simple juice and cleanup
This commit is contained in:
parent
c4d8770e25
commit
4a7df22256
25 changed files with 428 additions and 259 deletions
BIN
src/assets/textures/black_triangle.png
Normal file
BIN
src/assets/textures/black_triangle.png
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After Width: | Height: | Size: 312 B |
BIN
src/assets/textures/proj.png
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src/assets/textures/proj.png
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After Width: | Height: | Size: 1,002 B |
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@ -4,6 +4,10 @@ pub const Style = union(enum) {
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frequency: f32 = 6.0,
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phase: f32 = 0.0,
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},
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spawn: struct {
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duration: f32 = 5.0,
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next: *const Style,
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},
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};
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style: Style,
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@ -1,2 +1,2 @@
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max: u32 = 100,
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current: u32 = 100,
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current: u32 = 10,
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@ -3,7 +3,11 @@ const Texture = @import("../resource/textures.zig").Texture;
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pub const Style = union(enum) {
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solid: @Vector(4, u8),
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textured: Handle(Texture),
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textured: struct {
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handle: Handle(Texture),
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tint: [3]u8 = .{ 255, 255, 255 },
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alpha: u8 = 255,
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},
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};
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style: Style,
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@ -1,2 +1,3 @@
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pos: @Vector(2, f32) = .{ 0, 0 },
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size: @Vector(2, f32) = .{ 32, 32 },
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angle: f32 = 0,
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2
src/event/juice/damage_flash.zig
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2
src/event/juice/damage_flash.zig
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@ -0,0 +1,2 @@
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target: u64,
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tint: [3]u8 = .{ 100, 220, 200 },
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1
src/event/juice/root.zig
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1
src/event/juice/root.zig
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@ -0,0 +1 @@
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pub const DamageFlash = @import("damage_flash.zig");
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@ -1,2 +1,3 @@
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pub const TakeDamage = @import("take_damage.zig");
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pub const Collision = @import("collision.zig");
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pub const juice = @import("juice/root.zig");
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@ -1,3 +1,7 @@
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//! ----------------------------------------------------
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//! Default Plugin
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//! ----------------------------------------------------
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const App = @import("app");
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const component = @import("../component/root.zig");
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@ -28,14 +32,22 @@ fn build(
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// --- UPDATE ---
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try ctx.app.schedules.add(App.stage.inputs, system.inputs.pollEvents);
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try ctx.app.schedules.addMany(App.stage.update, &.{
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system.frame.checkAABB,
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system.frame.resolveCollisions,
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system.frame.resolveHealth,
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system.frame.updateTimers,
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system.frame.updateTransforms,
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system.frame.cast,
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// --- COLISION ---
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system.collision.detect,
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system.collision.resolve,
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// --- AI ---
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system.ai.spawn,
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system.ai.chaseTarget,
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system.ai.chase,
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// --- JUICE ---
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system.health.juice,
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// --- GAMEPLAY ---
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system.timer.update,
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system.transform.update,
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system.health.resolve,
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system.combat.cast,
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});
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try ctx.app.schedules.add(App.stage.draw, system.draw.draw);
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}
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15
src/resource/assets.zig
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15
src/resource/assets.zig
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@ -0,0 +1,15 @@
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//! ----------------------------------------------------
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//! Assets Storage
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//! ----------------------------------------------------
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// --- # ---
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const Handle = @import("gtl").Handle;
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const Texture = @import("textures.zig").Texture;
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//
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// FIELDS
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//
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enemy: Handle(Texture),
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player: Handle(Texture),
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projectile: Handle(Texture),
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@ -1,6 +1,6 @@
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// --- WAVES ---
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current_wave: u32 = 0,
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current_wave_time: f32 = 0,
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time_for_next_wave: f32 = 20.0,
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time_for_next_wave: f32 = 10.0,
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next_wave_enemy_count: u32 = 3,
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enemy_multiplyer_each_wave: u32 = 2,
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@ -6,6 +6,7 @@ pub const Frame = @import("frame.zig");
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pub const Time = @import("time.zig");
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// --- ASSETS ---
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pub const Assets = @import("assets.zig");
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pub const Fonts = @import("fonts.zig");
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pub const Textures = @import("textures.zig");
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@ -1,3 +1,6 @@
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//! ----------------------------------------------------
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//! ----------------------------------------------------
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const std = @import("std");
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const sdl = @import("sdl");
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const App = @import("app");
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@ -13,6 +16,7 @@ pub fn spawn(ctx: App.scheduler.Context) !void {
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time: *resource.Time,
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game: *resource.Game,
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textures: *resource.Textures,
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assets: *resource.Assets,
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});
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// --- CURRENT TARGET ---
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@ -58,14 +62,17 @@ pub fn spawn(ctx: App.scheduler.Context) !void {
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component.Velocity{},
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component.Friction{},
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component.Speed{ .value = 200 },
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component.Animate{ .style = .{ .bob = .{} } },
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component.Animate{ .style = .{
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.spawn = .{
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.next = &.{
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.bob = .{},
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},
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},
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} },
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component.Material{
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.style = .{
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// .solid = .{ 200, 20, 20, 255 },
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.textured = try res.textures.load("src/assets/textures/player.png"),
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},
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},
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component.Material{ .style = .{ .textured = .{
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.handle = res.assets.enemy,
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} } },
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});
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}
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@ -76,7 +83,7 @@ pub fn spawn(ctx: App.scheduler.Context) !void {
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/// ----------------------------------------------------
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/// ----------------------------------------------------
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pub fn chaseTarget(ctx: App.scheduler.Context) !void {
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pub fn chase(ctx: App.scheduler.Context) !void {
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const res = try ctx.app.resources.getMany(struct {
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frame: *resource.Frame,
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time: *resource.Time,
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@ -87,8 +94,14 @@ pub fn chaseTarget(ctx: App.scheduler.Context) !void {
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speed: *component.Speed,
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transform: *component.Transform,
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velocity: *component.Velocity,
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animate: ?*component.Animate,
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}, .{});
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while (query.next()) |e| {
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// --- DO NO WALK ON ANIM PLS ---
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if (e.animate) |animate| {
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if (animate.style == .spawn) continue;
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}
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// --- GET TARGETS POSITION ---
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const target = ctx.app.world.getComponent(
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component.Transform,
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113
src/system/collision.zig
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113
src/system/collision.zig
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@ -0,0 +1,113 @@
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const std = @import("std");
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const sdl = @import("sdl");
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const gtl = @import("gtl");
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const App = @import("app");
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const component = @import("../component/root.zig");
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const resource = @import("../resource/root.zig");
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const event = @import("../event/root.zig");
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/// ----------------------------------------------------
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/// ----------------------------------------------------
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pub fn detect(ctx: App.scheduler.Context) !void {
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var outer = ctx.app.world.query(struct {
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aabb: *component.AABB,
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transform: *component.Transform,
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}, .{});
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while (outer.next()) |a| {
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const entity_a = outer.entity();
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var inner = ctx.app.world.query(struct {
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aabb: *component.AABB,
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transform: *component.Transform,
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}, .{});
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while (inner.next()) |b| {
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const entity_b = inner.entity();
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// --- PREVENT SAME ENTITY ---
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if (entity_a == entity_b)
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continue;
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// --- CHECK IF OVERLAPS ---
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if (overlaps(
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a.transform.pos,
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a.aabb,
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b.transform.pos,
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b.aabb,
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)) {
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try ctx.app.events.send(event.Collision{
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.a = entity_a,
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.b = entity_b,
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});
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}
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}
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}
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}
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/// ----------------------------------------------------
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/// ----------------------------------------------------
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pub fn resolve(ctx: App.scheduler.Context) !void {
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if (ctx.app.events.get(event.Collision)) |queue| {
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for (queue.items()) |coll| {
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// --- GET PROJECTILES ---
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const proj_a = ctx.app.world.getComponent(component.Projectile, coll.a);
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const proj_b = ctx.app.world.getComponent(component.Projectile, coll.b);
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if (proj_a) |projectile| {
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if (projectile.owner != coll.b and
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ctx.app.world.hasComponent(component.Health, coll.b))
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{
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try ctx.app.events.sendMany(.{
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event.TakeDamage{
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.target = coll.b,
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.source = coll.a,
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.amount = projectile.damage,
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},
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event.juice.DamageFlash{
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.target = coll.a,
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},
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});
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ctx.app.world.despawn(coll.a);
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}
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}
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if (proj_b) |projectile| {
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if (projectile.owner != coll.a and
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ctx.app.world.hasComponent(component.Health, coll.a))
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{
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try ctx.app.events.sendMany(.{
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event.TakeDamage{
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.target = coll.b,
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.source = coll.a,
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.amount = projectile.damage,
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},
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event.juice.DamageFlash{
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.target = coll.a,
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},
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});
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ctx.app.world.despawn(coll.b);
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}
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}
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}
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queue.clear();
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}
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}
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/// ----------------------------------------------------
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/// ----------------------------------------------------
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fn overlaps(
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a_pos: @Vector(2, f32),
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a: *component.AABB,
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b_pos: @Vector(2, f32),
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b: *component.AABB,
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) bool {
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return a_pos[0] + a.offset[0] < b_pos[0] + b.offset[0] + b.size[0] and
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a_pos[0] + a.offset[0] + a.size[0] > b_pos[0] + b.offset[0] and
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a_pos[1] + a.offset[1] < b_pos[1] + b.offset[1] + b.size[1] and
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a_pos[1] + a.offset[1] + a.size[1] > b_pos[1] + b.offset[1];
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}
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54
src/system/combat.zig
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54
src/system/combat.zig
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@ -0,0 +1,54 @@
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const std = @import("std");
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const App = @import("app");
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const component = @import("../component/root.zig");
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const resource = @import("../resource/root.zig");
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/// ----------------------------------------------------
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/// ----------------------------------------------------
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pub fn cast(ctx: App.scheduler.Context) !void {
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const res = try ctx.app.resources.getMany(struct {
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time: *resource.Time,
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assets: *resource.Assets,
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});
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// --- QUERY ---
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var query = ctx.app.world.query(struct {
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caster: *component.Caster,
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transform: *component.Transform,
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}, .{});
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while (query.next()) |e| {
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// --- SUBTRACT COOLDOWN ---
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e.caster.current_cooldown -=
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@max(0, res.time.dt);
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// --- SKIP IF ON COOLDOWN ---
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if (e.caster.current_cooldown >= 0)
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continue;
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// --- SPAWN PROJECTILE ---
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try ctx.app.world.spawn(.{
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component.Transform{
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.pos = .{
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e.transform.pos[0] + (e.transform.size[0] / 2.0),
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e.transform.pos[1] + (e.transform.size[1] / 2.0),
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},
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.size = .{ 109, 32 },
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},
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component.AABB{},
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component.Velocity{
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.value = .{ 600, 0 },
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},
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component.Material{ .style = .{ .textured = .{
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.handle = res.assets.projectile,
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} } },
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component.Projectile{
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.owner = query.entity(),
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},
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});
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// --- SET COOLDOWN ---
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e.caster.current_cooldown =
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e.caster.cooldown;
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}
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}
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@ -44,10 +44,17 @@ pub fn init(ctx: App.scheduler.Context) !void {
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resource.Game{},
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);
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// --- ASSETS ---
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// --- ASSETS LOADERS ---
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_ = try ctx.app.resources.getOrSet(resource.Fonts.init(ctx.app.alloc));
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const textures = try ctx.app.resources.getOrSet(resource.Textures.init(ctx.app.alloc));
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// --- ASSETS ---
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const assets = try ctx.app.resources.getOrSet(resource.Assets{
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.enemy = try textures.load("src/assets/textures/black_triangle.png"),
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.player = try textures.load("src/assets/textures/player.png"),
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.projectile = try textures.load("src/assets/textures/projectile.png"),
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});
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// --- DEBUG ---
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std.debug.print("\x1b[35m┏━ WINDOW\n", .{});
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std.debug.print("\x1b[35m┃\x1b[0m Title: \"{s}\"\n", .{window.title});
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@ -71,9 +78,9 @@ pub fn init(ctx: App.scheduler.Context) !void {
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component.Friction{},
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component.Velocity{},
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component.Transform{ .size = .{ 64, 64 } },
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component.Material{ .style = .{
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.textured = try textures.load("src/assets/textures/player.png"),
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} },
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component.Material{ .style = .{ .textured = .{
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.handle = assets.player,
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} } },
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component.CameraTarget{},
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});
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|
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@ -21,9 +21,9 @@ pub fn draw(ctx: App.scheduler.Context) !void {
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// --- SET CLEAR COLOR ---
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_ = sdl.SDL_SetRenderDrawColor(
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res.renderer.raw,
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10,
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10,
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10,
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200,
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200,
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200,
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255,
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);
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@ -50,6 +50,22 @@ pub fn draw(ctx: App.scheduler.Context) !void {
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.bob => |bob| {
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draw_pos[1] += @sin(res.time.elapsed * bob.frequency + bob.phase) * bob.amplitude;
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},
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.spawn => |spawn| {
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const tmp_height: @Vector(2, f32) = .{ 32, 32 };
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e.transform.size[1] = 0;
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const t = @min(res.time.elapsed / spawn.duration, 1.0);
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const scale = 1.0 - @exp(-8.0 * t) * @cos(20.0 * t);
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e.transform.size = tmp_height * @as(
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@Vector(2, f32),
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@splat(scale),
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);
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if (t >= 1.0) {
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animate.style = spawn.next.*;
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}
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},
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}
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}
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@ -67,15 +83,20 @@ pub fn draw(ctx: App.scheduler.Context) !void {
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_ = sdl.SDL_SetRenderDrawColor(res.renderer.raw, albedo[0], albedo[1], albedo[2], albedo[3]);
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_ = sdl.SDL_RenderFillRect(res.renderer.raw, &rect);
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},
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.textured => |handle| {
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const gpu = res.textures.data.get(handle) orelse continue;
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.textured => |tex| {
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const gpu = res.textures.data.get(tex.handle) orelse continue;
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const raw = if (gpu.raw) |*v| v else continue;
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_ = sdl.SDL_RenderTexture(
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_ = sdl.SDL_SetTextureColorMod(raw.*, tex.tint[0], tex.tint[1], tex.tint[2]);
|
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_ = sdl.SDL_SetTextureAlphaMod(raw.*, tex.alpha);
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_ = sdl.SDL_RenderTextureRotated(
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res.renderer.raw,
|
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raw.*,
|
||||
null,
|
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&rect,
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e.transform.angle,
|
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null,
|
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0,
|
||||
);
|
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},
|
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}
|
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|
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|
|
@ -1,3 +1,6 @@
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//! ----------------------------------------------------
|
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//! ----------------------------------------------------
|
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|
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const std = @import("std");
|
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const sdl = @import("sdl");
|
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const gtl = @import("gtl");
|
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|
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@ -127,230 +130,3 @@ pub fn endFrame(ctx: App.scheduler.Context) !void {
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sdl.SDL_Delay(@intFromFloat(delay_ms));
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}
|
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}
|
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|
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/// ----------------------------------------------------
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/// ----------------------------------------------------
|
||||
pub fn updateTransforms(ctx: App.scheduler.Context) !void {
|
||||
const res = try ctx.app.resources.getMany(struct {
|
||||
time: *resource.Time,
|
||||
});
|
||||
|
||||
// --- QUERY ---
|
||||
var query = ctx.app.world.query(struct {
|
||||
transform: *component.Transform,
|
||||
velocity: *component.Velocity,
|
||||
friction: ?*component.Friction,
|
||||
}, .{});
|
||||
while (query.next()) |e| {
|
||||
// --- APPLY VELOCITY ---
|
||||
e.transform.pos[0] += e.velocity.value[0] * res.time.dt;
|
||||
e.transform.pos[1] += e.velocity.value[1] * res.time.dt;
|
||||
|
||||
// --- APPLY FRICTION ---
|
||||
if (e.friction) |friction| {
|
||||
const damping = std.math.exp(-friction.value * res.time.dt);
|
||||
e.velocity.value[0] *= damping;
|
||||
e.velocity.value[1] *= damping;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// ----------------------------------------------------
|
||||
/// ----------------------------------------------------
|
||||
pub fn updateTimers(ctx: App.scheduler.Context) !void {
|
||||
const res = try ctx.app.resources.getMany(struct {
|
||||
time: *resource.Time,
|
||||
});
|
||||
|
||||
var query = ctx.app.world.query(struct {
|
||||
timer: *component.Timer,
|
||||
}, .{});
|
||||
while (query.next()) |e| {
|
||||
// --- # ---
|
||||
if (e.timer.finished and !e.timer.repeat)
|
||||
continue;
|
||||
|
||||
// --- PROGRESS ---
|
||||
e.timer.remaining -=
|
||||
res.time.dt;
|
||||
|
||||
if (e.timer.remaining <= 0.0) {
|
||||
e.timer.finished = true;
|
||||
|
||||
if (e.timer.repeat) {
|
||||
e.timer.remaining = e.timer.duration;
|
||||
e.timer.finished = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// ----------------------------------------------------
|
||||
/// ----------------------------------------------------
|
||||
pub fn cast(ctx: App.scheduler.Context) !void {
|
||||
const res = try ctx.app.resources.getMany(struct {
|
||||
time: *resource.Time,
|
||||
textures: *resource.Textures,
|
||||
});
|
||||
|
||||
// --- QUERY ---
|
||||
var query = ctx.app.world.query(struct {
|
||||
caster: *component.Caster,
|
||||
transform: *component.Transform,
|
||||
}, .{});
|
||||
while (query.next()) |e| {
|
||||
// --- SUBTRACT COOLDOWN ---
|
||||
e.caster.current_cooldown -=
|
||||
@max(0, res.time.dt);
|
||||
|
||||
// --- SKIP IF ON COOLDOWN ---
|
||||
if (e.caster.current_cooldown >= 0)
|
||||
continue;
|
||||
|
||||
// --- SPAWN PROJECTILE ---
|
||||
try ctx.app.world.spawn(.{
|
||||
component.Transform{
|
||||
.pos = .{
|
||||
e.transform.pos[0] + (e.transform.size[0] / 2.0),
|
||||
e.transform.pos[1] + (e.transform.size[1] / 2.0),
|
||||
},
|
||||
},
|
||||
component.AABB{},
|
||||
component.Velocity{
|
||||
.value = .{ 600, 0 },
|
||||
},
|
||||
component.Material{ .style = .{
|
||||
.textured = try res.textures.load("src/assets/textures/projectile.png"),
|
||||
} },
|
||||
component.Projectile{
|
||||
.owner = query.entity(),
|
||||
},
|
||||
});
|
||||
|
||||
// --- SET COOLDOWN ---
|
||||
e.caster.current_cooldown =
|
||||
e.caster.cooldown;
|
||||
}
|
||||
}
|
||||
|
||||
/// ----------------------------------------------------
|
||||
/// ----------------------------------------------------
|
||||
pub fn resolveHealth(ctx: App.scheduler.Context) !void {
|
||||
if (ctx.app.events.get(event.TakeDamage)) |queue| {
|
||||
for (queue.items()) |take_dmg| {
|
||||
const health = ctx.app.world.getComponent(component.Health, take_dmg.target) orelse continue;
|
||||
if (health.current <= 0) continue;
|
||||
health.current -= take_dmg.amount;
|
||||
|
||||
std.debug.print("{s}[TAKE_DAMAGE]{s} source({}) target({}) amount({})\n", .{
|
||||
gtl.ansi.red,
|
||||
gtl.ansi.reset,
|
||||
take_dmg.source,
|
||||
take_dmg.target,
|
||||
take_dmg.amount,
|
||||
});
|
||||
}
|
||||
queue.clear();
|
||||
}
|
||||
|
||||
var query = ctx.app.world.query(struct {
|
||||
health: *component.Health,
|
||||
}, .{});
|
||||
while (query.next()) |e| {
|
||||
if (e.health.current <= 0) {
|
||||
ctx.app.world.despawn(query.entity());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// ----------------------------------------------------
|
||||
/// ----------------------------------------------------
|
||||
pub fn resolveCollisions(ctx: App.scheduler.Context) !void {
|
||||
if (ctx.app.events.get(event.Collision)) |queue| {
|
||||
for (queue.items()) |coll| {
|
||||
const proj_a = ctx.app.world.getComponent(component.Projectile, coll.a);
|
||||
const proj_b = ctx.app.world.getComponent(component.Projectile, coll.b);
|
||||
|
||||
if (proj_a) |projectile| {
|
||||
if (projectile.owner != coll.b and
|
||||
ctx.app.world.hasComponent(component.Health, coll.b))
|
||||
{
|
||||
try ctx.app.events.send(event.TakeDamage{
|
||||
.target = coll.b,
|
||||
.source = coll.a,
|
||||
.amount = projectile.damage,
|
||||
});
|
||||
|
||||
ctx.app.world.despawn(coll.a);
|
||||
}
|
||||
}
|
||||
|
||||
if (proj_b) |projectile| {
|
||||
if (projectile.owner != coll.a and
|
||||
ctx.app.world.hasComponent(component.Health, coll.a))
|
||||
{
|
||||
try ctx.app.events.send(event.TakeDamage{
|
||||
.target = coll.a,
|
||||
.source = coll.b,
|
||||
.amount = projectile.damage,
|
||||
});
|
||||
|
||||
ctx.app.world.despawn(coll.b);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
queue.clear();
|
||||
}
|
||||
}
|
||||
|
||||
/// ----------------------------------------------------
|
||||
/// ----------------------------------------------------
|
||||
pub fn checkAABB(ctx: App.scheduler.Context) !void {
|
||||
var outer = ctx.app.world.query(struct {
|
||||
aabb: *component.AABB,
|
||||
transform: *component.Transform,
|
||||
}, .{});
|
||||
|
||||
while (outer.next()) |a| {
|
||||
const entity_a = outer.entity();
|
||||
|
||||
var inner = ctx.app.world.query(struct {
|
||||
aabb: *component.AABB,
|
||||
transform: *component.Transform,
|
||||
}, .{});
|
||||
|
||||
while (inner.next()) |b| {
|
||||
const entity_b = inner.entity();
|
||||
|
||||
// --- PREVENT SAME ENTITY ---
|
||||
if (entity_a == entity_b)
|
||||
continue;
|
||||
|
||||
// --- CHECK IF OVERLAPS ---
|
||||
if (overlaps(
|
||||
a.transform.pos,
|
||||
a.aabb,
|
||||
b.transform.pos,
|
||||
b.aabb,
|
||||
)) {
|
||||
try ctx.app.events.send(event.Collision{
|
||||
.a = entity_a,
|
||||
.b = entity_b,
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn overlaps(
|
||||
a_pos: @Vector(2, f32),
|
||||
a: *component.AABB,
|
||||
b_pos: @Vector(2, f32),
|
||||
b: *component.AABB,
|
||||
) bool {
|
||||
return a_pos[0] + a.offset[0] < b_pos[0] + b.offset[0] + b.size[0] and
|
||||
a_pos[0] + a.offset[0] + a.size[0] > b_pos[0] + b.offset[0] and
|
||||
a_pos[1] + a.offset[1] < b_pos[1] + b.offset[1] + b.size[1] and
|
||||
a_pos[1] + a.offset[1] + a.size[1] > b_pos[1] + b.offset[1];
|
||||
}
|
||||
|
|
|
|||
51
src/system/health.zig
Normal file
51
src/system/health.zig
Normal file
|
|
@ -0,0 +1,51 @@
|
|||
const std = @import("std");
|
||||
const sdl = @import("sdl");
|
||||
const gtl = @import("gtl");
|
||||
const App = @import("app");
|
||||
|
||||
const component = @import("../component/root.zig");
|
||||
const resource = @import("../resource/root.zig");
|
||||
const event = @import("../event/root.zig");
|
||||
|
||||
/// ----------------------------------------------------
|
||||
/// ----------------------------------------------------
|
||||
pub fn resolve(ctx: App.scheduler.Context) !void {
|
||||
if (ctx.app.events.get(event.TakeDamage)) |queue| {
|
||||
for (queue.items()) |take_dmg| {
|
||||
const health = ctx.app.world.getComponent(component.Health, take_dmg.target) orelse continue;
|
||||
if (health.current <= 0) continue;
|
||||
health.current -= take_dmg.amount;
|
||||
|
||||
std.debug.print("{s}[TAKE_DAMAGE]{s} source({}) target({}) amount({})\n", .{
|
||||
gtl.ansi.red,
|
||||
gtl.ansi.reset,
|
||||
take_dmg.source,
|
||||
take_dmg.target,
|
||||
take_dmg.amount,
|
||||
});
|
||||
}
|
||||
queue.clear();
|
||||
}
|
||||
|
||||
var query = ctx.app.world.query(struct {
|
||||
health: *component.Health,
|
||||
}, .{});
|
||||
while (query.next()) |e| {
|
||||
if (e.health.current <= 0) {
|
||||
ctx.app.world.despawn(query.entity());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// ----------------------------------------------------
|
||||
/// ----------------------------------------------------
|
||||
pub fn juice(ctx: App.scheduler.Context) !void {
|
||||
if (ctx.app.events.get(event.juice.DamageFlash)) |queue| {
|
||||
for (queue.items()) |dmg_flash| {
|
||||
const material = ctx.app.world.getComponent(component.Material, dmg_flash.target) orelse continue;
|
||||
|
||||
material.style.textured.tint = dmg_flash.tint;
|
||||
}
|
||||
queue.clear();
|
||||
}
|
||||
}
|
||||
|
|
@ -27,13 +27,33 @@ pub fn pollEvents(ctx: App.scheduler.Context) !void {
|
|||
|
||||
var query = ctx.app.world.query(struct {
|
||||
player: *component.Player,
|
||||
transform: *component.Transform,
|
||||
velocity: *component.Velocity,
|
||||
speed: *component.Speed,
|
||||
}, .{});
|
||||
while (query.next()) |e| {
|
||||
if (keyboard[sdl.SDL_SCANCODE_W]) e.velocity.value[1] = -e.speed.value;
|
||||
if (keyboard[sdl.SDL_SCANCODE_S]) e.velocity.value[1] = e.speed.value;
|
||||
if (keyboard[sdl.SDL_SCANCODE_A]) e.velocity.value[0] = -e.speed.value;
|
||||
if (keyboard[sdl.SDL_SCANCODE_D]) e.velocity.value[0] = e.speed.value;
|
||||
e.transform.angle = 0;
|
||||
|
||||
// --- UP ---
|
||||
if (keyboard[sdl.SDL_SCANCODE_W]) {
|
||||
e.velocity.value[1] = -e.speed.value;
|
||||
}
|
||||
|
||||
// --- DOWN ---
|
||||
if (keyboard[sdl.SDL_SCANCODE_S]) {
|
||||
e.velocity.value[1] = e.speed.value;
|
||||
}
|
||||
|
||||
// --- LEFT ---
|
||||
if (keyboard[sdl.SDL_SCANCODE_A]) {
|
||||
e.velocity.value[0] = -e.speed.value;
|
||||
e.transform.angle = -5;
|
||||
}
|
||||
|
||||
// --- RIGHT ---
|
||||
if (keyboard[sdl.SDL_SCANCODE_D]) {
|
||||
e.velocity.value[0] = e.speed.value;
|
||||
e.transform.angle = 5;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
0
src/system/juice.zig
Normal file
0
src/system/juice.zig
Normal file
|
|
@ -3,3 +3,9 @@ pub const frame = @import("frame.zig");
|
|||
pub const inputs = @import("inputs.zig");
|
||||
pub const draw = @import("draw.zig");
|
||||
pub const ai = @import("ai.zig");
|
||||
pub const collision = @import("collision.zig");
|
||||
pub const health = @import("health.zig");
|
||||
pub const transform = @import("transform.zig");
|
||||
pub const combat = @import("combat.zig");
|
||||
pub const timer = @import("timer.zig");
|
||||
pub const juice = @import("juice.zig");
|
||||
|
|
|
|||
35
src/system/timer.zig
Normal file
35
src/system/timer.zig
Normal file
|
|
@ -0,0 +1,35 @@
|
|||
const std = @import("std");
|
||||
const App = @import("app");
|
||||
|
||||
const component = @import("../component/root.zig");
|
||||
const resource = @import("../resource/root.zig");
|
||||
|
||||
/// ----------------------------------------------------
|
||||
/// ----------------------------------------------------
|
||||
pub fn update(ctx: App.scheduler.Context) !void {
|
||||
const res = try ctx.app.resources.getMany(struct {
|
||||
time: *resource.Time,
|
||||
});
|
||||
|
||||
var query = ctx.app.world.query(struct {
|
||||
timer: *component.Timer,
|
||||
}, .{});
|
||||
while (query.next()) |e| {
|
||||
// --- # ---
|
||||
if (e.timer.finished and !e.timer.repeat)
|
||||
continue;
|
||||
|
||||
// --- PROGRESS ---
|
||||
e.timer.remaining -=
|
||||
res.time.dt;
|
||||
|
||||
if (e.timer.remaining <= 0.0) {
|
||||
e.timer.finished = true;
|
||||
|
||||
if (e.timer.repeat) {
|
||||
e.timer.remaining = e.timer.duration;
|
||||
e.timer.finished = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
32
src/system/transform.zig
Normal file
32
src/system/transform.zig
Normal file
|
|
@ -0,0 +1,32 @@
|
|||
const std = @import("std");
|
||||
const App = @import("app");
|
||||
|
||||
const component = @import("../component/root.zig");
|
||||
const resource = @import("../resource/root.zig");
|
||||
|
||||
/// ----------------------------------------------------
|
||||
/// ----------------------------------------------------
|
||||
pub fn update(ctx: App.scheduler.Context) !void {
|
||||
const res = try ctx.app.resources.getMany(struct {
|
||||
time: *resource.Time,
|
||||
});
|
||||
|
||||
// --- QUERY ---
|
||||
var query = ctx.app.world.query(struct {
|
||||
transform: *component.Transform,
|
||||
velocity: *component.Velocity,
|
||||
friction: ?*component.Friction,
|
||||
}, .{});
|
||||
while (query.next()) |e| {
|
||||
// --- APPLY VELOCITY ---
|
||||
e.transform.pos[0] += e.velocity.value[0] * res.time.dt;
|
||||
e.transform.pos[1] += e.velocity.value[1] * res.time.dt;
|
||||
|
||||
// --- APPLY FRICTION ---
|
||||
if (e.friction) |friction| {
|
||||
const damping = std.math.exp(-friction.value * res.time.dt);
|
||||
e.velocity.value[0] *= damping;
|
||||
e.velocity.value[1] *= damping;
|
||||
}
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Reference in a new issue