Updated font, added interactions and testing frames.

This commit is contained in:
2025-03-05 18:52:56 -06:00
parent 150b67cc7a
commit 05bdd76508
10 changed files with 306 additions and 10 deletions

View File

@ -11,7 +11,7 @@ tileset_t TILESETS[TILESET_COUNT] = {
// TILESET_NULL
{ 0, 0 },
// TILESET_FONT
{ 1, 88 }
{ 16, 14 }
};
tilesetid_t TILESET_SLOTS[TILESET_SLOT_COUNT] = {

View File

@ -32,6 +32,8 @@ void entityInit(
// Call init
assertNotNull(ENTITY_CALLBACKS[type].init, "Entity type init callback err.");
ENTITY_CALLBACKS[type].init(ent);
entityTurn(ent, FACING_DIRECTION_SOUTH);
}
void entityUpdate(entity_t *ent) {
@ -61,7 +63,20 @@ void entityTurn(entity_t *ent, const facingdir_t dir) {
assertTrue(dir < FACING_DIRECTION_COUNT, "Invalid facing direction");
ent->direction = dir;
ent->frame = 1 + (dir * 3);
switch(dir) {
case FACING_DIRECTION_SOUTH:
ent->frame = 25;
break;
case FACING_DIRECTION_NORTH:
ent->frame = 24;
break;
case FACING_DIRECTION_EAST:
ent->frame = 26;
break;
case FACING_DIRECTION_WEST:
ent->frame = 27;
break;
}
}
void entityMove(entity_t *ent, const facingdir_t dir) {
@ -114,7 +129,7 @@ bool_t entityIsMoving(const entity_t *ent) {
return ent->subX != 0 || ent->subY != 0;
}
bool_t entityInteract(const entity_t *ent) {
bool_t entityInteract(entity_t *ent) {
assertNotNull(ent, "Entity cannot be NULL.");
assertTrue(ent->type == ENTITY_TYPE_PLAYER, "Entity should be player.");
if(entityIsMoving(ent)) return false;
@ -129,7 +144,7 @@ bool_t entityInteract(const entity_t *ent) {
assertTrue(target->type < ENTITY_TYPE_COUNT, "Invalid entity type.");
if(ENTITY_CALLBACKS[target->type].interact == NULL) return false;
ENTITY_CALLBACKS[target->type].interact(target);
ENTITY_CALLBACKS[target->type].interact(ent, target);
return true;
}

View File

@ -21,7 +21,7 @@ typedef enum {
typedef struct {
void (*init)(entity_t *);
void (*update)(entity_t *);
void (*interact)(entity_t *);
void (*interact)(entity_t *, entity_t *);
} entitycallback_t;
typedef struct _entity_t {
@ -86,4 +86,4 @@ bool_t entityIsMoving(const entity_t *entity);
* @param entity The entity that is doing the interaction.
* @return TRUE if an entity was interacted with, FALSE otherwise.
*/
bool_t entityInteract(const entity_t *entity);
bool_t entityInteract(entity_t *entity);

View File

@ -47,4 +47,19 @@ void facingDirAdd(const facingdir_t dir, uint8_t *x, uint8_t *y) {
*x += dx;
*y += dy;
}
facingdir_t facingDirFace(
const uint8_t x1, const uint8_t y1,
const uint8_t x2, const uint8_t y2
) {
if(x1 == x2) {
if(y1 < y2) return FACING_DIRECTION_SOUTH;
if(y1 > y2) return FACING_DIRECTION_NORTH;
} else if(y1 == y2) {
if(x1 < x2) return FACING_DIRECTION_WEST;
if(x1 > x2) return FACING_DIRECTION_EAST;
}
return FACING_DIRECTION_SOUTH;
}

View File

@ -33,4 +33,18 @@ void facingDirGetRelative(const facingdir_t dir, int8_t *x, int8_t *y);
* @param x The x position to add to.
* @param y The y position to add to.
*/
void facingDirAdd(const facingdir_t dir, uint8_t *x, uint8_t *y);
void facingDirAdd(const facingdir_t dir, uint8_t *x, uint8_t *y);
/**
* Returns the facing direction to face from one position to another.
*
* @param x1 The x position to face from.
* @param y1 The y position to face from.
* @param x2 The x position to face to.
* @param y2 The y position to face to.
* @return The facing direction to face from one position to another.
*/
facingdir_t facingDirFace(
const uint8_t x1, const uint8_t y1,
const uint8_t x2, const uint8_t y2
);

View File

@ -5,7 +5,7 @@
* https://opensource.org/licenses/MIT
*/
#include "npc.h"
#include "entity.h"
void npcInit(entity_t *ent) {
}
@ -13,6 +13,7 @@ void npcInit(entity_t *ent) {
void npcUpdate(entity_t *ent) {
}
void npcInteract(entity_t *ent) {
void npcInteract(entity_t *player, entity_t *ent) {
printf("Interact\n");
entityTurn(ent, facingDirFace(player->x, player->y, ent->x, ent->y));
}

View File

@ -31,6 +31,7 @@ void npcUpdate(entity_t *ent);
/**
* Handles interaction with an NPC.
*
* @param player The player entity interacting.
* @param ent The entity to interact with.
*/
void npcInteract(entity_t *ent);
void npcInteract(entity_t *player, entity_t *ent);

View File

@ -15,5 +15,7 @@ out vec4 FragColor;
void main() {
vec4 tColor = tilesetGetColor(uint(TILESET_SLOT_ENTITIES), v_TextureCoord);
if(tColor.a == 0.0) discard;
if(tColor.r == 0.0) discard;
FragColor = vec4(1, 1, 1, 1) * tColor;
}