player is shooting knifes now

efd/v1
DavoSK 2023-02-02 17:28:15 +01:00
parent 1631e9199b
commit 7356168b6f
2 changed files with 19 additions and 11 deletions

View File

@ -20,6 +20,7 @@ void mob_systems(ecs_world_t *ecs) {
//NOTE(DavoSK): weapons
ECS_SYSTEM_TICKED(ecs, WeaponKnifeMechanic, EcsPostUpdate, components.WeaponKnife, components.Position, components.Input);
ECS_SYSTEM_TICKED(ecs, WeaponProjectileExpire, EcsPostUpdate, components.WeaponProjectile, components.Position);
//ECS_OBSERVER(ecs, MobDetectPlayers1, EcsOnAdd, components.Mob);
}

View File

@ -1,7 +1,7 @@
#define WEAPON_KNIFE_SPAWN_DELAY 20
#define WEAPON_PROJECTILE_POS_OFFSET 3.2f
#define WEAPON_PROJECTILE_SPEED 10.0f
#define WEAPON_PROJECTILE_RANGE_LIFETIME 10.0f
#define WEAPON_PROJECTILE_SPEED 500.0f
#define WEAPON_PROJECTILE_RANGE_LIFETIME 800.0f
//TODO(DavoSK): move to helpers, add srand
float get_rand_between(float min, float max) {
@ -22,18 +22,22 @@ void WeaponKnifeMechanic(ecs_iter_t *it) {
for(int j = 0; j < weapon[i].projectile_count; j++) {
ecs_entity_t e = entity_spawn(EKIND_WEAPON);
ecs_set(it->world, e, WeaponProjectile, { .damage=weapon[i].damage });
ecs_set(it->world, e, Sprite, { .spritesheet=0, .frame=2347 });
ecs_set(it->world, e, InAir, {0});
ecs_set(it->world, e, TriggerOnly, { 0 });
ecs_set(it->world, e, WeaponProjectile, {
.damage=weapon[i].damage,
.origin_x=pos[i].x,
.origin_y=pos[i].y
});
ecs_set(it->world, e, Velocity, {
.x=input[i].x*WEAPON_PROJECTILE_SPEED,
.y=input[i].y*WEAPON_PROJECTILE_SPEED
.x=input[i].hx*WEAPON_PROJECTILE_SPEED,
.y=input[i].hy*WEAPON_PROJECTILE_SPEED*-1
});
Position *dest = ecs_get_mut(world_ecs(), e, Position);
dest->x = pos[i].x;
dest->y = pos[i].y+get_rand_between(-WEAPON_PROJECTILE_POS_OFFSET, WEAPON_PROJECTILE_POS_OFFSET);
dest->x=pos[i].x;
dest->y=pos[i].y+get_rand_between(-WEAPON_PROJECTILE_POS_OFFSET, WEAPON_PROJECTILE_POS_OFFSET);
}
weapon[i].spawn_delay = WEAPON_KNIFE_SPAWN_DELAY;
@ -47,8 +51,10 @@ void WeaponProjectileExpire(ecs_iter_t *it) {
for (int i = 0; i < it->count; i++) {
zpl_vec2 v_origin = { .x = weapon[i].origin_x, .y = weapon[i].origin_y };
zpl_vec2 v_pos = { .x = pos[i].x, .y = pos[i].y };
const float d = zpl_vec2_mag(v_origin, v_pos);
zpl_vec2 v_dist;
zpl_vec2_sub(&v_dist, v_origin, v_pos);
const float d = zpl_vec2_mag(v_dist);
if(d > WEAPON_PROJECTILE_RANGE_LIFETIME) {
entity_despawn(it->entities[i]);
}
@ -56,5 +62,6 @@ void WeaponProjectileExpire(ecs_iter_t *it) {
}
void WeaponProjectileHit(ecs_iter_t *it) {
//TODO(DavoSK): hit entity, attach take damage component
//remove projectile
}