From: Brendan Hansen Date: Wed, 9 Mar 2022 15:01:12 +0000 (-0600) Subject: updating glfw3 library X-Git-Url: https://git.brendanfh.com/?a=commitdiff_plain;h=75a0191b12e6cf8045eaab6b149e8cda01cbd73c;p=bar-game.git updating glfw3 library --- diff --git a/docs/credits.md b/docs/credits.md index cda937c..9bcfb32 100644 --- a/docs/credits.md +++ b/docs/credits.md @@ -5,6 +5,6 @@ Brendan Hansen Collin Rumpca # Artists -Chris Loutche Brendan Hansen -Collin Rumpca \ No newline at end of file +Collin Rumpca +Chris L diff --git a/docs/todo.txt b/docs/todo.txt index 24dbb21..cb9e6d9 100644 --- a/docs/todo.txt +++ b/docs/todo.txt @@ -2,19 +2,8 @@ Things that look like comments in this file are likely comments in the actual codebase, at or near where the feature will be implemented. +* "Paths" for patrons to walk on so they don't want through chairs. -// Highlight the object that you are going to interact with +* Patrons should have a customizable state machine that allows for +customizable behavior, without having to change the code. -Start the actual gameplay system: - - "Orders" arrive with requirements - - You visit stations to get the ingredients - - You build the order - - You give it to the customer - -Automated asset loader for: - - Textures - - Fonts - - Sounds - - Shaders? - -// Draw the cursor on textboxes diff --git a/run_tree/lib/onyx_glfw3.so b/run_tree/lib/onyx_glfw3.so index f6e354b..d73d119 100755 Binary files a/run_tree/lib/onyx_glfw3.so and b/run_tree/lib/onyx_glfw3.so differ diff --git a/src/entity/components/patron.onyx b/src/entity/components/patron.onyx index 45655af..7ed1ea8 100644 --- a/src/entity/components/patron.onyx +++ b/src/entity/components/patron.onyx @@ -19,6 +19,7 @@ PatronComponent :: struct { holding: Entity_ID; consume_timeout: f32; annoy_timeout: f32; + walk_speed: f32 = 100.0f; init :: (use this: ^PatronComponent) { order_item = random.choice(item_store.items.entries).key; @@ -128,7 +129,7 @@ PatronComponent :: struct { if state == .Walking_To_Seat do state = .Waiting_To_Place_Order; if state == .Leaving do entity.flags |= .Dead; } else { - delta := Vector2.norm(target_location - entity.pos) * 100; + delta := Vector2.norm(target_location - entity.pos) * walk_speed; entity.pos += delta * dt; } }