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2022-12-02game: tweak teepee probabilities a bit againVito Caputo
Now that respawns can get immediately infected, things get crazy as they should - so make it a bit easier to hoard all the teepee. I'm pretty sure you can just hide off-screen at the top and collect teepee and masks without ever touching a baby and just dodging animated viruses as a way to cheat and "win". But that's kind of allegorical for the pandemic, isn't it? Ignore the needs of others while hoarding teepee and masks FTW!
2022-12-02game: move probabilities to named definesVito Caputo
Nothing functionally changed, just naming some magic numbers and putting them somewhere more organized.
2022-12-02game: remove redundant reset_virus() callVito Caputo
This looks like a harmless copy paste bug in 55b7b49, but it's pointless to do twice.
2022-12-02assets: fix mask.ans to include SAUCE metadataVito Caputo
Dunno why PabloDraw omitted the SAUCE info when creating this originally, but it was producing an 80 column rendering of the mask which is more like 43 columns. This resulted in the collision box/aabb being far larger than the actual mask as rendered. Now with the fixed rendering the mask's scale factor needed some tweaking as well to preserve the same visual size more or less.
2022-12-02game: respawn babies on a timer, and detect immediate infectionsVito Caputo
Previously respawned babies could respawn on a virus without becoming infected, and this actually had a calming effect on the late stage of the game which is the opposite of what should be happening as the field fills up with viruses. What would happen is eventually most of the active set of babies would be sitting on viruses and isolated by viruses so they wouldn't likely be resuced, but they also weren't becoming infected despite being on viruses. With this change, baby respawning is handled strictly by a timer, currently every .5s. In that timer handler the number of babies off from the GAME_NUM_BABIES (10 presently) are attempted to be respawned. Any of those which are immediately respawned onto viruses are immediately infected. Then the same thing is revisted on the next timer expiration. So it doesn't try very hard to maintain GAME_NUM_BABIES as alive at all times - this actually becomes impossible when the field is too crowded to even find spots to respawn without infection. Instead, what will happen, is in the end game you just have constant babies respawning and dying every .5s. The gameplay is dramatically different now, and it's potentially too difficult now to actually manage to hoard 256 rolls of TP before dying. I haven't managed it in my testing so far... so the probabilities may need to be revisited again. However, the end game /feels/ much more _right_ after this change. You end up with just tons of viruses and death, and if you've managed to hoard a bunch of toilet paper, it's a grim satirical scene of zero living babies, viruses everywhere, but a happy pile of TP icons. I can only imagine how ridiculous it looks if you manage to actually win and get the animated celebratory wall of TP over the sea of death. Now the dead babies turned viruses just need their own unique sprite showing actual infected corpses instead of the same virus sprite. So it's actually visibly a sea of infected bodies...
2022-11-29game: fix flashers list corruptionVito Caputo
(entity_t.flashes_remaining == 0) was being misused to indicate an entity wasn't on any of the flashers lists. At some point during the feature's development that was actually true, but as the code evolved that was no longer the case and entities would sit in the flashers_off list with flashes_remaining at 0 before flipping back on for a cycle at which point they'd be found with 0 flashes_remaining and dropped from any flashers lists. This is a problem because flash_entity() would come along and use the flashes_remaining == 0 state to see if the entity needed to get on a flashers list before resetting the flashes_remaining count. Furthermore, when adult->holding gets cleared (baby drop off) the flashes_remaining gets zeroed to ensure the reset baby doesn't start out with residual flashing at its new location. This just created more opportunities where the flashes_remaining is zero while still on a list, since the holding reset was just expediting the list removal - not actually doing it. This commit simply introduces a discrete flag for flashing vs. not flashing to indicate flashers_{on,off} list membership, independent of the flashes_remaining count. Fixes infinite loop / apparent freeze bug reported by Tara and Phil during some play testing. Thanks guys!
2022-11-29libplay: bump libplay version for play_run_slice()Vito Caputo
Emscripten integration will want this function. A few mechanical changes required to catch up with upstream libplay API changes as well.
2022-11-27game: flash some entitiesVito Caputo
- flash masked adult when hit by virus - flash held baby and teepee when teepee pickup blocked by held baby (and block teepee pickup when holding a baby)
2022-11-27game: rudimentary support for flashing entitiesVito Caputo
This just adds a basic flashing entity mechanism, but doesn't make anything actually flash yet. The intention is to make the adult flash briefly when hit by a virus while masked, and to flash a held baby and teepee when attempting to pickup the teepee while holding the baby.
2022-11-26game: play adult_mine.wav on mask pickups tooVito Caputo
It might make sense to have a separate .wav for this, but since I don't currently have anything to put there just use the same wav.
2022-11-26game: fix teepee icons grid offset to centerVito Caputo
The icons grid was shifted left slightly...
2022-11-26game: normalize all movementsVito Caputo
Until now keyboard movements could "cheat" by moving faster on the diagonals. Instead put all the movements through the same normalizing introduced by the touch handling.
2022-11-24game: tweak teepee powerup probabilitiesVito Caputo
lower likelihoods of the >1 quantities to make it a bit more difficult
2022-11-24game: make winning a proper state w/animationsVito Caputo
This makes hoarding 256 rolls explode the rolls then infinitely scroll+rotate them while showing the high score and waiting for keypress.
2022-11-22game: silence clang warning about implicit float conversionVito Caputo
just adding an explicit cast
2022-11-21game: fix error string typo s/unale/unable/Vito Caputo
2022-11-10game: stub ou ta win condition on >256 TP rollsVito Caputo
For now this just does the same thing as dying, I need to either animate something interesting or add a .ans to show something celebratory like the monkey sitting on a mountain of TP.
2022-11-10game: add bonus nodes to teepee entitiesVito Caputo
This shows the teeepee quantity alongside the TP sprite, with a little fade+wiggle animation when the TP is collected.
2022-11-09game: add a variety of teepee powerup quantitiesVito Caputo
In the interests of making it realistically possible to completely fill the 256 spots of teepee icons as a winning condition, there's now mega packs of rolls. There will need to be some visible indication of qty added, either numerically or with different graphics. I'm leaning towards just adding numeric quantity values like +3 or +36 over the roll which floats away when you take it.
2022-11-08game: introduce toilet paper hoarding mechanicVito Caputo
for now toilet paper is simply picked up by the adult and accumulates as a pointless icon starting at the top left corner, potentially filling the entire screen with enough hoarding; obstructing the player's view of what's going on. There's no points added for hoarding, it's completely pointless and counterproductive.
2022-11-08game: minor mask tweaksVito Caputo
- make mask protection additive rather than absolute, so you can accumulate mask hit points - raise the mask stage_t.layer 3->4 so it's less obscured
2022-10-18game: introduce a mask powerupVito Caputo
baby vs. mask: baby steals and wears mask as useless hat, adult vs. mask: adult wears mask for 3 hits of virus protection virus vs. masked adult: decrements mask hit points virus vs. hatted baby: same as virus vs. unmasked baby TODO: - visible indication of how many remaining hits mask has - maybe blink mask when one hit remains - sfx for adult mask wearing and loss, baby mask stealing? - sfx for virus vs. mask?
2022-10-17sfx: add adult-captivated.wav sfx for adult meets tvVito Caputo
also s/frozen/captivated/ for consistency with sfx
2022-10-17game: infect TV-attracted babies vs. static infectionsVito Caputo
Existing code wouldn't notice when a TV-attracted baby collided with an existing inanimate infection (previously infected baby) This commit adds a nested search in tv_search for the affected baby case, to detect such collisions. Note this required bumping the max nested search for the ix2 from 1 to 2, comment updated to reflect that.
2022-10-17game: propagate virus for newly infected babiesVito Caputo
The existing code wouldn't handle when newly infected babies overlapped with other uninfected babies, creating potential outcomes where a stationary virus is left visibly touching an uninfected baby. This commit puts new infections on a list to be processed like viruses after performing the per-virus search creating the new infections. Now when a newly infected baby is touching other babies, those other babies become immediately infected as well.
2022-10-17game: handle infecting multiple babies at onceVito Caputo
It's possible for babies to overlap and a virus to encounter them simultaneously. The existing code halted the search on the first hit. This commit changes things to continue the search and infect all hits before resetting the infecting virus.
2022-10-17game: add TV attraction of babiesVito Caputo
Now nearby babies migrate towards the TV
2022-10-17game: s/update_viruses/update_entities/Vito Caputo
This name already doesn't quite reflect what's happening since the addition of the TV. There will be more non-viruses stuff added to this function only making the existing name even more wrong. Renaming for better accuracy along with the associated timer's symbolic constants. No functional changes...
2022-10-10game: add rudimentary touch supportVito Caputo
When a touch is active, the player progresses towards the touch position. The scaling of the touch coordinates is a bit oversized so you can place the adult off-screen to rescue babies, without your finger actually going off-screen.
2021-12-25*: introduce a projection matrix and winmodesrev3Vito Caputo
The bulk of this is mechanical wiring up of a projection_x to all the nodes. But this also introduces maintenance of the projection_x, with aspect-ratio preservation in two of the modes: WINDOWED and FULLSCREEN, with the previously default stretched-to-fill fullscreen mode now relegated to a third FILLSCREEN winmode. The default at startup is now an aspect ratio-preserving windowed mode. Simply press the 'f' key at any time to cycle through them. This was mostly done in sars to provide a source-available test for reproducing a fullscreen SDL2 bug I filed @ https://github.com/libsdl-org/SDL/issues/5139 Otherwise it's pretty silly to bother with doing anything on sars... but it is a handy little mule for such things.
2020-05-30libstage: bump libstage versionVito Caputo
Newer libstage cleans up the parent/adopt conf naming a bit, fixup relevant call sites to reflect that.
2020-05-13game: simplify pad_free() usageVito Caputo
Cosmetic change getting rid of a FIXME from the code
2020-04-21game: some comment cleanupsVito Caputo
Some substitution errors, some stale stuff, some unnecessarily conversational crap resulting from drunk overnighter coding.
2020-04-21game: trivial formatting consistencty fixesVito Caputo
just some missing whitespace
2020-04-21game: fix typo in any_aabb initializationrev1Vito Caputo
Missing comma silently resulted in aabb_any.min.x == -2 Excellent example of how using the same syntax for negative and the subtraction operator creates opportunity for silent bugs. This is the first time this particular thing has bitten me, doing mostly systems programming throughout my life I haven't dealt much with negative values and certainly not frequently initializing bags of them as is common in game development. This bug is why the collision hit boxes seemed so huge, it was only on the horizontal axis, and actually just the minimum side but in-play it appears to be both since there's always a minimum involved on a horizontal collision. Sigh.
2020-04-21game: use stage_conf_t.adopt in remaining conversionsVito Caputo
Missed two first time around
2020-04-21m4f: fix typo in unused m4f_mult_v4f()Vito Caputo
2020-04-21game: skip m4f_identity() calls via NULL first paramVito Caputo
The m4f_3dx.h helpers know to give an identity on NULL... No functional difference, just removing some kruft.
2020-04-20game: use stage_conf_t.adopt in conversionsVito Caputo
Rather than a new-then-free dance this avoids creating a new stage_t altogether by installing the new object into the existing one via the stage_conf_t.parent pointer combined with adopt flag.
2020-04-19src: implement a game for Blender 2020Vito Caputo
The theme of this Blender was: Monkeys / Rescuing / Between Realities With all the COVID-19 stuff going on, it seemed like a fun way to lighten things up a bit to make something where a monkey runs around trying to rescue child monkeys from coronaviruses moving across the playfield. In keeping with the theme, to rescue the helpless monkeys you take them to a different reality by carrying them off the window/screen. As infections increase the field becomes crowded with viruses until your player becomes infected through contact, ending your game. This was written quickly kamikaze style overnight. Some scaffolding bits came from past projects of mine like the vector headers, shader and texture node building blocks, and the plasma effect has been used a few times now and originally was derived from some gpu programming tutorial if memory serves. I just wanted to put something in the background for this strange reality. This is the first time I've used libplay, in fact, it was basically slapped together last night at the start of this to avoid having to do all that SDL initialization all over again. The unique meat of this work is in game.c, there isn't really all that much to this game though. It's not pretty code, but it works well enough and this task served as a useful exercise of trying to get some quick game dev done using this collection of facilities. Most the heavy lifting comes from my reused libraries which are slowly evolving into something somewhat effective for simple game development. Enjoy, and happy hacking!
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