From 86f95e0737ba082625c22d40057e66499cbc8ac1 Mon Sep 17 00:00:00 2001 From: iamcheeseman Date: Tue, 3 Mar 2026 21:13:32 -0500 Subject: Health and dying --- src/assets.odin | 10 +++---- src/constants.odin | 6 +++++ src/fw/renderer.odin | 15 +++++++++++ src/muntik.odin | 15 +++++++++++ src/phys/world.odin | 10 +++++++ src/player.odin | 73 +++++++++++++++++++++++++++++++++++++++++++++------- 6 files changed, 115 insertions(+), 14 deletions(-) diff --git a/src/assets.odin b/src/assets.odin index ad55928..70714d4 100644 --- a/src/assets.odin +++ b/src/assets.odin @@ -76,15 +76,15 @@ images: [Image_Id]Image_Resource = { animations: [Animation_Id]Animation_Resource = { .None = {frame_count=1, frame_durations={100}, tags={}}, .Muntik = {frame_count = 2, frame_durations = {200, 200}, tags = {"walk"={from = 0, to = 1}}}, - .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 = 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-449,3 +449,18 @@ draw_tex_ex :: proc( _add_index(start, 1) _add_index(start, 3) } + +draw_progress_bar :: proc( + pos: Vec2, + size: Vec2, + front_color: Color, + back_color: Color, + progress: f32, + front_tex := renderer.white_1x1, + back_tex := renderer.white_1x1, +) { + draw_rect(pos, size, color = back_color, tex = back_tex) + front_size := size + front_size.x *= progress + draw_rect(pos, front_size, color = front_color, tex = front_tex) +} diff --git a/src/muntik.odin b/src/muntik.odin index 023174c..0612fd6 100644 --- a/src/muntik.odin +++ b/src/muntik.odin @@ -1,6 +1,8 @@ package demonchime import "core:math" +import "core:math/linalg" +import "core:log" import hm "core:container/handle_map" import "fw" @@ -24,6 +26,7 @@ make_muntik :: proc(pos: Vec2, direction: f32) -> (Handle, ^Muntik) { body := phys.make_body( phys.Rect{-sprite.offset, {14, 9}}, layers = {.Enemy}, + mask = {.Player, .Hard}, ) phys.set_position(body, pos) @@ -59,6 +62,18 @@ update_muntiks :: proc(dt: f32) { turnaround_rc_start + {0, 16}, ) + collisions := phys.get_colliding_bodies(m.body) + defer delete(collisions) + + for body in collisions { + layers := phys.get_layers(body) + if .Player in layers { + bpos := phys.get_position(body) + dir := linalg.normalize0(bpos - pos) * 500 + player_take_damage(MUNTIK_DAMAGE, dir) + } + } + if !phys.is_colliding(turnaround_rc) { m.walk_dir *= -1 } diff --git a/src/phys/world.odin b/src/phys/world.odin index c03445a..f569a5d 100644 --- a/src/phys/world.odin +++ b/src/phys/world.odin @@ -345,3 +345,13 @@ get_collisions :: proc(h: Body_Handle) -> bit_set[Collision_Type;u8] { get_rect :: proc(h: Body_Handle) -> Rect { return hm.get(&world.bodies, h).rect } + +@(require_results) +get_layers :: proc(h: Body_Handle) -> Layer_Set { + return hm.get(&world.bodies, h).layers +} + +@(require_results) +get_mask :: proc(h: Body_Handle) -> Layer_Set { + return hm.get(&world.bodies, h).mask +} diff --git a/src/player.odin b/src/player.odin index 4747e65..592552d 100644 --- a/src/player.odin +++ b/src/player.odin @@ -12,17 +12,15 @@ Player_State :: enum { Dash, Wall_Slide, Wall_Jump, + Dead, } // there will only ever be one player, so just make it a global :) player: struct { - body: phys.Body_Handle, - sprite: Sprite, - gun: struct { - sprite: Sprite, - kickback: f32, - }, - scarf: Tail(7), + health: i16, + max_health: i16, + + hit_timestamp: f32, jump_buffer: f32, coyote_time: f32, dash_cooldown: f32, @@ -33,6 +31,14 @@ player: struct { outside_room: bool, has_double_jumped: bool, fall_height: f32, + body: phys.Body_Handle, + + sprite: Sprite, + scarf: Tail(7), + gun: struct { + sprite: Sprite, + kickback: f32, + }, owns_double_jump: bool, owns_dash: bool, @@ -44,6 +50,7 @@ init_player :: proc() { layers = {.Player}, mask = {.Hard} ) + player.body = body init_sprite(&player.sprite, .Player) @@ -62,6 +69,9 @@ init_player :: proc() { color_start = Color {0.18, 0.13, 0.18, 1} * 0.5, color_end = {0.18, 0.13, 0.18, 1}, } + + player.max_health = 10 + player.health = 10 } deinit_player :: proc() { @@ -211,8 +221,12 @@ _default_state :: proc(dt: f32) { if .Down in new_collisions && .Down not_in collisions { // just landed height := phys.get_position(player.body).y - if height - player.fall_height > 16 * 16 { - log.info("DEAD") + + distance_fallen := height - player.fall_height + if distance_fallen > MAX_SAFE_FALL_HEIGHT { + distance_fallen -= MAX_SAFE_FALL_HEIGHT + damage := (distance_fallen / MAX_FALL_HEIGHT) * PLAYER_MAX_FALL_DAMAGE + player_take_damage(damage, {0, 0}) } } @@ -383,6 +397,7 @@ update_player :: proc(dt: f32) { case .Dash: _dash_state(dt) case .Wall_Slide: _wall_slide_state(dt) case .Wall_Jump: _wall_jump_state(dt) + case .Dead: } pos := phys.get_position(player.body) @@ -423,6 +438,46 @@ draw_player :: proc() { if player.state != .Dash { draw_sprite(player.gun.sprite) } + + health_bar_size := Vec2{16, 2} + + pos := player.sprite.pos + pos.x -= health_bar_size.x / 2 + pos.y -= 24 + + fw.draw_rect( + pos - {1, 1}, + health_bar_size + {2, 2}, + color = fw.WHITE, + ) + + fw.draw_progress_bar( + pos, + health_bar_size, + fw.RED, + fw.BLACK, + f32(player.health) / f32(player.max_health), + ) +} + +player_take_damage :: proc(#any_int amt: i16, kb_dir: Vec2) { + current_time := f32(fw.get_time()) + + if current_time - player.hit_timestamp < 0.2 { + return + } + + player.hit_timestamp = current_time + + player.health -= amt + player.health = math.clamp(player.health, 0, player.max_health) + + if player.health == 0 { + player.state = .Dead + } + + vel := phys.get_velocity(player.body) + kb_dir + phys.set_velocity(player.body, vel) } draw_player_fg :: proc() { -- cgit v1.3-2-g0d8e