Added enemy behaviour to lua and monster states.
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parent
995a2f4475
commit
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3
.vimrc
3
.vimrc
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@ -1,3 +1,6 @@
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nnoremap <F1> :Make<cr>
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au FileType c setl makeprg=ninja\ -C\ build
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au FileType h setl makeprg=ninja\ -C\ build
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let g:syntastic_c_include_dirs = [ 'linkedlist', 'hashtable' ]
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9
TODO.txt
9
TODO.txt
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@ -7,13 +7,16 @@ x Add enemies (generated through lua)
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x Move "clip" from texture to sprite
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x Hitting enemies
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x Nicer enemy hits (Text textures, healthbars?)
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- This could need some love later on. (Misses seem to be broken) (Add hits to stats)
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- This could need some love later on.
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- Add hits to stats
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- Player hits
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x Moving enemies
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x Stupid roaming enemies
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x Smart agressive enemies
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x Fleeing enemies
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- Add hooks to lua
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- Lower levels
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x Add hooks to lua
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x Add movement depending on state (aggro, scared, passive)
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- Lower dungeon levels
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o XP
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- Some xp amount logic
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- Level threshholds
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@ -36,6 +36,13 @@ local texturePaths = {
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undead1 = "assets/Characters/Undead1.png",
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}
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local state = {
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passive = 0,
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agressive = 1,
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scared = 2,
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}
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local enemies = {
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-- PESTS
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@ -87,32 +94,33 @@ local enemies = {
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{ texturePaths.pest0, texturePaths.pest1, 48, 112 },
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-- UNDEAD
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{ texturePaths.undead0, texturePaths.undead1, 0, 0 };
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{ texturePaths.undead0, texturePaths.undead1, 16, 0 };
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{ texturePaths.undead0, texturePaths.undead1, 32, 0 };
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{ texturePaths.undead0, texturePaths.undead1, 48, 0 };
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{ texturePaths.undead0, texturePaths.undead1, 64, 0 };
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{ texturePaths.undead0, texturePaths.undead1, 80, 0 };
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{ texturePaths.undead0, texturePaths.undead1, 96, 0 };
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{ texturePaths.undead0, texturePaths.undead1, 112, 0 };
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{ texturePaths.undead0, texturePaths.undead1, 0, 0, state.passive, state.agressive };
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{ texturePaths.undead0, texturePaths.undead1, 16, 0, state.passive, state.agressive };
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{ texturePaths.undead0, texturePaths.undead1, 32, 0, state.passive, state.agressive };
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{ texturePaths.undead0, texturePaths.undead1, 48, 0, state.passive, state.agressive };
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{ texturePaths.undead0, texturePaths.undead1, 64, 0, state.passive, state.agressive };
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{ texturePaths.undead0, texturePaths.undead1, 80, 0, state.passive, state.agressive };
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{ texturePaths.undead0, texturePaths.undead1, 96, 0, state.passive, state.agressive };
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{ texturePaths.undead0, texturePaths.undead1, 112, 0, state.passive, state.agressive };
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{ texturePaths.undead0, texturePaths.undead1, 0, 16 };
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{ texturePaths.undead0, texturePaths.undead1, 16, 16 };
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{ texturePaths.undead0, texturePaths.undead1, 32, 16 };
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{ texturePaths.undead0, texturePaths.undead1, 48, 16 };
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{ texturePaths.undead0, texturePaths.undead1, 64, 16 };
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{ texturePaths.undead0, texturePaths.undead1, 80, 16 };
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{ texturePaths.undead0, texturePaths.undead1, 96, 16 };
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{ texturePaths.undead0, texturePaths.undead1, 112, 16 };
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{ texturePaths.undead0, texturePaths.undead1, 0, 16, state.passive, state.agressive };
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{ texturePaths.undead0, texturePaths.undead1, 16, 16, state.passive, state.agressive };
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{ texturePaths.undead0, texturePaths.undead1, 32, 16, state.passive, state.agressive };
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{ texturePaths.undead0, texturePaths.undead1, 48, 16, state.passive, state.agressive };
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{ texturePaths.undead0, texturePaths.undead1, 64, 16, state.passive, state.agressive };
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{ texturePaths.undead0, texturePaths.undead1, 80, 16, state.passive, state.agressive };
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{ texturePaths.undead0, texturePaths.undead1, 96, 16, state.passive, state.agressive };
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{ texturePaths.undead0, texturePaths.undead1, 112, 16, state.passive, state.agressive };
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{ texturePaths.undead0, texturePaths.undead1, 0, 32 };
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{ texturePaths.undead0, texturePaths.undead1, 16, 32 };
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{ texturePaths.undead0, texturePaths.undead1, 32, 32 };
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{ texturePaths.undead0, texturePaths.undead1, 48, 32 };
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{ texturePaths.undead0, texturePaths.undead1, 64, 32 };
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{ texturePaths.undead0, texturePaths.undead1, 80, 32 };
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{ texturePaths.undead0, texturePaths.undead1, 96, 32 };
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{ texturePaths.undead0, texturePaths.undead1, 112, 32 };
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{ texturePaths.undead0, texturePaths.undead1, 0, 32, state.passive, state.agressive };
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{ texturePaths.undead0, texturePaths.undead1, 16, 32, state.passive, state.agressive };
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{ texturePaths.undead0, texturePaths.undead1, 32, 32, state.passive, state.agressive };
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{ texturePaths.undead0, texturePaths.undead1, 48, 32, state.passive, state.agressive };
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{ texturePaths.undead0, texturePaths.undead1, 64, 32, state.passive, state.agressive };
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{ texturePaths.undead0, texturePaths.undead1, 80, 32, state.passive, state.agressive };
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{ texturePaths.undead0, texturePaths.undead1, 96, 32, state.passive, state.agressive };
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{ texturePaths.undead0, texturePaths.undead1, 112, 32,
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state.passive, state.scared };
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}
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local function repack(data)
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@ -121,6 +129,8 @@ local function repack(data)
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texturePath2 = data[2],
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clipX = data[3],
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clipY = data[4],
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nstate = data[5] or state.passive,
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cstate = data[6] or state.scared
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}
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end
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@ -149,7 +149,7 @@ l_add_monster(lua_State *L)
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{
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Monster *monster;
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Map *map;
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int x, y, clip_x, clip_y;
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int x, y, clip_x, clip_y, nstate, cstate;
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const char *texture_path_1, *texture_path_2;
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Texture *texture1, *texture2;
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SDL_Renderer *renderer;
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@ -167,11 +167,15 @@ l_add_monster(lua_State *L)
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lua_getfield(L, 4, "texturePath2");
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lua_getfield(L, 4, "clipX");
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lua_getfield(L, 4, "clipY");
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lua_getfield(L, 4, "nstate");
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lua_getfield(L, 4, "cstate");
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texture_path_1 = luaL_checkstring(L, -4);
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texture_path_2 = luaL_checkstring(L, -3);
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clip_x = luaL_checkinteger(L, -2);
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clip_y = luaL_checkinteger(L, -1);
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texture_path_1 = luaL_checkstring(L, -6);
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texture_path_2 = luaL_checkstring(L, -5);
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clip_x = luaL_checkinteger(L, -4);
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clip_y = luaL_checkinteger(L, -3);
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nstate = luaL_checkinteger(L, -2);
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cstate = luaL_checkinteger(L, -1);
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texture1 = map_add_monster_texture(map, texture_path_1, renderer);
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texture2 = map_add_monster_texture(map, texture_path_2, renderer);
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@ -186,6 +190,9 @@ l_add_monster(lua_State *L)
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monster_update_pos(monster, (Position) { x, y });
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sprite_set_texture(monster->sprite, texture1, 0);
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sprite_set_texture(monster->sprite, texture2, 1);
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monster->state.normal = nstate;
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monster->state.challenge = cstate;
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monster->state.current = nstate;
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map_add_monster(map, monster);
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@ -30,7 +30,9 @@ monster_create(SDL_Renderer *renderer)
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m->sprite = sprite_create();
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m->sprite->clip = (SDL_Rect) { 0, 0, 16, 16 };
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m->stats = (Stats) { 11, 1, 0, 0, 1, 1 };
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m->state = AGRESSIVE;
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m->state.normal = PASSIVE;
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m->state.challenge = AGRESSIVE;
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m->state.current = m->state.normal;
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monster_load_texts(m, renderer);
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@ -113,7 +115,7 @@ monster_drunk_walk(Monster *m, RoomMatrix *rm)
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{
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unsigned int i, maxMoveAttempts = 6;
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if (get_random(2) == 0)
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if (get_random(5) >= 2)
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return;
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for (i = 0; i < maxMoveAttempts; ++i) {
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@ -188,14 +190,14 @@ monster_move(Monster *m, RoomMatrix *rm)
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rm->spaces[monsterRoomPos.x][monsterRoomPos.y].occupied = false;
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rm->spaces[monsterRoomPos.x][monsterRoomPos.y].monster = NULL;
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switch (m->state) {
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switch (m->state.current) {
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case PASSIVE:
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monster_drunk_walk(m, rm);
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break;
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case AGRESSIVE:
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monster_agressive_walk(m, rm);
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break;
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case COWARD:
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case SCARED:
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monster_coward_walk(m, rm);
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break;
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};
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@ -207,6 +209,20 @@ monster_move(Monster *m, RoomMatrix *rm)
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rm->spaces[monsterRoomPos.x][monsterRoomPos.y].monster = m;
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}
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void
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monster_hit(Monster *monster, unsigned int dmg)
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{
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if (dmg > 0) {
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monster->hitText->active = true;
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monster->missText->active = false;
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} else {
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monster->missText->active = true;
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monster->hitText->active = false;
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}
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monster->state.current = monster->state.challenge;
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}
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void
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monster_render(Monster *m, Camera *cam)
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{
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@ -6,7 +6,13 @@
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#include "stats.h"
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#include "actiontext.h"
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typedef enum { PASSIVE, AGRESSIVE, COWARD } State;
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typedef enum { PASSIVE, AGRESSIVE, SCARED } StateType;
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typedef struct {
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StateType current;
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StateType normal;
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StateType challenge;
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} State;
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typedef struct Monster_t {
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Sprite *sprite;
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@ -24,6 +30,8 @@ void monster_move(Monster*, RoomMatrix*);
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void monster_render(Monster*, Camera*);
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void monster_hit(Monster*, unsigned int dmg);
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void monster_destroy(Monster*);
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#endif // MONSTER_H_
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@ -27,13 +27,7 @@ has_collided(Player *player, RoomMatrix *matrix)
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if (space->monster != NULL) {
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unsigned int hit = stats_fight(&player->stats,
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&space->monster->stats);
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if (hit > 0) {
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space->monster->hitText->active = true;
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space->monster->missText->active = false;
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} else {
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space->monster->missText->active = true;
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space->monster->hitText->active = false;
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}
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monster_hit(space->monster, hit);
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if (space->monster->stats.hp <= 0) {
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// TODO(Linus): This needs some love later on.
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