog.cpp
src/components/orb.cpp
)
# Reference blah
target_link_libraries(game blah)
# copy SDL2 to the build directory
set(SDL2_DLL "" CACHE FILEPATH "SDL2 DLL Path")
if (SDL2_ENABLED)
if (EXISTS ${SDL2_DLL})
add_custom_command(
TARGET game POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy ${SDL2_DLL} $<TARGET_FILE_DIR:game>)
endif()
if( ${CMAKE_SYSTEM_NAME} MATCHES "Emscripten")
set_target_properties(game PROPERTIES LINK_FLAGS "-s USE_SDL=2 -s USE_WEBGL2=1 --preload-file ${CMAKE_SOURCE_DIR}/content@/content")
set(CMAKE_EXECUTABLE_SUFFIX ".html")
endif()

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@ -1 +1,22 @@
# tiny_link
## SWORD II: ADVENTURE OF FROG
A small game made entirely on live stream over about 15 hours.
I intend to add more documentation and clarify some of the code and assets over the next few days.
### building
- You need C++17 and CMake 3.14+
- Pull Submodule (`git submodule init`, `git submodule update`) (this repo references the [blah](https://github.com/NoelFB/blah) repo)
- All the art was made in [Aseprite](https://www.aseprite.org/). To modify or add new sprites, you'll need to use aseprite.
### links
- [windows build](https://github.com/NoelFB/tiny_link/releases/tag/v1.0.0)
- stream archive: [Day 1](https://www.youtube.com/watch?v=Yp4WNWnoDus), [Day 2](https://www.youtube.com/watch?v=jgkljqG2rKA), [twitch](https://twitch.tv/noelfb)
![Screenshot](https://github.com/noelfb/tiny_link/raw/main/screenshot.png "Screenshot")
### box art
![box art](https://github.com/noelfb/tiny_link/raw/main/boxart.jpg "Box art by Grayson")
*Box Art by [Grayson](https://twitter.com/soft_rumpus/status/1345934041527144459/photo/1)*
*Mosquito enemy sprite by [Randy](https://twitter.com/RandyPGaul)*

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content/map/readme.md Normal file
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@ -0,0 +1,3 @@
Due to making this game under heavy time constraints, I opted not to make or use a level editor. Instead, each object is assigned a color and I used a generic paint tool to design the levels.
Under normal circumstances, I would argue against this method and instead use something like Ogmo Editor or Tiled. It's really hard to remember what object is what color!

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@ -0,0 +1,5 @@
The sprites are stored in the [Aseprite](https://www.aseprite.org/) format, and you'll need Aseprite to edit them.
A few other notes:
- Animations are loaded automatically using Aseprite's `Tag` feature. Each tag is a unique animation
- Sprite Origin points use Aseprite's hidden `Slice` feature, which can be used with Shift+C. You can draw slices and give them a pivot point, which we're using to set the origin point of the sprite.

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@ -0,0 +1 @@
The tilesets are stored in the [Aseprite](https://www.aseprite.org/) format, and you'll need Aseprite to edit them.

@ -1 +1 @@
Subproject commit cc5e222be5545d3fd02e61cf0a0afb50407c2578
Subproject commit b2bcf66a37eb2925cf55fb2cf73e7b2f8b33d785

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@ -28,7 +28,7 @@ namespace TL
};
String name;
Vec2 origin;
Vec2f origin;
Vector<Animation> animations;
const Animation* get_animation(const String& name) const;

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@ -1,9 +1,10 @@
#include "tileset.h"
#include "../game.h"
using namespace TL;
const Subtexture& Tileset::random_tile() const
{
int i = Calc::rand_int(columns * rows);
int i = Game::rand_int(0, columns * rows);
return tiles[i];
}

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@ -72,11 +72,11 @@ void Animator::render(Batch& batch)
if (in_valid_state())
{
batch.push_matrix(
Mat3x2::create_transform(entity()->position + offset, m_sprite->origin, scale, 0));
Mat3x2f::create_transform(entity()->position + offset, m_sprite->origin, scale, 0));
auto& anim = m_sprite->animations[m_animation_index];
auto& frame = anim.frames[m_frame_index];
batch.tex(frame.image, Vec2::zero, Color::white);
batch.tex(frame.image, Vec2f::zero, Color::white);
batch.pop_matrix();
}

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@ -16,7 +16,7 @@ namespace TL
float m_frame_counter = 0;
public:
Vec2 scale = Vec2::one;
Vec2f scale = Vec2f::one;
Point offset = Point::zero;
Animator() = default;

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@ -8,7 +8,7 @@ Collider::Collider()
active = false;
}
Collider Collider::make_rect(const RectI& rect)
Collider Collider::make_rect(const Recti& rect)
{
Collider collider;
collider.m_shape = Shape::Rect;
@ -23,10 +23,7 @@ Collider Collider::make_grid(int tile_size, int columns, int rows)
collider.m_grid.tile_size = tile_size;
collider.m_grid.columns = columns;
collider.m_grid.rows = rows;
collider.m_grid.cells = std::shared_ptr<bool[]>(new bool[columns * rows]);
memset(collider.m_grid.cells.get(), 0, sizeof(bool) * columns * rows);
collider.m_grid.cells.expand(columns * rows);
return collider;
}
@ -35,13 +32,13 @@ Collider::Shape Collider::shape() const
return m_shape;
}
RectI Collider::get_rect() const
Recti Collider::get_rect() const
{
BLAH_ASSERT(m_shape == Shape::Rect, "Collider is not a Rectangle");
return m_rect;
}
void Collider::set_rect(const RectI& value)
void Collider::set_rect(const Recti& value)
{
BLAH_ASSERT(m_shape == Shape::Rect, "Collider is not a Rectangle");
m_rect = value;
@ -145,7 +142,7 @@ void Collider::render(Batch& batch)
{
static const Color color = Color::red;
batch.push_matrix(Mat3x2::create_translation(entity()->position));
batch.push_matrix(Mat3x2f::create_translation(entity()->position));
if (m_shape == Shape::Rect)
{
@ -172,8 +169,8 @@ void Collider::render(Batch& batch)
bool TL::Collider::rect_to_rect(const Collider* a, const Collider* b, Point offset)
{
RectI ar = a->m_rect + a->entity()->position + offset;
RectI br = b->m_rect + b->entity()->position;
Recti ar = a->m_rect + a->entity()->position + offset;
Recti br = b->m_rect + b->entity()->position;
return ar.overlaps(br);
}
@ -181,13 +178,13 @@ bool TL::Collider::rect_to_rect(const Collider* a, const Collider* b, Point offs
bool TL::Collider::rect_to_grid(const Collider* a, const Collider* b, Point offset)
{
// get a relative rectangle to the grid
RectI rect = a->m_rect + a->entity()->position + offset - b->entity()->position;
Recti rect = a->m_rect + a->entity()->position + offset - b->entity()->position;
// get the cells the rectangle overlaps
int left = Calc::clamp_int(Calc::floor(rect.x / (float)b->m_grid.tile_size), 0, b->m_grid.columns);
int right = Calc::clamp_int(Calc::ceiling(rect.right() / (float)b->m_grid.tile_size), 0, b->m_grid.columns);
int top = Calc::clamp_int(Calc::floor(rect.y / (float)b->m_grid.tile_size), 0, b->m_grid.rows);
int bottom = Calc::clamp_int(Calc::ceiling(rect.bottom() / (float)b->m_grid.tile_size), 0, b->m_grid.rows);
int left = Calc::clamp((int)Calc::floor(rect.x / (float)b->m_grid.tile_size), 0, b->m_grid.columns);
int right = Calc::clamp((int)Calc::ceiling(rect.right() / (float)b->m_grid.tile_size), 0, b->m_grid.columns);
int top = Calc::clamp((int)Calc::floor(rect.y / (float)b->m_grid.tile_size), 0, b->m_grid.rows);
int bottom = Calc::clamp((int)Calc::ceiling(rect.bottom() / (float)b->m_grid.tile_size), 0, b->m_grid.rows);
// check each cell
for (int x = left; x < right; x++)

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@ -1,6 +1,5 @@
#pragma once
#include <blah.h>
#include <memory>
#include "../world.h"
using namespace Blah;
@ -21,12 +20,12 @@ namespace TL
Collider();
static Collider make_rect(const RectI& rect);
static Collider make_rect(const Recti& rect);
static Collider make_grid(int tile_size, int columns, int rows);
Shape shape() const;
RectI get_rect() const;
void set_rect(const RectI& value);
Recti get_rect() const;
void set_rect(const Recti& value);
bool get_cell(int x, int y) const;
void set_cell(int x, int y, bool value);
void set_cells(int x, int y, int w, int h, bool value);
@ -44,11 +43,11 @@ namespace TL
int columns;
int rows;
int tile_size;
std::shared_ptr<bool[]> cells;
Vector<bool> cells;
};
Shape m_shape = Shape::None;
RectI m_rect;
Recti m_rect;
Grid m_grid;
static bool rect_to_rect(const Collider* a, const Collider* b, Point offset);

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@ -3,8 +3,9 @@
namespace TL
{
class Enemy : public Component
{
};
// I just needed a way to track whether any enemies were still
// in the scene or not, so Locked Doors could open. The easiest
// way was to add an Enemy component, and check if there are any
// in the scene.
class Enemy : public Component { };
}

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@ -44,7 +44,7 @@ void GhostFrog::update()
}
// flip sprite
anim->scale = Vec2(m_facing, 1);
anim->scale = Vec2f(m_facing, 1);
// NORMAL STATE
if (m_state == st_readying_attack)
@ -76,9 +76,9 @@ void GhostFrog::update()
if (Time::on_time(m_timer, 0.8f))
{
mover->speed.x = m_facing * 250;
hitbox->set_rect(RectI(-4 + m_facing * 4, -12, 8, 12));
hitbox->set_rect(Recti(-4 + m_facing * 4, -12, 8, 12));
RectI rect(8, -8, 20, 8);
Recti rect(8, -8, 20, 8);
if (m_facing < 0)
rect.x = -(rect.x + rect.w);
@ -97,7 +97,7 @@ void GhostFrog::update()
// end attack state
else if (m_timer >= anim->animation()->duration())
{
hitbox->set_rect(RectI(-4, -12, 8, 12));
hitbox->set_rect(Recti(-4, -12, 8, 12));
if (health > 0)
{
@ -107,7 +107,7 @@ void GhostFrog::update()
{
phase = 1;
health = max_health_2;
m_side = Calc::rand_int(0, 2) == 0 ? -1 : 1;
m_side = Game::rand_int(0, 2) == 0 ? -1 : 1;
set_state(st_floating);
}
}
@ -142,7 +142,7 @@ void GhostFrog::update()
// SHOOTING STATE
else if (m_state == st_shoot)
{
mover->speed = Calc::approach(mover->speed, Vec2::zero, 300 * Time::delta);
mover->speed = Vec2f::approach(mover->speed, Vec2f::zero, 300 * Time::delta);
m_facing = Calc::sign(player_x - x);
if (m_facing == 0)
@ -182,7 +182,7 @@ void GhostFrog::update()
{
if (m_reflect_count < 2)
{
if (Vec2(orb->entity()->position - orb->target()).length() < 16)
if (Vec2f(orb->entity()->position - orb->target()).length() < 16)
{
auto sign = Calc::sign(orb->entity()->position.x - x);
if (sign != 0)
@ -197,7 +197,7 @@ void GhostFrog::update()
}
else
{
if (Vec2(orb->entity()->position - orb->target()).length() < 8)
if (Vec2f(orb->entity()->position - orb->target()).length() < 8)
{
Factory::pop(world(), entity()->position + Point(0, -8));
orb->entity()->destroy();
@ -215,7 +215,7 @@ void GhostFrog::update()
if (Time::on_interval(0.25f))
{
auto offset = Point(Calc::rand_int(-16, 16), Calc::rand_int(-16, 16));
auto offset = Point(Game::rand_int(-16, 16), Game::rand_int(-16, 16));
Factory::pop(world(), entity()->position + Point(0, -8) + offset);
}
@ -233,7 +233,7 @@ void GhostFrog::update()
if (m_state == st_floating || m_state == st_shoot || m_state == st_reflect)
{
anim->offset.y = Calc::sin(Time::elapsed * 2) * 3;
anim->offset.y = Calc::sin(Time::seconds * 2) * 3;
}
m_last_pos = entity()->position;

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@ -21,9 +21,18 @@ namespace TL
static constexpr int st_reflect = 5;
static constexpr int st_dead_state = 6;
// health during our first phase
static constexpr int max_health_1 = 10;
// health during our second phase
static constexpr int max_health_2 = 3;
// current health value (assigned to phase 1 health to start)
int health = max_health_1;
// phase 0 or 1
// 0 = running along the ground and slicing
// 1 = flying around in the air shooting orbs
int phase = 0;
GhostFrog();

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@ -8,6 +8,9 @@ using namespace Blah;
namespace TL
{
// Automatically checks if the provided collider ever overlaps
// with something in the `hurt_by` mask. Makes it easy for enemies
// to check if they were hit by `Mask::player_attack`
class Hurtable : public Component
{
public:

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@ -28,6 +28,7 @@ bool Mover::move_x(int amount)
{
entity()->position.x += amount;
}
return false;
}
bool Mover::move_y(int amount)
@ -64,6 +65,7 @@ bool Mover::move_y(int amount)
{
entity()->position.y += amount;
}
return false;
}
void Mover::stop_x()

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@ -11,11 +11,11 @@ namespace TL
class Mover : public Component
{
private:
Vec2 m_remainder;
Vec2f m_remainder;
public:
Collider* collider = nullptr;
Vec2 speed;
Vec2f speed;
float gravity = 0;
float friction = 0;
std::function<void(Mover*)> on_hit_x;

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@ -24,43 +24,37 @@ namespace
Player::Player()
{
input_move = VirtualStick()
.add_keys(Key::Left, Key::Right, Key::Up, Key::Down)
.add_buttons(0, Button::Left, Button::Right, Button::Up, Button::Down)
.add_axes(0, Axis::LeftX, Axis::LeftY, 0.2f);
input_move = Input::register_binding(StickBinding());
input_move->add_dpad(0);
input_move->add_left_stick(0, 0.2f);
input_move->add(Key::Left, Key::Right, Key::Up, Key::Down);
input_jump = VirtualButton()
.press_buffer(0.15f)
.add_key(Key::X)
.add_button(0, Button::A);
input_jump = Input::register_binding(ButtonBinding());
input_jump->press_buffer = 0.15f;
input_jump->add(Key::X, Button::A);
input_attack = VirtualButton()
.press_buffer(0.15f)
.add_key(Key::C)
.add_button(0, Button::X);
input_attack = Input::register_binding(ButtonBinding());
input_attack->press_buffer = 0.15f;
input_attack->add(Key::C, Button::X);
}
void Player::update()
{
input_move.update();
input_jump.update();
input_attack.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;
int input = input_move->sign().x;
// Sprite Stuff
{
// land squish
if (!was_on_ground && m_on_ground)
anim->scale = Vec2(m_facing * 1.5f, 0.7f);
anim->scale = Vec2f(m_facing * 1.5f, 0.7f);
// lerp scale back to one
anim->scale = Calc::approach(anim->scale, Vec2(m_facing, 1.0f), Time::delta * 4);
anim->scale = Vec2f::approach(anim->scale, Vec2f(m_facing, 1.0f), Time::delta * 4);
// set m_facing
anim->scale.x = Calc::abs(anim->scale.x) * m_facing;
@ -119,25 +113,25 @@ void Player::update()
// Invoke Jumping
{
if (input_jump.pressed() && mover->on_ground())
if (input_jump->pressed() && mover->on_ground())
{
input_jump.clear_press_buffer();
anim->scale = Vec2(m_facing * 0.65f, 1.4f);
input_jump->consume_press();
anim->scale = Vec2f(m_facing * 0.65f, 1.4f);
mover->speed.x = input * max_air_speed;
m_jump_timer = jump_time;
}
}
// Begin Attack
if (input_attack.pressed())
if (input_attack->pressed())
{
input_attack.clear_press_buffer();
input_attack->consume_press();
m_state = st_attack;
m_attack_timer = 0;
if (!m_attack_collider)
m_attack_collider = entity()->add(Collider::make_rect(RectI()));
m_attack_collider = entity()->add(Collider::make_rect(Recti()));
m_attack_collider->mask = Mask::player_attack;
if (m_on_ground)
@ -153,11 +147,11 @@ void Player::update()
// setup hitbox
if (m_attack_timer < 0.2f)
{
m_attack_collider->set_rect(RectI(-16, -12, 16, 8));
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));
m_attack_collider->set_rect(Recti(8, -8, 16, 8));
}
else if (m_attack_collider)
{
@ -195,7 +189,7 @@ void Player::update()
{
mover->speed.y = -100;
m_jump_timer -= Time::delta;
if (!input_jump.down())
if (!input_jump->down())
m_jump_timer = 0;
}
@ -214,7 +208,7 @@ void Player::update()
if (!m_on_ground)
{
float grav = gravity;
if (m_state == st_normal && 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;
@ -235,7 +229,7 @@ void Player::update()
m_attack_collider = nullptr;
}
mover->speed = Vec2(-m_facing * 100, -80);
mover->speed = Vec2f(-m_facing * 100, -80);
health--;
m_hurt_timer = hurt_duration;
@ -244,6 +238,10 @@ void Player::update()
// hack:
// destroy orb
// ideally we would have an "attack" component that the orb could
// subscribe to, and delete itself when it hits the player. since
// the orb currently has no way to know if it hit the player, we
// have to add this ugly hack!
if (hit->get<Orb>())
hit->entity()->destroy();
}

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@ -18,9 +18,9 @@ namespace TL
int health = max_health;
VirtualStick input_move;
VirtualButton input_jump;
VirtualButton input_attack;
StickBindingRef input_move;
ButtonBindingRef input_jump;
ButtonBindingRef input_attack;
Player();
void update() override;

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@ -12,7 +12,7 @@ Tilemap::Tilemap(int tile_width, int tile_height, int columns, int rows)
m_tile_height = tile_height;
m_columns = columns;
m_rows = rows;
m_grid = std::shared_ptr<Subtexture[]>(new Subtexture[columns * rows]);
m_grid.expand(columns * rows);
}
int Tilemap::tile_width() const
@ -52,12 +52,12 @@ void Tilemap::set_cells(int x, int y, int w, int h, const Subtexture* tex)
void Tilemap::render(Batch& batch)
{
batch.push_matrix(Mat3x2::create_translation(entity()->position));
batch.push_matrix(Mat3x2f::create_translation(entity()->position));
for (int x = 0; x < m_columns; x ++)
for (int y = 0; y < m_rows; y ++)
if (m_grid[x + y * m_columns].texture)
{
batch.tex(m_grid[x + y * m_columns], Vec2(x * m_tile_width, y * m_tile_height));
batch.tex(m_grid[x + y * m_columns], Vec2f(x * m_tile_width, y * m_tile_height));
}
batch.pop_matrix();
}

View File

@ -1,7 +1,6 @@
#pragma once
#include "../world.h"
#include <blah.h>
#include <memory>
using namespace Blah;
@ -23,7 +22,7 @@ namespace TL
void render(Batch& batch) override;
private:
std::shared_ptr<Subtexture[]> m_grid;
Vector<Subtexture> m_grid;
int m_tile_width = 0;
int m_tile_height = 0;
int m_columns = 0;

View File

@ -2,6 +2,7 @@
#include "game.h"
#include "assets/sprite.h"
#include "assets/tileset.h"
#include <stdlib.h>
using namespace TL;
@ -42,9 +43,12 @@ FilePath Content::path()
} while (!Directory::exists(root) && up.length() < 30);
if (!Directory::exists(root))
BLAH_ERROR("Unable to find content directory!");
{
Log::error("Unable to find content directory!");
return "";
}
Log::print("Content Path: %s", root.cstr());
Log::info("Content Path: %s", root.cstr());
}
return root;
@ -56,7 +60,7 @@ void Content::load()
packer.padding = 0;
// load the main font
font = SpriteFont(path() + "fonts/dogica.ttf", 8, SpriteFont::ASCII);
font = SpriteFont(path() + "fonts/dogica.ttf", 8, SpriteFont::CharRange::ASCII);
font.line_gap = 4;
// load sprites
@ -104,7 +108,7 @@ void Content::load()
for (int x = 0; x < columns; x++)
for (int y = 0; y < rows; y++)
{
auto subrect = RectI(x * Game::tile_width, y * Game::tile_height, Game::tile_width, Game::tile_height);
auto subrect = Recti(x * Game::tile_width, y * Game::tile_height, Game::tile_width, Game::tile_height);
auto subimage = frame.image.get_sub_image(subrect);
packer.add(pack_index, subimage);
pack_index++;
@ -117,8 +121,8 @@ void Content::load()
packer.pack();
sprite_atlas = Texture::create(packer.pages[0]);
subtextures.expand(packer.entries.size());
for (auto& entry : packer.entries)
subtextures.expand(packer.entries().size());
for (auto& entry : packer.entries())
subtextures[entry.id] = Subtexture(sprite_atlas, entry.packed, entry.frame);
}
@ -127,11 +131,11 @@ void Content::load()
{
Sprite sprite;
sprite.name = info.name;
sprite.origin = Vec2::zero;
sprite.origin = Vec2f::zero;
if (info.aseprite.slices.size() > 0 && info.aseprite.slices[0].has_pivot)
{
sprite.origin = Vec2(
sprite.origin = Vec2f(
info.aseprite.slices[0].pivot.x,
info.aseprite.slices[0].pivot.y);
}
@ -198,7 +202,7 @@ void Content::load()
void Content::unload()
{
font.dispose();
font = SpriteFont();
}
TextureRef Content::atlas()

View File

@ -20,7 +20,7 @@ Entity* Factory::player(World* world, Point position)
anim->play("idle");
anim->depth = -10;
auto hitbox = en->add(Collider::make_rect(RectI(-4, -12, 8, 12)));
auto hitbox = en->add(Collider::make_rect(Recti(-4, -12, 8, 12)));
hitbox->mask = Mask::player;
auto mover = en->add(Mover());
@ -38,7 +38,7 @@ Entity* Factory::bramble(World* world, Point position)
anim->play("idle");
anim->depth = -5;
auto hitbox = en->add(Collider::make_rect(RectI(-4, -8, 8, 8)));
auto hitbox = en->add(Collider::make_rect(Recti(-4, -8, 8, 8)));
hitbox->mask = Mask::enemy;
auto hurtable = en->add(Hurtable());
@ -78,7 +78,7 @@ Entity* Factory::spitter(World* world, Point position)
anim->play("idle");
anim->depth = -5;
auto hitbox = en->add(Collider::make_rect(RectI(-6, -12, 12, 12)));
auto hitbox = en->add(Collider::make_rect(Recti(-6, -12, 12, 12)));
hitbox->mask = Mask::enemy;
auto hurtable = en->add(Hurtable());
@ -110,12 +110,12 @@ Entity* Factory::bullet(World* world, Point position, int direction)
anim->play("idle");
anim->depth = -5;
auto hitbox = en->add(Collider::make_rect(RectI(-4, -4, 8, 8)));
auto hitbox = en->add(Collider::make_rect(Recti(-4, -4, 8, 8)));
hitbox->mask = Mask::enemy;
auto mover = en->add(Mover());
mover->collider = hitbox;
mover->speed = Vec2(direction * 40, 0);
mover->speed = Vec2f(direction * 40, 0);
mover->gravity = 130;
mover->on_hit_x = [](Mover* self) { self->entity()->destroy(); };
mover->on_hit_y = [](Mover* self) { self->speed.y = -60; };
@ -203,7 +203,7 @@ Entity* Factory::mosquito(World* world, Point position)
anim->play("fly");
anim->depth = -5;
auto hitbox = en->add(Collider::make_rect(RectI(-4, -4, 8, 8)));
auto hitbox = en->add(Collider::make_rect(Recti(-4, -4, 8, 8)));
hitbox->mask = Mask::enemy;
auto mover = en->add(Mover());
@ -225,7 +225,7 @@ namespace
anim->play("idle");
anim->depth = -1;
auto hitbox = en->add(Collider::make_rect(RectI(-6, -16, 12, 16)));
auto hitbox = en->add(Collider::make_rect(Recti(-6, -16, 12, 16)));
hitbox->mask = Mask::solid;
}
}
@ -275,7 +275,7 @@ Entity* Factory::blob(World* world, Point position)
anim->play("idle");
anim->depth = -5;
auto hitbox = en->add(Collider::make_rect(RectI(-4, -8, 8, 8)));
auto hitbox = en->add(Collider::make_rect(Recti(-4, -8, 8, 8)));
hitbox->mask = Mask::enemy;
auto mover = en->add(Mover());
@ -307,7 +307,7 @@ Entity* Factory::blob(World* world, Point position)
auto dir = Calc::sign(player->entity()->position.x - self->entity()->position.x);
if (dir == 0) dir = 1;
self->get<Animator>()->scale = Vec2(dir, 1);
self->get<Animator>()->scale = Vec2f(dir, 1);
mover->speed.x = dir * 40;
}
}
@ -347,7 +347,7 @@ Entity* Factory::ghost_frog(World* world, Point position)
anim->play("sword");
anim->depth = -5;
auto hitbox = en->add(Collider::make_rect(RectI(-4, -12, 8, 12)));
auto hitbox = en->add(Collider::make_rect(Recti(-4, -12, 8, 12)));
hitbox->mask = Mask::enemy;
auto mover = en->add(Mover());
@ -374,7 +374,7 @@ Entity* Factory::orb(World* world, Point position)
anim->play("idle");
anim->depth = -5;
auto hitbox = en->add(Collider::make_rect(RectI(-4, -4, 8, 8)));
auto hitbox = en->add(Collider::make_rect(Recti(-4, -4, 8, 8)));
hitbox->mask = Mask::enemy;
auto mover = en->add(Mover());
@ -384,7 +384,7 @@ Entity* Factory::orb(World* world, Point position)
auto hurtable = en->add(Hurtable());
hurtable->hurt_by = Mask::player_attack;
hurtable->collider = en->add(Collider::make_rect(RectI(-8, -8, 16, 16)));
hurtable->collider = en->add(Collider::make_rect(Recti(-8, -8, 16, 16)));
hurtable->on_hurt = [](Hurtable* self) { self->get<Orb>()->on_hit(); };
return en;

View File

@ -6,6 +6,8 @@ using namespace Blah;
namespace TL
{
// Factory to create game objects
namespace Factory
{
Entity* player(World* world, Point position);

View File

@ -8,6 +8,7 @@
#include "components/mover.h"
#include "assets/sprite.h"
#include "factory.h"
#include <cstdlib>
using namespace TL;
@ -24,7 +25,7 @@ void Game::startup()
Content::load();
// framebuffer for the game
buffer = FrameBuffer::create(width, height);
buffer = Target::create(width, height);
// set batcher to use Nearest Filter
batch.default_sampler = TextureSampler(TextureFilter::Nearest);
@ -32,7 +33,7 @@ void Game::startup()
// load first room
load_room(Point(0, 0));
camera = Vec2(room.x * width, room.y * height);
camera = Vec2f(room.x * width, room.y * height);
fullscreen = false;
}
@ -102,7 +103,7 @@ void Game::load_room(Point cell, bool is_reload)
{
tilemap->set_cell(x, y, &jumpthrus->random_tile());
auto jumpthru_en = world.add_entity(offset + Point(x * tile_width, y * tile_height));
auto jumpthru_col = jumpthru_en->add(Collider::make_rect(RectI(0, 0, 8, 4)));
auto jumpthru_col = jumpthru_en->add(Collider::make_rect(Recti(0, 0, 8, 4)));
jumpthru_col->mask = Mask::jumpthru;
break;
}
@ -176,6 +177,7 @@ void Game::update()
m_transition = false;
world.clear();
load_room(Point(0, 0));
camera = Vec2f(0, 0);
}
// Toggle Fullscreen
@ -191,8 +193,8 @@ void Game::update()
{
if (Time::on_interval(0.05f))
{
m_shake.x = Calc::rand_int(0, 2) == 0 ? -1 : 1;
m_shake.y = Calc::rand_int(0, 2) == 0 ? -1 : 1;
m_shake.x = rand_int(0, 2) == 0 ? -1 : 1;
m_shake.y = rand_int(0, 2) == 0 ? -1 : 1;
}
}
else
@ -206,7 +208,7 @@ void Game::update()
if (player)
{
auto pos = player->entity()->position;
auto bounds = RectI(room.x * width, room.y * height, width, height);
auto bounds = Recti(room.x * width, room.y * height, width, height);
if (!bounds.contains(pos))
{
// target room
@ -241,8 +243,8 @@ void Game::update()
else
{
player->entity()->position = Point(
Calc::clamp_int(pos.x, bounds.x, bounds.x + bounds.w),
Calc::clamp_int(pos.y, bounds.y, bounds.y + bounds.h + 100));
Calc::clamp(pos.x, bounds.x, bounds.x + bounds.w),
Calc::clamp(pos.y, bounds.y, bounds.y + bounds.h + 100));
// reload if they fell out the bottom
if (player->entity()->position.y > bounds.y + bounds.h + 64)
@ -275,8 +277,8 @@ void Game::update()
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);
auto last_cam = Vec2f(m_last_room.x * width, m_last_room.y * height);
auto next_cam = Vec2f(m_next_room.x * width, m_next_room.y * height);
// LERP camera position
camera = last_cam + (next_cam - last_cam) * Ease::cube_in_out(m_next_ease);
@ -289,7 +291,7 @@ void Game::update()
{
auto player = world.first<Player>();
if (player)
player->get<Mover>()->speed = Vec2(0, -150);
player->get<Mover>()->speed = Vec2f(0, -150);
}
// delete old objects (except player!)
@ -312,7 +314,7 @@ void Game::render()
buffer->clear(0x150e22);
// push camera offset
batch.push_matrix(Mat3x2::create_translation(-camera + m_shake));
batch.push_matrix(Mat3x2f::create_translation(-camera + m_shake));
// draw gameplay objects
world.render(batch);
@ -345,8 +347,8 @@ void Game::render()
{
auto w = Content::font.width_of(ending);
auto pos = Point(room.x * width + width / 2, room.y * height + 20);
batch.str(Content::font, ending, pos + Point(0, 1), TextAlign::Top, 8, Color::black);
batch.str(Content::font, ending, pos, TextAlign::Top, 8, Color::white);
batch.str(Content::font, ending, pos + Point(0, 1), Vec2f(0.0, 0.0), 8, Color::black);
batch.str(Content::font, ending, pos, Vec2f(0.0, 0.0), 8, Color::white);
}
// end camera offset
@ -381,17 +383,17 @@ void Game::render()
// draw buffer to the screen
{
float scale = Calc::min(
App::backbuffer->width() / (float)buffer->width(),
App::backbuffer->height() / (float)buffer->height());
App::backbuffer()->width() / (float)buffer->width(),
App::backbuffer()->height() / (float)buffer->height());
Vec2 screen_center = Vec2(App::backbuffer->width(), App::backbuffer->height()) / 2;
Vec2 buffer_center = Vec2(buffer->width(), buffer->height()) / 2;
Vec2f screen_center = Vec2f(App::backbuffer()->width(), App::backbuffer()->height()) / 2;
Vec2f buffer_center = Vec2f(buffer->width(), buffer->height()) / 2;
App::backbuffer->clear(Color::black);
batch.push_matrix(Mat3x2::create_transform(screen_center, buffer_center, Vec2::one * scale, 0));
batch.tex(buffer->attachment(0), Vec2::zero, Color::white);
App::backbuffer()->clear(Color::black);
batch.push_matrix(Mat3x2f::create_transform(screen_center, buffer_center, Vec2f::one * scale, 0));
batch.tex(buffer->texture(0), Vec2f::zero, Color::white);
batch.pop_matrix();
batch.render(App::backbuffer);
batch.render(App::backbuffer());
batch.clear();
}
}
@ -400,3 +402,8 @@ void Game::shake(float time)
{
m_shake_timer = time;
}
int Game::rand_int(int min, int max)
{
return min + (rand() % (max - min));
}

View File

@ -21,10 +21,10 @@ namespace TL
static inline const char* ending = "YOU SAVED POND\nAND YOU ARE\nA REAL HERO";
World world;
FrameBufferRef buffer;
TargetRef buffer;
Batch batch;
Point room;
Vec2 camera;
Vec2f camera;
bool fullscreen = false;
void load_room(Point cell, bool is_reload = false);
@ -34,6 +34,8 @@ namespace TL
void render();
void shake(float time);
static int rand_int(int min, int max);
private:
bool m_draw_colliders;
bool m_transition = false;

View File

@ -4,42 +4,19 @@
using namespace Blah;
using namespace TL;
namespace
int main()
{
Game game;
void startup()
{
game.startup();
}
void shutdown()
{
game.shutdown();
}
void update()
{
game.update();
}
void render()
{
game.render();
}
}
int main()
{
Config config;
config.name = "Sword II: Adventure of Frog";
config.width = 1280;
config.height = 720;
config.on_startup = startup;
config.on_shutdown = shutdown;
config.on_update = update;
config.on_render = render;
config.on_startup = [&]() { game.startup(); };
config.on_shutdown = [&]() { game.shutdown(); };
config.on_update = [&]() { game.update(); };
config.on_render = [&]() { game.render(); };
App::run(&config);
}

View File

@ -5,6 +5,8 @@ namespace TL
{
struct Mask
{
// bitfield masks for collision types
static constexpr uint32_t solid = 1 << 0;
static constexpr uint32_t jumpthru = 1 << 1;
static constexpr uint32_t player_attack = 1 << 2;

View File

@ -111,6 +111,11 @@ namespace TL
public:
static constexpr int max_component_types = 256;
// NOTE:
// I tossed this reference here at the very end of making the game,
// just so that the boss could tell the game to shake the screen.
// Ideally I think there should be a Camera component that handles
// that instead.
Game* game;
World() = default;