Still working on some VN elements, it's coming together slowly.
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@ -7,12 +7,21 @@
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#include "vncharacter.h"
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void _vnCharacterQuad(primitive_t *primitive, tilesetdiv_t *div) {
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quadInit(primitive, 0,
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-VN_CHARACTER_SIZE, 0, div->x0, div->y1,
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VN_CHARACTER_SIZE, VN_CHARACTER_SIZE*2, div->x1, div->y0
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);
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}
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void vnCharacterInit(vncharacter_t *character,
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texture_t *textureEyes,
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texture_t *textureBody,
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texture_t *textureMouth,
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texture_t *textureFace
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) {
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tilesetdiv_t div;
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character->x = 0;
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character->y = 0;
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character->z = 0;
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@ -21,18 +30,109 @@ void vnCharacterInit(vncharacter_t *character,
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character->pitch = 0;
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character->roll = 0;
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character->scaleX = 1;
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character->scaleY = 1;
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character->talking = false;
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character->blinkStart = randFloatRange(0, VN_CHARACTER_BLINK_TIME_RANGE_MAX);
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// Setup Textures
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character->textureEyes = textureEyes;
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character->textureBody = textureBody;
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character->textureMouth = textureMouth;
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character->textureFace = textureFace;
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character->emotion = VNCHARACTER_EMOTION_NEUTRAL;
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character->talking = false;
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// Tileset
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tilesetInit(&character->tilesetEyes, 1, 6,
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textureEyes->width, textureEyes->height,
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0, 0, 0, 0
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);
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tilesetInit(&character->tilesetMouth, 1, 11,
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textureMouth->width, textureMouth->height,
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0, 0, 0, 0
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);
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character->t = 0;
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vnCharacterSetEyes(character, 0);
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vnCharacterSetMouth(character, 9);
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div.x0 = 0, div.x1 = 1;
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div.y0 = 0, div.y1 = 1;
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_vnCharacterQuad(&character->primitiveBody, &div);
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_vnCharacterQuad(&character->primitiveFace, &div);
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}
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void vnCharacterSetEyes(vncharacter_t *character, uint8_t eyes) {
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tilesetdiv_t *div;
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div = character->tilesetEyes.divisions + eyes;
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_vnCharacterQuad(&character->primitiveEyes, div);
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}
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void vnCharacterSetMouth(vncharacter_t *character, uint8_t mouth) {
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tilesetdiv_t *div;
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div = character->tilesetMouth.divisions + mouth;
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_vnCharacterQuad(&character->primitiveMouth, div);
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}
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void vnCharacterUpdate(vncharacter_t *character, engine_t *engine) {
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float n;
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// Update the blinking frames
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n = (engine->time.current - character->blinkStart) * 1.5;
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if(n >= 1) {
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character->blinkStart = engine->time.current + randFloatRange(
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1, VN_CHARACTER_BLINK_TIME_RANGE_MAX
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);
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} else if(n > 0) {
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n = easeInQuad(easeTimeToForwardAndBackward(n) * 2);
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vnCharacterSetEyes(character, n * character->tilesetEyes.count);
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}
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// Updating the talking frames
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if(character->talking) {
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vnCharacterSetMouth(character,
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(int32_t)(engine->time.current*12) % character->tilesetMouth.count
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);
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} else {
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vnCharacterSetMouth(character, 9);
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}
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// Update the scale frames
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float speed, amount;
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if(character->talking) {
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speed = 2.5;
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amount = 100;
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n = easeTimeToForwardAndBackward(fmod(engine->time.current, 1 / speed) * speed) * 2;
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n = easeInOutQuad(n) / amount - (1/(amount*2));
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character->scaleX = 1 + n;
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character->scaleY = 1 - n;
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} else {
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speed = 10;
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amount = 50;
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n = easeTimeToForwardAndBackward(fmod(engine->time.current, speed) / speed)*2;
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n = easeInOutCubic(n) / amount - (1/(amount*2));
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character->scaleX = 1 + n;
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character->scaleY = 1 + n*2;
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}
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}
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void vnCharacterRender(vncharacter_t *character, shader_t *shader) {
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shaderUsePositionAndScale(shader,
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character->x, character->y, character->z,
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character->pitch, character->yaw, character->roll,
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character->scaleX, character->scaleY, 1
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);
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shaderUseTexture(shader, character->textureBody);
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primitiveDraw(&character->primitiveBody, 0, -1);
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shaderUseTexture(shader, character->textureFace);
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primitiveDraw(&character->primitiveFace, 0, -1);
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shaderUseTexture(shader, character->textureEyes);
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primitiveDraw(&character->primitiveEyes, 0, -1);
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shaderUseTexture(shader, character->textureMouth);
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primitiveDraw(&character->primitiveMouth, 0, -1);
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}
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