diff options
| -rw-r--r-- | src/assets.odin | 6 | ||||
| -rw-r--r-- | src/bullet.odin | 2 | ||||
| -rw-r--r-- | src/math.odin | 21 | ||||
| -rw-r--r-- | src/phys/world.odin | 4 | ||||
| -rw-r--r-- | src/player.odin | 31 |
5 files changed, 47 insertions, 17 deletions
diff --git a/src/assets.odin b/src/assets.odin index dc2c9a4..2826d1e 100644 --- a/src/assets.odin +++ b/src/assets.odin @@ -49,15 +49,15 @@ images: [Image_Id]Image_Resource = { animations: [Animation_Id]Animation_Resource = { .NONE = {frame_count=1, frame_durations={100}, tags={}}, - .PLAYER = {frame_count = 23, frame_durations = {100, 100, 100, 100, 100, 100, 75, 75, 75, 75, 75, 75, 75, 75, 100, 100, 100, 100, 100, 100, 100, 100, 100}, tags = {"jump_up"={from = 14, to = 15}, "run"={from = 6, to = 13}, "jump_trans"={from = 16, to = 16}, "jump_down"={from = 17, to = 18}, "idle"={from = 0, to = 5}, "sleep"={from = 19, to = 22}}}, + .PLAYER = {frame_count = 23, frame_durations = {100, 100, 100, 100, 100, 100, 75, 75, 75, 75, 75, 75, 75, 75, 100, 100, 100, 100, 100, 100, 100, 100, 100}, tags = {"jump_down"={from = 17, to = 18}, "idle"={from = 0, to = 5}, "sleep"={from = 19, to = 22}, "jump_up"={from = 14, to = 15}, "run"={from = 6, to = 13}, "jump_trans"={from = 16, to = 16}}}, } rooms: [Room_Id]Room_Resource = { .CARRABASSETT0 = {width=40, height=20, tile_width=16, tile_height=16, layers={{40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 27, 31, 31, 19, 19, 28, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 21, 31, 31, 31, 11, 0, 0, 0, 0, 16, 19, 31, 28, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 27, 31, 19, 31, 19, 19, 19, 31, 19, 31, 19, 19, 17, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 16, 28, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 21, 31, 31, 31, 11, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 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40, 40, 40}}, objects={{type = .PLAYER_SPAWN, pos = {240, 184}, size = {0, 0}, parallax = {0, 0}, properties = {}}, {type = .COLLISION, pos = {0, 0}, size = {48, 48}, parallax = {0, 0}, properties = {}}, }, background_image=nil}, - .CARRABASSETT1 = {width=20, height=20, tile_width=16, tile_height=16, layers={{40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 21, 31, 31, 31, 28, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 27, 31, 31, 17, 0, 0, 0, 16, 19, 28, 40, 40, 40, 40, 40, 40, 40, 27, 31, 31, 17, 0, 0, 0, 0, 0, 0, 0, 0, 16, 28, 40, 40, 40, 40, 40, 27, 17, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 16, 28, 40, 40, 40, 40, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 16, 28, 40, 40, 40, 8, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 40, 40, 21, 17, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 40, 40, 8, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 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40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40}}, objects={}, background_image=nil}, .CARRABASSETT3 = {width=20, height=40, tile_width=16, tile_height=16, layers={{40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 27, 19, 31, 19, 19, 31, 28, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 21, 19, 31, 17, 0, 0, 0, 0, 0, 16, 19, 28, 40, 40, 40, 40, 40, 40, 40, 21, 17, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 16, 19, 28, 40, 40, 40, 40, 40, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 40, 40, 40, 40, 27, 17, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 40, 40, 40, 40, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 40, 40, 40, 21, 17, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 10, 28, 40, 40, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 40, 40, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 40, 40, 8, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 5, 20, 9, 39, 40, 40, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 41, 18, 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b/src/math.odin @@ -0,0 +1,21 @@ +package demonchime + +import "core:math" +import "core:math/linalg" + +import rl "vendor:raylib" + +dt_lerp :: proc { + dt_lerp_f32, + dt_lerp_arr, +} + +dt_lerp_f32 :: proc(a: f32, b: f32, t: f32) -> f32 { + dt := rl.GetFrameTime() + return math.lerp(b, a, math.pow(0.5, dt * t)) +} + +dt_lerp_arr :: proc(a: [$N]$T, b: [N]T, t: T) -> [N]T { + dt := rl.GetFrameTime() + return linalg.lerp(b, a, math.pow(0.5, dt * t)) +} diff --git a/src/phys/world.odin b/src/phys/world.odin index 6ab12d5..aacc8bc 100644 --- a/src/phys/world.odin +++ b/src/phys/world.odin @@ -207,7 +207,7 @@ update_body :: proc(h: Body_Handle) { small_side := min(rect.size.x, rect.size.y) steps := i32(math.ceil(linalg.length(b.vel * dt) / small_side)) - b.collisions = {} + b.collisions = nil for i in 0..<steps { p := f32(i + 1) / f32(steps) @@ -225,7 +225,7 @@ update_body :: proc(h: Body_Handle) { c := _get_body(c_h) - if b.mask & c.layers == {} { + if b.mask & c.layers == nil { continue } diff --git a/src/player.odin b/src/player.odin index 9c824b4..7483bab 100644 --- a/src/player.odin +++ b/src/player.odin @@ -21,7 +21,8 @@ PLAYER_DASH_TIME :: 0.15 PLAYER_DASH_COOLDOWN :: 0.3 PLAYER_GUN_HEIGHT :: 0 -PLAYER_GUN_DIST :: 5 // how far out to hold the gun +PLAYER_GUN_DIST :: 7 // how far out to hold the gun +PLAYER_GUN_KICKBACK :: 4 // how far to move the gun back when you shoot PLAYER_SCARF_DIST :: 5 @@ -34,7 +35,10 @@ Player_State :: enum { player: struct { body: phys.Body_Handle, sprite: Sprite, - gun_sprite: Sprite, + gun: struct { + sprite: Sprite, + kickback: f32, + }, scarf: Tail(7), jump_buffer: f32, coyote_time: f32, @@ -63,11 +67,11 @@ init_player :: proc() { math.floor(f32(player.sprite.height / 2)), } - init_sprite(&player.gun_sprite, .PISTOL) + init_sprite(&player.gun.sprite, .PISTOL) - player.gun_sprite.offset = Vec2 { + player.gun.sprite.offset = Vec2 { -PLAYER_GUN_DIST, - math.round(f32(player.gun_sprite.height / 2)), + math.round(f32(player.gun.sprite.height / 2)), } player.scarf = { @@ -149,6 +153,8 @@ _default_state :: proc(dt: f32) { bullet_pos.y -= PLAYER_GUN_HEIGHT bullet_pos += mouse_dir * PLAYER_GUN_DIST + player.gun.kickback = PLAYER_GUN_KICKBACK + make_bullet( pos = bullet_pos, vel = mouse_dir * 800, @@ -212,7 +218,7 @@ _dash_state :: proc(dt: f32) { player.dash_timer -= dt - if player.dash_timer <= 0 || phys.get_collisions(player.body) != {} { + if player.dash_timer <= 0 || phys.get_collisions(player.body) != nil { _exit_dash() } } @@ -289,15 +295,18 @@ update_player :: proc(dt: f32) { player.sprite.pos = pos update_sprite(&player.sprite, dt) - player.gun_sprite.pos = pos - Vec2{0, PLAYER_GUN_HEIGHT} - mouse_dir := get_mouse_pos() - player.gun_sprite.pos - player.gun_sprite.rotation = math.atan2( + mouse_dir := linalg.normalize0(get_mouse_pos() - player.gun.sprite.pos) + player.gun.sprite.rotation = math.atan2( mouse_dir.y, mouse_dir.x, ) * math.DEG_PER_RAD - player.gun_sprite.scale.y = -1 if mouse_dir.x < 0 else 1 + player.gun.sprite.pos = pos - Vec2{0, PLAYER_GUN_HEIGHT} + player.gun.sprite.pos += -mouse_dir * player.gun.kickback + player.gun.kickback = dt_lerp(player.gun.kickback, 0, 5) + + player.gun.sprite.scale.y = -1 if mouse_dir.x < 0 else 1 player.dash_cooldown -= dt player.jump_buffer -= dt @@ -321,7 +330,7 @@ draw_player :: proc() { draw_tail(player.scarf) draw_sprite(player.sprite) if player.state != .DASH { - draw_sprite(player.gun_sprite) + draw_sprite(player.gun.sprite) } } |
