Added proper damage n stuff | TODO: Clean this shit up

This commit is contained in:
abux 2026-07-13 19:37:50 +01:00
parent d149a61f46
commit c4d8770e25
13 changed files with 161 additions and 14 deletions

View file

@ -9,12 +9,12 @@
.dependencies = .{ .dependencies = .{
.app = .{ .app = .{
.url = "git+http://2.120.146.66:25569/abux/NYXA.git#7b8b2833a9047969031bb9a179abad0115c2ca07", .url = "git+http://2.120.146.66:25569/abux/NYXA.git#3dec2867e5071dadc11f0a2c9160bcb35832926a",
.hash = "app-0.0.0-AOV9_Q_ZAADKe6v7NIwmnTpQR3Yup9j-NUc1OM522R-7", .hash = "app-0.0.0-AOV9_RHcAAClVi83nkW3iGxlHNCqIhJ-McIKmzv4UYGZ",
}, },
.gtl = .{ .gtl = .{
.url = "git+http://2.120.146.66:25569/abux/GTL.git#b87f315b57788ee81af592fc85532f751951966d", .url = "git+http://2.120.146.66:25569/abux/GTL.git#7e1f1c5e4a732b714839a2405b5e7deced39e131",
.hash = "gtl-0.0.0-e3QoJJZIAAB7ni5BsH4mVVuBkVfEbJ4lPNb38Dlm-kUg", .hash = "gtl-0.0.0-e3QoJDJWAACRWynLlOqI_e9n6oHu1SIEgel-CcyrX8ez",
}, },
}, },

2
src/component/aabb.zig Normal file
View file

@ -0,0 +1,2 @@
offset: @Vector(2, f32) = .{ 0, 0 },
size: @Vector(2, f32) = .{ 32, 32 },

View file

@ -1,2 +1,2 @@
cooldown: f32 = 1.2, cooldown: f32 = 0.8,
current_cooldown: f32 = 0.0, current_cooldown: f32 = 0.0,

View file

@ -1,2 +1,2 @@
max: u32 = 100, max: u32 = 100,
current: u32 = 0, current: u32 = 100,

View file

@ -0,0 +1,2 @@
owner: u64,
damage: u32 = 10,

View file

@ -9,6 +9,9 @@ pub const Material = @import("material.zig");
pub const Animate = @import("animate.zig"); pub const Animate = @import("animate.zig");
pub const Text = @import("text.zig"); pub const Text = @import("text.zig");
// --- INTERACTION ---
pub const AABB = @import("aabb.zig");
// --- LIFETIME --- // --- LIFETIME ---
pub const Health = @import("health.zig"); pub const Health = @import("health.zig");

2
src/event/collision.zig Normal file
View file

@ -0,0 +1,2 @@
a: u64,
b: u64,

View file

@ -1 +1,2 @@
pub const TakeDamage = @import("take_damage.zig"); pub const TakeDamage = @import("take_damage.zig");
pub const Collision = @import("collision.zig");

View file

@ -1,2 +1,3 @@
entity: u32, target: u64,
value: u32, source: u64,
amount: u32,

View file

@ -28,6 +28,9 @@ fn build(
// --- UPDATE --- // --- UPDATE ---
try ctx.app.schedules.add(App.stage.inputs, system.inputs.pollEvents); try ctx.app.schedules.add(App.stage.inputs, system.inputs.pollEvents);
try ctx.app.schedules.addMany(App.stage.update, &.{ try ctx.app.schedules.addMany(App.stage.update, &.{
system.frame.checkAABB,
system.frame.resolveCollisions,
system.frame.resolveHealth,
system.frame.updateTimers, system.frame.updateTimers,
system.frame.updateTransforms, system.frame.updateTransforms,
system.frame.cast, system.frame.cast,

View file

@ -33,9 +33,17 @@ pub fn spawn(ctx: App.scheduler.Context) !void {
if (res.game.current_wave_time >= 0) if (res.game.current_wave_time >= 0)
return; return;
// --- DRAW SIZE ---
const size: f32 = @floatFromInt(res.io.rng.intRangeAtMost(
i32,
16,
64,
));
// --- SPAWN --- // --- SPAWN ---
for (0..@intCast(res.game.next_wave_enemy_count)) |_| { for (0..@intCast(res.game.next_wave_enemy_count)) |_| {
try ctx.app.world.spawn(.{ try ctx.app.world.spawn(.{
component.Health{},
component.AI{ component.AI{
.target_to_chase = target orelse return, .target_to_chase = target orelse return,
}, },
@ -44,11 +52,9 @@ pub fn spawn(ctx: App.scheduler.Context) !void {
@floatFromInt(res.io.rng.intRangeAtMost(i32, -400, 400)), @floatFromInt(res.io.rng.intRangeAtMost(i32, -400, 400)),
@floatFromInt(res.io.rng.intRangeAtMost(i32, -400, 400)), @floatFromInt(res.io.rng.intRangeAtMost(i32, -400, 400)),
}, },
.size = blk: { .size = .{ size, size },
const size: f32 = @floatFromInt(res.io.rng.intRangeAtMost(i32, 16, 64));
break :blk .{ size, size };
},
}, },
component.AABB{ .size = .{ size, size } },
component.Velocity{}, component.Velocity{},
component.Friction{}, component.Friction{},
component.Speed{ .value = 200 }, component.Speed{ .value = 200 },

View file

@ -66,6 +66,7 @@ pub fn init(ctx: App.scheduler.Context) !void {
component.Player{}, component.Player{},
component.Caster{}, component.Caster{},
component.Speed{}, component.Speed{},
component.AABB{},
component.Friction{}, component.Friction{},
component.Velocity{}, component.Velocity{},

View file

@ -5,6 +5,7 @@ const App = @import("app");
const component = @import("../component/root.zig"); const component = @import("../component/root.zig");
const resource = @import("../resource/root.zig"); const resource = @import("../resource/root.zig");
const event = @import("../event/root.zig");
/// ---------------------------------------------------- /// ----------------------------------------------------
/// ---------------------------------------------------- /// ----------------------------------------------------
@ -214,13 +215,16 @@ pub fn cast(ctx: App.scheduler.Context) !void {
e.transform.pos[1] + (e.transform.size[1] / 2.0), e.transform.pos[1] + (e.transform.size[1] / 2.0),
}, },
}, },
component.AABB{},
component.Velocity{ component.Velocity{
.value = .{ 200, 0 }, .value = .{ 600, 0 },
}, },
component.Material{ .style = .{ component.Material{ .style = .{
.textured = try res.textures.load("src/assets/textures/projectile.png"), .textured = try res.textures.load("src/assets/textures/projectile.png"),
} }, } },
component.Projectile{}, component.Projectile{
.owner = query.entity(),
},
}); });
// --- SET COOLDOWN --- // --- SET COOLDOWN ---
@ -228,3 +232,125 @@ pub fn cast(ctx: App.scheduler.Context) !void {
e.caster.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];
}