Refactor misc to be more expandable
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5b00594685
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9f60aa339b
@ -42,47 +42,30 @@ void app_Render(App *app) {
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(int)round(box.lefttop.y + box.size.y));
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}
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if (e->misc) {
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if (e->misc->textbox) {
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if (e->misc->textbox)
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setlinecolor(RGB(0, 0, 255));
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Box2 box = camera_TransformBox2(app->camera, box2_Offset(e->misc->textbox->trigger_box, e->position->position));
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rectangle(
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(int)round(box.lefttop.x),
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(int)round(box.lefttop.y),
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(int)round(box.lefttop.x + box.size.x),
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(int)round(box.lefttop.y + box.size.y));
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}
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if (e->misc->respawn) {
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if (e->misc->respawn_pos) {
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setlinecolor(RGB(255, 0, 255));
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Box2 box;
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Vec2 pos;
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if (e->position) {
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box = camera_TransformBox2(app->camera, box2_Offset(e->misc->respawn->trigger_box, e->position->position));
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pos = camera_TransformVec2(app->camera, vec2_Add(e->misc->respawn->respawn_pos, e->position->position));
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} else {
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box = camera_TransformBox2(app->camera, e->misc->respawn->trigger_box);
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pos = camera_TransformVec2(app->camera, e->misc->respawn->respawn_pos);
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}
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rectangle(
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(int)round(box.lefttop.x),
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(int)round(box.lefttop.y),
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(int)round(box.lefttop.x + box.size.x),
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(int)round(box.lefttop.y + box.size.y));
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if (e->position)
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pos = camera_TransformVec2(app->camera, vec2_Add(*e->misc->respawn_pos, e->position->position));
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else
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pos = camera_TransformVec2(app->camera, *e->misc->respawn_pos);
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line((int)round(pos.x + 12), (int)round(pos.y), (int)round(pos.x - 12), (int)round(pos.y));
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line((int)round(pos.x), (int)round(pos.y + 12), (int)round(pos.x), (int)round(pos.y - 12));
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}
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if (e->misc->hazard) {
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if (e->misc->trigger_flags & misc_Hazard)
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setlinecolor(RGB(255, 0, 0));
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Box2 box;
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if (e->position)
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box = camera_TransformBox2(app->camera, box2_Offset(*e->misc->hazard, e->position->position));
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else
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box = camera_TransformBox2(app->camera, *e->misc->hazard);
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rectangle(
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(int)round(box.lefttop.x),
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(int)round(box.lefttop.y),
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(int)round(box.lefttop.x + box.size.x),
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(int)round(box.lefttop.y + box.size.y));
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}
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Box2 box;
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if (e->position)
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box = camera_TransformBox2(app->camera, box2_Offset(e->misc->trigger, e->position->position));
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else
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box = camera_TransformBox2(app->camera, e->misc->trigger);
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rectangle(
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(int)round(box.lefttop.x),
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(int)round(box.lefttop.y),
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(int)round(box.lefttop.x + box.size.x),
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(int)round(box.lefttop.y + box.size.y));
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}
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}
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if (app->player->player) {
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@ -16,17 +16,19 @@ void misc_DeleteComponent(Component_Misc *misc) {
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free(misc->textbox->text);
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free(misc->textbox);
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}
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if (misc->respawn)
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free(misc->respawn);
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if (misc->hazard)
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free(misc->hazard);
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if (misc->respawn_pos)
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free(misc->respawn_pos);
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free(misc);
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}
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}
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#define ABSOLUTE_BOX(entity, box) ((entity->position) ? (box2_Offset(box, entity->position->position)) : (box))
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#define ABSOLUTE_VEC(entity, pnt) ((entity->position) ? (vec2_Add(pnt, entity->position->position)) : (pnt))
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void misc_thinker_HazardRespawn(App *app, Entity *e, Duration deltaTime) {
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if (!e->misc || !e->misc->respawn) {
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if (!e->misc || !e->misc->respawn_pos) {
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WARN("called on an entity without misc or misc.respawn", 0);
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e->thinker = NULL;
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return;
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@ -36,23 +38,15 @@ void misc_thinker_HazardRespawn(App *app, Entity *e, Duration deltaTime) {
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Component_Player *p = app->player->player;
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Box2 playerbox = physics_HitboxAbsolute(p->super->hitbox);
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Box2 worldbox; // Offset if position component exists
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Vec2 worldspawn;
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if (e->position) {
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worldbox = box2_Offset(e->misc->respawn->trigger_box, e->position->position);
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worldspawn = vec2_Add(e->misc->respawn->respawn_pos, e->position->position);
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} else {
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worldbox = e->misc->respawn->trigger_box;
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worldspawn = e->misc->respawn->respawn_pos;
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}
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Box2 worldbox = ABSOLUTE_BOX(e, e->misc->trigger);
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Vec2 worldspawn = ABSOLUTE_VEC(e, *e->misc->respawn_pos);
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if (box2_Intersects(worldbox, playerbox, NULL))
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p->hazardRespawn = worldspawn;
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}
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void misc_thinker_Hazard(App *app, Entity *e, Duration deltaTime) {
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if (!e->misc || !e->misc->hazard) {
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WARN("called on an entity without misc or misc.textbox", 0);
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if (!e->misc || !(e->misc->trigger_flags & misc_Hazard)) {
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WARN("called on an entity without misc or misc.flags|Hazard", 0);
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e->thinker = NULL;
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return;
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}
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@ -61,12 +55,7 @@ void misc_thinker_Hazard(App *app, Entity *e, Duration deltaTime) {
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Component_Player *p = app->player->player;
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Box2 playerbox = physics_HitboxAbsolute(p->super->hitbox);
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Box2 worldbox; // Offset if position component exists
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if (e->position)
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worldbox = box2_Offset(*e->misc->hazard, e->position->position);
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else
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worldbox = *e->misc->hazard;
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Box2 worldbox = ABSOLUTE_BOX(e, e->misc->trigger);
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if (box2_Intersects(worldbox, playerbox, NULL))
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player_HazardHarm(app->player);
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}
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@ -85,10 +74,7 @@ void misc_thinker_Textbox(App *app, Entity *e, Duration deltaTime) {
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Component_Player *p = app->player->player;
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Box2 playerbox = physics_HitboxAbsolute(p->super->hitbox);
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Box2 worldbox; // Offset if position component exists
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ASSERT(e->position && "Textboxes must have a position component");
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worldbox = box2_Offset(t->trigger_box, e->position->position);
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Box2 worldbox = ABSOLUTE_BOX(e, e->misc->trigger);
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if (box2_Intersects(worldbox, playerbox, NULL))
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// Fade in
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t->progress = fminf(1.0f, t->progress + duration_Seconds(deltaTime) * MISC_TEXTBOX_FADEIN_SPEED);
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@ -116,11 +102,11 @@ void misc_InstantiateTextbox(App *app, Entity *e, const char *text, Box2 trigger
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ASSERT(e->misc == NULL && "Instantiate must be called with e.misc not set");
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ASSERT((e->render == NULL || e->render->custom == NULL) && "Instantiate for Textbox must be called with e.render.custom not set");
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e->misc = zero_malloc(sizeof(Component_Misc));
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e->misc->trigger = trigger_box;
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e->misc->textbox = zero_malloc(sizeof(misc_Textbox));
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e->misc->textbox->text = copy_malloc(text);
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e->misc->textbox->trigger_box = trigger_box;
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e->misc->textbox->offset = offset;
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e->misc->textbox->text = copy_malloc(text);
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e->misc->textbox->offset = offset;
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if (!e->render)
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e->render = render_NewComponentFunc(app, &misc_render_Textbox, NULL);
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@ -131,19 +117,18 @@ void misc_InstantiateTextbox(App *app, Entity *e, const char *text, Box2 trigger
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void misc_InstantiateHazardRespawn(App *app, Entity *e, Box2 trigger_box, Vec2 respawn_pos) {
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ASSERT(e->misc == NULL && "Instantiate must be called with e.misc not set");
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e->misc = zero_malloc(sizeof(Component_Misc));
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e->misc->respawn = zero_malloc(sizeof(misc_HazardRespawn));
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e->misc->respawn->respawn_pos = respawn_pos;
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e->misc->respawn->trigger_box = trigger_box;
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e->misc = zero_malloc(sizeof(Component_Misc));
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e->misc->trigger = trigger_box;
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e->misc->respawn_pos = copy_malloc_size(&respawn_pos, sizeof(Vec2));
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e->thinker = &misc_thinker_HazardRespawn;
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}
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void misc_InstantiateHazard(App *app, Entity *e, Box2 trigger_box) {
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ASSERT(e->misc == NULL && "Instantiate must be called with e.misc not set");
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e->misc = zero_malloc(sizeof(Component_Misc));
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e->misc->hazard = copy_malloc_size(&trigger_box, sizeof(Box2));
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e->misc = zero_malloc(sizeof(Component_Misc));
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e->misc->trigger = trigger_box;
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e->misc->trigger_flags = misc_Hazard;
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e->thinker = &misc_thinker_Hazard;
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}
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@ -15,10 +15,9 @@ typedef struct _Entity Entity;
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// A textbox that shows itself when the player is close
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typedef struct {
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char *text; // Allocated & copied
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Box2 trigger_box; // Relative
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float progress; // [0.0, 1.0]
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float offset; // Offset of the top of the text to its origin, usually negative
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char *text; // Allocated & copied
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float progress; // [0.0, 1.0]
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float offset; // Offset of the top of the text to its origin, usually negative
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} misc_Textbox;
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// Thinker for textboxes
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@ -28,12 +27,6 @@ void misc_thinker_Textbox(App *app, Entity *e, Duration deltaTime);
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void misc_render_Textbox(App *app, Entity *e, Vec2 entity_screen_pos, void *user);
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// Hazard respawn point
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typedef struct {
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Box2 trigger_box;
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Vec2 respawn_pos;
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} misc_HazardRespawn;
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// Thinker for hazard respawns
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// Tracks the player & sets its respawn point
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void misc_thinker_HazardRespawn(App *app, Entity *e, Duration deltaTime);
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@ -47,14 +40,20 @@ void misc_thinker_Hazard(App *app, Entity *e, Duration deltaTime);
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// Kills itself after some time
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void misc_thinker_ToLive(App *app, Entity *e, Duration deltaTime);
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typedef enum {
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misc_Hazard = 1 << 0, // Hazard, harms the player on contact
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} misc_TriggerFlags;
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// Misc data an entity in the map might want.
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// Used as patches for quick logic like hazard respawn & textbox
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typedef struct {
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misc_Textbox *textbox;
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misc_HazardRespawn *respawn;
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Box2 *hazard; // Harms the player on contact if not null, relative
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TimePoint tolive; // Deletes itself after this time if it is not 0
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Box2 trigger; // Relative to Position if exists; absolute otherwise
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misc_TriggerFlags trigger_flags;
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misc_Textbox *textbox;
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Vec2 *respawn_pos; // Set hazard respawn trigger
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TimePoint tolive; // Deletes itself after this time if it is not 0
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} Component_Misc;
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// Deletes everything nested in misc, and then itself.
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