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Add ice storm, more operations

Things are a bit weird, but the effect is looking fine.
master
Macoy Madson 5 months ago
parent
commit
d184c19bab
  1. 73
      data/PowerSystem.cakedata
  2. 163
      src/Presentation.cake

73
data/PowerSystem.cakedata

@ -16,6 +16,14 @@
(spritesheet :id "smoke-explosion"
:width 630 :height 116
:frame-width 5 :frame-height 1
:scale-factor 2)
(spritesheet :id "explosion"
:width 672 :height 100
:frame-width 6 :frame-height 1
:scale-factor 2)
(spritesheet :id "ice-explosion"
:width 672 :height 100
:frame-width 6 :frame-height 1
:scale-factor 2))
:animations
@ -27,6 +35,18 @@
(animation-data :id "smoke-explosion-idle"
:start-frame 0
:end-frame 4
:flip-horizontal false)
(animation-data :id "explosion-idle"
:start-frame 0
:end-frame 5
:flip-horizontal false)
(animation-data :id "ice-explosion-flying"
:start-frame 0
:end-frame 2
:flip-horizontal false)
(animation-data :id "ice-explosion-exploding"
:start-frame 3
:end-frame 5
:flip-horizontal false))
:powers
@ -39,8 +59,55 @@ SetValue velocityX 25"
"IfStringEquals currentEffect fireball
IfGreaterThanOrEqual positionX enemyX
PlayEffect smoke-explosion smoke-explosion-idle
SetValue velocityX 0
DamageEnemy
Expire
End
End")
(power
:id "iceStormExplosionEnd"
:on-create "PlayEffect ice-explosion ice-explosion-exploding
Expire"
:on-update
"IfEquals user0 0
IfGreaterThanOrEqual lifetimeFrameCount 1
SetValue user0 1
DamageEnemy
End
End")
(power
:id "iceStormExplosionChain"
:on-create "PlayEffect ice-explosion ice-explosion-exploding
Expire"
:on-update
"IfEquals user0 0
IfGreaterThanOrEqual lifetimeFrameCount 1
SetValue user0 1
DamageEnemy
SetValue relativeSpawnX 70
SetValue relativeSpawnY -75
SpawnPower iceStormExplosionEnd
End
End")
(power
:id "iceStorm"
:on-create "PlayEffect ice-explosion ice-explosion-flying
SetValue velocityX 10"
:on-update
"IfGreaterThanOrEqual velocityX 2
IfGreaterThanOrEqual positionX enemyX
SetValue velocityX 0
PlayEffect ice-explosion ice-explosion-exploding
DamageEnemy
Expire
IfEquals user0 0
SetValue user0 1
SetValue relativeSpawnX 10
SetValue relativeSpawnY -100
SpawnPower iceStormExplosionChain
SetValue relativeSpawnX 170
SetValue relativeSpawnY -50
SpawnPower iceStormExplosionEnd
End
End
End
IfGreaterThanOrEqual positionX enemyX
SetValue velocityX 1
End")))

163
src/Presentation.cake

@ -40,6 +40,17 @@
(define-keybind s-attack-keybind (array SDL_SCANCODE_1))
(define-keybind s-attack-2-keybind (array SDL_SCANCODE_2))
(define-keybind s-attack-3-keybind (array SDL_SCANCODE_3))
(define-keybind s-attack-4-keybind (array SDL_SCANCODE_4))
(define-keybind s-attack-5-keybind (array SDL_SCANCODE_5))
(defstruct-local power-keybind
bind (* keybind)
power-id (* (const char)))
(var s-power-keybinds ([] power-keybind)
(array
(array (addr s-attack-2-keybind) "fireball")
(array (addr s-attack-3-keybind) "iceStorm")))
(var s-key-states sdl-key-states (array 0))
@ -90,6 +101,12 @@
(bundle-file s-start-smoke-explosion-spritesheet s-end-smoke-explosion-spritesheet
(unsigned char) "/home/macoy/Documents/smokeExplosion.bmp")
(bundle-file s-start-explosion-spritesheet s-end-explosion-spritesheet
(unsigned char) "/home/macoy/Documents/explosion.bmp")
(bundle-file s-start-ice-explosion-spritesheet s-end-ice-explosion-spritesheet
(unsigned char) "/home/macoy/Documents/iceExplosion.bmp")
(forward-declare (struct SDL_Texture))
(def-introspect-struct spritesheet
@ -136,6 +153,8 @@
(var spritesheet-smoke-explosion (* spritesheet) null) ;; Populated from data
(var anim-smoke-explosion-idle animation (array 0 4 SDL_FLIP_NONE
null))
(var spritesheet-explosion (* spritesheet) null) ;; Populated from data
(var spritesheet-ice-explosion (* spritesheet) null) ;; Populated from data
(var c-animation-frame-rate (const float) 0.1f)
@ -207,7 +226,12 @@
(defenum operation-type
operation-type-play-effect
operation-type-expire-on-animation-end
operation-type-damage
operation-type-spawn-power
operation-type-set-value
operation-type-if-equals
operation-type-if-string-equals
operation-type-if-greater-than-or-equal
@ -236,6 +260,15 @@
(array
operation-type-play-effect
"PlayEffect" 2)
(array
operation-type-expire-on-animation-end
"Expire" 0)
(array
operation-type-damage
"DamageEnemy" 0)
(array
operation-type-spawn-power
"SpawnPower" 1)
(array
operation-type-set-value
"SetValue" 2)
@ -409,11 +442,17 @@
sprite (* spritesheet) ;; null = empty slot
anim (* (const animation))
animation-start-ticks Uint64
life-start-ticks Uint64
num-frames-since-spawned int
power-id (* (const char))
x int
y int
velocity-x int
velocity-y int)
velocity-y int
relative-spawn-x int
relative-spawn-y int
expire-on-animation-end bool
user-0 int)
(var s-effects ([] 16 effect) (array 0))
@ -427,7 +466,10 @@
(var g-boar-enemy actor (array 0))
(defstruct-local power-context
effect-data (* effect))
effect-data (* effect)
;; If 0, spawn at the wizard
start-x int
start-y int)
(defun-local update-effects (renderer (* SDL_Renderer)
boar (* actor))
@ -436,19 +478,35 @@
(unless (path current-effect > sprite)
(continue))
(unless (path current-effect > animation-start-ticks)
(set (path current-effect > animation-start-ticks) (SDL_GetPerformanceCounter)))
(unless (path current-effect > life-start-ticks)
(set (path current-effect > life-start-ticks) (SDL_GetPerformanceCounter)))
(when c-animation-frame-rate
(var lifetime-seconds float
(/ (- (SDL_GetPerformanceCounter) (path current-effect > life-start-ticks))
(type-cast (SDL_GetPerformanceFrequency) float)))
(set (path current-effect > num-frames-since-spawned) (/ lifetime-seconds c-animation-frame-rate)))
(when (path current-effect > power-id)
(preslog "Execute %s [%d] frame %d\n" (path current-effect > power-id) i
(path current-effect > num-frames-since-spawned))
(var context power-context (array 0))
(set (field context effect-data) current-effect)
(execute-power (addr context) (path current-effect > power-id) power-execute-type-update))
(when (= (path current-effect > anim) (addr anim-smoke-explosion-idle))
;; Expire after final frame
(when (or (= (path current-effect > anim) (addr anim-smoke-explosion-idle))
(path current-effect > expire-on-animation-end))
(var num-frames int (- (+ 1 (path current-effect > anim > end-frame-index)) ;; TODO: Off by one?
(path current-effect > anim > start-frame-index)))
(var loop-rate float (* c-animation-frame-rate num-frames))
(unless loop-rate
(set loop-rate c-animation-frame-rate))
(var animation-time-seconds float
(/ (- (SDL_GetPerformanceCounter) (path current-effect > animation-start-ticks))
(type-cast (SDL_GetPerformanceFrequency) float)))
(when (> animation-time-seconds loop-rate)
(set (path current-effect > sprite) null)
(continue)))
@ -462,17 +520,21 @@
c-animation-frame-rate
(path current-effect > x) (path current-effect > y))
;; Colliding power with boar
;; Don't damage boar if already smoke
(when (and (> (path current-effect > x) (path boar > x))
(!= (path current-effect > anim) (addr anim-smoke-explosion-idle)))
(set (path current-effect > sprite) spritesheet-smoke-explosion)
(set (path current-effect > velocity-x) 0)
(set (path current-effect > velocity-y) 0)
(set (path current-effect > y) (- (path current-effect > y) 75))
(set (path current-effect > anim) (addr anim-smoke-explosion-idle))
(set (path current-effect > animation-start-ticks) (SDL_GetPerformanceCounter))
(unless (= (path boar > anim) (addr anim-boar-damage))
(set (path boar > anim) (addr anim-boar-damage))
(set (path boar > animation-start-ticks) (SDL_GetPerformanceCounter))))))
;; Auto convert non-powers to smoke
(when (not (path current-effect > power-id))
(set (path current-effect > sprite) spritesheet-smoke-explosion)
(set (path current-effect > velocity-x) 0)
(set (path current-effect > velocity-y) 0)
(set (path current-effect > y) (- (path current-effect > y) 75))
(set (path current-effect > anim) (addr anim-smoke-explosion-idle))
(set (path current-effect > animation-start-ticks) (SDL_GetPerformanceCounter))
(unless (= (path boar > anim) (addr anim-boar-damage))
(set (path boar > anim) (addr anim-boar-damage))
(set (path boar > animation-start-ticks) (SDL_GetPerformanceCounter)))))))
(defun-local get-free-effect (&return (* effect))
(each-item-addr-in-array s-effects i current-effect (* effect)
@ -496,6 +558,10 @@
(array "positionY" (addr (path context > effect-data > y)))
(array "velocityX" (addr (path context > effect-data > velocity-x)))
(array "velocityY" (addr (path context > effect-data > velocity-y)))
(array "relativeSpawnX" (addr (path context > effect-data > relative-spawn-x)))
(array "relativeSpawnY" (addr (path context > effect-data > relative-spawn-y)))
(array "lifetimeFrameCount" (addr (path context > effect-data > num-frames-since-spawned)))
(array "user0" (addr (path context > effect-data > user-0)))
(array "enemyX" (addr (field g-boar-enemy x)))
(array "enemyY" (addr (field g-boar-enemy y)))
(array "heroX" (addr (field g-wizard-hero x)))
@ -530,7 +596,7 @@
value (* (const char)))
(var name-values ([] name-value-pair)
(array
(array "currentSprite" (path context > effect-data > sprite > id))))
(array "currentEffect" (path context > effect-data > sprite > id))))
(each-item-addr-in-array name-values i pair (* name-value-pair)
(unless (= 0 (strcmp (path pair > name) name))
(continue))
@ -596,6 +662,17 @@
(each-item-addr-in-dynarray operations-to-run
operation-index op (* operation)
(cond
((= (path op > type) operation-type-spawn-power)
(var spawn-power-context power-context (array 0))
(when (path context > effect-data)
(set (field spawn-power-context start-x)
(+ (path context > effect-data > x)
(path context > effect-data > relative-spawn-x)))
(set (field spawn-power-context start-y)
(+ (path context > effect-data > y)
(path context > effect-data > relative-spawn-y))))
(execute-power (addr spawn-power-context) (path op > string-a)
power-execute-type-create))
((= (path op > type) operation-type-play-effect)
(var new-effect (* effect) (? (path context > effect-data)
(path context > effect-data)
@ -619,23 +696,39 @@
(if (and (path new-effect > anim)
(path new-effect > sprite))
(scope
(unless (path context > effect-data)
(set (path new-effect > x) (+ c-wizard-start-effect-x (field g-wizard-hero x)))
(set (path new-effect > y) (+ c-wizard-start-effect-y (field g-wizard-hero y))))
(cond
((or (path context > start-x)
(path context > start-y))
(set (path new-effect > x) (path context > start-x))
(set (path new-effect > y) (path context > start-y)))
((path context > effect-data)
(set (path new-effect > x) (path context > effect-data > x))
(set (path new-effect > y) (path context > effect-data > y)))
(true
(set (path new-effect > x) (+ c-wizard-start-effect-x (field g-wizard-hero x)))
(set (path new-effect > y) (+ c-wizard-start-effect-y (field g-wizard-hero y)))))
(set (path context > effect-data) new-effect)
(set (path new-effect > animation-start-ticks) (SDL_GetPerformanceCounter))
(set (path new-effect > life-start-ticks) (SDL_GetPerformanceCounter))
(set (path new-effect > power-id) (path power-to-execute > id)))
(scope
(set (path new-effect > sprite) null)
(preslog "Could not create effect: missing sprite or animation\n"))))
((= (path op > type) operation-type-expire-on-animation-end)
(when (path context > effect-data)
(set (path context > effect-data > expire-on-animation-end) true)))
((= (path op > type) operation-type-damage)
(set (field g-boar-enemy anim) (addr anim-boar-damage))
(set (field g-boar-enemy animation-start-ticks) (SDL_GetPerformanceCounter)))
((= (path op > type) operation-type-set-value)
(var value-out (* int) (resolve-value-from-name
context (path op > string-a)))
(var set-value-to (* int) (resolve-value-or-literal-from-string
context (path op > string-b)))
(when (and value-out set-value-to)
(if (and value-out set-value-to)
;; (preslog "Setting %s to %s\n" (path op > string-a) (path op > string-b))
(set (deref value-out) (deref set-value-to))))
(set (deref value-out) (deref set-value-to))
(preslog "Failed to set %s to %s (not bound)\n" (path op > string-a) (path op > string-b))))
((= (path op > type) operation-type-if-equals)
(var value-a (* int) (resolve-value-or-literal-from-string
context (path op > string-a)))
@ -646,7 +739,7 @@
(set operation-index (find-end-index operations-to-run operation-index)))))
((= (path op > type) operation-type-if-string-equals)
(var value-a (* (const char)) (resolve-string-value-or-literal-from-string
context (path op > string-a)))
context (path op > string-a)))
(var value-b (* (const char)) (resolve-string-value-or-literal-from-string
context (path op > string-b)))
(when (and value-a value-b)
@ -858,7 +951,11 @@
(array "fireball" (addr spritesheet-fireball)
s-start-fireball-spritesheet s-end-fireball-spritesheet)
(array "smoke-explosion" (addr spritesheet-smoke-explosion)
s-start-smoke-explosion-spritesheet s-end-smoke-explosion-spritesheet)))
s-start-smoke-explosion-spritesheet s-end-smoke-explosion-spritesheet)
(array "explosion" (addr spritesheet-explosion)
s-start-explosion-spritesheet s-end-explosion-spritesheet)
(array "ice-explosion" (addr spritesheet-ice-explosion)
s-start-ice-explosion-spritesheet s-end-ice-explosion-spritesheet)))
(each-item-addr-in-array prepare-spritesheets i sheet (* spritesheets-to-prepare)
;; Associate sheets with sprites from power system
@ -923,6 +1020,7 @@
(var should-render-ground bool false)
(var queued-effect effect-id effect-id-none)
(var queued-power-id (* (const char)) null)
(var exit-reason (* (const char)) null)
(while true
@ -987,15 +1085,17 @@
(set (field g-wizard-hero anim) (addr anim-wizard-attack))
(set queued-effect effect-id-fireball))
(when (and
(!= (field g-wizard-hero anim) (addr anim-wizard-attack))
(keybind-tapped (addr s-attack-2-keybind) (addr s-key-states)))
(set (field g-wizard-hero animation-start-ticks) (SDL_GetPerformanceCounter))
(set (field g-wizard-hero anim) (addr anim-wizard-attack))
(set queued-effect effect-id-power-0))
(each-item-addr-in-array s-power-keybinds i power-key (* power-keybind)
(when (and
(!= (field g-wizard-hero anim) (addr anim-wizard-attack))
(keybind-tapped (path power-key > bind) (addr s-key-states)))
(set (field g-wizard-hero animation-start-ticks) (SDL_GetPerformanceCounter))
(set (field g-wizard-hero anim) (addr anim-wizard-attack))
(set queued-power-id (path power-key > power-id))))
(when (and (= (field g-wizard-hero anim) (addr anim-wizard-attack))
(!= queued-effect effect-id-none))
(or (!= queued-effect effect-id-none)
queued-power-id))
(var current-frame int 0)
(var current-anim (* (const animation)) (field g-wizard-hero anim))
(when (or (not (animation-get-current-frame current-anim
@ -1018,10 +1118,11 @@
(set (path new-effect > x) (+ c-wizard-start-effect-x (field g-wizard-hero x)))
(set (path new-effect > y) (+ c-wizard-start-effect-y (field g-wizard-hero y)))))
(set (path new-effect > velocity-x) 25))
((= queued-effect effect-id-power-0)
(queued-power-id
(var context power-context (array 0))
(execute-power (addr context) "fireball" power-execute-type-create)))
(set queued-effect effect-id-none)))
(execute-power (addr context) queued-power-id power-execute-type-create)))
(set queued-effect effect-id-none)
(set queued-power-id null)))
(SDL_SetRenderDrawColor renderer 11 19 40 255)
(SDL_RenderClear renderer)

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