NPC movements
This commit is contained in:
@@ -423,6 +423,29 @@ above the declaration with no blank line in between.
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---
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## Color system
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Colors are defined in `src/dusk/display/color.csv` and code-generated
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into a `color.h` header by `tools/color/csv/__main__.py`.
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Each row in the CSV has `name,r,g,b,a` with channel values in `[0.0, 1.0]`.
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The script emits four `#define` variants per color plus a bare alias:
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```
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COLOR_<NAME>_4B color4b(r8, g8, b8, a8) // default alias target
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COLOR_<NAME>_3B color3b(r8, g8, b8)
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COLOR_<NAME>_3F color3f(rf, gf, bf)
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COLOR_<NAME>_4F color4f(rf, gf, bf, af)
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COLOR_<NAME> COLOR_<NAME>_4B
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```
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`color_t` is `color4b_t` (four `uint8_t` channels).
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To add a new color, append a row to `color.csv` and rebuild — do not
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hand-edit the generated header.
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---
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## Tests
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- Tests live in `test/` mirroring `src/dusk/` structure.
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- Use cmocka; include `dusktest.h`.
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@@ -10,6 +10,7 @@ target_sources(${DUSK_LIBRARY_TARGET_NAME}
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entityanim.c
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entitydir.c
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entityinteract.c
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npc.c
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player.c
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)
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)
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add_subdirectory(npc)
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@@ -41,6 +41,9 @@ void entityUpdate(entity_t *entity) {
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entityAnimUpdate(entity);
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// Movement code.
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if(ENTITY_CALLBACKS[entity->type].freeMovement != NULL) {
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ENTITY_CALLBACKS[entity->type].freeMovement(entity);
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}
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if(
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cutsceneModeIsInputAllowed() &&
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ENTITY_CALLBACKS[entity->type].movement != NULL
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@@ -10,7 +10,7 @@
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#include "entityanim.h"
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#include "entityinteract.h"
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#include "entitytype.h"
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#include "npc.h"
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#include "npc/npc.h"
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typedef struct map_s map_t;
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@@ -9,8 +9,8 @@
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#include "time/time.h"
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#define ENTITY_ANIM_TURN_DURATION TIME_TICKS_TO_TIME(2)
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#define ENTITY_ANIM_WALK_DURATION TIME_TICKS_TO_TIME(6)
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#define ENTITY_ANIM_RUN_DURATION TIME_TICKS_TO_TIME(3)
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#define ENTITY_ANIM_WALK_DURATION TIME_TICKS_TO_TIME(10)
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#define ENTITY_ANIM_RUN_DURATION TIME_TICKS_TO_TIME(6)
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typedef struct entity_s entity_t;
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@@ -7,7 +7,7 @@
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#pragma once
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#include "rpg/entity/player.h"
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#include "npc.h"
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#include "npc/npc.h"
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typedef enum {
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ENTITY_TYPE_NULL,
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@@ -33,11 +33,17 @@ typedef struct {
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void (*init)(entity_t *entity);
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/**
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* Movement callback for the entity type.
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* Movement callback for the entity type. Gated by cutscene input.
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* @param entity Pointer to the entity to move.
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*/
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void (*movement)(entity_t *entity);
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/**
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* Free movement callback. Always runs regardless of cutscene state.
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* @param entity Pointer to the entity to move.
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*/
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void (*freeMovement)(entity_t *entity);
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/**
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* Interaction callback for the entity type.
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* @param player Pointer to the player entity.
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@@ -58,6 +64,7 @@ static const entitycallback_t ENTITY_CALLBACKS[ENTITY_TYPE_COUNT] = {
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[ENTITY_TYPE_NPC] = {
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.init = npcInit,
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.movement = npcMovement,
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.freeMovement = npcFreeMovement,
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.interact = npcInteract
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}
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};
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@@ -1,31 +0,0 @@
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/**
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* Copyright (c) 2025 Dominic Masters
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*
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* This software is released under the MIT License.
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* https://opensource.org/licenses/MIT
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*/
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#include "entity.h"
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#include "assert/assert.h"
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#include "rpg/cutscene/scene/testcutscene.h"
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#include "rpg/rpgtextbox.h"
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void npcInit(entity_t *entity) {
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assertNotNull(entity, "Entity pointer cannot be NULL");
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}
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void npcMovement(entity_t *entity) {
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assertNotNull(entity, "Entity pointer cannot be NULL");
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}
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bool_t npcInteract(entity_t *player, entity_t *npc) {
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assertNotNull(player, "Player entity pointer cannot be NULL");
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assertNotNull(npc, "NPC entity pointer cannot be NULL");
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cutsceneSystemStartCutscene(&TEST_CUTSCENE);
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// rpgTextboxShow(RPG_TEXTBOX_POS_BOTTOM, "Hello World!");
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return false;
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};
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@@ -1,37 +0,0 @@
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/**
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* Copyright (c) 2025 Dominic Masters
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*
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* This software is released under the MIT License.
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* https://opensource.org/licenses/MIT
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*/
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#pragma once
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#include "dusk.h"
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typedef struct entity_s entity_t;
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typedef struct {
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void *nothing;
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} npc_t;
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/**
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* Initializes an NPC entity.
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*
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* @param entity Pointer to the entity structure to initialize.
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*/
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void npcInit(entity_t *entity);
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/**
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* Updates an NPC entity.
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*
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* @param entity Pointer to the entity structure to update.
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*/
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void npcMovement(entity_t *entity);
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/**
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* Handles interaction with an NPC entity.
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*
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* @param player Pointer to the player entity.
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* @param npc Pointer to the NPC entity.
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*/
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bool_t npcInteract(entity_t *player, entity_t *npc);
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@@ -0,0 +1,13 @@
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# Copyright (c) 2026 Dominic Masters
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#
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# This software is released under the MIT License.
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# https://opensource.org/licenses/MIT
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# Sources
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target_sources(${DUSK_LIBRARY_TARGET_NAME}
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PUBLIC
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npc.c
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npcturn.c
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npcwalk.c
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npcpath.c
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)
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@@ -0,0 +1,62 @@
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/**
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* Copyright (c) 2026 Dominic Masters
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*
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* This software is released under the MIT License.
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* https://opensource.org/licenses/MIT
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*/
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#include "rpg/entity/entity.h"
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#include "assert/assert.h"
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#include "rpg/cutscene/scene/testcutscene.h"
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#include "rpg/rpgtextbox.h"
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const npcmovecallback_t NPC_MOVE_CALLBACKS[NPC_MOVE_TYPE_COUNT] = {
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[NPC_MOVE_TYPE_NULL] = { NULL, NULL },
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[NPC_MOVE_TYPE_RANDOM_TURN] = { npcRandomTurnInit, npcRandomTurnMovement },
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[NPC_MOVE_TYPE_RANDOM_WALK] = {
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npcRandomWalkInit,
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npcRandomWalkMovement
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},
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[NPC_MOVE_TYPE_RANDOM_TURN_AND_WALK] = {
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npcRandomTurnAndWalkInit,
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npcRandomTurnAndWalkMovement
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},
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[NPC_MOVE_TYPE_PATH] = { npcPathInit, npcPathMovement, true },
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};
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void npcInit(entity_t *entity) {
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assertNotNull(entity, "Entity pointer cannot be NULL");
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}
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void npcSetMoveType(entity_t *entity, const npcmovetype_t moveType) {
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assertNotNull(entity, "Entity pointer cannot be NULL");
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npc_t *npc = &entity->data.npc;
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npc->moveType = moveType;
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if(NPC_MOVE_CALLBACKS[moveType].init != NULL) {
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NPC_MOVE_CALLBACKS[moveType].init(npc);
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}
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}
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void npcMovement(entity_t *entity) {
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assertNotNull(entity, "Entity pointer cannot be NULL");
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npc_t *npc = &entity->data.npc;
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const npcmovecallback_t *cb = &NPC_MOVE_CALLBACKS[npc->moveType];
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if(!cb->alwaysRun && cb->movement != NULL) cb->movement(entity);
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}
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void npcFreeMovement(entity_t *entity) {
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assertNotNull(entity, "Entity pointer cannot be NULL");
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npc_t *npc = &entity->data.npc;
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const npcmovecallback_t *cb = &NPC_MOVE_CALLBACKS[npc->moveType];
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if(cb->alwaysRun && cb->movement != NULL) cb->movement(entity);
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}
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bool_t npcInteract(entity_t *player, entity_t *npc) {
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assertNotNull(player, "Player entity pointer cannot be NULL");
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assertNotNull(npc, "NPC entity pointer cannot be NULL");
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cutsceneSystemStartCutscene(&TEST_CUTSCENE);
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// rpgTextboxShow(RPG_TEXTBOX_POS_BOTTOM, "Hello World!");
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return false;
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}
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@@ -0,0 +1,84 @@
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/**
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* Copyright (c) 2026 Dominic Masters
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*
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* This software is released under the MIT License.
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* https://opensource.org/licenses/MIT
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*/
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#pragma once
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#include "dusk.h"
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#include "npcturn.h"
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#include "npcwalk.h"
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#include "npcpath.h"
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typedef struct entity_s entity_t;
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typedef enum {
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NPC_MOVE_TYPE_NULL,
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NPC_MOVE_TYPE_RANDOM_TURN,
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NPC_MOVE_TYPE_RANDOM_WALK,
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NPC_MOVE_TYPE_RANDOM_TURN_AND_WALK,
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NPC_MOVE_TYPE_PATH,
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NPC_MOVE_TYPE_COUNT
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} npcmovetype_t;
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typedef union {
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npcrandomturn_t randomTurn;
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npcrandomwalk_t randomWalk;
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npcrandomturnandwalk_t randomTurnAndWalk;
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npcpath_t path;
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} npcmovedata_t;
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typedef struct npc_s {
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npcmovetype_t moveType;
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npcmovedata_t moveData;
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} npc_t;
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typedef struct {
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/** Called once when the move type is set. */
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void (*init)(npc_t *npc);
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/** Called each movement tick. */
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void (*movement)(entity_t *entity);
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/** True if movement runs regardless of cutscene state. */
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bool_t alwaysRun;
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} npcmovecallback_t;
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extern const npcmovecallback_t NPC_MOVE_CALLBACKS[NPC_MOVE_TYPE_COUNT];
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/**
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* Initializes an NPC entity.
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*
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* @param entity Pointer to the entity structure to initialize.
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*/
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void npcInit(entity_t *entity);
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/**
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* Sets the movement type for an NPC entity.
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*
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* @param entity Pointer to the entity structure.
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* @param moveType The movement type to set.
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*/
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void npcSetMoveType(entity_t *entity, const npcmovetype_t moveType);
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/**
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* Movement callback for an NPC entity. Gated by cutscene input.
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*
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* @param entity Pointer to the entity structure to update.
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*/
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void npcMovement(entity_t *entity);
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/**
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* Free movement callback for an NPC entity. Runs always-run move types
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* regardless of cutscene state.
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*
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* @param entity Pointer to the entity structure to update.
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*/
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void npcFreeMovement(entity_t *entity);
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/**
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* Handles interaction with an NPC entity.
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*
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* @param player Pointer to the player entity.
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* @param npc Pointer to the NPC entity.
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*/
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bool_t npcInteract(entity_t *player, entity_t *npc);
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@@ -0,0 +1,41 @@
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/**
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* Copyright (c) 2026 Dominic Masters
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*
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* This software is released under the MIT License.
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* https://opensource.org/licenses/MIT
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*/
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#include "npc.h"
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#include "rpg/entity/entity.h"
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void npcPathInit(npc_t *npc) {
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npcpath_t *path = &npc->moveData.path;
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path->count = 0;
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path->index = 0;
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}
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void npcPathMovement(entity_t *entity) {
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npcpath_t *path = &entity->data.npc.moveData.path;
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if(path->count == 0) return;
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if(!entityCanWalk(entity)) return;
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worldpos_t *target = &path->positions[path->index];
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// At this waypoint - advance to the next
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if(
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entity->position.x == target->x &&
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entity->position.y == target->y
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) {
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path->index = (path->index + 1) % path->count;
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return;
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}
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entitydir_t dir;
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if(entity->position.x != target->x) {
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dir = entity->position.x < target->x ? ENTITY_DIR_EAST : ENTITY_DIR_WEST;
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} else {
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dir = entity->position.y < target->y ? ENTITY_DIR_SOUTH : ENTITY_DIR_NORTH;
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}
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entityWalk(entity, dir);
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}
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@@ -0,0 +1,36 @@
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/**
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* Copyright (c) 2026 Dominic Masters
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*
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* This software is released under the MIT License.
|
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* https://opensource.org/licenses/MIT
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*/
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#pragma once
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#include "dusk.h"
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#include "rpg/overworld/worldpos.h"
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typedef struct npc_s npc_t;
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typedef struct entity_s entity_t;
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/** Maximum number of waypoints in an NPC path. */
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#define NPC_PATH_COUNT_MAX 8
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typedef struct {
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worldpos_t positions[NPC_PATH_COUNT_MAX];
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uint8_t count;
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uint8_t index;
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} npcpath_t;
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/**
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* Initializes the path movement data for an NPC.
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*
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* @param npc Pointer to the NPC to initialize.
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*/
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void npcPathInit(npc_t *npc);
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/**
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* Movement tick for an NPC following a path.
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*
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* @param entity Pointer to the entity to update.
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*/
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void npcPathMovement(entity_t *entity);
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@@ -0,0 +1,27 @@
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/**
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* Copyright (c) 2026 Dominic Masters
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*
|
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* This software is released under the MIT License.
|
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* https://opensource.org/licenses/MIT
|
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*/
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#include "npc.h"
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#include "rpg/entity/entity.h"
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#include "util/random.h"
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#include "time/time.h"
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#include <stdlib.h>
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void npcRandomTurnInit(npc_t *npc) {
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npcrandomturn_t *turn = &npc->moveData.randomTurn;
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turn->frequencyMin = NPC_RANDOM_TURN_FREQUENCY_MIN_DEFAULT;
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turn->frequencyMax = NPC_RANDOM_TURN_FREQUENCY_MAX_DEFAULT;
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turn->timer = randomFloat(turn->frequencyMin, turn->frequencyMax);
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}
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void npcRandomTurnMovement(entity_t *entity) {
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npcrandomturn_t *turn = &entity->data.npc.moveData.randomTurn;
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turn->timer -= TIME.delta;
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if(turn->timer > 0.0f) return;
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turn->timer = randomFloat(turn->frequencyMin, turn->frequencyMax);
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if(entityCanTurn(entity)) entityTurn(entity, (entitydir_t)(rand() % 4));
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}
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@@ -0,0 +1,36 @@
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/**
|
||||
* Copyright (c) 2026 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
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#pragma once
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#include "dusk.h"
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typedef struct npc_s npc_t;
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typedef struct entity_s entity_t;
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/** Default min/max seconds between NPC random-turn ticks. */
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#define NPC_RANDOM_TURN_FREQUENCY_MIN_DEFAULT 2.0f
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#define NPC_RANDOM_TURN_FREQUENCY_MAX_DEFAULT 4.0f
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typedef struct {
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float_t frequencyMin;
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float_t frequencyMax;
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float_t timer;
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} npcrandomturn_t;
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/**
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* Initializes the random-turn movement data for an NPC.
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*
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* @param npc Pointer to the NPC to initialize.
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*/
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void npcRandomTurnInit(npc_t *npc);
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/**
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* Movement tick for an NPC using random-turn movement.
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*
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* @param entity Pointer to the entity to update.
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*/
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void npcRandomTurnMovement(entity_t *entity);
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@@ -0,0 +1,52 @@
|
||||
/**
|
||||
* Copyright (c) 2026 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#include "npc.h"
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#include "rpg/entity/entity.h"
|
||||
#include "util/random.h"
|
||||
#include "time/time.h"
|
||||
#include <stdlib.h>
|
||||
|
||||
void npcRandomWalkInit(npc_t *npc) {
|
||||
npcrandomwalk_t *walk = &npc->moveData.randomWalk;
|
||||
walk->frequencyMin = NPC_RANDOM_WALK_FREQUENCY_MIN_DEFAULT;
|
||||
walk->frequencyMax = NPC_RANDOM_WALK_FREQUENCY_MAX_DEFAULT;
|
||||
walk->timer = randomFloat(walk->frequencyMin, walk->frequencyMax);
|
||||
}
|
||||
|
||||
void npcRandomWalkMovement(entity_t *entity) {
|
||||
npcrandomwalk_t *walk = &entity->data.npc.moveData.randomWalk;
|
||||
walk->timer -= TIME.delta;
|
||||
if(walk->timer > 0.0f) return;
|
||||
walk->timer = randomFloat(walk->frequencyMin, walk->frequencyMax);
|
||||
if(entityCanWalk(entity)) entityWalk(entity, (entitydir_t)(rand() % 4));
|
||||
}
|
||||
|
||||
void npcRandomTurnAndWalkInit(npc_t *npc) {
|
||||
npcRandomTurnInit(npc);
|
||||
npcrandomturnandwalk_t *tw = &npc->moveData.randomTurnAndWalk;
|
||||
tw->walk.frequencyMin = NPC_RANDOM_WALK_FREQUENCY_MIN_DEFAULT;
|
||||
tw->walk.frequencyMax = NPC_RANDOM_WALK_FREQUENCY_MAX_DEFAULT;
|
||||
tw->walk.timer = randomFloat(tw->walk.frequencyMin, tw->walk.frequencyMax);
|
||||
}
|
||||
|
||||
void npcRandomTurnAndWalkMovement(entity_t *entity) {
|
||||
npcrandomturnandwalk_t *tw = &entity->data.npc.moveData.randomTurnAndWalk;
|
||||
|
||||
tw->turn.timer -= TIME.delta;
|
||||
if(tw->turn.timer <= 0.0f) {
|
||||
tw->turn.timer = randomFloat(tw->turn.frequencyMin, tw->turn.frequencyMax);
|
||||
if(entityCanTurn(entity)) entityTurn(entity, (entitydir_t)(rand() % 4));
|
||||
}
|
||||
|
||||
tw->walk.timer -= TIME.delta;
|
||||
if(tw->walk.timer <= 0.0f) {
|
||||
tw->walk.timer = randomFloat(tw->walk.frequencyMin, tw->walk.frequencyMax);
|
||||
if(entityCanWalk(entity)) entityWalk(entity, (entitydir_t)(rand() % 4));
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,54 @@
|
||||
/**
|
||||
* Copyright (c) 2026 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
#include "dusk.h"
|
||||
#include "npcturn.h"
|
||||
|
||||
/** Default min/max seconds between NPC random-walk ticks. */
|
||||
#define NPC_RANDOM_WALK_FREQUENCY_MIN_DEFAULT 2.0f
|
||||
#define NPC_RANDOM_WALK_FREQUENCY_MAX_DEFAULT 5.0f
|
||||
|
||||
typedef struct {
|
||||
float_t frequencyMin;
|
||||
float_t frequencyMax;
|
||||
float_t timer;
|
||||
} npcrandomwalk_t;
|
||||
|
||||
typedef struct {
|
||||
npcrandomturn_t turn;
|
||||
npcrandomwalk_t walk;
|
||||
} npcrandomturnandwalk_t;
|
||||
|
||||
/**
|
||||
* Initializes the random-walk movement data for an NPC.
|
||||
*
|
||||
* @param npc Pointer to the NPC to initialize.
|
||||
*/
|
||||
void npcRandomWalkInit(npc_t *npc);
|
||||
|
||||
/**
|
||||
* Movement tick for an NPC using random-walk movement.
|
||||
*
|
||||
* @param entity Pointer to the entity to update.
|
||||
*/
|
||||
void npcRandomWalkMovement(entity_t *entity);
|
||||
|
||||
/**
|
||||
* Initializes the random-turn-and-walk movement data for an NPC.
|
||||
*
|
||||
* @param npc Pointer to the NPC to initialize.
|
||||
*/
|
||||
void npcRandomTurnAndWalkInit(npc_t *npc);
|
||||
|
||||
/**
|
||||
* Movement tick for an NPC using random-turn-and-walk movement.
|
||||
*
|
||||
* @param entity Pointer to the entity to update.
|
||||
*/
|
||||
void npcRandomTurnAndWalkMovement(entity_t *entity);
|
||||
|
||||
@@ -41,10 +41,18 @@ errorret_t rpgInit(void) {
|
||||
uint8_t npcIndex = entityGetAvailable();
|
||||
entity_t *npc = &ENTITIES[npcIndex];
|
||||
entityInit(npc, ENTITY_TYPE_NPC);
|
||||
npcSetMoveType(npc, NPC_MOVE_TYPE_PATH);
|
||||
npc->position = (worldpos_t){ 3, 3, 0 };
|
||||
npc->interact.type = ENTITY_INTERACT_PRINT;
|
||||
npc->interact.data.message = "hello world";
|
||||
|
||||
npcpath_t *path = &npc->data.npc.moveData.path;
|
||||
path->positions[0] = (worldpos_t){ 3, 3, 0 };
|
||||
path->positions[1] = (worldpos_t){ 5, 3, 0 };
|
||||
path->positions[2] = (worldpos_t){ 5, 5, 0 };
|
||||
path->positions[3] = (worldpos_t){ 3, 5, 0 };
|
||||
path->count = 4;
|
||||
|
||||
// All Good!
|
||||
errorOk();
|
||||
}
|
||||
|
||||
@@ -109,35 +109,30 @@ errorret_t sceneOverworldRender(scenedata_t *sceneData) {
|
||||
|
||||
// Entities
|
||||
{
|
||||
uint8_t spriteCount = 0;
|
||||
spritebatchsprite_t sprites[ENTITY_COUNT];
|
||||
for(uint8_t i = 0; i < ENTITY_COUNT; i++) {
|
||||
entity_t *ent = &ENTITIES[i];
|
||||
if(ent->type == ENTITY_TYPE_NULL) continue;
|
||||
|
||||
glm_vec3_copy(ent->renderPosition, sprites[spriteCount].min);
|
||||
glm_vec3_copy(ent->renderPosition, sprites[spriteCount].max);
|
||||
glm_vec3_add(
|
||||
sprites[spriteCount].max,
|
||||
(vec3){ 1, 1, 0 },
|
||||
sprites[spriteCount].max
|
||||
);
|
||||
spritebatchsprite_t sprite;
|
||||
glm_vec3_copy(ent->renderPosition, sprite.min);
|
||||
glm_vec3_copy(ent->renderPosition, sprite.max);
|
||||
glm_vec3_add(sprite.max, (vec3){ 1, 1, 0 }, sprite.max);
|
||||
glm_vec2_copy((vec2){ 0, 0 }, sprite.uvMin);
|
||||
glm_vec2_copy((vec2){ 1, 1 }, sprite.uvMax);
|
||||
|
||||
glm_vec2_copy((vec2){ 0, 0 }, sprites[spriteCount].uvMin);
|
||||
glm_vec2_copy((vec2){ 1, 1 }, sprites[spriteCount].uvMax);
|
||||
color_t color;
|
||||
switch(ent->direction) {
|
||||
case ENTITY_DIR_NORTH: color = COLOR_YELLOW; break;
|
||||
case ENTITY_DIR_EAST: color = COLOR_RED; break;
|
||||
case ENTITY_DIR_SOUTH: color = COLOR_GREEN; break;
|
||||
case ENTITY_DIR_WEST: color = COLOR_BLUE; break;
|
||||
default: color = COLOR_CYAN; break;
|
||||
}
|
||||
|
||||
spriteCount++;
|
||||
}
|
||||
|
||||
if(spriteCount) {
|
||||
shadermaterial_t material = {
|
||||
.unlit = {
|
||||
.color = COLOR_CYAN,
|
||||
.texture = NULL
|
||||
}
|
||||
.unlit = { .color = color, .texture = NULL }
|
||||
};
|
||||
// material.unlit.texture = &TEXTURE_TEST;
|
||||
spriteBatchBuffer(sprites, spriteCount, &SHADER_UNLIT, material);
|
||||
spriteBatchBuffer(&sprite, 1, &SHADER_UNLIT, material);
|
||||
spriteBatchFlush();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -10,6 +10,7 @@ target_sources(${DUSK_LIBRARY_TARGET_NAME}
|
||||
crypt.c
|
||||
endian.c
|
||||
memory.c
|
||||
random.c
|
||||
string.c
|
||||
math.c
|
||||
sort.c
|
||||
|
||||
@@ -0,0 +1,13 @@
|
||||
/**
|
||||
* Copyright (c) 2026 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#include "random.h"
|
||||
#include <stdlib.h>
|
||||
|
||||
float_t randomFloat(const float_t min, const float_t max) {
|
||||
return min + ((float_t)rand() / (float_t)RAND_MAX) * (max - min);
|
||||
}
|
||||
@@ -0,0 +1,18 @@
|
||||
/**
|
||||
* Copyright (c) 2026 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
#include "dusk.h"
|
||||
|
||||
/**
|
||||
* Returns a random float between min (inclusive) and max (exclusive).
|
||||
*
|
||||
* @param min Lower bound.
|
||||
* @param max Upper bound.
|
||||
* @returns A random float in [min, max).
|
||||
*/
|
||||
float_t randomFloat(const float_t min, const float_t max);
|
||||
Reference in New Issue
Block a user