Handling interactions
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@ -9,7 +9,6 @@ player : Player
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world : World
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main :: proc() {
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if !os.is_dir("data") {
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os.make_directory("data")
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}
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8
game/interactions.odin
Normal file
8
game/interactions.odin
Normal file
@ -0,0 +1,8 @@
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package game
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import "core:fmt"
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handle_tree_interaction :: proc(w:^World, p:^Player, pos:Vec2i) {
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set_tile(w, nothing_tile, pos)
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fmt.printfln("Collected Tree from %v", pos)
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}
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@ -15,8 +15,10 @@ Player :: struct {
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InteractMode :: enum {
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INTERACT,
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ATTACK,
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STEAL,
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}
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@(private="file")
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handle_player_camera :: proc(p:^Player) {
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p.camera.target = {p.position.x + (CELL_SIZE / 2), p.position.y + (CELL_SIZE / 2)}
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@ -34,6 +36,7 @@ player_update :: proc(p : ^Player, w: ^World) {
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}
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}
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@(private="file")
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player_update_chunks :: proc(p: ^Player, w: ^World) {
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player_grid_pos := get_player_grid_position(p)
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current_player_chunk := get_chunk_from_world_pos(w, player_grid_pos)
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@ -82,12 +85,13 @@ player_update_chunks :: proc(p: ^Player, w: ^World) {
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}
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}
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@(private="file")
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handle_player_input :: proc(p:^Player, w:^World) {
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// Movement
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target_pos := get_player_grid_position(p)
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dt := rl.GetFrameTime()
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move_delay : f32 = 0.2
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if p.move_timer > 0 {
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p.move_timer -= dt
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}
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@ -129,9 +133,64 @@ handle_player_input :: proc(p:^Player, w:^World) {
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}
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}
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// Interactions
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if rl.IsKeyPressed(.UP) {
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if p.mode == .INTERACT { handle_interact(.UP, p, w) }
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if p.mode == .ATTACK { handle_attack(.UP, p, w) }
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}
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if rl.IsKeyPressed(.DOWN) {
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if p.mode == .INTERACT { handle_interact(.DOWN, p, w) }
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if p.mode == .ATTACK { handle_attack(.DOWN, p, w) }
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}
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if rl.IsKeyPressed(.LEFT) {
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if p.mode == .INTERACT { handle_interact(.LEFT, p, w) }
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if p.mode == .ATTACK { handle_attack(.LEFT, p, w) }
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}
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if rl.IsKeyPressed(.RIGHT) {
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if p.mode == .INTERACT { handle_interact(.RIGHT, p, w) }
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if p.mode == .ATTACK { handle_attack(.RIGHT, p, w) }
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}
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if rl.IsKeyPressed(.ONE) { p.mode = .INTERACT }
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if rl.IsKeyPressed(.TWO) { p.mode = .ATTACK }
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if rl.IsKeyPressed(.THREE) { p.mode = .STEAL }
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}
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}
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@(private="file")
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InteractDirection :: enum {
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UP, DOWN, LEFT, RIGHT
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}
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@(private="file")
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handle_interact :: proc(direction:InteractDirection, p:^Player, w:^World) {
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tile, pos := get_tile_in_direction(direction, p, w)
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if tile.interaction == .RESOURCE && tile.resource != .NOTHING {
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if tile.resource == .TREE { handle_tree_interaction(w, p, pos) }
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}
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}
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@(private="file")
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handle_attack :: proc(direction:InteractDirection, p:^Player, w:^World) {
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tile, pos := get_tile_in_direction(direction, p, w)
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}
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@(private="file")
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get_tile_in_direction :: proc(direction:InteractDirection, p:^Player, w:^World) -> (^Tile, Vec2i) {
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grid_pos := get_player_grid_position(p)
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if direction == .UP { grid_pos.y -= 1 }
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if direction == .DOWN { grid_pos.y += 1 }
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if direction == .LEFT { grid_pos.x -= 1 }
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if direction == .RIGHT { grid_pos.x += 1 }
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return get_world_tile(w, vec2_to_vec2i(grid_pos)), vec2_to_vec2i(grid_pos)
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}
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get_player_grid_position :: proc(player:^Player) -> rl.Vector2 {
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grid_pos_x := player.position.x / CELL_SIZE
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grid_pos_y := player.position.y / CELL_SIZE
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@ -143,6 +202,7 @@ draw_player :: proc(player:^Player) {
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draw_tile({27,0}, player.position, rl.DARKBLUE)
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}
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will_collide :: proc(w:^World, pos:rl.Vector2) -> bool {
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world_grid_pos := vec2_to_vec2i(pos)
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chunk_pos := world_pos_to_chunk_pos(pos)
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@ -152,7 +212,7 @@ will_collide :: proc(w:^World, pos:rl.Vector2) -> bool {
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tile := get_chunk_tile(chunk, local_pos)
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#partial switch tile.type {
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case .WALL:
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case .SOLID:
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return true
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}
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@ -13,7 +13,7 @@ Tile :: struct #packed {
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TileType :: enum u8 {
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NOTHING,
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WALL,
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SOLID,
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FOLIAGE,
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}
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@ -37,7 +37,7 @@ nothing_tile := Tile {
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}
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tree_tile := Tile {
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type = .WALL,
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type = .SOLID,
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tilemap_pos = {0,1},
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color = {17,87,30,255},
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resource = .TREE,
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