14 Commits

Author SHA1 Message Date
YourWishes b4cdc4a64f Add remove event
Build Dusk / run-tests (push) Failing after 5m7s
Build Dusk / build-linux (push) Successful in 5m41s
Build Dusk / build-psp (push) Successful in 1m17s
Build Dusk / build-knulli (push) Successful in 4m22s
Build Dusk / build-gamecube (push) Successful in 3m43s
Build Dusk / build-gamecube-iso (push) Successful in 3m36s
Build Dusk / build-wii (push) Successful in 3m36s
Build Dusk / build-wii-iso (push) Successful in 3m22s
2026-07-02 16:10:47 -05:00
YourWishes 3ad5afb81c Fix item crash 2026-07-02 16:04:41 -05:00
YourWishes bed3f20118 Lot of cutscene cleanup 2026-07-02 15:53:02 -05:00
YourWishes de67315178 Cutscene cleanup 2026-07-02 14:59:41 -05:00
YourWishes 8d5c0c7cad Path finding (first pass) 2026-07-02 14:08:59 -05:00
YourWishes a8271e01bd Fade cutscene items 2026-07-02 13:26:41 -05:00
YourWishes 900b3f8558 More cutscene stuff 2026-07-02 12:54:12 -05:00
YourWishes fdc4e056f9 Cutscene defs 2026-07-02 11:32:31 -05:00
YourWishes 7b98e40ccf Cutscene tests 2026-07-02 11:18:36 -05:00
YourWishes 01d89cf22c Map tweaks 2026-07-01 21:07:24 -05:00
YourWishes 503a3c799a Grid to editor 2026-07-01 20:51:46 -05:00
YourWishes 0b21388844 Fixing bugs, one at a time 2026-07-01 20:23:44 -05:00
YourWishes 117bdf0c00 Fov tweaks 2026-07-01 20:18:32 -05:00
YourWishes 172dc5d37b Tile Z is now hypotenused to 1 rather than stretching to have Z of 1. 2026-07-01 16:27:59 -05:00
80 changed files with 1761 additions and 560 deletions
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-21
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@@ -1,21 +0,0 @@
// Copyright (c) 2026 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
const platformNames = {
[System.PLATFORM_LINUX]: 'Linux',
[System.PLATFORM_KNULLI]: 'Knulli',
[System.PLATFORM_PSP]: 'PSP',
[System.PLATFORM_GAMECUBE]: 'GameCube',
[System.PLATFORM_WII]: 'Wii',
};
Console.print('Platform: ' + (platformNames[System.platform] || 'Unknown'));
UIFullboxOver.setColor(Color.BLACK);
requireAsync('testscene.js').then(Scene.set).catch(err => {
Console.print('Error loading scene: ' + err);
Engine.exit();
});
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-63
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@@ -1,63 +0,0 @@
// Copyright (c) 2026 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
const PLAYER_SPEED = 5.0;
// 1 world unit = 16 pixels.
const PIXEL_SCALE = 1.0 / 16.0;
// Player sprite is 32x32 px (test.png dimensions).
const PLAYER_W = 32 * PIXEL_SCALE;
const PLAYER_H = 32 * PIXEL_SCALE;
var player = {};
player.getAssets = () => {
return [
{ path: 'test.png', type: Asset.TYPE_TEXTURE, format: Texture.FORMAT_RGBA }
];
}
player.init = function(scene) {
var texture = scene.assets.getAssetByPath('test.png');
Console.print('Player init: got texture ' + texture);
_entity = Entity.create();
_position = _entity.add(Component.POSITION);
_physics = _entity.add(Component.PHYSICS);
_physics.bodyType = Physics.DYNAMIC;
_physics.shape = Physics.SHAPE_CUBE;
_physics.gravityScale = 1.0;
var r = _entity.add(Component.RENDERABLE);
r.texture = texture.texture;
r.type = Renderable.SPRITEBATCH;
r.color = new Color(220, 80, 80);
// Upright quad centered on X, bottom-aligned on Y.
r.sprites = [[-PLAYER_W/2, 0, 0, PLAYER_W/2, PLAYER_H, 0, 0, 1, 1, 0]];
_position.localPosition = new Vec3(0, PLAYER_H, 0);
};
player.getPosition = function() {
return _position;
};
player.update = function() {
if(!_physics) return;
var vx = Input.axis(INPUT_ACTION_LEFT, INPUT_ACTION_RIGHT) * PLAYER_SPEED;
var vz = Input.axis(INPUT_ACTION_DOWN, INPUT_ACTION_UP) * PLAYER_SPEED;
// Preserve vertical velocity so gravity and landing work correctly.
var vy = _physics.velocity.y;
_physics.velocity = new Vec3(vx, vy, vz);
};
player.dispose = function() {
Entity.dispose(_entity);
_entity = null;
_position = null;
_physics = null;
};
module.exports = player;
-42
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@@ -1,42 +0,0 @@
// Copyright (c) 2026 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
var scene = {};
// Pokemon DS-style camera: ~34 degrees elevation (atan(6/9)).
// CAM_HEIGHT / CAM_DIST ratio controls the tilt - keep it under 0.7 for
// the characteristically shallow DS angle.
const CAM_HEIGHT = 6;
const CAM_DIST = 9;
scene.init = async function() {
// Camera
scene.cam = Entity.create();
var camPos = scene.cam.add(Component.POSITION);
var cam = scene.cam.add(Component.CAMERA);
camPos.localPosition = new Vec3(3, 3, 3);
camPos.lookAt(new Vec3(0, 0, 0));
// Floor - large flat slab, no texture needed.
scene.floor = Entity.create();
var floorPos = scene.floor.add(Component.POSITION);
var floorR = scene.floor.add(Component.RENDERABLE);
floorR.type = Renderable.SHADER_MATERIAL;
floorR.color = Color.BLUE;
// floorPos.localScale = new Vec3(16, 0.2, 16);
// floorPos.localPosition = new Vec3(0, -0.1, 0);
await UIFullboxOver.transition(Color.BLACK, Color.TRANSPARENT, 1.0);
};
scene.update = function() {
};
scene.dispose = function() {
Entity.dispose(scene.floor);
Entity.dispose(scene.cam);
};
module.exports = scene;
-6
View File
@@ -1,6 +0,0 @@
module = {
render() {
Text.draw(0, 0, "Hello World");
SpriteBatch.flush();
}
};
+276 -6
View File
@@ -1464,7 +1464,7 @@
10, 10,
0 0
], ],
"type": 1, "type": 4,
"tile": 0 "tile": 0
}, },
{ {
@@ -1473,7 +1473,7 @@
10, 10,
0 0
], ],
"type": 1, "type": 4,
"tile": 0 "tile": 0
}, },
{ {
@@ -1482,7 +1482,7 @@
10, 10,
0 0
], ],
"type": 1, "type": 4,
"tile": 0 "tile": 0
}, },
{ {
@@ -1491,7 +1491,7 @@
10, 10,
0 0
], ],
"type": 1, "type": 4,
"tile": 0 "tile": 0
}, },
{ {
@@ -1500,7 +1500,7 @@
10, 10,
0 0
], ],
"type": 1, "type": 4,
"tile": 0 "tile": 0
}, },
{ {
@@ -1509,7 +1509,7 @@
10, 10,
0 0
], ],
"type": 1, "type": 4,
"tile": 0 "tile": 0
}, },
{ {
@@ -2267,6 +2267,276 @@
], ],
"type": 1, "type": 1,
"tile": 0 "tile": 0
},
{
"pos": [
6,
9,
1
],
"type": 4,
"tile": 0
},
{
"pos": [
7,
9,
1
],
"type": 4,
"tile": 0
},
{
"pos": [
8,
9,
1
],
"type": 4,
"tile": 0
},
{
"pos": [
9,
9,
1
],
"type": 4,
"tile": 0
},
{
"pos": [
10,
9,
1
],
"type": 4,
"tile": 0
},
{
"pos": [
11,
9,
1
],
"type": 4,
"tile": 0
},
{
"pos": [
6,
8,
2
],
"type": 4,
"tile": 0
},
{
"pos": [
7,
8,
2
],
"type": 4,
"tile": 0
},
{
"pos": [
8,
8,
2
],
"type": 4,
"tile": 0
},
{
"pos": [
9,
8,
2
],
"type": 4,
"tile": 0
},
{
"pos": [
10,
8,
2
],
"type": 4,
"tile": 0
},
{
"pos": [
11,
8,
2
],
"type": 4,
"tile": 0
},
{
"pos": [
6,
5,
3
],
"type": 1,
"tile": 0
},
{
"pos": [
7,
5,
3
],
"type": 1,
"tile": 0
},
{
"pos": [
8,
5,
3
],
"type": 1,
"tile": 0
},
{
"pos": [
9,
5,
3
],
"type": 1,
"tile": 0
},
{
"pos": [
10,
5,
3
],
"type": 1,
"tile": 0
},
{
"pos": [
11,
5,
3
],
"type": 1,
"tile": 0
},
{
"pos": [
6,
6,
3
],
"type": 1,
"tile": 0
},
{
"pos": [
7,
6,
3
],
"type": 1,
"tile": 0
},
{
"pos": [
8,
6,
3
],
"type": 1,
"tile": 0
},
{
"pos": [
9,
6,
3
],
"type": 1,
"tile": 0
},
{
"pos": [
10,
6,
3
],
"type": 1,
"tile": 0
},
{
"pos": [
11,
6,
3
],
"type": 1,
"tile": 0
},
{
"pos": [
6,
7,
3
],
"type": 1,
"tile": 0
},
{
"pos": [
7,
7,
3
],
"type": 1,
"tile": 0
},
{
"pos": [
8,
7,
3
],
"type": 1,
"tile": 0
},
{
"pos": [
9,
7,
3
],
"type": 1,
"tile": 0
},
{
"pos": [
10,
7,
3
],
"type": 1,
"tile": 0
},
{
"pos": [
11,
7,
3
],
"type": 1,
"tile": 0
} }
], ],
"meshes": [] "meshes": []
+53 -3
View File
@@ -17,6 +17,10 @@ const ChunkTerrain = (() => {
const CHUNK_DEPTH = 4; const CHUNK_DEPTH = 4;
const TILE_COUNT = CHUNK_WIDTH * CHUNK_HEIGHT * CHUNK_DEPTH; const TILE_COUNT = CHUNK_WIDTH * CHUNK_HEIGHT * CHUNK_DEPTH;
// World-space Z distance of one Z-layer/story, in world-float space.
// Must match WORLD_LAYER_HEIGHT in src/dusk/rpg/overworld/worldpos.h.
const WORLD_LAYER_HEIGHT = Math.SQRT1_2;
const TILE_SHAPE_NULL = 0; const TILE_SHAPE_NULL = 0;
const TILE_SHAPE_GROUND = 1; const TILE_SHAPE_GROUND = 1;
const TILE_SHAPE_RAMP_NORTH = 2; const TILE_SHAPE_RAMP_NORTH = 2;
@@ -88,7 +92,53 @@ const ChunkTerrain = (() => {
const v1 = (y + 1) / CHUNK_HEIGHT; const v1 = (y + 1) / CHUNK_HEIGHT;
const [sw, se, ne, nw] = corners; const [sw, se, ne, nw] = corners;
pushTileQuad(out, u0, u1, v0, v1, x, y, z + sw, z + se, z + ne, z + nw); pushTileQuad(
out, u0, u1, v0, v1, x, y,
(z + sw) * WORLD_LAYER_HEIGHT,
(z + se) * WORLD_LAYER_HEIGHT,
(z + ne) * WORLD_LAYER_HEIGHT,
(z + nw) * WORLD_LAYER_HEIGHT
);
}
}
}
return new Float32Array(out);
}
// Four edges (SW-SE, SE-NE, NE-NW, NW-SW) of a tile's quad as line
// segments, lifted slightly above the terrain surface to avoid
// z-fighting - same corner-height convention as pushTileQuad().
function pushTileGridLines(out, fx, fy, swZ, seZ, neZ, nwZ) {
const eps = 0.01;
const sw = [fx, fy, swZ + eps];
const se = [fx + 1, fy, seZ + eps];
const ne = [fx + 1, fy + 1, neZ + eps];
const nw = [fx, fy + 1, nwZ + eps];
const edges = [sw, se, se, ne, ne, nw, nw, sw];
for(const [x, y, z] of edges) out.push(0, 0, x, y, z);
}
// Generate grid-outline line segments for every non-null tile, following
// the same per-corner heights as buildTerrainVerts() so lines hug ramps
// instead of cutting through them. Returns a Float32Array of interleaved
// [u, v, x, y, z] vertices meant to be drawn with gl.LINES (pairs).
function buildGridLines(tiles) {
const out = [];
for(let z = 0; z < CHUNK_DEPTH; z++) {
for(let y = 0; y < CHUNK_HEIGHT; y++) {
for(let x = 0; x < CHUNK_WIDTH; x++) {
const type = tiles[tileIndex(x, y, z)] || TILE_SHAPE_NULL;
const corners = RAMP_CORNERS[type];
if(!corners) continue;
const [sw, se, ne, nw] = corners;
pushTileGridLines(
out, x, y,
(z + sw) * WORLD_LAYER_HEIGHT,
(z + se) * WORLD_LAYER_HEIGHT,
(z + ne) * WORLD_LAYER_HEIGHT,
(z + nw) * WORLD_LAYER_HEIGHT
);
} }
} }
} }
@@ -96,7 +146,7 @@ const ChunkTerrain = (() => {
} }
return Object.freeze({ return Object.freeze({
CHUNK_WIDTH, CHUNK_HEIGHT, CHUNK_DEPTH, TILE_COUNT, CHUNK_WIDTH, CHUNK_HEIGHT, CHUNK_DEPTH, TILE_COUNT, WORLD_LAYER_HEIGHT,
TILE_SHAPE_NULL, TILE_SHAPE_GROUND, TILE_SHAPE_NULL, TILE_SHAPE_GROUND,
TILE_SHAPE_RAMP_NORTH, TILE_SHAPE_RAMP_EAST, TILE_SHAPE_RAMP_NORTH, TILE_SHAPE_RAMP_EAST,
TILE_SHAPE_RAMP_SOUTH, TILE_SHAPE_RAMP_WEST, TILE_SHAPE_RAMP_SOUTH, TILE_SHAPE_RAMP_WEST,
@@ -104,6 +154,6 @@ const ChunkTerrain = (() => {
TILE_SHAPE_RAMP_SOUTHEAST, TILE_SHAPE_RAMP_SOUTHWEST, TILE_SHAPE_RAMP_SOUTHEAST, TILE_SHAPE_RAMP_SOUTHWEST,
TILE_SHAPE_RAMP_NORTHEAST_INNER, TILE_SHAPE_RAMP_NORTHWEST_INNER, TILE_SHAPE_RAMP_NORTHEAST_INNER, TILE_SHAPE_RAMP_NORTHWEST_INNER,
TILE_SHAPE_RAMP_SOUTHEAST_INNER, TILE_SHAPE_RAMP_SOUTHWEST_INNER, TILE_SHAPE_RAMP_SOUTHEAST_INNER, TILE_SHAPE_RAMP_SOUTHWEST_INNER,
RAMP_CORNERS, tileIndex, buildTerrainVerts, RAMP_CORNERS, tileIndex, buildTerrainVerts, buildGridLines,
}); });
})(); })();
+1 -1
View File
@@ -9,7 +9,7 @@
flex-direction: column; flex-direction: column;
flex-wrap: wrap; flex-wrap: wrap;
gap: 6px; gap: 6px;
max-height: 512px; max-height: 600px;
} }
.tile-swatch { .tile-swatch {
+78 -20
View File
@@ -41,16 +41,15 @@
[ChunkTerrain.TILE_SHAPE_RAMP_SOUTHWEST_INNER]: { dx: -1, dy: 1 }, [ChunkTerrain.TILE_SHAPE_RAMP_SOUTHWEST_INNER]: { dx: -1, dy: 1 },
}; };
// Draws an arrow centered at (cx, cy) pointing toward the ramp's high const INNER_CORNER_SHAPES = new Set([
// side, so ramp direction is visible at a glance on both the palette ChunkTerrain.TILE_SHAPE_RAMP_NORTHEAST_INNER,
// swatches and the tile grid. ChunkTerrain.TILE_SHAPE_RAMP_NORTHWEST_INNER,
function drawArrow(ctx, cx, cy, size, dx, dy) { ChunkTerrain.TILE_SHAPE_RAMP_SOUTHEAST_INNER,
const mag = Math.hypot(dx, dy) || 1; ChunkTerrain.TILE_SHAPE_RAMP_SOUTHWEST_INNER,
const ux = dx / mag, uy = dy / mag; ]);
const len = size * 0.32;
const tipX = cx + ux * len, tipY = cy + uy * len;
const tailX = cx - ux * len, tailY = cy - uy * len;
// Draws a single-headed arrow from (tailX, tailY) to (tipX, tipY).
function drawArrowSegment(ctx, tailX, tailY, tipX, tipY, size) {
ctx.strokeStyle = "#ffffff"; ctx.strokeStyle = "#ffffff";
ctx.fillStyle = "#ffffff"; ctx.fillStyle = "#ffffff";
ctx.lineWidth = Math.max(1, size * 0.08); ctx.lineWidth = Math.max(1, size * 0.08);
@@ -62,7 +61,7 @@
ctx.stroke(); ctx.stroke();
const headLen = size * 0.18; const headLen = size * 0.18;
const angle = Math.atan2(uy, ux); const angle = Math.atan2(tipY - tailY, tipX - tailX);
const leftAngle = angle + Math.PI * 0.8; const leftAngle = angle + Math.PI * 0.8;
const rightAngle = angle - Math.PI * 0.8; const rightAngle = angle - Math.PI * 0.8;
ctx.beginPath(); ctx.beginPath();
@@ -73,6 +72,54 @@
ctx.fill(); ctx.fill();
} }
// Draws an arrow centered at (cx, cy) pointing toward the ramp's high
// side, so ramp direction is visible at a glance on both the palette
// swatches and the tile grid. Used for cardinal ramps and outer-corner
// ramps (a single raised corner).
function drawArrow(ctx, cx, cy, size, dx, dy) {
const mag = Math.hypot(dx, dy) || 1;
const ux = dx / mag, uy = dy / mag;
const len = size * 0.32;
drawArrowSegment(ctx, cx - ux * len, cy - uy * len, cx + ux * len, cy + uy * len, size);
}
// Draws a plain right-angle bracket - two line segments meeting at 90
// degrees at the tile's corner, one running along each of the two edges
// adjacent to it - so inner-corner ramps (three corners raised, one
// dropped) read as "the adjacent sides meeting in a 90-degree corner",
// distinct from the single diagonal arrow used for outer-corner ramps.
function drawCornerBracket(ctx, cx, cy, size, dx, dy) {
const cornerDist = size * 0.42;
const armLen = size * 0.34;
const cornerX = cx + dx * cornerDist;
const cornerY = cy + dy * cornerDist;
ctx.strokeStyle = "#ffffff";
ctx.lineWidth = Math.max(1, size * 0.08);
ctx.lineCap = "round";
ctx.lineJoin = "round";
ctx.beginPath();
ctx.moveTo(cornerX - dx * armLen, cornerY);
ctx.lineTo(cornerX, cornerY);
ctx.lineTo(cornerX, cornerY - dy * armLen);
ctx.stroke();
}
// Draws the direction icon for a ramp tile `type` in a `size`x`size` area
// centered at (cx, cy): a diagonal arrow for cardinal/outer-corner ramps,
// or a right-angle bracket for inner-corner ramps. No-op for shapes with
// no direction (ground, erase).
function drawShapeIcon(ctx, cx, cy, size, type) {
const dir = SHAPE_DIRECTIONS[type];
if(!dir) return;
if(INNER_CORNER_SHAPES.has(type)) {
drawCornerBracket(ctx, cx, cy, size, dir.dx, dir.dy);
} else {
drawArrow(ctx, cx, cy, size, dir.dx, dir.dy);
}
}
// Draws a small pencil icon centered in a `size`x`size` canvas. // Draws a small pencil icon centered in a `size`x`size` canvas.
function drawPencilIcon(ctx, size) { function drawPencilIcon(ctx, size) {
ctx.save(); ctx.save();
@@ -146,6 +193,7 @@
let mapRenderer = null; let mapRenderer = null;
let terrainMesh = null; let terrainMesh = null;
let gridLinesMesh = null;
let terrainTexturePromise = null; let terrainTexturePromise = null;
let modelIndex = null; let modelIndex = null;
let neighborChunks = []; let neighborChunks = [];
@@ -262,6 +310,13 @@
return modelIndex; return modelIndex;
} }
// Scales a mesh's stored [x, y, z] offset for preview, matching the
// Z scaling mapChunkLoaded() applies at runtime (chunk.meshOffsets[m][2]
// * WORLD_LAYER_HEIGHT) - x/y stay 1:1 since only Z is height-scaled.
function scaledMeshOffset(pos) {
return [pos[0], pos[1], pos[2] * ChunkTerrain.WORLD_LAYER_HEIGHT];
}
// Resolves a chunk mesh entry's bare filename (e.g. "house_5_3.dmf") to // Resolves a chunk mesh entry's bare filename (e.g. "house_5_3.dmf") to
// its model JSON by basename, mirroring find_model() in // its model JSON by basename, mirroring find_model() in
// tools/asset/chunk/__main__.py - the chunk JSON only ever stores a bare // tools/asset/chunk/__main__.py - the chunk JSON only ever stores a bare
@@ -330,7 +385,7 @@
for(const m of neighborMeshes) { for(const m of neighborMeshes) {
try { try {
const resolved = await resolveModelForMeshFile(m.file); const resolved = await resolveModelForMeshFile(m.file);
if(resolved) models.push({ ...resolved, offset: m.pos }); if(resolved) models.push({ ...resolved, offset: scaledMeshOffset(m.pos) });
} catch(e) { } catch(e) {
console.warn("Failed to load neighbor mesh preview", m.file, e); console.warn("Failed to load neighbor mesh preview", m.file, e);
} }
@@ -426,13 +481,12 @@
buildPalette(); buildPalette();
}); });
const dir = SHAPE_DIRECTIONS[s.type]; if(SHAPE_DIRECTIONS[s.type]) {
if(dir) {
const icon = document.createElement("canvas"); const icon = document.createElement("canvas");
icon.width = 32; icon.width = 32;
icon.height = 32; icon.height = 32;
icon.className = "tile-swatch-icon"; icon.className = "tile-swatch-icon";
drawArrow(icon.getContext("2d"), 16, 16, 32, dir.dx, dir.dy); drawShapeIcon(icon.getContext("2d"), 16, 16, 32, s.type);
btn.appendChild(icon); btn.appendChild(icon);
} }
@@ -489,11 +543,10 @@
const sy = (ChunkTerrain.CHUNK_HEIGHT - 1 - y) * cell; const sy = (ChunkTerrain.CHUNK_HEIGHT - 1 - y) * cell;
ctx.fillStyle = SHAPE_COLORS[type] || "#15171b"; ctx.fillStyle = SHAPE_COLORS[type] || "#15171b";
ctx.fillRect(x * cell, sy, cell, cell); ctx.fillRect(x * cell, sy, cell, cell);
ctx.strokeStyle = "rgba(255, 255, 255, 0.08)"; ctx.strokeStyle = "rgba(255, 255, 255, 0.25)";
ctx.strokeRect(x * cell, sy, cell, cell); ctx.strokeRect(x * cell, sy, cell, cell);
const dir = SHAPE_DIRECTIONS[type]; drawShapeIcon(ctx, x * cell + cell / 2, sy + cell / 2, cell, type);
if(dir) drawArrow(ctx, x * cell + cell / 2, sy + cell / 2, cell, dir.dx, dir.dy);
} }
} }
@@ -592,6 +645,9 @@
function rebuildTerrainMesh() { function rebuildTerrainMesh() {
const floats = ChunkTerrain.buildTerrainVerts(tiles); const floats = ChunkTerrain.buildTerrainVerts(tiles);
terrainMesh = floats.length ? mapRenderer.createMesh(floats) : null; terrainMesh = floats.length ? mapRenderer.createMesh(floats) : null;
const lineFloats = ChunkTerrain.buildGridLines(tiles);
gridLinesMesh = lineFloats.length ? mapRenderer.createMesh(lineFloats) : null;
} }
// Keeps the preview canvas's backing-store resolution matched to its // Keeps the preview canvas's backing-store resolution matched to its
@@ -619,7 +675,7 @@
for(const m of meshes) { for(const m of meshes) {
try { try {
const resolved = await resolveModelForMeshFile(m.file); const resolved = await resolveModelForMeshFile(m.file);
if(resolved) models.push({ ...resolved, offset: m.pos }); if(resolved) models.push({ ...resolved, offset: scaledMeshOffset(m.pos) });
} catch(e) { } catch(e) {
console.warn("Failed to load mesh preview", m.file, e); console.warn("Failed to load mesh preview", m.file, e);
} }
@@ -637,13 +693,15 @@
models: n.models, models: n.models,
})); }));
const zLevelHeight = currentZLevel * ChunkTerrain.WORLD_LAYER_HEIGHT;
mapRenderer.render({ mapRenderer.render({
target: [ChunkTerrain.CHUNK_WIDTH / 2, ChunkTerrain.CHUNK_HEIGHT / 2, currentZLevel], target: [ChunkTerrain.CHUNK_WIDTH / 2, ChunkTerrain.CHUNK_HEIGHT / 2, zLevelHeight],
worldH: zoomWorldH, worldH: zoomWorldH,
terrain: terrainMesh ? { mesh: terrainMesh, texture: terrainTexture } : null, terrain: terrainMesh ? { mesh: terrainMesh, texture: terrainTexture } : null,
gridLines: gridLinesMesh ? { mesh: gridLinesMesh } : null,
models, models,
neighbors, neighbors,
highlight: hoverTile ? { x: hoverTile.x, y: hoverTile.y, z: currentZLevel } : null, highlight: hoverTile ? { x: hoverTile.x, y: hoverTile.y, z: zLevelHeight } : null,
}); });
} }
+5
View File
@@ -221,6 +221,7 @@ const MapRenderer = (() => {
// scene = { // scene = {
// target: [x, y, z], worldH: number, // target: [x, y, z], worldH: number,
// terrain: { mesh, texture } | null, // terrain: { mesh, texture } | null,
// gridLines: { mesh } | null,
// models: [{ mesh, texture, color: [r,g,b,a in 0..1], offset: [x,y,z] }], // models: [{ mesh, texture, color: [r,g,b,a in 0..1], offset: [x,y,z] }],
// neighbors: [{ // neighbors: [{
// offset: [x,y,z], // offset: [x,y,z],
@@ -248,6 +249,10 @@ const MapRenderer = (() => {
drawMesh(scene.terrain.mesh, identity, scene.terrain.texture, [1, 1, 1, 1], true); drawMesh(scene.terrain.mesh, identity, scene.terrain.texture, [1, 1, 1, 1], true);
} }
if(scene.gridLines) {
drawMesh(scene.gridLines.mesh, identity, null, [0, 0, 0, 0.35], false, gl.LINES);
}
for(const model of scene.models) { for(const model of scene.models) {
const modelMatrix = mat4Translation(new Float32Array(16), model.offset); const modelMatrix = mat4Translation(new Float32Array(16), model.offset);
drawMesh(model.mesh, modelMatrix, model.texture, model.color, true); drawMesh(model.mesh, modelMatrix, model.texture, model.color, true);
-1
View File
@@ -8,7 +8,6 @@ target_sources(${DUSK_LIBRARY_TARGET_NAME}
PUBLIC PUBLIC
rpg.c rpg.c
rpgcamera.c rpgcamera.c
rpgtextbox.c
) )
# Subdirs # Subdirs
-1
View File
@@ -7,7 +7,6 @@
target_sources(${DUSK_LIBRARY_TARGET_NAME} target_sources(${DUSK_LIBRARY_TARGET_NAME}
PUBLIC PUBLIC
cutscenesystem.c cutscenesystem.c
cutscenemode.c
) )
# Subdirs # Subdirs
+105 -1
View File
@@ -7,8 +7,112 @@
#pragma once #pragma once
#include "rpg/cutscene/item/cutsceneitem.h" #include "rpg/cutscene/item/cutsceneitem.h"
#include "rpg/cutscene/cutscenepause.h"
typedef struct cutscene_s { typedef struct cutscene_s {
const cutsceneitem_t *items; const cutsceneitem_t *items;
uint8_t itemCount; uint8_t itemCount;
} cutscene_t; cutscenepause_t pause;
} cutscene_t;
#define CUTSCENE(NAME, PAUSE_TYPE, ...) \
static const cutsceneitem_t CUTSCENE_##NAME##_ITEMS[] = { __VA_ARGS__ }; \
static const cutscene_t CUTSCENE_##NAME = { \
.items = CUTSCENE_##NAME##_ITEMS, \
.itemCount = sizeof(CUTSCENE_##NAME##_ITEMS) / sizeof(cutsceneitem_t), \
.pause = CUTSCENE_PAUSE_##PAUSE_TYPE \
};
#define CUTSCENE_REFERENCE(CUTSCENE) \
&CUTSCENE_##CUTSCENE
#define CUTSCENE_TEXT(TEXT) \
{ .type = CUTSCENE_ITEM_TYPE_TEXT, .text = { .text = TEXT } }
#define CUTSCENE_WAIT(WAIT) \
{ .type = CUTSCENE_ITEM_TYPE_WAIT, .wait = WAIT }
#define CUTSCENE_CUTSCENE(CUTSCENE) \
{ \
.type = CUTSCENE_ITEM_TYPE_CUTSCENE, \
.cutscene = CUTSCENE_REFERENCE(CUTSCENE) \
}
#define CUTSCENE_CALLBACK(CALLBACK) \
{ .type = CUTSCENE_ITEM_TYPE_CALLBACK, .callback = CALLBACK }
#define CUTSCENE_ENTITY_WALK_TO(ENTITY_INDEX, X, Y, Z) \
{ \
.type = CUTSCENE_ITEM_TYPE_ENTITY_WALK_TO, \
.entityWalkTo = { \
.entityIndex = ENTITY_INDEX, \
.positions = (const worldpos_t[]){ { X, Y, Z } }, \
.count = 1, \
.walkAround = true \
} \
}
#define CUTSCENE_ENTITY_WALK_PATH(NAME, ENTITY_INDEX, ...) \
static const worldpos_t CUTSCENE_##NAME##_POSITIONS[] = { __VA_ARGS__ }; \
static const cutsceneitem_t CUTSCENE_##NAME = { \
.type = CUTSCENE_ITEM_TYPE_ENTITY_WALK_TO, \
.entityWalkTo = { \
.entityIndex = ENTITY_INDEX, \
.positions = CUTSCENE_##NAME##_POSITIONS, \
.count = sizeof(CUTSCENE_##NAME##_POSITIONS) / sizeof(worldpos_t), \
.walkAround = true \
} \
}
#define CUTSCENE_ENTITY_REMOVE(ENTITY_INDEX) \
{ \
.type = CUTSCENE_ITEM_TYPE_ENTITY_REMOVE, \
.entityRemove = { .entityIndex = ENTITY_INDEX } \
}
#define CUTSCENE_ENTITY_TELEPORT(ENTITY_INDEX, X, Y, Z) \
{ \
.type = CUTSCENE_ITEM_TYPE_ENTITY_TELEPORT, \
.entityTeleport = { .entityIndex = ENTITY_INDEX, .target = { X, Y, Z } } \
}
#define CUTSCENE_FADE(FROM, TO, DURATION, EASING) \
{ \
.type = CUTSCENE_ITEM_TYPE_FADE, \
.fade = { .from = FROM, .to = TO, .duration = DURATION, .easing = EASING } \
}
#define CUTSCENE_FADE_TO_BLACK(DURATION) \
CUTSCENE_FADE(COLOR_TRANSPARENT_BLACK, COLOR_BLACK, DURATION, EASING_LINEAR)
#define CUTSCENE_FADE_FROM_BLACK(DURATION) \
CUTSCENE_FADE(COLOR_BLACK, COLOR_TRANSPARENT_BLACK, DURATION, EASING_LINEAR)
#define CUTSCENE_FADE_TO_WHITE(DURATION) \
CUTSCENE_FADE(COLOR_TRANSPARENT_WHITE, COLOR_WHITE, DURATION, EASING_LINEAR)
#define CUTSCENE_FADE_FROM_WHITE(DURATION) \
CUTSCENE_FADE(COLOR_WHITE, COLOR_TRANSPARENT_WHITE, DURATION, EASING_LINEAR)
#define CUTSCENE_SET_PAUSE(FLAGS) \
{ .type = CUTSCENE_ITEM_TYPE_SET_PAUSE, .setPause = (FLAGS) }
#define CUTSCENE_ITEM_GIVE(ITEM_ID, QUANTITY) \
{ \
.type = CUTSCENE_ITEM_TYPE_ITEM_GIVE, \
.itemGive = { .item = ITEM_ID, .quantity = QUANTITY } \
}
// Runs all listed items simultaneously and waits until all are done.
// Concurrent items cannot be nested inside another CUTSCENE_CONCURRENT.
#define CUTSCENE_CONCURRENT(...) \
{ \
.type = CUTSCENE_ITEM_TYPE_CONCURRENT, \
.concurrent = { \
.items = (const cutsceneitem_t[]){ __VA_ARGS__ }, \
.count = (uint8_t)( \
sizeof((cutsceneitem_t[]){ __VA_ARGS__ }) / \
sizeof(cutsceneitem_t) \
) \
} \
}
-19
View File
@@ -1,19 +0,0 @@
/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "rpg/cutscene/cutscenesystem.h"
bool_t cutsceneModeIsInputAllowed() {
switch(CUTSCENE_SYSTEM.mode) {
case CUTSCENE_MODE_FULL_FREEZE:
case CUTSCENE_MODE_INPUT_FREEZE:
return false;
default:
return true;
}
}
-26
View File
@@ -1,26 +0,0 @@
/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "dusk.h"
typedef enum {
CUTSCENE_MODE_NONE,
CUTSCENE_MODE_FULL_FREEZE,
CUTSCENE_MODE_INPUT_FREEZE,
CUTSCENE_MODE_GAMEPLAY
} cutscenemode_t;
// Default mode for all cutscenes.
#define CUTSCENE_MODE_INITIAL CUTSCENE_MODE_INPUT_FREEZE
/**
* Check if input is allowed in the current cutscene mode.
*
* @return true if input is allowed, false otherwise.
*/
bool_t cutsceneModeIsInputAllowed();
+24
View File
@@ -0,0 +1,24 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "dusk.h"
typedef uint8_t cutscenepause_t;
#define CUTSCENE_PAUSE_NONE ((cutscenepause_t)0)
#define CUTSCENE_PAUSE_NPC ((cutscenepause_t)(1 << 0))
#define CUTSCENE_PAUSE_PLAYER ((cutscenepause_t)(1 << 1))
#define CUTSCENE_PAUSE_WORLD ((cutscenepause_t)(1 << 2))
#define CUTSCENE_PAUSE_DEFAULT ((cutscenepause_t)( \
CUTSCENE_PAUSE_NPC | CUTSCENE_PAUSE_PLAYER \
))
#define CUTSCENE_PAUSE_ALL ((cutscenepause_t)( \
CUTSCENE_PAUSE_NPC | CUTSCENE_PAUSE_PLAYER | CUTSCENE_PAUSE_WORLD \
))
+45 -7
View File
@@ -1,12 +1,14 @@
/** /**
* Copyright (c) 2025 Dominic Masters * Copyright (c) 2025 Dominic Masters
* *
* This software is released under the MIT License. * This software is released under the MIT License.
* https://opensource.org/licenses/MIT * https://opensource.org/licenses/MIT
*/ */
#include "cutscenesystem.h" #include "cutscenesystem.h"
#include "rpg/entity/entity.h"
#include "util/memory.h" #include "util/memory.h"
#include "assert/assert.h"
cutscenesystem_t CUTSCENE_SYSTEM; cutscenesystem_t CUTSCENE_SYSTEM;
@@ -15,9 +17,19 @@ void cutsceneSystemInit() {
} }
void cutsceneSystemStartCutscene(const cutscene_t *cutscene) { void cutsceneSystemStartCutscene(const cutscene_t *cutscene) {
cutsceneSystemStartCutsceneWith(cutscene, NULL, NULL);
}
void cutsceneSystemStartCutsceneWith(
const cutscene_t *cutscene,
entity_t *interact,
entity_t *interacted
) {
CUTSCENE_SYSTEM.scene = cutscene; CUTSCENE_SYSTEM.scene = cutscene;
CUTSCENE_SYSTEM.mode = CUTSCENE_MODE_INITIAL; CUTSCENE_SYSTEM.pause = cutscene->pause;
CUTSCENE_SYSTEM.currentItem = 0xFF;// Set to 0xFF so start wraps. CUTSCENE_SYSTEM.entityInteract = interact;
CUTSCENE_SYSTEM.entityInteracted = interacted;
CUTSCENE_SYSTEM.currentItem = 0xFF;// Set to 0xFF so Next wraps to 0.
cutsceneSystemNext(); cutsceneSystemNext();
} }
@@ -25,7 +37,7 @@ void cutsceneSystemUpdate() {
if(CUTSCENE_SYSTEM.scene == NULL) return; if(CUTSCENE_SYSTEM.scene == NULL) return;
const cutsceneitem_t *item = cutsceneSystemGetCurrentItem(); const cutsceneitem_t *item = cutsceneSystemGetCurrentItem();
cutsceneItemUpdate(item, &CUTSCENE_SYSTEM.data); if(cutsceneItemUpdate(item, &CUTSCENE_SYSTEM.data)) cutsceneSystemNext();
} }
void cutsceneSystemNext() { void cutsceneSystemNext() {
@@ -39,7 +51,9 @@ void cutsceneSystemNext() {
) { ) {
CUTSCENE_SYSTEM.scene = NULL; CUTSCENE_SYSTEM.scene = NULL;
CUTSCENE_SYSTEM.currentItem = 0xFF; CUTSCENE_SYSTEM.currentItem = 0xFF;
CUTSCENE_SYSTEM.mode = CUTSCENE_MODE_NONE; CUTSCENE_SYSTEM.pause = CUTSCENE_PAUSE_NONE;
CUTSCENE_SYSTEM.entityInteract = NULL;
CUTSCENE_SYSTEM.entityInteracted = NULL;
return; return;
} }
@@ -55,8 +69,32 @@ const cutsceneitem_t * cutsceneSystemGetCurrentItem() {
return &CUTSCENE_SYSTEM.scene->items[CUTSCENE_SYSTEM.currentItem]; return &CUTSCENE_SYSTEM.scene->items[CUTSCENE_SYSTEM.currentItem];
} }
entity_t * cutsceneSystemGetEntity(const uint8_t entityIndex) {
if(entityIndex == CUTSCENE_ENTITY_INTERACT) {
assertNotNull(
CUTSCENE_SYSTEM.entityInteract,
"CUTSCENE_ENTITY_INTERACT used but no interact entity is set"
);
return CUTSCENE_SYSTEM.entityInteract;
}
if(entityIndex == CUTSCENE_ENTITY_INTERACTED) {
assertNotNull(
CUTSCENE_SYSTEM.entityInteracted,
"CUTSCENE_ENTITY_INTERACTED used but no interacted entity is set"
);
return CUTSCENE_SYSTEM.entityInteracted;
}
assertTrue(
entityIndex < ENTITY_COUNT,
"Entity index is out of range"
);
return &ENTITIES[entityIndex];
}
void cutsceneSystemDispose() { void cutsceneSystemDispose() {
CUTSCENE_SYSTEM.scene = NULL; CUTSCENE_SYSTEM.scene = NULL;
CUTSCENE_SYSTEM.currentItem = 0xFF; CUTSCENE_SYSTEM.currentItem = 0xFF;
CUTSCENE_SYSTEM.mode = CUTSCENE_MODE_NONE; CUTSCENE_SYSTEM.pause = CUTSCENE_PAUSE_NONE;
} CUTSCENE_SYSTEM.entityInteract = NULL;
CUTSCENE_SYSTEM.entityInteracted = NULL;
}
+33 -4
View File
@@ -7,15 +7,21 @@
#pragma once #pragma once
#include "cutscene.h" #include "cutscene.h"
#include "cutscenemode.h"
typedef struct entity_s entity_t;
#define CUTSCENE_ENTITY_INTERACT ((uint8_t)0xFE)
#define CUTSCENE_ENTITY_INTERACTED ((uint8_t)0xFD)
typedef struct { typedef struct {
const cutscene_t *scene; const cutscene_t *scene;
uint8_t currentItem; uint8_t currentItem;
cutscenepause_t pause;
entity_t *entityInteract;
entity_t *entityInteracted;
// Data (used by the current item). // Data (used by the current item).
cutsceneitemdata_t data; cutsceneitemdata_t data;
cutscenemode_t mode;
} cutscenesystem_t; } cutscenesystem_t;
extern cutscenesystem_t CUTSCENE_SYSTEM; extern cutscenesystem_t CUTSCENE_SYSTEM;
@@ -26,12 +32,35 @@ extern cutscenesystem_t CUTSCENE_SYSTEM;
void cutsceneSystemInit(); void cutsceneSystemInit();
/** /**
* Start a cutscene. * Start a cutscene with no bound entities.
* *
* @param cutscene Pointer to the cutscene to start. * @param cutscene Pointer to the cutscene to start.
*/ */
void cutsceneSystemStartCutscene(const cutscene_t *cutscene); void cutsceneSystemStartCutscene(const cutscene_t *cutscene);
/**
* Start a cutscene with the two entities that triggered it.
*
* @param cutscene Pointer to the cutscene to start.
* @param interact The entity that initiated the interaction (player).
* @param interacted The entity that was interacted with (NPC).
*/
void cutsceneSystemStartCutsceneWith(
const cutscene_t *cutscene,
entity_t *interact,
entity_t *interacted
);
/**
* Resolves a raw entity index (or sentinel) to an entity pointer.
* Handles CUTSCENE_ENTITY_INTERACT and CUTSCENE_ENTITY_INTERACTED.
* Asserts the resolved entity is within bounds.
*
* @param entityIndex Raw entity index or sentinel value.
* @returns Pointer to the resolved entity.
*/
entity_t * cutsceneSystemGetEntity(const uint8_t entityIndex);
/** /**
* Advance to the next item in the cutscene. * Advance to the next item in the cutscene.
*/ */
+8 -4
View File
@@ -1,11 +1,15 @@
# Copyright (c) 2025 Dominic Masters # Copyright (c) 2025 Dominic Masters
# #
# This software is released under the MIT License. # This software is released under the MIT License.
# https://opensource.org/licenses/MIT # https://opensource.org/licenses/MIT
# Sources
target_sources(${DUSK_LIBRARY_TARGET_NAME} target_sources(${DUSK_LIBRARY_TARGET_NAME}
PUBLIC PUBLIC
cutsceneitem.c cutsceneitem.c
cutsceneentitymove.c cutscenecallback.c
) )
add_subdirectory(control)
add_subdirectory(entity)
add_subdirectory(item)
add_subdirectory(ui)
@@ -0,0 +1,11 @@
# Copyright (c) 2026 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
target_sources(${DUSK_LIBRARY_TARGET_NAME}
PUBLIC
cutscenewait.c
cutscenesetpause.c
cutsceneconcurrent.c
)
@@ -0,0 +1,46 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "rpg/cutscene/item/cutsceneitem.h"
#include "assert/assert.h"
void cutsceneConcurrentStart(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
) {
assertTrue(
item->concurrent.count <= CUTSCENE_CONCURRENT_MAX,
"Too many items in CUTSCENE_CONCURRENT"
);
for(uint8_t i = 0; i < item->concurrent.count; i++) {
assertTrue(
item->concurrent.items[i].type != CUTSCENE_ITEM_TYPE_CONCURRENT,
"Concurrent items cannot be nested"
);
cutsceneItemStart(
&item->concurrent.items[i],
(cutsceneitemdata_t *)&data->concurrent.childData[i]
);
}
}
bool_t cutsceneConcurrentUpdate(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
) {
for(uint8_t i = 0; i < item->concurrent.count; i++) {
if(data->concurrent.doneMask & (1u << i)) continue;
if(cutsceneItemUpdate(
&item->concurrent.items[i],
(cutsceneitemdata_t *)&data->concurrent.childData[i]
)) {
data->concurrent.doneMask |= (uint8_t)(1u << i);
}
}
uint8_t allDone = (uint8_t)((1u << item->concurrent.count) - 1u);
return data->concurrent.doneMask == allDone;
}
@@ -0,0 +1,62 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "cutscenewait.h"
#include "rpg/cutscene/item/entity/cutsceneentitywalkto.h"
typedef struct cutsceneitem_s cutsceneitem_t;
typedef union cutsceneitemdata_u cutsceneitemdata_t;
/** Maximum number of items that may run inside a CUTSCENE_CONCURRENT. */
#define CUTSCENE_CONCURRENT_MAX 8
/**
* Static (const) data for a concurrent cutscene item.
*/
typedef struct {
const cutsceneitem_t *items;
uint8_t count;
} cutsceneconcurrent_t;
/**
* Runtime data for one non-concurrent child item.
* Concurrent items cannot be nested.
*/
typedef union {
cutscenewaitdata_t wait;
cutsceneentitywalktodata_t entityWalkTo;
} cutsceneconcurrentchilddata_t;
/** Runtime data for a running concurrent item. */
typedef struct {
cutsceneconcurrentchilddata_t childData[CUTSCENE_CONCURRENT_MAX];
uint8_t doneMask;
} cutsceneconcurrentdata_t;
/**
* Starts a concurrent item (starts all child items simultaneously).
*
* @param item The cutscene item.
* @param data Runtime data storage.
*/
void cutsceneConcurrentStart(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
);
/**
* Updates a concurrent item (ticks all unfinished children).
*
* @param item The cutscene item.
* @param data Runtime data storage.
* @returns true once every child has completed.
*/
bool_t cutsceneConcurrentUpdate(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
);
@@ -0,0 +1,23 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "rpg/cutscene/item/cutsceneitem.h"
#include "rpg/cutscene/cutscenesystem.h"
void cutsceneSetPauseStart(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
) {
CUTSCENE_SYSTEM.pause = item->setPause;
}
bool_t cutsceneSetPauseUpdate(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
) {
return true;
}
@@ -0,0 +1,35 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "rpg/cutscene/cutscenepause.h"
typedef struct cutsceneitem_s cutsceneitem_t;
typedef union cutsceneitemdata_u cutsceneitemdata_t;
/**
* Starts a set-pause item (applies the new pause flags immediately).
*
* @param item The cutscene item.
* @param data Runtime data storage.
*/
void cutsceneSetPauseStart(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
);
/**
* Updates a set-pause item (always completes immediately).
*
* @param item The cutscene item.
* @param data Runtime data storage.
* @returns true always.
*/
bool_t cutsceneSetPauseUpdate(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
);
@@ -0,0 +1,24 @@
/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "rpg/cutscene/item/cutsceneitem.h"
#include "time/time.h"
void cutsceneWaitStart(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
) {
data->wait = item->wait;
}
bool_t cutsceneWaitUpdate(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
) {
data->wait -= TIME.delta;
return data->wait <= 0;
}
@@ -0,0 +1,38 @@
/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "dusk.h"
typedef struct cutsceneitem_s cutsceneitem_t;
typedef union cutsceneitemdata_u cutsceneitemdata_t;
typedef float_t cutscenewait_t;
typedef float_t cutscenewaitdata_t;
/**
* Starts a wait item (stores the duration in data).
*
* @param item The cutscene item.
* @param data Runtime data storage.
*/
void cutsceneWaitStart(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
);
/**
* Updates a wait item.
*
* @param item The cutscene item.
* @param data Runtime data storage.
* @returns true when the wait has elapsed.
*/
bool_t cutsceneWaitUpdate(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
);
@@ -0,0 +1,22 @@
/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "cutsceneitem.h"
void cutsceneCallbackStart(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
) {
if(item->callback != NULL) item->callback();
}
bool_t cutsceneCallbackUpdate(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
) {
return true;
}
+28 -2
View File
@@ -1,6 +1,6 @@
/** /**
* Copyright (c) 2025 Dominic Masters * Copyright (c) 2025 Dominic Masters
* *
* This software is released under the MIT License. * This software is released under the MIT License.
* https://opensource.org/licenses/MIT * https://opensource.org/licenses/MIT
*/ */
@@ -8,4 +8,30 @@
#pragma once #pragma once
#include "dusk.h" #include "dusk.h"
typedef void (*cutscenecallback_t)(void); typedef struct cutsceneitem_s cutsceneitem_t;
typedef union cutsceneitemdata_u cutsceneitemdata_t;
typedef void (*cutscenecallback_t)(void);
/**
* Starts a callback item (invokes the callback immediately).
*
* @param item The cutscene item.
* @param data Runtime data storage.
*/
void cutsceneCallbackStart(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
);
/**
* Updates a callback item (always completes immediately).
*
* @param item The cutscene item.
* @param data Runtime data storage.
* @returns true always.
*/
bool_t cutsceneCallbackUpdate(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
);
@@ -1,39 +0,0 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "cutsceneentitymove.h"
#include "rpg/cutscene/cutscenesystem.h"
#include "rpg/entity/entity.h"
void cutsceneEntityMoveStart(const cutsceneitem_t *item) {
}
void cutsceneEntityMoveUpdate(const cutsceneitem_t *item) {
entity_t *entity = &ENTITIES[item->entityMove.entityIndex];
if(worldPosIsEqual(entity->position, item->entityMove.target)) {
cutsceneSystemNext();
return;
}
entitydir_t dir;
if(entity->position.x != item->entityMove.target.x) {
dir = entity->position.x < item->entityMove.target.x
? ENTITY_DIR_EAST : ENTITY_DIR_WEST;
} else {
dir = entity->position.y < item->entityMove.target.y
? ENTITY_DIR_SOUTH : ENTITY_DIR_NORTH;
}
if(entityCanTurn(entity)) entityTurn(entity, dir);
if(item->entityMove.run) {
if(entityCanRun(entity)) entityRun(entity, dir);
} else {
if(entityCanWalk(entity)) entityWalk(entity, dir);
}
}
@@ -1,24 +0,0 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "cutsceneitem.h"
/**
* Handles the start of an entity move cutscene item.
*
* @param item The cutscene item.
*/
void cutsceneEntityMoveStart(const cutsceneitem_t *item);
/**
* Updates an entity move cutscene item, steering the entity one step
* per frame toward the target and advancing the cutscene on arrival.
*
* @param item The cutscene item.
*/
void cutsceneEntityMoveUpdate(const cutsceneitem_t *item);
+62 -29
View File
@@ -1,39 +1,56 @@
/** /**
* Copyright (c) 2025 Dominic Masters * Copyright (c) 2025 Dominic Masters
* *
* This software is released under the MIT License. * This software is released under the MIT License.
* https://opensource.org/licenses/MIT * https://opensource.org/licenses/MIT
*/ */
#include "rpg/cutscene/cutscenesystem.h" #include "rpg/cutscene/cutscenesystem.h"
#include "cutsceneentitymove.h"
#include "input/input.h"
#include "time/time.h"
void cutsceneItemStart(const cutsceneitem_t *item, cutsceneitemdata_t *data) { void cutsceneItemStart(const cutsceneitem_t *item, cutsceneitemdata_t *data) {
switch(item->type) { switch(item->type) {
case CUTSCENE_ITEM_TYPE_TEXT: { case CUTSCENE_ITEM_TYPE_TEXT:
rpgTextboxShow( cutsceneTextStart(item, data);
item->text.position,
item->text.text
);
break;
}
case CUTSCENE_ITEM_TYPE_WAIT:
data->wait = item->wait;
break; break;
case CUTSCENE_ITEM_TYPE_CALLBACK: case CUTSCENE_ITEM_TYPE_CALLBACK:
if(item->callback != NULL) item->callback(); cutsceneCallbackStart(item, data);
break;
case CUTSCENE_ITEM_TYPE_WAIT:
cutsceneWaitStart(item, data);
break; break;
case CUTSCENE_ITEM_TYPE_CUTSCENE: case CUTSCENE_ITEM_TYPE_CUTSCENE:
if(item->cutscene != NULL) cutsceneSystemStartCutscene(item->cutscene); if(item->cutscene != NULL) cutsceneSystemStartCutscene(item->cutscene);
break; break;
case CUTSCENE_ITEM_TYPE_ENTITY_MOVE: case CUTSCENE_ITEM_TYPE_ENTITY_TELEPORT:
cutsceneEntityMoveStart(item); cutsceneEntityTeleportStart(item, data);
break;
case CUTSCENE_ITEM_TYPE_ENTITY_WALK_TO:
cutsceneEntityWalkToStart(item, data);
break;
case CUTSCENE_ITEM_TYPE_FADE:
cutsceneFadeStart(item, data);
break;
case CUTSCENE_ITEM_TYPE_SET_PAUSE:
cutsceneSetPauseStart(item, data);
break;
case CUTSCENE_ITEM_TYPE_CONCURRENT:
cutsceneConcurrentStart(item, data);
break;
case CUTSCENE_ITEM_TYPE_ITEM_GIVE:
cutsceneItemGiveStart(item, data);
break;
case CUTSCENE_ITEM_TYPE_ENTITY_REMOVE:
cutsceneEntityRemoveStart(item, data);
break; break;
default: default:
@@ -41,23 +58,39 @@ void cutsceneItemStart(const cutsceneitem_t *item, cutsceneitemdata_t *data) {
} }
} }
void cutsceneItemUpdate(const cutsceneitem_t *item, cutsceneitemdata_t *data) { bool_t cutsceneItemUpdate(const cutsceneitem_t *item, cutsceneitemdata_t *data) {
switch(item->type) { switch(item->type) {
case CUTSCENE_ITEM_TYPE_TEXT: case CUTSCENE_ITEM_TYPE_TEXT:
if(rpgTextboxIsVisible()) return; return cutsceneTextUpdate(item, data);
cutsceneSystemNext();
break; case CUTSCENE_ITEM_TYPE_CALLBACK:
return cutsceneCallbackUpdate(item, data);
case CUTSCENE_ITEM_TYPE_WAIT: case CUTSCENE_ITEM_TYPE_WAIT:
data->wait -= TIME.delta; return cutsceneWaitUpdate(item, data);
if(data->wait <= 0) cutsceneSystemNext();
break;
case CUTSCENE_ITEM_TYPE_ENTITY_MOVE: case CUTSCENE_ITEM_TYPE_ENTITY_TELEPORT:
cutsceneEntityMoveUpdate(item); return cutsceneEntityTeleportUpdate(item, data);
break;
case CUTSCENE_ITEM_TYPE_ENTITY_WALK_TO:
return cutsceneEntityWalkToUpdate(item, data);
case CUTSCENE_ITEM_TYPE_FADE:
return cutsceneFadeUpdate(item, data);
case CUTSCENE_ITEM_TYPE_SET_PAUSE:
return cutsceneSetPauseUpdate(item, data);
case CUTSCENE_ITEM_TYPE_CONCURRENT:
return cutsceneConcurrentUpdate(item, data);
case CUTSCENE_ITEM_TYPE_ITEM_GIVE:
return cutsceneItemGiveUpdate(item, data);
case CUTSCENE_ITEM_TYPE_ENTITY_REMOVE:
return cutsceneEntityRemoveUpdate(item, data);
default: default:
break; return false;
} }
} }
+42 -20
View File
@@ -1,15 +1,21 @@
/** /**
* Copyright (c) 2025 Dominic Masters * Copyright (c) 2025 Dominic Masters
* *
* This software is released under the MIT License. * This software is released under the MIT License.
* https://opensource.org/licenses/MIT * https://opensource.org/licenses/MIT
*/ */
#pragma once #pragma once
#include "cutscenewait.h"
#include "cutscenecallback.h" #include "cutscenecallback.h"
#include "cutscenetext.h" #include "control/cutscenewait.h"
#include "rpg/overworld/worldpos.h" #include "control/cutscenesetpause.h"
#include "control/cutsceneconcurrent.h"
#include "entity/cutsceneentityteleport.h"
#include "entity/cutsceneentitywalkto.h"
#include "entity/cutsceneentityremove.h"
#include "ui/cutscenetext.h"
#include "ui/cutscenefade.h"
#include "item/cutsceneitemgive.h"
typedef struct cutscene_s cutscene_t; typedef struct cutscene_s cutscene_t;
@@ -19,42 +25,58 @@ typedef enum {
CUTSCENE_ITEM_TYPE_CALLBACK, CUTSCENE_ITEM_TYPE_CALLBACK,
CUTSCENE_ITEM_TYPE_WAIT, CUTSCENE_ITEM_TYPE_WAIT,
CUTSCENE_ITEM_TYPE_CUTSCENE, CUTSCENE_ITEM_TYPE_CUTSCENE,
CUTSCENE_ITEM_TYPE_ENTITY_MOVE CUTSCENE_ITEM_TYPE_ENTITY_TELEPORT,
CUTSCENE_ITEM_TYPE_ENTITY_WALK_TO,
CUTSCENE_ITEM_TYPE_FADE,
CUTSCENE_ITEM_TYPE_SET_PAUSE,
CUTSCENE_ITEM_TYPE_CONCURRENT,
CUTSCENE_ITEM_TYPE_ITEM_GIVE,
CUTSCENE_ITEM_TYPE_ENTITY_REMOVE
} cutsceneitemtype_t; } cutsceneitemtype_t;
typedef struct cutsceneitem_s { struct cutsceneitem_s {
cutsceneitemtype_t type; cutsceneitemtype_t type;
// Arguments/Data that will be used when this item is invoked.
union { union {
cutscenetext_t text; cutscenetext_t text;
cutscenecallback_t callback; cutscenecallback_t callback;
cutscenewait_t wait; cutscenewait_t wait;
const cutscene_t *cutscene; const cutscene_t *cutscene;
struct { cutsceneentityteleport_t entityTeleport;
uint8_t entityIndex; cutsceneentitywalkto_t entityWalkTo;
worldpos_t target; cutscenefade_t fade;
bool_t run; cutscenepause_t setPause;
} entityMove; cutsceneconcurrent_t concurrent;
cutsceneitemgive_t itemGive;
cutsceneentityremove_t entityRemove;
}; };
} cutsceneitem_t; };
typedef union { typedef union cutsceneitemdata_u {
cutscenewaitdata_t wait; cutscenewaitdata_t wait;
cutsceneentitywalktodata_t entityWalkTo;
cutsceneconcurrentdata_t concurrent;
} cutsceneitemdata_t; } cutsceneitemdata_t;
/** /**
* Start the given cutscene item. * Start the given cutscene item.
* *
* @param item The cutscene item to start. * @param item The cutscene item to start.
* @param data The cutscene item data storage. * @param data Runtime data storage (pre-zeroed by caller).
*/ */
void cutsceneItemStart(const cutsceneitem_t *item, cutsceneitemdata_t *data); void cutsceneItemStart(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
);
/** /**
* Tick the given cutscene item (one frame). * Tick the given cutscene item (one frame).
* *
* @param item The cutscene item to tick. * @param item The cutscene item to tick.
* @param data The cutscene item data storage. * @param data Runtime data storage.
* @returns true if the item is complete and the cutscene should advance.
*/ */
void cutsceneItemUpdate(const cutsceneitem_t *item, cutsceneitemdata_t *data); bool_t cutsceneItemUpdate(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
);
-14
View File
@@ -1,14 +0,0 @@
/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "rpg/rpgtextbox.h"
typedef struct {
char_t text[RPG_TEXTBOX_MAX_CHARS];
rpgtextboxpos_t position;
} cutscenetext_t;
-12
View File
@@ -1,12 +0,0 @@
/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "dusk.h"
typedef float_t cutscenewait_t;
typedef float_t cutscenewaitdata_t;
@@ -0,0 +1,11 @@
# Copyright (c) 2026 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
target_sources(${DUSK_LIBRARY_TARGET_NAME}
PUBLIC
cutsceneentityteleport.c
cutsceneentitywalkto.c
cutsceneentityremove.c
)
@@ -0,0 +1,25 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "rpg/cutscene/item/cutsceneitem.h"
#include "rpg/cutscene/cutscenesystem.h"
#include "rpg/entity/entity.h"
void cutsceneEntityRemoveStart(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
) {
cutsceneSystemGetEntity(item->entityRemove.entityIndex)->type = \
ENTITY_TYPE_NULL;
}
bool_t cutsceneEntityRemoveUpdate(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
) {
return true;
}
@@ -0,0 +1,39 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "dusk.h"
typedef struct cutsceneitem_s cutsceneitem_t;
typedef union cutsceneitemdata_u cutsceneitemdata_t;
typedef struct {
uint8_t entityIndex;
} cutsceneentityremove_t;
/**
* Starts an entity remove step (removes the entity from the world immediately).
*
* @param item The cutscene item.
* @param data Runtime data storage.
*/
void cutsceneEntityRemoveStart(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
);
/**
* Updates an entity remove step (always completes immediately).
*
* @param item The cutscene item.
* @param data Runtime data storage.
* @returns true always.
*/
bool_t cutsceneEntityRemoveUpdate(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
);
@@ -0,0 +1,27 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "rpg/cutscene/item/cutsceneitem.h"
#include "rpg/cutscene/cutscenesystem.h"
#include "rpg/entity/entity.h"
void cutsceneEntityTeleportStart(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
) {
entityPositionSet(
cutsceneSystemGetEntity(item->entityTeleport.entityIndex),
item->entityTeleport.target
);
}
bool_t cutsceneEntityTeleportUpdate(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
) {
return true;
}
@@ -0,0 +1,40 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "rpg/overworld/worldpos.h"
typedef struct cutsceneitem_s cutsceneitem_t;
typedef union cutsceneitemdata_u cutsceneitemdata_t;
typedef struct {
uint8_t entityIndex;
worldpos_t target;
} cutsceneentityteleport_t;
/**
* Starts an entity teleport item (teleports the entity immediately).
*
* @param item The cutscene item.
* @param data Runtime data storage.
*/
void cutsceneEntityTeleportStart(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
);
/**
* Updates an entity teleport item (always completes immediately).
*
* @param item The cutscene item.
* @param data Runtime data storage.
* @returns true always.
*/
bool_t cutsceneEntityTeleportUpdate(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
);
@@ -0,0 +1,36 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "rpg/cutscene/item/cutsceneitem.h"
#include "rpg/cutscene/cutscenesystem.h"
#include "rpg/entity/entitypathstep.h"
void cutsceneEntityWalkToStart(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
) {
data->entityWalkTo.currentIndex = 0;
}
bool_t cutsceneEntityWalkToUpdate(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
) {
uint8_t i = data->entityWalkTo.currentIndex;
entity_t *e = cutsceneSystemGetEntity(item->entityWalkTo.entityIndex);
if(!entityPathStep(
e,
item->entityWalkTo.positions[i],
item->entityWalkTo.walkAround
)) return false;
i++;
if(i < item->entityWalkTo.count) {
data->entityWalkTo.currentIndex = i;
return false;
}
return true;
}
@@ -0,0 +1,46 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "rpg/overworld/worldpos.h"
typedef struct cutsceneitem_s cutsceneitem_t;
typedef union cutsceneitemdata_u cutsceneitemdata_t;
typedef struct {
uint8_t entityIndex;
const worldpos_t *positions;
uint8_t count;
bool_t walkAround;
} cutsceneentitywalkto_t;
typedef struct {
uint8_t currentIndex;
} cutsceneentitywalktodata_t;
/**
* Starts an entity walk-to item (resets the waypoint index).
*
* @param item The cutscene item.
* @param data Runtime data storage.
*/
void cutsceneEntityWalkToStart(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
);
/**
* Updates an entity walk-to item (steps the entity toward the next waypoint).
*
* @param item The cutscene item.
* @param data Runtime data storage.
* @returns true once all waypoints have been reached.
*/
bool_t cutsceneEntityWalkToUpdate(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
);
@@ -0,0 +1,9 @@
# Copyright (c) 2026 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
target_sources(${DUSK_LIBRARY_TARGET_NAME}
PUBLIC
cutsceneitemgive.c
)
@@ -0,0 +1,35 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "rpg/cutscene/item/cutsceneitem.h"
#include "rpg/item/backpack.h"
#include "ui/rpg/uitextboxmain.h"
#include "util/string.h"
void cutsceneItemGiveStart(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
) {
backpackAdd(item->itemGive.item, item->itemGive.quantity);
char_t msg[CUTSCENE_TEXT_MAX_CHARS];
stringFormat(
msg,
CUTSCENE_TEXT_MAX_CHARS - 1,
"Received %s x%u",
ITEMS[item->itemGive.item].name,
(uint32_t)item->itemGive.quantity
);
uiTextboxMainSetText(msg);
}
bool_t cutsceneItemGiveUpdate(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
) {
return !uiTextboxMainIsActive();
}
@@ -0,0 +1,40 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "rpg/item/item.h"
typedef struct cutsceneitem_s cutsceneitem_t;
typedef union cutsceneitemdata_u cutsceneitemdata_t;
typedef struct {
itemid_t item;
uint8_t quantity;
} cutsceneitemgive_t;
/**
* Starts a give-item step (adds the item to the player's backpack immediately).
*
* @param item The cutscene item.
* @param data Runtime data storage.
*/
void cutsceneItemGiveStart(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
);
/**
* Updates a give-item step (always completes immediately).
*
* @param item The cutscene item.
* @param data Runtime data storage.
* @returns true always.
*/
bool_t cutsceneItemGiveUpdate(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
);
@@ -0,0 +1,10 @@
# Copyright (c) 2026 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
target_sources(${DUSK_LIBRARY_TARGET_NAME}
PUBLIC
cutscenetext.c
cutscenefade.c
)
@@ -0,0 +1,32 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "rpg/cutscene/item/cutsceneitem.h"
#include "ui/overlay/uifullbox.h"
void cutsceneFadeStart(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
) {
uiFullboxTransition(
&UI_FULLBOX_OVER,
item->fade.from,
item->fade.to,
item->fade.duration,
item->fade.easing
);
}
bool_t cutsceneFadeUpdate(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
) {
return !(
UI_FULLBOX_OVER.duration > 0.0f &&
UI_FULLBOX_OVER.time < UI_FULLBOX_OVER.duration
);
}
@@ -0,0 +1,43 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "display/color.h"
#include "animation/easing.h"
typedef struct cutsceneitem_s cutsceneitem_t;
typedef union cutsceneitemdata_u cutsceneitemdata_t;
typedef struct {
color_t from;
color_t to;
float_t duration;
easingtype_t easing;
} cutscenefade_t;
/**
* Starts a fade item (begins the overlay transition).
*
* @param item The cutscene item.
* @param data Runtime data storage.
*/
void cutsceneFadeStart(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
);
/**
* Updates a fade item.
*
* @param item The cutscene item.
* @param data Runtime data storage.
* @returns true once the overlay transition has completed.
*/
bool_t cutsceneFadeUpdate(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
);
@@ -0,0 +1,23 @@
/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "rpg/cutscene/item/cutsceneitem.h"
#include "ui/rpg/uitextboxmain.h"
void cutsceneTextStart(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
) {
uiTextboxMainSetText(item->text.text);
}
bool_t cutsceneTextUpdate(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
) {
return !uiTextboxMainIsActive();
}
@@ -0,0 +1,41 @@
/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "dusk.h"
typedef struct cutsceneitem_s cutsceneitem_t;
typedef union cutsceneitemdata_u cutsceneitemdata_t;
#define CUTSCENE_TEXT_MAX_CHARS 256
typedef struct {
char_t text[CUTSCENE_TEXT_MAX_CHARS];
} cutscenetext_t;
/**
* Starts a text item (shows the textbox with the item's text).
*
* @param item The cutscene item.
* @param data Runtime data storage.
*/
void cutsceneTextStart(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
);
/**
* Updates a text item.
*
* @param item The cutscene item.
* @param data Runtime data storage.
* @returns true once the textbox has been dismissed.
*/
bool_t cutsceneTextUpdate(
const cutsceneitem_t *item,
cutsceneitemdata_t *data
);
+14 -19
View File
@@ -6,25 +6,20 @@
*/ */
#pragma once #pragma once
#include "rpg/cutscene/cutscene.h"
#include "rpg/cutscene/cutscenesystem.h" #include "rpg/cutscene/cutscenesystem.h"
static const cutsceneitem_t TEST_CUTSCENE_ONE_ITEMS[] = { CUTSCENE(TEST_ONE, DEFAULT,
{ .type = CUTSCENE_ITEM_TYPE_TEXT, .text = { .text = "This is a test cutscene.", .position = RPG_TEXTBOX_POS_BOTTOM } }, CUTSCENE_TEXT("Test One."),
{ .type = CUTSCENE_ITEM_TYPE_WAIT, .wait = 2.0f }, );
{ .type = CUTSCENE_ITEM_TYPE_TEXT, .text = { .text = "It has multiple lines of text.\nAnd waits in between.", .position = RPG_TEXTBOX_POS_TOP } },
};
static const cutscene_t TEST_CUTSCENE_ONE = { CUTSCENE(TEST_TWO, DEFAULT,
.items = TEST_CUTSCENE_ONE_ITEMS, CUTSCENE_TEXT("Test Two."),
.itemCount = sizeof(TEST_CUTSCENE_ONE_ITEMS) / sizeof(cutsceneitem_t) CUTSCENE_CONCURRENT(
}; CUTSCENE_ENTITY_WALK_TO(CUTSCENE_ENTITY_INTERACT, 4, 4, 0),
CUTSCENE_ENTITY_WALK_TO(CUTSCENE_ENTITY_INTERACTED, 8, 2, 0),
static const cutsceneitem_t TEST_CUTSCENE_TWO_ITEMS[] = { ),
{ .type = CUTSCENE_ITEM_TYPE_WAIT, .wait = 1.0f }, CUTSCENE_ITEM_GIVE(ITEM_ID_POTATO, 3),
{ .type = CUTSCENE_ITEM_TYPE_CUTSCENE, .cutscene = &TEST_CUTSCENE_ONE }, CUTSCENE_ENTITY_REMOVE(CUTSCENE_ENTITY_INTERACT),
}; CUTSCENE_TEXT("Done."),
);
static const cutscene_t TEST_CUTSCENE = {
.items = TEST_CUTSCENE_TWO_ITEMS,
.itemCount = sizeof(TEST_CUTSCENE_TWO_ITEMS) / sizeof(cutsceneitem_t)
};
+1
View File
@@ -8,6 +8,7 @@ target_sources(${DUSK_LIBRARY_TARGET_NAME}
PUBLIC PUBLIC
entity.c entity.c
entitydir.c entitydir.c
entitypathstep.c
player.c player.c
) )
+3 -2
View File
@@ -11,6 +11,7 @@
void entityAnimIdleUpdate(entity_t *entity) { void entityAnimIdleUpdate(entity_t *entity) {
entity->renderPosition[0] = (float_t)entity->position.x; entity->renderPosition[0] = (float_t)entity->position.x;
entity->renderPosition[1] = (float_t)entity->position.y; entity->renderPosition[1] = (float_t)entity->position.y;
entity->renderPosition[2] = (float_t)entity->position.z entity->renderPosition[2] = (
+ entityAnimTileZOffset(entity->position); (float_t)entity->position.z + entityAnimTileZOffset(entity->position)
) * WORLD_LAYER_HEIGHT;
} }
+1 -1
View File
@@ -20,5 +20,5 @@ void entityAnimRunUpdate(entity_t *entity) {
entity->renderPosition[1] = (float_t)entity->lastPosition.y + t * ( entity->renderPosition[1] = (float_t)entity->lastPosition.y + t * (
(float_t)entity->position.y - (float_t)entity->lastPosition.y (float_t)entity->position.y - (float_t)entity->lastPosition.y
); );
entity->renderPosition[2] = zFrom + t * (zTo - zFrom); entity->renderPosition[2] = (zFrom + t * (zTo - zFrom)) * WORLD_LAYER_HEIGHT;
} }
+3 -2
View File
@@ -11,6 +11,7 @@
void entityAnimTurnUpdate(entity_t *entity) { void entityAnimTurnUpdate(entity_t *entity) {
entity->renderPosition[0] = (float_t)entity->position.x; entity->renderPosition[0] = (float_t)entity->position.x;
entity->renderPosition[1] = (float_t)entity->position.y; entity->renderPosition[1] = (float_t)entity->position.y;
entity->renderPosition[2] = (float_t)entity->position.z entity->renderPosition[2] = (
+ entityAnimTileZOffset(entity->position); (float_t)entity->position.z + entityAnimTileZOffset(entity->position)
) * WORLD_LAYER_HEIGHT;
} }
+1 -1
View File
@@ -20,5 +20,5 @@ void entityAnimWalkUpdate(entity_t *entity) {
entity->renderPosition[1] = (float_t)entity->lastPosition.y + t * ( entity->renderPosition[1] = (float_t)entity->lastPosition.y + t * (
(float_t)entity->position.y - (float_t)entity->lastPosition.y (float_t)entity->position.y - (float_t)entity->lastPosition.y
); );
entity->renderPosition[2] = zFrom + t * (zTo - zFrom); entity->renderPosition[2] = (zFrom + t * (zTo - zFrom)) * WORLD_LAYER_HEIGHT;
} }
+18 -11
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@@ -10,7 +10,6 @@
#include "util/memory.h" #include "util/memory.h"
#include "time/time.h" #include "time/time.h"
#include "util/math.h" #include "util/math.h"
#include "rpg/cutscene/cutscenemode.h"
#include "rpg/overworld/map.h" #include "rpg/overworld/map.h"
#include "rpg/overworld/chunk.h" #include "rpg/overworld/chunk.h"
#include "rpg/overworld/tile.h" #include "rpg/overworld/tile.h"
@@ -43,10 +42,7 @@ void entityUpdate(entity_t *entity) {
entityAnimUpdate(entity); entityAnimUpdate(entity);
// Movement code. // Movement code.
if( if(ENTITY_CALLBACKS[entity->type].movement != NULL) {
cutsceneModeIsInputAllowed() &&
ENTITY_CALLBACKS[entity->type].movement != NULL
) {
ENTITY_CALLBACKS[entity->type].movement(entity); ENTITY_CALLBACKS[entity->type].movement(entity);
} }
} }
@@ -196,6 +192,14 @@ void entityWalk(entity_t *entity, const entitydir_t direction) {
// Can we walk here? // Can we walk here?
if(!raise && !fall && !tileIsWalkable(tileNew)) return;// Blocked if(!raise && !fall && !tileIsWalkable(tileNew)) return;// Blocked
// Raise/fall must be applied before checking for blocking entities,
// otherwise the check compares against the wrong z-level.
if(raise) {
newPos.z += 1;
} else if(fall) {
newPos.z -= 1;
}
// Entity in way? // Entity in way?
entity_t *other = ENTITIES; entity_t *other = ENTITIES;
do { do {
@@ -209,12 +213,6 @@ void entityWalk(entity_t *entity, const entitydir_t direction) {
entity->position = newPos; entity->position = newPos;
entity->animation = ENTITY_ANIM_WALK; entity->animation = ENTITY_ANIM_WALK;
entity->animTime = ENTITY_ANIM_WALK_DURATION;// TODO: Running vs walking entity->animTime = ENTITY_ANIM_WALK_DURATION;// TODO: Running vs walking
if(raise) {
entity->position.z += 1;
} else if(fall) {
entity->position.z -= 1;
}
} }
void entityRun(entity_t *entity, const entitydir_t direction) { void entityRun(entity_t *entity, const entitydir_t direction) {
@@ -246,6 +244,15 @@ uint8_t entityGetAvailable() {
return 0xFF; return 0xFF;
} }
void entityPositionSet(entity_t *entity, const worldpos_t pos) {
assertNotNull(entity, "Entity pointer cannot be NULL");
entity->lastPosition = pos;
entity->position = pos;
entity->animation = ENTITY_ANIM_IDLE;
entity->animTime = 0;
entity->walkEndCooldown = 0;
}
void entitySetChunk(entity_t *entity, const uint8_t chunkIndex) { void entitySetChunk(entity_t *entity, const uint8_t chunkIndex) {
assertNotNull(entity, "Entity pointer cannot be NULL"); assertNotNull(entity, "Entity pointer cannot be NULL");
+9 -1
View File
@@ -122,4 +122,12 @@ uint8_t entityGetAvailable();
* @param entity Pointer to the entity. * @param entity Pointer to the entity.
* @param chunkIndex Index of the chunk to assign to, or 0xFF for none. * @param chunkIndex Index of the chunk to assign to, or 0xFF for none.
*/ */
void entitySetChunk(entity_t *entity, const uint8_t chunkIndex); void entitySetChunk(entity_t *entity, const uint8_t chunkIndex);
/**
* Instantly moves an entity to a world position, resetting movement state.
*
* @param entity Pointer to the entity to move.
* @param pos The world position to place the entity at.
*/
void entityPositionSet(entity_t *entity, const worldpos_t pos);
+57
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@@ -0,0 +1,57 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "entitypathstep.h"
#include "entitydir.h"
#include "assert/assert.h"
bool_t entityPathStep(
entity_t *entity,
const worldpos_t target,
bool_t walkAround
) {
assertNotNull(entity, "Entity must not be NULL");
assertTrue(
entity->type != ENTITY_TYPE_NULL,
"Cannot path step a NULL entity type"
);
assertTrue(
entity >= ENTITIES && entity < ENTITIES + ENTITY_COUNT,
"Entity pointer is out of bounds"
);
if(worldPosIsEqual(entity->position, target)) return true;
if(!entityCanWalk(entity)) return false;
entitydir_t dir;
if(entity->position.x != target.x) {
dir = entity->position.x < target.x ? ENTITY_DIR_EAST : ENTITY_DIR_WEST;
} else if(entity->position.y != target.y) {
dir = entity->position.y < target.y ? ENTITY_DIR_NORTH : ENTITY_DIR_SOUTH;
} else {
dir = entity->position.z < target.z ? ENTITY_DIR_NORTH : ENTITY_DIR_SOUTH;
}
entityWalk(entity, dir);
if(walkAround && entity->animation == ENTITY_ANIM_IDLE) {
// Primary direction blocked - try perpendicular axes.
entitydir_t alt, altOpp;
if(dir == ENTITY_DIR_EAST || dir == ENTITY_DIR_WEST) {
alt = entity->position.y <= target.y
? ENTITY_DIR_NORTH : ENTITY_DIR_SOUTH;
} else {
alt = entity->position.x <= target.x
? ENTITY_DIR_EAST : ENTITY_DIR_WEST;
}
altOpp = entityDirGetOpposite(alt);
entityWalk(entity, alt);
if(entity->animation == ENTITY_ANIM_IDLE) entityWalk(entity, altOpp);
}
return false;
}
+26
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@@ -0,0 +1,26 @@
/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "entity.h"
/**
* Attempts to walk the entity one tile toward target. Prefers resolving X
* first, then Y, then Z. Does nothing if the entity cannot currently walk.
* When walkAround is true and the preferred direction is blocked by an entity,
* tries perpendicular directions to navigate around it.
*
* @param entity Pointer to the entity to move.
* @param target The world position to move toward.
* @param walkAround Whether to try perpendicular directions when blocked.
* @returns true if the entity is already at target, false otherwise.
*/
bool_t entityPathStep(
entity_t *entity,
const worldpos_t target,
bool_t walkAround
);
@@ -20,7 +20,11 @@ void entityInteractWith(entity_t *player, entity_t *target) {
target->interact.data.cutscene, target->interact.data.cutscene,
"Interact cutscene pointer cannot be NULL" "Interact cutscene pointer cannot be NULL"
); );
cutsceneSystemStartCutscene(target->interact.data.cutscene); cutsceneSystemStartCutsceneWith(
target->interact.data.cutscene,
player,
target
);
break; break;
case ENTITY_INTERACT_PRINT: case ENTITY_INTERACT_PRINT:
+3 -2
View File
@@ -7,9 +7,9 @@
#include "rpg/entity/entity.h" #include "rpg/entity/entity.h"
#include "assert/assert.h" #include "assert/assert.h"
#include "rpg/cutscene/cutscenesystem.h"
#include "rpg/cutscene/scene/testcutscene.h" #include "rpg/cutscene/scene/testcutscene.h"
#include "rpg/rpgtextbox.h"
const npcmovecallback_t NPC_MOVE_CALLBACKS[NPC_MOVE_TYPE_COUNT] = { const npcmovecallback_t NPC_MOVE_CALLBACKS[NPC_MOVE_TYPE_COUNT] = {
[NPC_MOVE_TYPE_NULL] = { 0 }, [NPC_MOVE_TYPE_NULL] = { 0 },
@@ -50,7 +50,8 @@ void npcSetMoveType(entity_t *entity, const npcmovetype_t moveType) {
void npcMovement(entity_t *entity) { void npcMovement(entity_t *entity) {
assertNotNull(entity, "Entity pointer cannot be NULL"); assertNotNull(entity, "Entity pointer cannot be NULL");
if(CUTSCENE_SYSTEM.pause & CUTSCENE_PAUSE_NPC) return;
npc_t *npc = &entity->data.npc; npc_t *npc = &entity->data.npc;
if(npc->interactState != NPC_INTERACT_STATE_NONE) return; if(npc->interactState != NPC_INTERACT_STATE_NONE) return;
+13 -14
View File
@@ -7,7 +7,9 @@
#include "npc.h" #include "npc.h"
#include "rpg/entity/entity.h" #include "rpg/entity/entity.h"
#include "rpg/entity/entitypathstep.h"
#include "rpg/overworld/worldpos.h" #include "rpg/overworld/worldpos.h"
#include "assert/assert.h"
void npcPathInit(npc_t *npc) { void npcPathInit(npc_t *npc) {
npcpath_t *path = &npc->moveData.path; npcpath_t *path = &npc->moveData.path;
@@ -15,6 +17,15 @@ void npcPathInit(npc_t *npc) {
path->index = 0; path->index = 0;
} }
void npcPathAddNode(npc_t *npc, const worldpos_t pos) {
assertNotNull(npc, "NPC must not be NULL");
assertTrue(
npc->moveData.path.count < NPC_PATH_COUNT_MAX,
"NPC path is full"
);
npc->moveData.path.positions[npc->moveData.path.count++] = pos;
}
void npcPathMovement(entity_t *entity) { void npcPathMovement(entity_t *entity) {
npcpath_t *path = &entity->data.npc.moveData.path; npcpath_t *path = &entity->data.npc.moveData.path;
if(path->count == 0) return; if(path->count == 0) return;
@@ -22,23 +33,11 @@ void npcPathMovement(entity_t *entity) {
// Advance past any waypoints already reached (including the current one). // Advance past any waypoints already reached (including the current one).
worldpos_t *target = &path->positions[path->index]; worldpos_t *target = &path->positions[path->index];
if(worldPosIsEqual(entity->position, *target)) { if(entityPathStep(entity, *target, false)) {
path->index = (path->index + 1) % path->count; path->index = (path->index + 1) % path->count;
target = &path->positions[path->index]; target = &path->positions[path->index];
// New target is the same tile - nothing to do this tick // New target is the same tile - nothing to do this tick
if(worldPosIsEqual(entity->position, *target)) return; if(worldPosIsEqual(entity->position, *target)) return;
entityPathStep(entity, *target, false);
} }
entitydir_t dir;
worldpos_t pos = entity->position;
if(pos.x != target->x) {
dir = pos.x < target->x ? ENTITY_DIR_EAST : ENTITY_DIR_WEST;
} else if(pos.y != target->y) {
dir = pos.y < target->y ? ENTITY_DIR_NORTH : ENTITY_DIR_SOUTH;
} else {
// x and y match but z differs - step to correct z via ramp logic
dir = pos.z < target->z ? ENTITY_DIR_NORTH : ENTITY_DIR_SOUTH;
}
entityWalk(entity, dir);
} }
+8
View File
@@ -28,6 +28,14 @@ typedef struct {
*/ */
void npcPathInit(npc_t *npc); void npcPathInit(npc_t *npc);
/**
* Appends a waypoint to the NPC's path. Has no effect if the path is full.
*
* @param npc Pointer to the NPC.
* @param pos The world position to append.
*/
void npcPathAddNode(npc_t *npc, const worldpos_t pos);
/** /**
* Movement tick for an NPC following a path. * Movement tick for an NPC following a path.
* *
+2
View File
@@ -12,6 +12,7 @@
#include "time/time.h" #include "time/time.h"
#include "ui/focus/uifocus.h" #include "ui/focus/uifocus.h"
#include "ui/frame/uisettings.h" #include "ui/frame/uisettings.h"
#include "rpg/cutscene/cutscenesystem.h"
void playerInit(entity_t *entity) { void playerInit(entity_t *entity) {
assertNotNull(entity, "Entity pointer cannot be NULL"); assertNotNull(entity, "Entity pointer cannot be NULL");
@@ -23,6 +24,7 @@ bool_t playerCanInteract(entity_t *entity) {
void playerInput(entity_t *entity) { void playerInput(entity_t *entity) {
assertNotNull(entity, "Entity pointer cannot be NULL"); assertNotNull(entity, "Entity pointer cannot be NULL");
if(CUTSCENE_SYSTEM.pause & CUTSCENE_PAUSE_PLAYER) return;
// Toggle settings on pause // Toggle settings on pause
if(uiSettingsIsOpen() && inputPressed(INPUT_ACTION_PAUSE)) { if(uiSettingsIsOpen() && inputPressed(INPUT_ACTION_PAUSE)) {
+1 -2
View File
@@ -22,8 +22,7 @@ void inventoryInit(
inventory->storage = storage; inventory->storage = storage;
inventory->storageSize = storageSize; inventory->storageSize = storageSize;
// Zero item ids. memoryZero(storage, sizeof(inventorystack_t) * storageSize);
memoryZero(inventory->storage, sizeof(inventorystack_t) * storageSize);
} }
bool_t inventoryItemExists(const inventory_t *inventory, const itemid_t item) { bool_t inventoryItemExists(const inventory_t *inventory, const itemid_t item) {
+9 -2
View File
@@ -296,7 +296,9 @@ void mapChunkLoaded(void *params, void *user) {
); );
worldpos_t wp; worldpos_t wp;
chunkPosToWorldPos(&chunk->position, &wp); chunkPosToWorldPos(&chunk->position, &wp);
vec3 wpf = { (float_t)wp.x, (float_t)wp.y, (float_t)wp.z }; vec3 wpf = {
(float_t)wp.x, (float_t)wp.y, (float_t)wp.z * WORLD_LAYER_HEIGHT
};
for(uint8_t m = 0; m < meshCount; m++) { for(uint8_t m = 0; m < meshCount; m++) {
stringCopy( stringCopy(
chunk->modelNames[m], chunk->modelNames[m],
@@ -307,8 +309,13 @@ void mapChunkLoaded(void *params, void *user) {
entry->data.chunk.meshOffsets[m], entry->data.chunk.meshOffsets[m],
chunk->meshOffsets[m] chunk->meshOffsets[m]
); );
vec3 scaledOffset = {
chunk->meshOffsets[m][0],
chunk->meshOffsets[m][1],
chunk->meshOffsets[m][2] * WORLD_LAYER_HEIGHT
};
vec3 pos; vec3 pos;
glm_vec3_add(wpf, chunk->meshOffsets[m], pos); glm_vec3_add(wpf, scaledOffset, pos);
glm_translate_make(chunk->meshModels[m], pos); glm_translate_make(chunk->meshModels[m], pos);
chunk->modelEntries[m] = entry->data.chunk.modelEntries[m]; chunk->modelEntries[m] = entry->data.chunk.modelEntries[m];
entry->data.chunk.modelEntries[m] = NULL; entry->data.chunk.modelEntries[m] = NULL;
+6
View File
@@ -11,6 +11,12 @@
#define TILE_SIZE_PIXELS 24 #define TILE_SIZE_PIXELS 24
// World-space Z distance of one Z-layer/story, in render/world-float
// space. A ramp rises this much over a horizontal run of 1 tile-width;
// chosen as 1/sqrt(2) so the ramp's slope, derived from a 45-45-90
// triangle with hypotenuse 1, matches the length of a flat tile edge.
#define WORLD_LAYER_HEIGHT 0.70710678f
#define CHUNK_WIDTH 16 #define CHUNK_WIDTH 16
#define CHUNK_HEIGHT 16 #define CHUNK_HEIGHT 16
#define CHUNK_DEPTH 4 #define CHUNK_DEPTH 4
+12 -14
View File
@@ -7,11 +7,13 @@
#include "rpg.h" #include "rpg.h"
#include "entity/entity.h" #include "entity/entity.h"
#include "rpg/entity/npc/npcpath.h"
#include "rpg/overworld/map.h" #include "rpg/overworld/map.h"
#include "rpg/cutscene/cutscenesystem.h" #include "rpg/cutscene/cutscenesystem.h"
#include "rpg/cutscene/scene/testcutscene.h"
#include "rpg/item/backpack.h"
#include "time/time.h" #include "time/time.h"
#include "rpgcamera.h" #include "rpgcamera.h"
#include "rpgtextbox.h"
#include "util/memory.h" #include "util/memory.h"
#include "util/string.h" #include "util/string.h"
#include "assert/assert.h" #include "assert/assert.h"
@@ -19,14 +21,12 @@
errorret_t rpgInit(void) { errorret_t rpgInit(void) {
memoryZero(ENTITIES, sizeof(ENTITIES)); memoryZero(ENTITIES, sizeof(ENTITIES));
// Init cutscene subsystem backpackInit();
cutsceneSystemInit(); cutsceneSystemInit();
errorChain(mapInit()); errorChain(mapInit());
rpgCameraInit(); rpgCameraInit();
rpgTextboxInit();
// Init world // Init world
errorChain(mapPositionSet((chunkpos_t){ 0, 0, 0 })); errorChain(mapPositionSet((chunkpos_t){ 0, 0, 0 }));
@@ -35,7 +35,7 @@ errorret_t rpgInit(void) {
assertTrue(entIndex != 0xFF, "No available entity slots!."); assertTrue(entIndex != 0xFF, "No available entity slots!.");
entity_t *ent = &ENTITIES[entIndex]; entity_t *ent = &ENTITIES[entIndex];
entityInit(ent, ENTITY_TYPE_PLAYER); entityInit(ent, ENTITY_TYPE_PLAYER);
ent->position = (worldpos_t){ 10, 2, 0 }; entityPositionSet(ent, (worldpos_t){ 10, 2, 0 });
RPG_CAMERA.mode = RPG_CAMERA_MODE_FOLLOW_ENTITY; RPG_CAMERA.mode = RPG_CAMERA_MODE_FOLLOW_ENTITY;
RPG_CAMERA.followEntity.followEntityId = ent->id; RPG_CAMERA.followEntity.followEntityId = ent->id;
{ {
@@ -49,9 +49,9 @@ errorret_t rpgInit(void) {
entity_t *npc = &ENTITIES[npcIndex]; entity_t *npc = &ENTITIES[npcIndex];
entityInit(npc, ENTITY_TYPE_NPC); entityInit(npc, ENTITY_TYPE_NPC);
npcSetMoveType(npc, NPC_MOVE_TYPE_PATH); npcSetMoveType(npc, NPC_MOVE_TYPE_PATH);
npc->position = (worldpos_t){ 8, 8, 0 }; entityPositionSet(npc, (worldpos_t){ 8, 8, 1 });
npc->interact.type = ENTITY_INTERACT_PRINT; npc->interact.type = ENTITY_INTERACT_CUTSCENE;
npc->interact.data.message = "hello world"; npc->interact.data.cutscene = CUTSCENE_REFERENCE(TEST_TWO);
{ {
chunkpos_t cp; chunkpos_t cp;
worldPosToChunkPos(&npc->position, &cp); worldPosToChunkPos(&npc->position, &cp);
@@ -59,12 +59,10 @@ errorret_t rpgInit(void) {
if(ci != -1) entitySetChunk(npc, (uint8_t)ci); if(ci != -1) entitySetChunk(npc, (uint8_t)ci);
} }
// npcpath_t *path = &npc->data.npc.moveData.path; npcPathAddNode(&npc->data.npc, (worldpos_t){ 4, 4, 0 });
// path->positions[0] = (worldpos_t){ 3, 3, 0 }; npcPathAddNode(&npc->data.npc, (worldpos_t){ 10, 10, 1 });
// path->positions[1] = (worldpos_t){ 10, 3, 0 }; npcPathAddNode(&npc->data.npc, (worldpos_t){ 4, 4, 0 });
// path->positions[2] = (worldpos_t){ 10, 10, 0 }; npcPathAddNode(&npc->data.npc, (worldpos_t){ 10, 10, 1 });
// path->positions[3] = (worldpos_t){ 3, 10, 0 };
// path->count = 4;
// All Good! // All Good!
errorOk(); errorOk();
+2 -2
View File
@@ -48,7 +48,7 @@ void rpgCameraUpdateProjection(void) {
#endif #endif
glm_perspective( glm_perspective(
glm_rad(45.0f), glm_rad(RPG_CAMERA_FOV),
SCREEN.aspect, SCREEN.aspect,
0.1f, 0.1f,
100.0f, 100.0f,
@@ -65,7 +65,7 @@ errorret_t rpgCameraUpdate(void) {
chunkpos_t chunkPos = { chunkpos_t chunkPos = {
.x = (chunkunit_t)floorf(pos[0] / CHUNK_WIDTH), .x = (chunkunit_t)floorf(pos[0] / CHUNK_WIDTH),
.y = (chunkunit_t)floorf(pos[1] / CHUNK_HEIGHT), .y = (chunkunit_t)floorf(pos[1] / CHUNK_HEIGHT),
.z = (chunkunit_t)floorf(pos[2] / CHUNK_DEPTH) .z = (chunkunit_t)floorf(pos[2] / WORLD_LAYER_HEIGHT / CHUNK_DEPTH)
}; };
errorChain(mapPositionSet((chunkpos_t){ errorChain(mapPositionSet((chunkpos_t){
+2
View File
@@ -9,6 +9,8 @@
#include "rpg/overworld/worldpos.h" #include "rpg/overworld/worldpos.h"
#include "error/error.h" #include "error/error.h"
#define RPG_CAMERA_FOV 35.0f
typedef enum { typedef enum {
RPG_CAMERA_MODE_FREE, RPG_CAMERA_MODE_FREE,
RPG_CAMERA_MODE_FOLLOW_ENTITY, RPG_CAMERA_MODE_FOLLOW_ENTITY,
-39
View File
@@ -1,39 +0,0 @@
/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "rpgtextbox.h"
#include "util/memory.h"
#include "util/string.h"
#include "assert/assert.h"
rpgtextbox_t RPG_TEXTBOX;
void rpgTextboxInit() {
memoryZero(&RPG_TEXTBOX, sizeof(rpgtextbox_t));
}
void rpgTextboxShow(
const rpgtextboxpos_t position,
const char_t *text
) {
RPG_TEXTBOX.position = position;
RPG_TEXTBOX.visible = true;
stringCopy(
RPG_TEXTBOX.text,
text,
RPG_TEXTBOX_MAX_CHARS
);
}
void rpgTextboxHide() {
RPG_TEXTBOX.visible = false;
}
bool_t rpgTextboxIsVisible() {
return RPG_TEXTBOX.visible;
}
-52
View File
@@ -1,52 +0,0 @@
/**
* Copyright (c) 2025 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "dusk.h"
#define RPG_TEXTBOX_MAX_CHARS 256
typedef enum {
RPG_TEXTBOX_POS_TOP,
RPG_TEXTBOX_POS_BOTTOM,
} rpgtextboxpos_t;
typedef struct {
rpgtextboxpos_t position;
bool_t visible;
char_t text[RPG_TEXTBOX_MAX_CHARS];
} rpgtextbox_t;
extern rpgtextbox_t RPG_TEXTBOX;
/**
* Initializes the RPG textbox.
*/
void rpgTextboxInit();
/**
* Shows the RPG textbox at a specified position.
*
* @param position The position to show the textbox at.
* @param text The text to display in the textbox (copied).
*/
void rpgTextboxShow(
const rpgtextboxpos_t position,
const char_t *text
);
/**
* Hides the RPG textbox.
*/
void rpgTextboxHide();
/**
* Checks if the RPG textbox is currently visible.
*
* @return true if the textbox is visible, false otherwise.
*/
bool_t rpgTextboxIsVisible();
+57 -8
View File
@@ -59,7 +59,7 @@ errorret_t sceneOverworldRender(scenedata_t *sceneData) {
)); ));
// Camera Eye // Camera Eye
float_t fov = glm_rad(45.0f); float_t fov = glm_rad(RPG_CAMERA_FOV);
float_t pixelsPerUnit = TILE_SIZE_PIXELS; float_t pixelsPerUnit = TILE_SIZE_PIXELS;
float_t worldH = (float_t)(SCREEN.height / SCREEN.scale3d) / pixelsPerUnit; float_t worldH = (float_t)(SCREEN.height / SCREEN.scale3d) / pixelsPerUnit;
float_t z = (worldH * 0.5f) / tanf(fov * 0.5f); float_t z = (worldH * 0.5f) / tanf(fov * 0.5f);
@@ -81,8 +81,15 @@ errorret_t sceneOverworldRender(scenedata_t *sceneData) {
); );
errorChain(shaderSetMatrix(&SHADER_UNLIT, SHADER_UNLIT_VIEW, eye)); errorChain(shaderSetMatrix(&SHADER_UNLIT, SHADER_UNLIT_VIEW, eye));
// Chunks // Base terrain meshes, drawn with normal depth testing.
errorChain(sceneOverworldDrawChunks()); errorChain(sceneOverworldDrawChunksBase());
// Entities are drawn with depth testing fully disabled so sloped tiles
// (ramps) never clip them; entity-vs-entity overlap falls back to
// array draw order instead of true depth.
errorChain(displaySetState((displaystate_t){
.flags = DISPLAY_STATE_FLAG_CULL
}));
// Entities // Entities
{ {
@@ -92,7 +99,7 @@ errorret_t sceneOverworldRender(scenedata_t *sceneData) {
spritebatchsprite_t sprite; spritebatchsprite_t sprite;
glm_vec3_copy(ent->renderPosition, sprite.min); glm_vec3_copy(ent->renderPosition, sprite.min);
glm_vec3_add(sprite.min, (vec3){ 0, 0, 0.05f }, sprite.min);// Stop Fight glm_vec3_add(sprite.min, (vec3){ 0, -0.05f, 0.05f }, sprite.min);// Stop Fight
glm_vec3_copy(sprite.min, sprite.max); glm_vec3_copy(sprite.min, sprite.max);
glm_vec3_add(sprite.max, (vec3){ 1, 1, 0 }, 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){ 0, 0 }, sprite.uvMin);
@@ -115,16 +122,59 @@ errorret_t sceneOverworldRender(scenedata_t *sceneData) {
} }
} }
// Other chunk meshes (trees, buildings, etc), drawn last with normal
// depth testing so they correctly occlude entities standing beneath
// them.
errorChain(displaySetState((displaystate_t){
.flags = DISPLAY_STATE_FLAG_DEPTH_TEST | DISPLAY_STATE_FLAG_CULL
}));
errorChain(sceneOverworldDrawChunksProps());
errorOk(); errorOk();
} }
errorret_t sceneOverworldDrawChunks() { errorret_t sceneOverworldDrawChunksBase() {
for(chunkindex_t i = 0; i < MAP_CHUNK_COUNT; i++) { for(chunkindex_t i = 0; i < MAP_CHUNK_COUNT; i++) {
chunk_t *chunk = MAP.chunkOrder[i]; chunk_t *chunk = MAP.chunkOrder[i];
if(chunk == NULL) continue; if(chunk == NULL) continue;
if(chunk->meshCount == 0) continue; if(chunk->meshCount == 0) continue;
if(chunk->modelEntries[0] == NULL) continue;
if(chunk->modelEntries[0]->state != ASSET_ENTRY_STATE_LOADED) continue;
for(uint8_t m = 0; m < chunk->meshCount; m++) { assetmodeloutput_t *model = &chunk->modelEntries[0]->data.model;
if(model->meshEntry == NULL) continue;
texture_t *tex = model->texEntry != NULL
? &model->texEntry->data.texture
: NULL;
shadermaterial_t mat = {
.unlit = { .color = model->color, .texture = tex }
};
errorChain(shaderSetMatrix(
&SHADER_UNLIT, SHADER_UNLIT_MODEL, chunk->meshModels[0]
));
errorChain(shaderSetMaterial(&SHADER_UNLIT, &mat));
errorChain(meshDraw(
&model->meshEntry->data.mesh.mesh, 0, -1
));
}
// Restore identity model so subsequent renders (e.g. entities) are
// not affected by the last chunk transform.
mat4 identity;
glm_mat4_identity(identity);
errorChain(shaderSetMatrix(&SHADER_UNLIT, SHADER_UNLIT_MODEL, identity));
errorOk();
}
errorret_t sceneOverworldDrawChunksProps() {
for(chunkindex_t i = 0; i < MAP_CHUNK_COUNT; i++) {
chunk_t *chunk = MAP.chunkOrder[i];
if(chunk == NULL) continue;
for(uint8_t m = 1; m < chunk->meshCount; m++) {
if(chunk->modelEntries[m] == NULL) continue; if(chunk->modelEntries[m] == NULL) continue;
if(chunk->modelEntries[m]->state != ASSET_ENTRY_STATE_LOADED) continue; if(chunk->modelEntries[m]->state != ASSET_ENTRY_STATE_LOADED) continue;
@@ -148,8 +198,7 @@ errorret_t sceneOverworldDrawChunks() {
} }
} }
// Restore identity model so subsequent renders (e.g. entities) are // Restore identity model in case anything renders after props.
// not affected by the last chunk transform.
mat4 identity; mat4 identity;
glm_mat4_identity(identity); glm_mat4_identity(identity);
errorChain(shaderSetMatrix(&SHADER_UNLIT, SHADER_UNLIT_MODEL, identity)); errorChain(shaderSetMatrix(&SHADER_UNLIT, SHADER_UNLIT_MODEL, identity));
+12 -3
View File
@@ -29,12 +29,21 @@ errorret_t sceneOverworldInit(scenedata_t *sceneData);
errorret_t sceneOverworldUpdate(scenedata_t *sceneData); errorret_t sceneOverworldUpdate(scenedata_t *sceneData);
/** /**
* Draws all loaded chunks in two passes: base meshes first (shared texture, * Draws the base (tile) mesh of every loaded chunk, with normal depth
* no binds between chunks), then each chunk's additional meshes. * testing. Must be called before entities are rendered.
* *
* @return An error if drawing failed, or errorOk() on success. * @return An error if drawing failed, or errorOk() on success.
*/ */
errorret_t sceneOverworldDrawChunks(); errorret_t sceneOverworldDrawChunksBase();
/**
* Draws every loaded chunk's additional meshes (trees, buildings, etc),
* with normal depth testing so they correctly occlude entities standing
* beneath them. Must be called after entities are rendered.
*
* @return An error if drawing failed, or errorOk() on success.
*/
errorret_t sceneOverworldDrawChunksProps();
/** /**
* Renders the overworld scene. * Renders the overworld scene.
@@ -6,8 +6,6 @@
*/ */
#pragma once #pragma once
#define DUSK_DISPLAY_SCALE_UI 2
#define DUSK_DISPLAY_SCALE_3D 2
#include "displaydolphin.h" #include "displaydolphin.h"
#define displayPlatformInit displayInitDolphin #define displayPlatformInit displayInitDolphin
-2
View File
@@ -6,8 +6,6 @@
*/ */
#pragma once #pragma once
#define DUSK_DISPLAY_SCALE_UI 1
#define DUSK_DISPLAY_SCALE_3D 2
#include "display/displaysdl2.h" #include "display/displaysdl2.h"
typedef displaysdl2_t displayplatform_t; typedef displaysdl2_t displayplatform_t;
+9 -1
View File
@@ -44,6 +44,7 @@ Usage:
""" """
import json import json
import math
import os import os
import struct import struct
import sys import sys
@@ -58,6 +59,10 @@ CHUNK_HEIGHT = 16
CHUNK_DEPTH = 4 CHUNK_DEPTH = 4
CHUNK_TILE_COUNT = CHUNK_WIDTH * CHUNK_HEIGHT * CHUNK_DEPTH # 1024 CHUNK_TILE_COUNT = CHUNK_WIDTH * CHUNK_HEIGHT * CHUNK_DEPTH # 1024
# World-space Z distance of one Z-layer/story, in world-float space.
# Must match WORLD_LAYER_HEIGHT in src/dusk/rpg/overworld/worldpos.h.
WORLD_LAYER_HEIGHT = 1.0 / math.sqrt(2)
CHUNK_MESH_COUNT_MAX = 10 CHUNK_MESH_COUNT_MAX = 10
CHUNK_MESH_NAME_MAX = 64 CHUNK_MESH_NAME_MAX = 64
@@ -231,7 +236,10 @@ def build_terrain_verts(tiles_bytes):
sw, se, ne, nw = corners sw, se, ne, nw = corners
buf += _tile_quad( buf += _tile_quad(
u0, u1, v0, v1, fx, fy, u0, u1, v0, v1, fx, fy,
fz + sw, fz + se, fz + ne, fz + nw (fz + sw) * WORLD_LAYER_HEIGHT,
(fz + se) * WORLD_LAYER_HEIGHT,
(fz + ne) * WORLD_LAYER_HEIGHT,
(fz + nw) * WORLD_LAYER_HEIGHT
) )
return bytes(buf) return bytes(buf)
+9 -14
View File
@@ -30,23 +30,18 @@ with open(args.csv, newline="", encoding="utf-8") as f:
item_types.append(item_type) item_types.append(item_type)
rows[item_id] = row rows[item_id] = row
# Assign enum values: types and IDs share a single counter so values never collide # Assign enum values: types and IDs each start from 1 with NULL = 0.
count = 0
type_values = {} type_values = {}
id_values = {} type_count = 1
count += 1 # 0 = NULL
for t in item_types: for t in item_types:
type_values[t] = count type_values[t] = type_count
count += 1 type_count += 1
# ITEM_TYPE_COUNT = count; item IDs continue from here
type_count = count
count += 1 # type_count = ITEM_ID_NULL id_values = {}
id_count = 1
for i in item_ids: for i in item_ids:
id_values[i] = count id_values[i] = id_count
count += 1 id_count += 1
id_count = count
# Count items per type # Count items per type
type_item_counts = { t: 0 for t in item_types } type_item_counts = { t: 0 for t in item_types }
@@ -68,7 +63,7 @@ out += [
"} itemtype_t;", "} itemtype_t;",
"", "",
"typedef enum {", "typedef enum {",
f" ITEM_ID_NULL = {type_count},", " ITEM_ID_NULL = 0,",
] ]
for i in item_ids: for i in item_ids:
out.append(f" {id_enum(i)} = {id_values[i]},") out.append(f" {id_enum(i)} = {id_values[i]},")