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/home/anon/sda/Personal/Repos/cc2/include/cglm/affine2d.h \ + /home/anon/sda/Personal/Repos/cc2/src/engine/../STRINGS.h diff --git a/build/CMakeFiles/cc2.dir/src/engine/sound.c.o b/build/CMakeFiles/cc2.dir/src/engine/sound.c.o index 32adbb0..95c6360 100644 Binary files a/build/CMakeFiles/cc2.dir/src/engine/sound.c.o and b/build/CMakeFiles/cc2.dir/src/engine/sound.c.o differ diff --git a/build/CMakeFiles/cc2.dir/src/engine/sound.c.o.d b/build/CMakeFiles/cc2.dir/src/engine/sound.c.o.d index 6ad5250..b8f0c4d 100644 --- a/build/CMakeFiles/cc2.dir/src/engine/sound.c.o.d +++ b/build/CMakeFiles/cc2.dir/src/engine/sound.c.o.d @@ -1,6 +1,7 @@ CMakeFiles/cc2.dir/src/engine/sound.c.o: \ - /home/anon/main/repos/cc2/src/engine/sound.c /usr/include/stdc-predef.h \ - /home/anon/main/repos/cc2/src/engine/sound.h \ + /home/anon/sda/Personal/Repos/cc2/src/engine/sound.c \ + /usr/include/stdc-predef.h \ + /home/anon/sda/Personal/Repos/cc2/src/engine/sound.h \ /usr/include/SDL2/SDL_mixer.h 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/home/anon/sda/Personal/Repos/cc2/src/game/ecs/entity/play/../../component/action/component_action_on_delete_give_ammo.h \ + /home/anon/sda/Personal/Repos/cc2/src/game/ecs/entity/play/../../component/action/component_action_damage.h diff --git a/build/CMakeFiles/cc2.dir/src/game/ecs/entity/play/entity_snake.c.o b/build/CMakeFiles/cc2.dir/src/game/ecs/entity/play/entity_snake.c.o index 606fe97..dbd1fe2 100644 Binary files a/build/CMakeFiles/cc2.dir/src/game/ecs/entity/play/entity_snake.c.o and b/build/CMakeFiles/cc2.dir/src/game/ecs/entity/play/entity_snake.c.o differ diff --git a/build/CMakeFiles/cc2.dir/src/game/ecs/entity/play/entity_snake.c.o.d b/build/CMakeFiles/cc2.dir/src/game/ecs/entity/play/entity_snake.c.o.d index 2fcdbf3..c1089f2 100644 --- a/build/CMakeFiles/cc2.dir/src/game/ecs/entity/play/entity_snake.c.o.d +++ b/build/CMakeFiles/cc2.dir/src/game/ecs/entity/play/entity_snake.c.o.d @@ -1,12 +1,12 @@ CMakeFiles/cc2.dir/src/game/ecs/entity/play/entity_snake.c.o: \ - 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/home/anon/sda/Personal/Repos/cc2/src/game/ecs/entity/play/../../component/COMPONENT_COMMON.h \ + /home/anon/sda/Personal/Repos/cc2/src/game/ecs/entity/play/../../component/../../../COMMON.h \ /usr/include/math.h /usr/include/bits/libc-header-start.h \ /usr/include/features.h /usr/include/features-time64.h \ /usr/include/bits/wordsize.h /usr/include/bits/timesize.h \ @@ -33,16 +33,17 @@ CMakeFiles/cc2.dir/src/game/ecs/entity/play/entity_snake.c.o: \ /usr/include/bits/stdio_lim.h /usr/include/bits/stdio.h \ /usr/include/string.h /usr/include/bits/types/locale_t.h \ /usr/include/bits/types/__locale_t.h /usr/include/strings.h \ - /home/anon/main/repos/cc2/include/cglm/cglm.h \ - /home/anon/main/repos/cc2/include/cglm/common.h /usr/include/stdlib.h \ - /usr/include/bits/waitflags.h /usr/include/bits/waitstatus.h \ - /usr/include/sys/types.h /usr/include/bits/types/clock_t.h \ - /usr/include/bits/types/clockid_t.h /usr/include/bits/types/time_t.h \ - /usr/include/bits/types/timer_t.h 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/home/anon/sda/Personal/Repos/cc2/src/game/state/play/../../ecs/component/action/../../../../engine/tick.h \ + /home/anon/sda/Personal/Repos/cc2/src/game/state/play/../../ecs/component/action/../../../../engine/fullscreen.h \ + /home/anon/sda/Personal/Repos/cc2/src/game/state/play/../../ecs/component/action/../../ecs_entity.h \ + /home/anon/sda/Personal/Repos/cc2/src/game/state/play/../../ecs/component/action/../../ecs_component.h \ + /home/anon/sda/Personal/Repos/cc2/src/game/state/play/../../ecs/component/action/../../ecs_component_list.h \ + /home/anon/sda/Personal/Repos/cc2/src/game/state/play/../../ecs/component/action/../component_physics.h \ + /home/anon/sda/Personal/Repos/cc2/src/game/state/play/../../ecs/component/action/../../../../engine/rectangle.h \ + /home/anon/sda/Personal/Repos/cc2/src/game/state/play/../../ecs/component/action/component_action_on_delete_give_ammo.h \ + 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/home/anon/sda/Personal/Repos/cc2/src/game/state/play/../../ecs/entity/play/entity_snake.h diff --git a/build/CMakeFiles/progress.marks b/build/CMakeFiles/progress.marks index a8fa06e..69a893a 100644 --- a/build/CMakeFiles/progress.marks +++ b/build/CMakeFiles/progress.marks @@ -1 +1 @@ -62 +66 diff --git a/build/Makefile b/build/Makefile index bae410b..39a8374 100644 --- a/build/Makefile +++ b/build/Makefile @@ -57,10 +57,10 @@ RM = /usr/bin/cmake -E rm -f EQUALS = = # The top-level source directory on which CMake was run. -CMAKE_SOURCE_DIR = /home/anon/main/repos/cc2 +CMAKE_SOURCE_DIR = /home/anon/sda/Personal/Repos/cc2 # The top-level build directory on which CMake was run. -CMAKE_BINARY_DIR = /home/anon/main/repos/cc2/build +CMAKE_BINARY_DIR = /home/anon/sda/Personal/Repos/cc2/build #============================================================================= # Targets provided globally by CMake. @@ -87,9 +87,9 @@ rebuild_cache/fast: rebuild_cache # The main all target all: cmake_check_build_system - $(CMAKE_COMMAND) -E cmake_progress_start /home/anon/main/repos/cc2/build/CMakeFiles /home/anon/main/repos/cc2/build//CMakeFiles/progress.marks + $(CMAKE_COMMAND) -E cmake_progress_start /home/anon/sda/Personal/Repos/cc2/build/CMakeFiles /home/anon/sda/Personal/Repos/cc2/build//CMakeFiles/progress.marks $(MAKE) $(MAKESILENT) -f CMakeFiles/Makefile2 all - $(CMAKE_COMMAND) -E cmake_progress_start /home/anon/main/repos/cc2/build/CMakeFiles 0 + $(CMAKE_COMMAND) -E cmake_progress_start /home/anon/sda/Personal/Repos/cc2/build/CMakeFiles 0 .PHONY : all # The main clean target @@ -177,6 +177,30 @@ src/engine/camera.c.s: $(MAKE) $(MAKESILENT) -f CMakeFiles/cc2.dir/build.make CMakeFiles/cc2.dir/src/engine/camera.c.s .PHONY : src/engine/camera.c.s +src/engine/circle.o: src/engine/circle.c.o +.PHONY : src/engine/circle.o + +# target to build an object file +src/engine/circle.c.o: + $(MAKE) $(MAKESILENT) -f CMakeFiles/cc2.dir/build.make CMakeFiles/cc2.dir/src/engine/circle.c.o +.PHONY : src/engine/circle.c.o + +src/engine/circle.i: src/engine/circle.c.i +.PHONY : src/engine/circle.i + +# target to preprocess a source file +src/engine/circle.c.i: + $(MAKE) $(MAKESILENT) -f CMakeFiles/cc2.dir/build.make CMakeFiles/cc2.dir/src/engine/circle.c.i +.PHONY : src/engine/circle.c.i + +src/engine/circle.s: src/engine/circle.c.s +.PHONY : src/engine/circle.s + +# target to generate assembly for a file +src/engine/circle.c.s: + $(MAKE) $(MAKESILENT) -f CMakeFiles/cc2.dir/build.make CMakeFiles/cc2.dir/src/engine/circle.c.s +.PHONY : src/engine/circle.c.s + src/engine/event.o: src/engine/event.c.o .PHONY : src/engine/event.o @@ -897,6 +921,30 @@ src/game/ecs/component/action/component_action_shoot.c.s: $(MAKE) $(MAKESILENT) -f CMakeFiles/cc2.dir/build.make CMakeFiles/cc2.dir/src/game/ecs/component/action/component_action_shoot.c.s .PHONY : src/game/ecs/component/action/component_action_shoot.c.s +src/game/ecs/component/component_character.o: src/game/ecs/component/component_character.c.o +.PHONY : src/game/ecs/component/component_character.o + +# target to build an object file +src/game/ecs/component/component_character.c.o: + $(MAKE) $(MAKESILENT) -f CMakeFiles/cc2.dir/build.make CMakeFiles/cc2.dir/src/game/ecs/component/component_character.c.o +.PHONY : src/game/ecs/component/component_character.c.o + +src/game/ecs/component/component_character.i: src/game/ecs/component/component_character.c.i +.PHONY : src/game/ecs/component/component_character.i + +# target to preprocess a source file +src/game/ecs/component/component_character.c.i: + $(MAKE) $(MAKESILENT) -f CMakeFiles/cc2.dir/build.make CMakeFiles/cc2.dir/src/game/ecs/component/component_character.c.i +.PHONY : src/game/ecs/component/component_character.c.i + +src/game/ecs/component/component_character.s: src/game/ecs/component/component_character.c.s +.PHONY : src/game/ecs/component/component_character.s + +# target to generate assembly for a file +src/game/ecs/component/component_character.c.s: + $(MAKE) $(MAKESILENT) -f CMakeFiles/cc2.dir/build.make CMakeFiles/cc2.dir/src/game/ecs/component/component_character.c.s +.PHONY : src/game/ecs/component/component_character.c.s + src/game/ecs/component/component_game_object.o: src/game/ecs/component/component_game_object.c.o .PHONY : src/game/ecs/component/component_game_object.o @@ -1041,6 +1089,30 @@ src/game/ecs/component/control/component_control_move.c.s: $(MAKE) $(MAKESILENT) -f CMakeFiles/cc2.dir/build.make CMakeFiles/cc2.dir/src/game/ecs/component/control/component_control_move.c.s .PHONY : src/game/ecs/component/control/component_control_move.c.s +src/game/ecs/component/control/component_control_player.o: src/game/ecs/component/control/component_control_player.c.o +.PHONY : src/game/ecs/component/control/component_control_player.o + +# target to build an object file +src/game/ecs/component/control/component_control_player.c.o: + $(MAKE) $(MAKESILENT) -f CMakeFiles/cc2.dir/build.make CMakeFiles/cc2.dir/src/game/ecs/component/control/component_control_player.c.o +.PHONY : src/game/ecs/component/control/component_control_player.c.o + +src/game/ecs/component/control/component_control_player.i: src/game/ecs/component/control/component_control_player.c.i +.PHONY : src/game/ecs/component/control/component_control_player.i + +# target to preprocess a source file +src/game/ecs/component/control/component_control_player.c.i: + $(MAKE) $(MAKESILENT) -f CMakeFiles/cc2.dir/build.make CMakeFiles/cc2.dir/src/game/ecs/component/control/component_control_player.c.i +.PHONY : src/game/ecs/component/control/component_control_player.c.i + +src/game/ecs/component/control/component_control_player.s: src/game/ecs/component/control/component_control_player.c.s +.PHONY : src/game/ecs/component/control/component_control_player.s + +# target to generate assembly for a file +src/game/ecs/component/control/component_control_player.c.s: + $(MAKE) $(MAKESILENT) -f CMakeFiles/cc2.dir/build.make CMakeFiles/cc2.dir/src/game/ecs/component/control/component_control_player.c.s +.PHONY : src/game/ecs/component/control/component_control_player.c.s + src/game/ecs/component/control/component_control_recall.o: src/game/ecs/component/control/component_control_recall.c.o .PHONY : src/game/ecs/component/control/component_control_recall.o @@ -1113,6 +1185,30 @@ src/game/ecs/component/control/component_control_shoot.c.s: $(MAKE) $(MAKESILENT) -f CMakeFiles/cc2.dir/build.make CMakeFiles/cc2.dir/src/game/ecs/component/control/component_control_shoot.c.s .PHONY : src/game/ecs/component/control/component_control_shoot.c.s +src/game/ecs/component/stat/component_allegiance.o: src/game/ecs/component/stat/component_allegiance.c.o +.PHONY : src/game/ecs/component/stat/component_allegiance.o + +# target to build an object file +src/game/ecs/component/stat/component_allegiance.c.o: + $(MAKE) $(MAKESILENT) -f CMakeFiles/cc2.dir/build.make CMakeFiles/cc2.dir/src/game/ecs/component/stat/component_allegiance.c.o +.PHONY : src/game/ecs/component/stat/component_allegiance.c.o + +src/game/ecs/component/stat/component_allegiance.i: src/game/ecs/component/stat/component_allegiance.c.i +.PHONY : src/game/ecs/component/stat/component_allegiance.i + +# target to preprocess a source file +src/game/ecs/component/stat/component_allegiance.c.i: + $(MAKE) $(MAKESILENT) -f CMakeFiles/cc2.dir/build.make CMakeFiles/cc2.dir/src/game/ecs/component/stat/component_allegiance.c.i +.PHONY : src/game/ecs/component/stat/component_allegiance.c.i + +src/game/ecs/component/stat/component_allegiance.s: src/game/ecs/component/stat/component_allegiance.c.s +.PHONY : src/game/ecs/component/stat/component_allegiance.s + +# target to generate assembly for a file +src/game/ecs/component/stat/component_allegiance.c.s: + $(MAKE) $(MAKESILENT) -f CMakeFiles/cc2.dir/build.make CMakeFiles/cc2.dir/src/game/ecs/component/stat/component_allegiance.c.s +.PHONY : src/game/ecs/component/stat/component_allegiance.c.s + src/game/ecs/component/stat/component_ammo.o: src/game/ecs/component/stat/component_ammo.c.o .PHONY : src/game/ecs/component/stat/component_ammo.o @@ -1608,6 +1704,9 @@ help: @echo "... src/engine/camera.o" @echo "... src/engine/camera.i" @echo "... src/engine/camera.s" + @echo "... src/engine/circle.o" + @echo "... src/engine/circle.i" + @echo "... src/engine/circle.s" @echo "... src/engine/event.o" @echo "... src/engine/event.i" @echo "... src/engine/event.s" @@ -1698,6 +1797,9 @@ help: @echo "... src/game/ecs/component/action/component_action_shoot.o" @echo "... src/game/ecs/component/action/component_action_shoot.i" @echo "... src/game/ecs/component/action/component_action_shoot.s" + @echo "... src/game/ecs/component/component_character.o" + @echo "... src/game/ecs/component/component_character.i" + @echo "... src/game/ecs/component/component_character.s" @echo "... src/game/ecs/component/component_game_object.o" @echo "... src/game/ecs/component/component_game_object.i" @echo "... src/game/ecs/component/component_game_object.s" @@ -1716,6 +1818,9 @@ help: @echo "... src/game/ecs/component/control/component_control_move.o" @echo "... src/game/ecs/component/control/component_control_move.i" @echo "... src/game/ecs/component/control/component_control_move.s" + @echo "... src/game/ecs/component/control/component_control_player.o" + @echo "... src/game/ecs/component/control/component_control_player.i" + @echo "... src/game/ecs/component/control/component_control_player.s" @echo "... src/game/ecs/component/control/component_control_recall.o" @echo "... src/game/ecs/component/control/component_control_recall.i" @echo "... src/game/ecs/component/control/component_control_recall.s" @@ -1725,6 +1830,9 @@ help: @echo "... src/game/ecs/component/control/component_control_shoot.o" @echo "... src/game/ecs/component/control/component_control_shoot.i" @echo "... src/game/ecs/component/control/component_control_shoot.s" + @echo "... src/game/ecs/component/stat/component_allegiance.o" + @echo "... src/game/ecs/component/stat/component_allegiance.i" + @echo "... src/game/ecs/component/stat/component_allegiance.s" @echo "... src/game/ecs/component/stat/component_ammo.o" @echo "... src/game/ecs/component/stat/component_ammo.i" @echo "... src/game/ecs/component/stat/component_ammo.s" diff --git a/build/cc2 b/build/cc2 index 6407eaa..c46d030 100755 Binary files a/build/cc2 and b/build/cc2 differ diff --git a/build/cmake_install.cmake b/build/cmake_install.cmake index 5d993c8..58907b2 100644 --- a/build/cmake_install.cmake +++ b/build/cmake_install.cmake @@ -1,4 +1,4 @@ -# Install script for directory: /home/anon/main/repos/cc2 +# Install script for directory: /home/anon/sda/Personal/Repos/cc2 # Set the install prefix if(NOT DEFINED CMAKE_INSTALL_PREFIX) @@ -50,5 +50,5 @@ endif() string(REPLACE ";" "\n" CMAKE_INSTALL_MANIFEST_CONTENT "${CMAKE_INSTALL_MANIFEST_FILES}") -file(WRITE "/home/anon/main/repos/cc2/build/${CMAKE_INSTALL_MANIFEST}" +file(WRITE "/home/anon/sda/Personal/Repos/cc2/build/${CMAKE_INSTALL_MANIFEST}" "${CMAKE_INSTALL_MANIFEST_CONTENT}") diff --git a/src/engine/circle.c b/src/engine/circle.c new file mode 100644 index 0000000..c69c2d6 --- /dev/null +++ b/src/engine/circle.c @@ -0,0 +1,44 @@ +#include "circle.h" + +/* Are two circles colliding? */ +bool +circle_collide(Circle* a, Circle* b) +{ + f32 sum; + f32 distance; + + distance = DISTANCE_2D + ( + a->position[0], + b->position[0], + a->position[1], + b->position[1] + ); + + sum = a->radius + b->radius; + + if (distance < sum) + return true; + + return false; +} + +/* Determine if a circle contains a point. */ +bool +circle_has_point(Circle* self, vec2 point) +{ + f32 distance; + + distance = DISTANCE_2D + ( + point[0], + self->position[0], + point[1], + self->position[1] + ); + + if (distance <= self->radius) + return true; + + return false; +} diff --git a/src/engine/circle.h b/src/engine/circle.h new file mode 100644 index 0000000..ee3babb --- /dev/null +++ b/src/engine/circle.h @@ -0,0 +1,12 @@ +#pragma once + +#include "../COMMON.h" + +typedef struct Circle +{ + f32 radius; + vec2 position; +} Circle; + +bool circle_collide(Circle* a, Circle* b); +bool circle_has_point(Circle* self, vec2 point); diff --git a/src/game/ecs/component/COMPONENT_COMMON.h b/src/game/ecs/component/COMPONENT_COMMON.h index d7901fe..ca5c650 100644 --- a/src/game/ecs/component/COMPONENT_COMMON.h +++ b/src/game/ecs/component/COMPONENT_COMMON.h @@ -3,12 +3,13 @@ #include "../../../COMMON.h" /* - * Components are organized in a specific manner: + * Components are roughly organized in a specific manner: + * - Collisions * - On deletion events * - Control - * - Collisions * - Actions * - Statistical information + * - Bundles (components that mainly just house other components) * - Deletion events */ @@ -31,8 +32,11 @@ typedef enum ECSComponentType ECS_COMPONENT_HEALTH, ECS_COMPONENT_AMMO, ECS_COMPONENT_REDIRECT, + ECS_COMPONENT_ALLEGIANCE, ECS_COMPONENT_SPRITE, ECS_COMPONENT_GAME_OBJECT, + ECS_COMPONENT_CHARACTER, + ECS_COMPONENT_CONTROL_PLAYER, ECS_COMPONENT_LIFETIME, ECS_COMPONENT_ACTION_DELETE_ON_TOUCH } ECSComponentType; diff --git a/src/game/ecs/component/action/component_action_damage.c b/src/game/ecs/component/action/component_action_damage.c index aae1048..412fd5b 100644 --- a/src/game/ecs/component/action/component_action_damage.c +++ b/src/game/ecs/component/action/component_action_damage.c @@ -4,7 +4,7 @@ /* Sets action_damage component info. */ void -component_action_damage_init(ComponentActionDamage* self, u32 value) +component_action_damage_init(ComponentActionDamage* self, AllegianceType type, u32 value) { self->value = value; } @@ -15,17 +15,19 @@ component_action_damage_tick(ComponentActionDamage* self, ECS* ecs) { ComponentPhysics* physics; ComponentHealth* health; + ComponentAllegiance* allegiance; physics = ecs_component_get(ecs, ECS_COMPONENT_PHYSICS, self->component.id); for (s32 i = 0; i < (s32)physics->collisions.count; i++) { health = ecs_component_from_index_get(ecs, ECS_COMPONENT_HEALTH, i); + allegiance = ecs_component_get(ecs, ECS_COMPONENT_ALLEGIANCE, health->component.id); - if (health) - { + if (!health || !allegiance) + continue; + + if (allegiance->type != self->type) health->value -= self->value; - printf("HEALTH: %i\n", health->value); - } } } diff --git a/src/game/ecs/component/action/component_action_damage.h b/src/game/ecs/component/action/component_action_damage.h index 0e5b86b..4976d2d 100644 --- a/src/game/ecs/component/action/component_action_damage.h +++ b/src/game/ecs/component/action/component_action_damage.h @@ -4,15 +4,17 @@ #include "../../ecs_entity.h" #include "../component_physics.h" +#include "../stat/component_allegiance.h" #include "../stat/component_health.h" typedef struct ComponentActionDamage { ECSComponent component; + AllegianceType type; u32 value; } ComponentActionDamage; -void component_action_damage_init(ComponentActionDamage* self, u32 value); +void component_action_damage_init(ComponentActionDamage* self, AllegianceType type, u32 value); void component_action_damage_tick(ComponentActionDamage* self, ECS* ecs); static const ECSComponentInfo COMPONENT_ACTION_DAMAGE_INFO = diff --git a/src/game/ecs/component/action/component_action_lock.c b/src/game/ecs/component/action/component_action_lock.c index 029b9a3..ef14260 100644 --- a/src/game/ecs/component/action/component_action_lock.c +++ b/src/game/ecs/component/action/component_action_lock.c @@ -2,20 +2,77 @@ /* DEPENDENCIES: Physics, Return */ +static void _component_action_lock_select_check(ComponentActionLock* self, ECS* ecs); + +/* Checks if the mouse has graced a radius around the locked projectile. */ +/* If the mouse is moved out of it, a redirect angle is set. */ +static void +_component_action_lock_select_check(ComponentActionLock* self, ECS* ecs) +{ + Circle circle; + vec2 mousePosition; + ComponentPhysics* physics; + + physics = ecs_component_get(ecs, ECS_COMPONENT_PHYSICS, self->component.id); + + circle.position[0] = physics->position[0]; + circle.position[1] = physics->position[1]; + + circle.radius = self->selectRadius; + + mouse_world_position_get(&ecs->game->input.mouse, &ecs->game->renderer, mousePosition); + + if (self->isSelected) + { + if (!circle_has_point(&circle, mousePosition)) + { + if (!self->isRedirectAngleGiven) + { + self->angle = ATAN + ( + mousePosition[0], + circle.position[0], + mousePosition[1], + circle.position[1] + + ); + + self->isRedirectAngleGiven = true; + } + + self->isSelected = false; + } + + } + else + { + if (circle_has_point(&circle, mousePosition)) + { + if (self->isRedirectAngleGiven) + self->isRedirectAngleGiven = false; + self->isSelected = true; + } + } +} + /* Lock in place. */ void component_action_lock_lock(ComponentActionLock* self, ECS* ecs) { ComponentPhysics* physics; ComponentActionReturn* actionReturn; + ComponentActionDeleteOnTouch* actionDeleteOnTouch; physics = ecs_component_get(ecs, ECS_COMPONENT_PHYSICS, self->component.id); - actionReturn= ecs_component_get(ecs, ECS_COMPONENT_ACTION_RETURN, self->component.id); + actionReturn = ecs_component_get(ecs, ECS_COMPONENT_ACTION_RETURN, self->component.id); + actionDeleteOnTouch = ecs_component_get(ecs, ECS_COMPONENT_ACTION_DELETE_ON_TOUCH, self->component.id); glm_vec3_copy(physics->velocity, self->velocity); actionReturn->component.isDisabled = true; self->isLocked = true; + self->cooldown = self->cooldownMax; + actionDeleteOnTouch->component.isDisabled = false; } /* Unlocks, from being locke.d */ @@ -31,13 +88,18 @@ component_action_lock_unlock(ComponentActionLock* self, ECS* ecs) glm_vec3_copy(self->velocity, physics->velocity); actionReturn->component.isDisabled = false; + self->isSelected = false; + self->isRedirectAngleGiven = false; self->isLocked = false; } /* Initialize lock component. */ void -component_action_lock_init(ComponentActionLock* self, u32 sender) +component_action_lock_init(ComponentActionLock* self, u32 cooldown, f32 selectRadius, u32 sender) { + self->cooldownMax = cooldown; + self->cooldown = self->cooldownMax; + self->selectRadius = selectRadius; self->sender = sender; } @@ -56,6 +118,18 @@ component_action_lock_tick(ComponentActionLock* self, ECS* ecs) component_action_lock_lock(self, ecs); glm_vec3_zero(physics->velocity); + + _component_action_lock_select_check(self, ecs); + + self->cooldown--; + + if (self->cooldown <= 0) + { + self->cooldown = 0; + self->isLock = false; + component_action_lock_unlock(self, ecs); + } + } else { diff --git a/src/game/ecs/component/action/component_action_lock.h b/src/game/ecs/component/action/component_action_lock.h index 9b88f40..8936f6b 100644 --- a/src/game/ecs/component/action/component_action_lock.h +++ b/src/game/ecs/component/action/component_action_lock.h @@ -2,21 +2,29 @@ #include "../../../GAME_COMMON.h" #include "../../../input/input.h" +#include "../../../../engine/circle.h" #include "../../ecs_entity.h" #include "../component_physics.h" #include "component_action_return.h" +#include "component_action_delete_on_touch.h" typedef struct ComponentActionLock { ECSComponent component; + u32 cooldown; + u32 cooldownMax; u32 sender; vec3 velocity; + f32 selectRadius; + f32 angle; bool isLock; bool isLocked; + bool isSelected; + bool isRedirectAngleGiven; } ComponentActionLock; -void component_action_lock_init(ComponentActionLock* self, u32 sender); +void component_action_lock_init(ComponentActionLock* self, u32 cooldown, f32 selectRadius, u32 sender); void component_action_lock_tick(ComponentActionLock* self, ECS* ecs); void component_action_lock_lock(ComponentActionLock* self, ECS* ecs); void component_action_lock_unlock(ComponentActionLock* self, ECS* ecs); diff --git a/src/game/ecs/component/action/component_action_redirect.c b/src/game/ecs/component/action/component_action_redirect.c index 4c548b5..920c843 100644 --- a/src/game/ecs/component/action/component_action_redirect.c +++ b/src/game/ecs/component/action/component_action_redirect.c @@ -22,7 +22,6 @@ component_action_redirect_tick(ComponentActionRedirect* self, ECS* ecs) ComponentActionReturn* actionReturn; vec3 velocity; f32 speed; - f32 angle; physics = ecs_component_get(ecs, ECS_COMPONENT_PHYSICS, self->component.id); actionReturn = ecs_component_get(ecs, ECS_COMPONENT_ACTION_RETURN, self->component.id); @@ -31,20 +30,24 @@ component_action_redirect_tick(ComponentActionRedirect* self, ECS* ecs) speed = glm_vec3_norm(velocity) * self->multiplier; - angle = mouse_angle_from_world_position_get - ( - &ecs->game->input.mouse, - &ecs->game->renderer, - physics->position - ); + if (!self->isGivenAngle) + { + physics->angle = mouse_angle_from_world_position_get + ( + &ecs->game->input.mouse, + &ecs->game->renderer, + physics->position + ); + } - velocity[0] = -cos(angle) * speed; - velocity[1] = -sin(angle) * speed; + velocity[0] = -cos(physics->angle) * speed; + velocity[1] = -sin(physics->angle) * speed; glm_vec3_copy(velocity, physics->velocity); actionReturn->lifetime = actionReturn->lifetimeMax; + self->isGivenAngle = false; self->isRedirect = false; } } diff --git a/src/game/ecs/component/action/component_action_redirect.h b/src/game/ecs/component/action/component_action_redirect.h index ed26205..642ea38 100644 --- a/src/game/ecs/component/action/component_action_redirect.h +++ b/src/game/ecs/component/action/component_action_redirect.h @@ -13,6 +13,7 @@ typedef struct ComponentActionRedirect f32 multiplier; u32 sender; bool isRedirect; + bool isGivenAngle; } ComponentActionRedirect; void component_action_redirect_init(ComponentActionRedirect* self, f32 multiplier, u32 sender); diff --git a/src/game/ecs/component/component_character.c b/src/game/ecs/component/component_character.c new file mode 100644 index 0000000..351da46 --- /dev/null +++ b/src/game/ecs/component/component_character.c @@ -0,0 +1,69 @@ +#include "component_character.h" + +/* DEPENDENCIES: Sprite, Physics, Health, Allegiance */ + +/* Sets character component info, with an atlas. */ +void +component_character_init +( + ComponentCharacter* self, + ECS* ecs, + Texture texture, + ivec2 frameSize, + ivec2 atlasSize, + vec2 size, + vec2 physicsSize, + vec3 position, + vec3 offset, + vec4 color, + f32 friction, + f32 velocityMax, + AllegianceType allegianceType, + u32 healthValue +) +{ + ComponentGameObject* gameObject; + ComponentHealth* health; + ComponentAllegiance* allegiance; + + gameObject = ecs_component_get(ecs, ECS_COMPONENT_GAME_OBJECT, self->component.id); + health = ecs_component_get(ecs, ECS_COMPONENT_HEALTH, self->component.id); + allegiance = ecs_component_get(ecs, ECS_COMPONENT_ALLEGIANCE, self->component.id); + + component_game_object_atlas_init + ( + gameObject, + ecs, + texture, + frameSize, + atlasSize, + size, + physicsSize, + position, + offset, + color, + friction, + velocityMax + ); + + component_health_init(health, healthValue); + component_allegiance_init(allegiance, allegianceType); +} + +/* Runs on character add. */ +void +component_character_add(ComponentCharacter* self, ECS* ecs) +{ + ecs_component_add(ecs, ECS_COMPONENT_GAME_OBJECT, self->component.id); + ecs_component_add(ecs, ECS_COMPONENT_ALLEGIANCE, self->component.id); + ecs_component_add(ecs, ECS_COMPONENT_HEALTH, self->component.id); +} + +/* Runs on character deletion. */ +void +component_character_delete(ComponentCharacter* self, ECS* ecs) +{ + ecs_component_delete(ecs, ECS_COMPONENT_GAME_OBJECT, self->component.id); + ecs_component_delete(ecs, ECS_COMPONENT_ALLEGIANCE, self->component.id); + ecs_component_delete(ecs, ECS_COMPONENT_HEALTH, self->component.id); +} diff --git a/src/game/ecs/component/component_character.h b/src/game/ecs/component/component_character.h new file mode 100644 index 0000000..728f825 --- /dev/null +++ b/src/game/ecs/component/component_character.h @@ -0,0 +1,55 @@ +#pragma once + +#include "../../GAME_COMMON.h" +#include "../ecs_entity.h" + +#include "../../input/input.h" +#include "component_game_object.h" +#include "stat/component_allegiance.h" +#include "stat/component_health.h" + +typedef struct ComponentCharacter +{ + ECSComponent component; +} ComponentCharacter; + +void +component_character_init +( + ComponentCharacter* self, + ECS* ecs, + Texture texture, + ivec2 frameSize, + ivec2 atlasSize, + vec2 size, + vec2 physicsSize, + vec3 position, + vec3 offset, + vec4 color, + f32 friction, + f32 velocityMax, + AllegianceType allegianceType, + u32 healthValue +); + +void component_character_add(ComponentCharacter* self, ECS* ecs); +void component_character_delete(ComponentCharacter* self, ECS* ecs); +void component_character_tick(ComponentCharacter* self, ECS* ecs); + +static const ECSComponentInfo COMPONENT_CHARACTER_INFO = +{ + .system = + { + .functions = + { + (ECSFunction)component_character_add, + (ECSFunction)component_character_delete, + NULL, + NULL + } + }, + .type = ECS_COMPONENT_CHARACTER, + .size = sizeof(ComponentCharacter) +}; + + diff --git a/src/game/ecs/component/control/component_control_lock.c b/src/game/ecs/component/control/component_control_lock.c index aa8d980..806802c 100644 --- a/src/game/ecs/component/control/component_control_lock.c +++ b/src/game/ecs/component/control/component_control_lock.c @@ -23,28 +23,12 @@ _component_control_lock(ComponentControlLock* self, ECS* ecs) ) actionLock->isLock = !actionLock->isLock; } - - self->cooldown = self->cooldownMax; -} - -/* Initializes control lock component. */ -void -component_control_lock_init(ComponentControlLock* self, u32 cooldown) -{ - self->cooldownMax = cooldown; - self->cooldown = self->cooldownMax; } /* Ticks control lock */ void component_control_lock_tick(ComponentControlLock* self, ECS* ecs) { - if (self->cooldown > 0) - { - self->cooldown--; - return; - } - if (input_press(&ecs->game->input, INPUT_LOCK)) _component_control_lock(self, ecs); } diff --git a/src/game/ecs/component/control/component_control_lock.h b/src/game/ecs/component/control/component_control_lock.h index 271d763..f822dc0 100644 --- a/src/game/ecs/component/control/component_control_lock.h +++ b/src/game/ecs/component/control/component_control_lock.h @@ -11,11 +11,8 @@ typedef struct ComponentControlLock { ECSComponent component; - u32 cooldown; - u32 cooldownMax; } ComponentControlLock; -void component_control_lock_init(ComponentControlLock* self, u32 cooldown); void component_control_lock_tick(ComponentControlLock* self, ECS* ecs); static const ECSComponentInfo COMPONENT_CONTROL_LOCK_INFO = diff --git a/src/game/ecs/component/control/component_control_player.c b/src/game/ecs/component/control/component_control_player.c new file mode 100644 index 0000000..dae950e --- /dev/null +++ b/src/game/ecs/component/control/component_control_player.c @@ -0,0 +1,51 @@ +#include "component_control_player.h" + +/* DEPENDENCIES: ControlAim, ControlShoot, ControlMove, ControlRedirect, ControlLock, ControlRecall */ + +/* Ticks control_player component. */ +void +component_control_player_init +( + ComponentControlPlayer* self, + ECS* ecs, + f32 speed, + f32 angleThreshold, + f32 shootCooldown +) +{ + ComponentControlMove* controlMove; + ComponentControlRedirect* controlRedirect; + ComponentControlShoot* controlShoot; + + controlMove = ecs_component_get(ecs, ECS_COMPONENT_CONTROL_MOVE, self->component.id); + controlRedirect = ecs_component_get(ecs, ECS_COMPONENT_CONTROL_REDIRECT, self->component.id); + controlShoot = ecs_component_get(ecs, ECS_COMPONENT_CONTROL_SHOOT, self->component.id); + + component_control_move_init(controlMove, speed); + component_control_redirect_init(controlRedirect, angleThreshold); + component_control_shoot_init(controlShoot, shootCooldown); +} + +/* Ticks control_player component. */ +void +component_control_player_add(ComponentControlPlayer* self, ECS* ecs) +{ + ecs_component_add(ecs, ECS_COMPONENT_CONTROL_MOVE, self->component.id); + ecs_component_add(ecs, ECS_COMPONENT_CONTROL_AIM, self->component.id); + ecs_component_add(ecs, ECS_COMPONENT_CONTROL_SHOOT, self->component.id); + ecs_component_add(ecs, ECS_COMPONENT_CONTROL_REDIRECT, self->component.id); + ecs_component_add(ecs, ECS_COMPONENT_CONTROL_LOCK, self->component.id); + ecs_component_add(ecs, ECS_COMPONENT_CONTROL_RECALL, self->component.id); +} + +/* Ticks control_player component. */ +void +component_control_player_delete(ComponentControlPlayer* self, ECS* ecs) +{ + ecs_component_delete(ecs, ECS_COMPONENT_CONTROL_MOVE, self->component.id); + ecs_component_delete(ecs, ECS_COMPONENT_CONTROL_AIM, self->component.id); + ecs_component_delete(ecs, ECS_COMPONENT_CONTROL_SHOOT, self->component.id); + ecs_component_delete(ecs, ECS_COMPONENT_CONTROL_REDIRECT, self->component.id); + ecs_component_delete(ecs, ECS_COMPONENT_CONTROL_LOCK, self->component.id); + ecs_component_delete(ecs, ECS_COMPONENT_CONTROL_RECALL, self->component.id); +} diff --git a/src/game/ecs/component/control/component_control_player.h b/src/game/ecs/component/control/component_control_player.h new file mode 100644 index 0000000..f79c205 --- /dev/null +++ b/src/game/ecs/component/control/component_control_player.h @@ -0,0 +1,46 @@ +#pragma once + +#include "../../../GAME_COMMON.h" +#include "../../ecs_entity.h" +#include "../../../input/input.h" + +#include "component_control_aim.h" +#include "component_control_move.h" +#include "component_control_shoot.h" +#include "component_control_redirect.h" +#include "component_control_recall.h" +#include "component_control_lock.h" + +typedef struct ComponentControlPlayer +{ + ECSComponent component; +} ComponentControlPlayer; + +void +component_control_player_init +( + ComponentControlPlayer* self, + ECS* ecs, + f32 speed, + f32 angleThreshold, + f32 shootCooldown +); + +void component_control_player_add(ComponentControlPlayer* self, ECS* ecs); +void component_control_player_delete(ComponentControlPlayer* self, ECS* ecs); + +static const ECSComponentInfo COMPONENT_CONTROL_PLAYER_INFO = +{ + .system = + { + .functions = + { + (ECSFunction)component_control_player_add, + (ECSFunction)component_control_player_delete, + NULL, + NULL + } + }, + .type = ECS_COMPONENT_CONTROL_PLAYER, + .size = sizeof(ComponentControlPlayer) +}; diff --git a/src/game/ecs/component/control/component_control_redirect.c b/src/game/ecs/component/control/component_control_redirect.c index 4b3b68a..5ead42f 100644 --- a/src/game/ecs/component/control/component_control_redirect.c +++ b/src/game/ecs/component/control/component_control_redirect.c @@ -30,10 +30,11 @@ _component_control_redirect(ComponentControlRedirect* self, ECS* ecs) { ComponentRedirect* redirect; vec3 mousePosition; - f32 mouseAngle; bool isSuccess; + bool isUnlockedProjectileRedirected; isSuccess = false; + isUnlockedProjectileRedirected = false; redirect = ecs_component_get(ecs, ECS_COMPONENT_REDIRECT, self->component.id); @@ -42,38 +43,76 @@ _component_control_redirect(ComponentControlRedirect* self, ECS* ecs) for (s32 i = 0; i < (s32)ecs->lists[ECS_COMPONENT_ACTION_REDIRECT].components.count; i++) { ComponentActionRedirect* actionRedirect; + ComponentPhysics* physics; ComponentActionReturn* actionReturn; ComponentActionLock* actionLock; actionRedirect = ecs_component_from_index_get(ecs, ECS_COMPONENT_ACTION_REDIRECT, i); - actionReturn = ecs_component_from_index_get(ecs, ECS_COMPONENT_ACTION_RETURN, i); - actionLock = ecs_component_from_index_get(ecs, ECS_COMPONENT_ACTION_LOCK, i); + + actionReturn = ecs_component_get(ecs, ECS_COMPONENT_ACTION_RETURN, actionRedirect->component.id); + actionLock = ecs_component_get(ecs, ECS_COMPONENT_ACTION_LOCK, actionRedirect->component.id); + physics = ecs_component_get(ecs, ECS_COMPONENT_PHYSICS, actionRedirect->component.id); if ( actionRedirect->sender == self->component.id && - !actionReturn->isReturning && - !actionLock->isLock + !actionReturn->isReturning ) { + f32 prospectiveAngle; + f32 angleDifference; + + /* Redirect all aimed locked projectiles. */ + if (actionLock->isRedirectAngleGiven) + { + isSuccess = true; + component_action_lock_unlock(actionLock, ecs); + physics->angle = actionLock->angle; + actionRedirect->isRedirect = true; + actionLock->isLock = false; + actionRedirect->isGivenAngle = true; + } + + if (actionLock->isLock) + continue; + + /* But only redirect one non-locked projectile. */ + if (isUnlockedProjectileRedirected) + continue; + + /* And check if their angle is different enough. */ + prospectiveAngle = ATAN + ( + mousePosition[0], + physics->position[0], + mousePosition[1], + physics->position[1] + ); + + angleDifference = fabs(physics->angle - prospectiveAngle); + + if (angleDifference < self->angleThreshold) + continue; + + /* If all of that shit is gucci, you can redirect the damn projectile. */ + isSuccess = true; actionRedirect->isRedirect = true; + isUnlockedProjectileRedirected = true; } + } if (isSuccess) - { redirect->value--; - self->cooldown = self->cooldownMax; - } } -/* Initializes control redirect component. */ +/* Initialize control redirect component. */ +/* NOTE: converted to radians, so use degrees */ void -component_control_redirect_init(ComponentControlRedirect* self, u32 cooldown) +component_control_redirect_init(ComponentControlRedirect* self, f32 angleThreshold) { - self->cooldownMax = cooldown; - self->cooldown = self->cooldownMax; + self->angleThreshold = RADIANS(angleThreshold); } /* Ticks control redirect.. */ @@ -82,12 +121,6 @@ component_control_redirect_tick(ComponentControlRedirect* self, ECS* ecs) { ComponentRedirect* redirect; - if (self->cooldown > 0) - { - self->cooldown--; - return; - } - redirect = ecs_component_get(ecs, ECS_COMPONENT_REDIRECT, self->component.id); /* Determine if there's no more projectiles of yours on the field. If there's none, diff --git a/src/game/ecs/component/control/component_control_redirect.h b/src/game/ecs/component/control/component_control_redirect.h index 82a90a3..90269df 100644 --- a/src/game/ecs/component/control/component_control_redirect.h +++ b/src/game/ecs/component/control/component_control_redirect.h @@ -14,11 +14,10 @@ typedef struct ComponentControlRedirect { ECSComponent component; - u32 cooldown; - u32 cooldownMax; + f32 angleThreshold; } ComponentControlRedirect; -void component_control_redirect_init(ComponentControlRedirect* self, u32 cooldown); +void component_control_redirect_init(ComponentControlRedirect* self, f32 angleThreshold); void component_control_redirect_tick(ComponentControlRedirect* self, ECS* ecs); static const ECSComponentInfo COMPONENT_CONTROL_REDIRECT_INFO = diff --git a/src/game/ecs/component/stat/component_allegiance.c b/src/game/ecs/component/stat/component_allegiance.c new file mode 100644 index 0000000..f7b6c39 --- /dev/null +++ b/src/game/ecs/component/stat/component_allegiance.c @@ -0,0 +1,10 @@ +#include "component_allegiance.h" + +/* Determines the "allegiance" of an entity, whether it'll be harmful to some entities or not. */ + +/* Sets allegiance component info. */ +void +component_allegiance_init(ComponentAllegiance* self, AllegianceType type) +{ + self->type = type; +} diff --git a/src/game/ecs/component/stat/component_allegiance.h b/src/game/ecs/component/stat/component_allegiance.h new file mode 100644 index 0000000..f70eff0 --- /dev/null +++ b/src/game/ecs/component/stat/component_allegiance.h @@ -0,0 +1,38 @@ +#pragma once + +#include "../../../GAME_COMMON.h" +#include "../../ecs_entity.h" + +#define ALLEGIANCE_COUNT ALLEGIANCE_ENEMY + 1 +typedef enum AllegianceType +{ + ALLEGIANCE_NEUTRAL, + ALLEGIANCE_PLAYER, + ALLEGIANCE_ENEMY +} AllegianceType; + +typedef struct ComponentAllegiance +{ + ECSComponent component; + AllegianceType type; +} ComponentAllegiance; + +void component_allegiance_init(ComponentAllegiance* self, AllegianceType type); + +static const ECSComponentInfo COMPONENT_ALLEGIANCE_INFO = +{ + .system = + { + .functions = + { + NULL, + NULL, + NULL, + NULL + } + }, + .type = ECS_COMPONENT_ALLEGIANCE, + .size = sizeof(ComponentAllegiance) +}; + + diff --git a/src/game/ecs/component/stat/component_health.c b/src/game/ecs/component/stat/component_health.c index 30830f5..f50dd4b 100644 --- a/src/game/ecs/component/stat/component_health.c +++ b/src/game/ecs/component/stat/component_health.c @@ -13,5 +13,8 @@ void component_health_tick(ComponentHealth* self, ECS* ecs) { if (self->value <= 0) + { + self->value = 0; self->isDead = true; + } } diff --git a/src/game/ecs/ecs.h b/src/game/ecs/ecs.h index e338db6..c5c2770 100644 --- a/src/game/ecs/ecs.h +++ b/src/game/ecs/ecs.h @@ -16,10 +16,12 @@ #include "component/control/component_control_redirect.h" #include "component/control/component_control_lock.h" #include "component/control/component_control_recall.h" +#include "component/control/component_control_player.h" #include "component/stat/component_ammo.h" #include "component/stat/component_health.h" #include "component/stat/component_redirect.h" #include "component/stat/component_lifetime.h" +#include "component/component_character.h" #include "ecs_component.h" @@ -41,8 +43,11 @@ static const ECSComponentInfo ECS_COMPONENT_INFO[ECS_COMPONENT_COUNT] = COMPONENT_HEALTH_INFO, COMPONENT_AMMO_INFO, COMPONENT_REDIRECT_INFO, + COMPONENT_ALLEGIANCE_INFO, COMPONENT_SPRITE_INFO, COMPONENT_GAME_OBJECT_INFO, + COMPONENT_CHARACTER_INFO, + COMPONENT_CONTROL_PLAYER_INFO, COMPONENT_LIFETIME_INFO, COMPONENT_ACTION_DELETE_ON_TOUCH_INFO }; diff --git a/src/game/ecs/entity/play/entity_player.c b/src/game/ecs/entity/play/entity_player.c index 0e72a04..304b6ae 100644 --- a/src/game/ecs/entity/play/entity_player.c +++ b/src/game/ecs/entity/play/entity_player.c @@ -6,44 +6,35 @@ entity_player_init(ECS* ecs, u32 id, vec3 position) { ComponentActionShoot* actionShoot; ComponentAmmo* ammo; - ComponentControlLock* controlLock; - ComponentControlMove* controlMove; - ComponentControlRecall* controlRecall; - ComponentControlRedirect* controlRedirect; - ComponentControlShoot* controlShoot; - ComponentGameObject* gameObject; + ComponentCharacter* character; ComponentHealth* health; ComponentRedirect* redirect; + ComponentControlPlayer* controlPlayer; + character = ecs_component_add(ecs, ECS_COMPONENT_CHARACTER, id); ammo = ecs_component_add(ecs, ECS_COMPONENT_AMMO, id); - controlMove = ecs_component_add(ecs, ECS_COMPONENT_CONTROL_MOVE, id); - controlShoot = ecs_component_add(ecs, ECS_COMPONENT_CONTROL_SHOOT, id); - gameObject = ecs_component_add(ecs, ECS_COMPONENT_GAME_OBJECT, id); - health = ecs_component_add(ecs, ECS_COMPONENT_HEALTH, id); actionShoot = ecs_component_add(ecs, ECS_COMPONENT_ACTION_SHOOT, id); redirect = ecs_component_add(ecs, ECS_COMPONENT_REDIRECT, id); - controlRedirect = ecs_component_add(ecs, ECS_COMPONENT_CONTROL_REDIRECT, id); - controlLock = ecs_component_add(ecs, ECS_COMPONENT_CONTROL_LOCK, id); - controlRecall = ecs_component_add(ecs, ECS_COMPONENT_CONTROL_RECALL, id); + controlPlayer = ecs_component_add(ecs, ECS_COMPONENT_CONTROL_PLAYER, id); - ecs_component_add(ecs, ECS_COMPONENT_CONTROL_AIM, id); - - component_game_object_init + component_character_init ( - gameObject, + character, ecs, ecs->game->resources.textures[TEXTURE_PLAYER], + (s32*)PLAYER_FRAME_SIZE, + (s32*)PLAYER_ATLAS_SIZE, (f32*)PLAYER_SIZE, (f32*)PLAYER_PHYSICS_SIZE, position, (f32*)PLAYER_OFFSET, (f32*)COLOR_OPAQUE, PLAYER_FRICTION, - PLAYER_VELOCITY_MAX + PLAYER_VELOCITY_MAX, + PLAYER_ALLEGIANCE, + PLAYER_HEALTH_MAX ); - component_control_move_init(controlMove, PLAYER_SPEED); - component_action_shoot_init ( actionShoot, @@ -52,12 +43,15 @@ entity_player_init(ECS* ecs, u32 id, vec3 position) PLAYER_ACTION_SHOOT_OFFSET ); - component_control_shoot_init(controlShoot, PLAYER_CONTROL_SHOOT_COOLDOWN); - component_control_redirect_init(controlRedirect, PLAYER_CONTROL_REDIRECT_COOLDOWN); - component_control_lock_init(controlLock, PLAYER_CONTROL_LOCK_COOLDOWN); - component_control_recall_init(controlRecall, PLAYER_CONTROL_RECALL_COOLDOWN); + component_control_player_init + ( + controlPlayer, + ecs, + PLAYER_CONTROL_MOVE_SPEED, + PLAYER_CONTROL_REDIRECT_ANGLE_THRESHOLD, + PLAYER_CONTROL_SHOOT_COOLDOWN + ); - component_health_init(health, PLAYER_HEALTH_MAX); component_ammo_init(ammo, PLAYER_AMMO_MAX); component_redirect_init(redirect, PLAYER_REDIRECT_MAX); } diff --git a/src/game/ecs/entity/play/entity_player.h b/src/game/ecs/entity/play/entity_player.h index 0f17d9b..5be7dc3 100644 --- a/src/game/ecs/entity/play/entity_player.h +++ b/src/game/ecs/entity/play/entity_player.h @@ -1,34 +1,28 @@ #pragma once #include "../../component/action/component_action_shoot.h" -#include "../../component/component_game_object.h" -#include "../../component/control/component_control_aim.h" -#include "../../component/control/component_control_move.h" -#include "../../component/control/component_control_shoot.h" -#include "../../component/control/component_control_redirect.h" -#include "../../component/control/component_control_recall.h" -#include "../../component/control/component_control_lock.h" +#include "../../component/component_character.h" +#include "../../component/control/component_control_player.h" #include "../../component/stat/component_ammo.h" -#include "../../component/stat/component_health.h" -#include "../../component/stat/component_lifetime.h" #include "../../component/stat/component_redirect.h" #include "../../ecs_component.h" #include "entity_snake.h" -#define PLAYER_SPEED 1 +#define PLAYER_CONTROL_MOVE_SPEED 1 #define PLAYER_FRICTION 0.875 #define PLAYER_VELOCITY_MAX 8 #define PLAYER_ACTION_SHOOT_SPEED 15 #define PLAYER_ACTION_SHOOT_OFFSET 32 #define PLAYER_CONTROL_SHOOT_COOLDOWN 12 -#define PLAYER_CONTROL_LOCK_COOLDOWN 60 -#define PLAYER_CONTROL_RECALL_COOLDOWN 60 -#define PLAYER_CONTROL_REDIRECT_COOLDOWN 1 +#define PLAYER_CONTROL_REDIRECT_ANGLE_THRESHOLD 15 // Degrees #define PLAYER_AMMO_MAX 5 #define PLAYER_HEALTH_MAX 3 #define PLAYER_REDIRECT_MAX 5 +#define PLAYER_ALLEGIANCE ALLEGIANCE_PLAYER +static const ivec2 PLAYER_FRAME_SIZE = {512, 512}; +static const ivec2 PLAYER_ATLAS_SIZE = {1, 1}; static const vec2 PLAYER_SIZE = {50.0f, 100.0f}; static const vec2 PLAYER_PHYSICS_SIZE = {50.0f, 50.0f}; static const vec3 PLAYER_OFFSET = {0.0f, -50.0f, 0.0f}; diff --git a/src/game/ecs/entity/play/entity_snake.c b/src/game/ecs/entity/play/entity_snake.c index eb7783d..50cfee0 100644 --- a/src/game/ecs/entity/play/entity_snake.c +++ b/src/game/ecs/entity/play/entity_snake.c @@ -10,6 +10,7 @@ entity_snake_init(ECS* ecs, u32 id, vec3 position, u32 sender) ComponentActionLock* actionLock; ComponentActionOnDeleteGiveAmmo* actionOnDeleteGiveAmmo; ComponentActionDamage* actionDamage; + ComponentAllegiance* allegiance; gameObject = ecs_component_add(ecs, ECS_COMPONENT_GAME_OBJECT, id); actionReturn = ecs_component_add(ecs, ECS_COMPONENT_ACTION_RETURN, id); @@ -17,6 +18,7 @@ entity_snake_init(ECS* ecs, u32 id, vec3 position, u32 sender) actionOnDeleteGiveAmmo = ecs_component_add(ecs, ECS_COMPONENT_ACTION_ON_DELETE_GIVE_AMMO, id); actionDamage = ecs_component_add(ecs, ECS_COMPONENT_ACTION_DAMAGE, id); actionLock = ecs_component_add(ecs, ECS_COMPONENT_ACTION_LOCK, id); + allegiance = ecs_component_add(ecs, ECS_COMPONENT_ALLEGIANCE, id); component_game_object_init ( @@ -30,7 +32,7 @@ entity_snake_init(ECS* ecs, u32 id, vec3 position, u32 sender) (f32*)COLOR_OPAQUE, SNAKE_FRICTION, SNAKE_VELOCITY_MAX - ); + )sssss component_action_return_init ( @@ -44,7 +46,8 @@ entity_snake_init(ECS* ecs, u32 id, vec3 position, u32 sender) ); component_action_redirect_init(actionRedirect, SNAKE_ACTION_REDIRECT_MULTIPLIER, sender); - component_action_lock_init(actionLock, sender); + component_action_lock_init(actionLock, SNAKE_ACTION_LOCK_COOLDOWN, SNAKE_ACTION_LOCK_SELECT_RADIUS, sender); component_action_on_delete_give_ammo_init(actionOnDeleteGiveAmmo, SNAKE_ACTION_ON_DELETE_GIVE_AMMO_VALUE); - component_action_damage_init(actionDamage, SNAKE_ACTION_DAMAGE_VALUE); + component_action_damage_init(actionDamage, SNAKE_ALLEGIANCE, SNAKE_ACTION_DAMAGE_VALUE); + component_allegiance_init(allegiance, SNAKE_ALLEGIANCE); } diff --git a/src/game/ecs/entity/play/entity_snake.h b/src/game/ecs/entity/play/entity_snake.h index a90ca9e..5d3cb69 100644 --- a/src/game/ecs/entity/play/entity_snake.h +++ b/src/game/ecs/entity/play/entity_snake.h @@ -18,6 +18,9 @@ #define SNAKE_ACTION_RETURN_MULTIPLIER 1.15 #define SNAKE_ACTION_ON_DELETE_GIVE_AMMO_VALUE 1 #define SNAKE_ACTION_REDIRECT_MULTIPLIER 1.15 +#define SNAKE_ALLEGIANCE ALLEGIANCE_PLAYER +#define SNAKE_ACTION_LOCK_SELECT_RADIUS 100.0f +#define SNAKE_ACTION_LOCK_COOLDOWN 300 static const vec2 SNAKE_SIZE = {25.0f, 25.0f}; static const vec2 SNAKE_PHYSICS_SIZE = {25.0f, 25.0f};