HATPC/scenes/items_ent.c

318 lines
12 KiB
C

#include "EC.h"
#include "assets_tag.h"
#include "ent_impl.h"
#include "constants.h"
#include "raymath.h"
static SpriteRenderInfo_t item_sprite_map[22] = {0};
#define URCHIN_OFFSET 6
bool init_item_creation(Assets_t* assets)
{
item_sprite_map[0].sprite = get_sprite(assets, "w_crate");
item_sprite_map[1].sprite = get_sprite(assets, "m_crate");
item_sprite_map[2].sprite = get_sprite(assets, "r_arrow");
//item_sprite_map[2].offset = (Vector2){-8, 6};
item_sprite_map[2].src_anchor = AP_MID_CENTER;
item_sprite_map[2].src_anchor = AP_MID_CENTER;
item_sprite_map[3].sprite = get_sprite(assets, "u_arrow");
item_sprite_map[3].src_anchor = AP_MID_CENTER;
item_sprite_map[3].src_anchor = AP_MID_CENTER;
item_sprite_map[4].sprite = get_sprite(assets, "l_arrow");
item_sprite_map[4].src_anchor = AP_MID_CENTER;
item_sprite_map[4].src_anchor = AP_MID_CENTER;
item_sprite_map[5].sprite = get_sprite(assets, "d_arrow");
item_sprite_map[5].src_anchor = AP_MID_CENTER;
item_sprite_map[5].src_anchor = AP_MID_CENTER;
item_sprite_map[6].sprite = get_sprite(assets, "bomb");
item_sprite_map[6].src_anchor = AP_MID_CENTER;
item_sprite_map[6].src_anchor = AP_MID_CENTER;
item_sprite_map[7].sprite = get_sprite(assets, "w_ra_crate");
item_sprite_map[8].sprite = get_sprite(assets, "m_ra_crate");
item_sprite_map[9].sprite = get_sprite(assets, "w_ua_crate");
item_sprite_map[10].sprite = get_sprite(assets, "m_ua_crate");
item_sprite_map[11].sprite = get_sprite(assets, "w_la_crate");
item_sprite_map[12].sprite = get_sprite(assets, "m_la_crate");
item_sprite_map[13].sprite = get_sprite(assets, "w_da_crate");
item_sprite_map[14].sprite = get_sprite(assets, "m_da_crate");
item_sprite_map[15].sprite = get_sprite(assets, "w_b_crate");
item_sprite_map[16].sprite = get_sprite(assets, "m_b_crate");
item_sprite_map[17].sprite = get_sprite(assets, "explode");
item_sprite_map[17].src_anchor = AP_MID_CENTER;
item_sprite_map[17].src_anchor = AP_MID_CENTER;
item_sprite_map[18].sprite = get_sprite(assets, "chest");
item_sprite_map[19].sprite = get_sprite(assets, "boulder");
item_sprite_map[20].sprite = get_sprite(assets, "exit");
item_sprite_map[20].src_anchor = AP_BOT_CENTER;
item_sprite_map[20].src_anchor = AP_BOT_CENTER;
item_sprite_map[20].offset = (Vector2){0, TILE_SIZE >> 1};
item_sprite_map[21].sprite = get_sprite(assets, "urchin");
item_sprite_map[21].offset = (Vector2){-URCHIN_OFFSET, -URCHIN_OFFSET};
return true;
}
Entity_t* create_crate(EntityManager_t* ent_manager, bool metal, ContainerItem_t item)
{
Entity_t* p_crate = add_entity(ent_manager, CRATES_ENT_TAG);
if (p_crate == NULL) return NULL;
CBBox_t* p_bbox = add_component(p_crate, CBBOX_COMP_T);
set_bbox(p_bbox, TILE_SIZE, TILE_SIZE);
p_bbox->solid = true;
p_bbox->fragile = false;
CTransform_t* p_ctransform = add_component(p_crate, CTRANSFORM_COMP_T);
p_ctransform->grav_delay = 0.10f;
p_ctransform->shape_factor = metal ? (Vector2){0.7,0.7} : (Vector2){0.8,0.8} ;
add_component(p_crate, CMOVEMENTSTATE_T);
add_component(p_crate, CTILECOORD_COMP_T);
CHurtbox_t* p_hurtbox = add_component(p_crate, CHURTBOX_T);
p_hurtbox->size = p_bbox->size;
p_hurtbox->def = metal ? 2 : 1;
p_hurtbox->damage_src = -1;
CSprite_t* p_cspr = add_component(p_crate, CSPRITE_T);
p_cspr->sprites = item_sprite_map;
{
CContainer_t* p_container = add_component(p_crate, CCONTAINER_T);
p_container->material = metal? METAL_CONTAINER : WOODEN_CONTAINER;
p_container->item = item;
}
switch(item)
{
case CONTAINER_RIGHT_ARROW: p_cspr->current_idx = 7; break;
case CONTAINER_UP_ARROW: p_cspr->current_idx = 9; break;
case CONTAINER_LEFT_ARROW: p_cspr->current_idx = 11; break;
case CONTAINER_DOWN_ARROW: p_cspr->current_idx = 13; break;
case CONTAINER_BOMB: p_cspr->current_idx = 15; break;
default: p_cspr->current_idx = 0; break;
}
if (metal) p_cspr->current_idx++;
return p_crate;
}
Entity_t* create_boulder(EntityManager_t* ent_manager)
{
Entity_t* p_boulder = add_entity(ent_manager, BOULDER_ENT_TAG);
if (p_boulder == NULL) return NULL;
CBBox_t* p_bbox = add_component(p_boulder, CBBOX_COMP_T);
set_bbox(p_bbox, TILE_SIZE, TILE_SIZE);
p_bbox->solid = true;
p_bbox->fragile = false;
CTransform_t* p_ctransform = add_component(p_boulder, CTRANSFORM_COMP_T);
p_ctransform->grav_delay = 1.0f/12;
p_ctransform->active = true;
p_ctransform->shape_factor = (Vector2){0.6, 0.6};
CMovementState_t* p_move = add_component(p_boulder, CMOVEMENTSTATE_T);
p_move->ground_state |= 3;
add_component(p_boulder, CTILECOORD_COMP_T);
CMoveable_t* p_cmove = add_component(p_boulder, CMOVEABLE_T);
p_cmove->move_speed = 480;
CHurtbox_t* p_hurtbox = add_component(p_boulder, CHURTBOX_T);
p_hurtbox->size = p_bbox->size;
p_hurtbox->def = 2;
p_hurtbox->damage_src = -1;
CSprite_t* p_cspr = add_component(p_boulder, CSPRITE_T);
p_cspr->sprites = item_sprite_map;
p_cspr->current_idx = 19;
return p_boulder;
}
Entity_t* create_arrow(EntityManager_t* ent_manager, uint8_t dir)
{
Entity_t* p_arrow = add_entity(ent_manager, ARROW_ENT_TAG);
if (p_arrow == NULL) return NULL;
add_component(p_arrow, CTILECOORD_COMP_T);
CHitBoxes_t* p_hitbox = add_component(p_arrow, CHITBOXES_T);
p_hitbox->n_boxes = 1;
p_hitbox->atk = 3;
p_hitbox->one_hit = true;
CTransform_t* p_ctransform = add_component(p_arrow, CTRANSFORM_COMP_T);
p_ctransform->movement_mode = KINEMATIC_MOVEMENT;
p_ctransform->active = true;
CSprite_t* p_cspr = add_component(p_arrow, CSPRITE_T);
p_cspr->sprites = item_sprite_map;
p_cspr->current_idx = 2;
//p_hitbox->boxes[0] = (Rectangle){TILE_SIZE - 5, TILE_SIZE / 2 - 5, 5, 5};
const int HITBOX_LONG_SIDE = 10;
const int HITBOX_SHORT_SIDE = 4;
const int CENTER_POSITION = (TILE_SIZE - HITBOX_SHORT_SIDE) >> 1;
const int HITBOX_CENTER = (HITBOX_SHORT_SIDE >> 1);
switch(dir)
{
case 0:
p_ctransform->velocity.x = -ARROW_SPEED;
p_cspr->current_idx += 2;
p_hitbox->boxes[0] = (Rectangle){-CENTER_POSITION, -HITBOX_CENTER, HITBOX_LONG_SIDE, HITBOX_SHORT_SIDE};
break;
case 2:
p_hitbox->boxes[0] = (Rectangle){-HITBOX_CENTER, -CENTER_POSITION, HITBOX_SHORT_SIDE, HITBOX_LONG_SIDE};
p_ctransform->velocity.y = -ARROW_SPEED;
p_cspr->current_idx += 1;
break;
case 3:
p_hitbox->boxes[0] = (Rectangle){-HITBOX_CENTER, CENTER_POSITION - HITBOX_LONG_SIDE, HITBOX_SHORT_SIDE, HITBOX_LONG_SIDE};
p_ctransform->velocity.y = ARROW_SPEED;
p_cspr->current_idx += 3;
break;
default:
p_hitbox->boxes[0] = (Rectangle){CENTER_POSITION - HITBOX_LONG_SIDE, -HITBOX_CENTER, HITBOX_LONG_SIDE, HITBOX_SHORT_SIDE};
p_ctransform->velocity.x = ARROW_SPEED;
break;
}
return p_arrow;
}
Entity_t* create_bomb(EntityManager_t* ent_manager, Vector2 launch_dir)
{
Entity_t* p_bomb = add_entity(ent_manager, DESTRUCTABLE_ENT_TAG);
if (p_bomb == NULL) return NULL;
add_component(p_bomb, CTILECOORD_COMP_T);
add_component(p_bomb, CMOVEMENTSTATE_T);
CHitBoxes_t* p_hitbox = add_component(p_bomb, CHITBOXES_T);
p_hitbox->n_boxes = 1;
p_hitbox->boxes[0] = (Rectangle){-13, -13, 26, 26};
p_hitbox->atk = 0;
p_hitbox->one_hit = true;
CContainer_t* p_container = add_component(p_bomb, CCONTAINER_T);
p_container->item = CONTAINER_EXPLOSION;
CSprite_t* p_cspr = add_component(p_bomb, CSPRITE_T);
p_cspr->sprites = item_sprite_map;
p_cspr->current_idx = 6;
CTransform_t* p_ctransform = add_component(p_bomb, CTRANSFORM_COMP_T);
p_ctransform->active = true;
p_ctransform->shape_factor = (Vector2){0.1, 0.1};
p_ctransform->movement_mode = REGULAR_MOVEMENT;
p_ctransform->velocity = Vector2Scale(Vector2Normalize(launch_dir), 500);
return p_bomb;
}
Entity_t* create_explosion(EntityManager_t* ent_manager)
{
Entity_t* p_explosion = add_entity(ent_manager, DESTRUCTABLE_ENT_TAG);
if (p_explosion == NULL) return NULL;
//p_explosion->position.x -= 16;
//p_explosion->position.y -= 16;
add_component(p_explosion, CTILECOORD_COMP_T);
CHitBoxes_t* p_hitbox = add_component(p_explosion, CHITBOXES_T);
p_hitbox->n_boxes = 1;
p_hitbox->atk = 3;
CTransform_t* p_ctransform = add_component(p_explosion, CTRANSFORM_COMP_T);
p_ctransform->movement_mode = KINEMATIC_MOVEMENT;
p_ctransform->active = true;
const int hitbox_sz = (TILE_SIZE << 1) + (TILE_SIZE >> 1);
p_hitbox->boxes[0] = (Rectangle){-(hitbox_sz >> 1), -(hitbox_sz >> 1), hitbox_sz, hitbox_sz};
CSprite_t* p_cspr = add_component(p_explosion, CSPRITE_T);
p_cspr->sprites = item_sprite_map;
p_cspr->current_idx = 17;
CLifeTimer_t* p_clifetimer = add_component(p_explosion, CLIFETIMER_T);
p_clifetimer->life_time = 0.05f;
return p_explosion;
}
Entity_t* create_urchin(EntityManager_t* ent_manager)
{
// The hit box is larger than the bbox
// Unfortunately, it's too late to incorporate the offset for the bbox component
// So, offset the hitbox instead and external reposition it.
Entity_t* p_urchin = add_entity(ent_manager, URCHIN_ENT_TAG);
if (p_urchin == NULL) return NULL;
CBBox_t* p_bbox = add_component(p_urchin, CBBOX_COMP_T);
set_bbox(p_bbox, TILE_SIZE-(URCHIN_OFFSET<<1), TILE_SIZE-(URCHIN_OFFSET<<1));
CTransform_t* p_ctransform = add_component(p_urchin, CTRANSFORM_COMP_T);
p_ctransform->movement_mode = KINEMATIC_MOVEMENT;
p_ctransform->bounce_coeff = 1.0f;
p_ctransform->velocity.x = -100;
p_ctransform->active = true;
add_component(p_urchin, CTILECOORD_COMP_T);
add_component(p_urchin, CMOVEMENTSTATE_T);
CHurtbox_t* p_hurtbox = add_component(p_urchin, CHURTBOX_T);
p_hurtbox->size = p_bbox->size;
p_hurtbox->def = 2;
p_hurtbox->damage_src = -1;
CHitBoxes_t* p_hitbox = add_component(p_urchin, CHITBOXES_T);
p_hitbox->n_boxes = 1;
p_hitbox->boxes[0] = (Rectangle) {-(URCHIN_OFFSET>>1),-(URCHIN_OFFSET>>1),TILE_SIZE-URCHIN_OFFSET,TILE_SIZE-URCHIN_OFFSET};
p_hitbox->atk = 2;
CSprite_t* p_cspr = add_component(p_urchin, CSPRITE_T);
p_cspr->sprites = item_sprite_map;
p_cspr->current_idx = 21;
add_component(p_urchin, CSQUISHABLE_T);
return p_urchin;
}
Entity_t* create_chest(EntityManager_t* ent_manager)
{
Entity_t* p_chest = add_entity(ent_manager, CHEST_ENT_TAG);
if (p_chest == NULL) return NULL;
CBBox_t* p_bbox = add_component(p_chest, CBBOX_COMP_T);
set_bbox(p_bbox, TILE_SIZE, TILE_SIZE);
p_bbox->solid = true;
p_bbox->fragile = false;
CTransform_t* p_ctransform = add_component(p_chest, CTRANSFORM_COMP_T);
p_ctransform->grav_delay = 0.3f;
p_ctransform->shape_factor = (Vector2){0.7,0.7};
add_component(p_chest, CMOVEMENTSTATE_T);
add_component(p_chest, CTILECOORD_COMP_T);
CHurtbox_t* p_hurtbox = add_component(p_chest, CHURTBOX_T);
p_hurtbox->size = p_bbox->size;
p_hurtbox->def = 4;
p_hurtbox->damage_src = -1;
CSprite_t* p_cspr = add_component(p_chest, CSPRITE_T);
p_cspr->sprites = item_sprite_map;
p_cspr->current_idx = 18;
return p_chest;
}
Entity_t* create_level_end(EntityManager_t* ent_manager)
{
Entity_t* p_flag = add_entity(ent_manager, LEVEL_END_TAG);
if (p_flag == NULL) return NULL;
CSprite_t* p_cspr = add_component(p_flag, CSPRITE_T);
p_cspr->sprites = item_sprite_map;
p_cspr->current_idx = 20;
add_component(p_flag, CTILECOORD_COMP_T);
return p_flag;
}