diff --git a/components.h b/components.h index 3f6fc8c..c91fe1a 100644 --- a/components.h +++ b/components.h @@ -3,11 +3,12 @@ #include "raylib.h" // TODO: Look at sc to use macros to auto generate functions -#define N_COMPONENTS 2 +#define N_COMPONENTS 3 enum ComponentEnum { CBBOX_COMP_T, CTRANSFORM_COMP_T, + CTILECOORD_COMP_T, }; typedef enum ComponentEnum ComponentEnum_t; @@ -18,8 +19,19 @@ typedef struct _CBBox_t typedef struct _CTransform_t { + Vector2 prev_position; Vector2 position; Vector2 velocity; Vector2 accel; }CTransform_t; + +// This is to store the occupying tiles +// Limits to store 4 tiles at a tile, +// Thus the size of the entity cannot be larger than the tile +typedef struct _CTileCoord_t +{ + unsigned int tiles[4]; + unsigned int n_tiles; +}CTileCoord_t; + #endif // __COMPONENTS_H diff --git a/mempool.c b/mempool.c index ebc9755..37dfecb 100644 --- a/mempool.c +++ b/mempool.c @@ -6,6 +6,7 @@ static Entity_t entity_buffer[MAX_COMP_POOL_SIZE]; static CBBox_t bbox_buffer[MAX_COMP_POOL_SIZE]; static CTransform_t ctransform_buffer[MAX_COMP_POOL_SIZE]; +static CTileCoord_t ctilecoord_buffer[MAX_COMP_POOL_SIZE]; // Use hashmap as a Set // Use list will be used to check if an object exist @@ -27,6 +28,7 @@ static MemPool_t comp_mempools[N_COMPONENTS] = { {bbox_buffer, MAX_COMP_POOL_SIZE, sizeof(CBBox_t), {0}, {0}}, {ctransform_buffer, MAX_COMP_POOL_SIZE, sizeof(CTransform_t), {0}, {0}}, + {ctilecoord_buffer, MAX_COMP_POOL_SIZE, sizeof(CTileCoord_t), {0}, {0}}, }; static MemPool_t ent_mempool = {entity_buffer, MAX_COMP_POOL_SIZE, sizeof(Entity_t), {0}, {0}}; diff --git a/scene_impl.c b/scene_impl.c index 0a6191c..bedc4f4 100644 --- a/scene_impl.c +++ b/scene_impl.c @@ -3,21 +3,62 @@ #include "raymath.h" #include +#define TILE_SIZE 32 +#define MAX_N_TILES 4096 +static Tile_t all_tiles[MAX_N_TILES] = {0}; + static void level_scene_render_func(Scene_t* scene) { + LevelSceneData_t *data = (LevelSceneData_t *)scene->scene_data; + TileGrid_t tilemap = data->tilemap; + Entity_t *p_ent; sc_map_foreach_value(&scene->ent_manager.entities, p_ent) { CTransform_t* p_ct = get_component(&scene->ent_manager, p_ent, CTRANSFORM_COMP_T); CBBox_t* p_bbox = get_component(&scene->ent_manager, p_ent, CBBOX_COMP_T); + CTileCoord_t* p_tilecoord = get_component(&scene->ent_manager, p_ent, CTILECOORD_COMP_T); + + for (size_t i=0;in_tiles;++i) + { + // Use previously store tile position + // Clear from those positions + int x = (p_tilecoord->tiles[i] % tilemap.width) * TILE_SIZE; + int y = (p_tilecoord->tiles[i] / tilemap.width) * TILE_SIZE; + DrawRectangle(x, y, TILE_SIZE, TILE_SIZE, GREEN); + } + DrawRectangle(p_ct->position.x, p_ct->position.y, p_bbox->size.x, p_bbox->size.y, RED); + + } + + //Draw tile grid + for (size_t i=0; iscene_data; + + // Deal with player acceleration/velocity via inputs first float mag = Vector2Length(data->player_dir); mag = (mag == 0)? 1 : mag; Entity_t * p_player; @@ -30,6 +71,7 @@ static void movement_update_system(Scene_t* scene) data->player_dir.x = 0; data->player_dir.y = 0; + // Update movement float delta_time = GetFrameTime(); CTransform_t * p_ctransform; sc_map_foreach_value(&scene->ent_manager.component_map[CTRANSFORM_COMP_T], p_ctransform) @@ -38,15 +80,100 @@ static void movement_update_system(Scene_t* scene) p_ctransform->velocity, Vector2Scale(p_ctransform->accel, delta_time) ); + + // Store previous position before update + p_ctransform->prev_position.x = p_ctransform->position.x; + p_ctransform->prev_position.y = p_ctransform->position.y; p_ctransform->position = Vector2Add( p_ctransform->position, Vector2Scale(p_ctransform->velocity, delta_time) ); + } + +} + +static void update_tilemap_system(Scene_t *scene) +{ + LevelSceneData_t *data = (LevelSceneData_t *)scene->scene_data; + TileGrid_t tilemap = data->tilemap; + + Entity_t *p_ent; + sc_map_foreach_value(&scene->ent_manager.entities, p_ent) + { + CTileCoord_t * p_tilecoord = get_component(&scene->ent_manager, p_ent, CTILECOORD_COMP_T); + if (p_tilecoord == NULL) continue; + CTransform_t * p_ctransform = get_component(&scene->ent_manager, p_ent, CTRANSFORM_COMP_T); + if (p_ctransform == NULL) continue; + CBBox_t * p_bbox = get_component(&scene->ent_manager, p_ent, CBBOX_COMP_T); + if (p_bbox == NULL) continue; + + // Update tilemap position + for (size_t i=0;in_tiles;++i) + { + // Use previously store tile position + // Clear from those positions + unsigned int tile_idx = p_tilecoord->tiles[i]; + sc_map_del_64(&(tilemap.tiles[tile_idx].entities_set), p_ent->m_id); + } + p_tilecoord->n_tiles = 0; + + // Compute new occupied tile positions and add + unsigned int tile_x = (p_ctransform->position.x) / TILE_SIZE; + unsigned int tile_y = (p_ctransform->position.y) / TILE_SIZE; + p_tilecoord->tiles[0] = tile_y * tilemap.width + tile_x; + p_tilecoord->n_tiles++; + + bool check_x = (tile_x + 1) < tilemap.width; + bool check_y = (tile_y + 1) < tilemap.height; + if (check_x) + { + p_tilecoord->tiles[p_tilecoord->n_tiles++] = p_tilecoord->tiles[0] + 1; + } + if (check_y) + { + p_tilecoord->tiles[p_tilecoord->n_tiles++] = p_tilecoord->tiles[0] + tilemap.width; + } + if (check_x && check_y) + { + p_tilecoord->tiles[p_tilecoord->n_tiles++] = p_tilecoord->tiles[0] + tilemap.width + 1; + } + + for (size_t i=0;in_tiles;++i) + { + unsigned int tile_idx = p_tilecoord->tiles[i]; + sc_map_put_64(&(tilemap.tiles[tile_idx].entities_set), p_ent->m_id, 0); + } + } +} + +static void player_collision_system(Scene_t *scene) +{ + LevelSceneData_t *data = (LevelSceneData_t *)scene->scene_data; + TileGrid_t tilemap = data->tilemap; + + Entity_t *p_player; + size_t tiles_to_check[8] = {0}; + size_t n_tiles = 0; + + sc_map_foreach_value(&scene->ent_manager.entities_map[PLAYER_ENT_TAG], p_player) + { + CTransform_t* p_ctransform = get_component(&scene->ent_manager, p_player, CTRANSFORM_COMP_T); + CBBox_t* p_bbox = get_component(&scene->ent_manager, p_player, CBBOX_COMP_T); + // Get the occupied tiles + // For each tile, loop through the entities and find overlaps + // exclude self + // find also previous overlap + // If there is collision, use previous overlap to determine direction + // Resolve collision via moving player by the overlap amount + } + } static void screen_bounce_system(Scene_t *scene) { + LevelSceneData_t *data = (LevelSceneData_t *)scene->scene_data; + TileGrid_t tilemap = data->tilemap; Entity_t* p_ent; sc_map_foreach_value(&scene->ent_manager.entities, p_ent) { @@ -54,17 +181,19 @@ static void screen_bounce_system(Scene_t *scene) CTransform_t* p_ctransform = get_component(&scene->ent_manager, p_ent, CTRANSFORM_COMP_T); if (p_bbox == NULL || p_ctransform == NULL) continue; - if(p_ctransform->position.x < 0 || p_ctransform->position.x + p_bbox->size.x > 320) + unsigned int level_width = tilemap.width * TILE_SIZE; + if(p_ctransform->position.x < 0 || p_ctransform->position.x + p_bbox->size.x > level_width) { p_ctransform->position.x = (p_ctransform->position.x < 0) ? 0 : p_ctransform->position.x; - p_ctransform->position.x = (p_ctransform->position.x + p_bbox->size.x > 320) ? 320 - p_bbox->size.x : p_ctransform->position.x; + p_ctransform->position.x = (p_ctransform->position.x + p_bbox->size.x > level_width) ? level_width - p_bbox->size.x : p_ctransform->position.x; p_ctransform->velocity.x *= -1; } - if(p_ctransform->position.y < 0 || p_ctransform->position.y + p_bbox->size.y > 240) + unsigned int level_height = tilemap.height * TILE_SIZE; + if(p_ctransform->position.y < 0 || p_ctransform->position.y + p_bbox->size.y > level_height) { p_ctransform->position.y = (p_ctransform->position.y < 0) ? 0 : p_ctransform->position.y; - p_ctransform->position.y = (p_ctransform->position.y + p_bbox->size.y > 240) ? 240 - p_bbox->size.y : p_ctransform->position.y; + p_ctransform->position.y = (p_ctransform->position.y + p_bbox->size.y > level_height) ? level_height - p_bbox->size.y : p_ctransform->position.y; p_ctransform->velocity.y *= -1; } } @@ -104,16 +233,32 @@ void init_level_scene(LevelScene_t *scene) // insert level scene systems sc_array_add(&scene->scene.systems, &movement_update_system); sc_array_add(&scene->scene.systems, &screen_bounce_system); + sc_array_add(&scene->scene.systems, &update_tilemap_system); sc_map_put_64(&scene->scene.action_map, KEY_UP, ACTION_UP); sc_map_put_64(&scene->scene.action_map, KEY_DOWN, ACTION_DOWN); sc_map_put_64(&scene->scene.action_map, KEY_LEFT, ACTION_LEFT); sc_map_put_64(&scene->scene.action_map, KEY_RIGHT, ACTION_RIGHT); + + scene->data.tilemap.width = 16; + scene->data.tilemap.height = 16; + scene->data.tilemap.n_tiles = 16*16; + scene->data.tilemap.tiles = all_tiles; + for (size_t i=0; iscene); + for (size_t i=0; isize.x = 30; p_bbox->size.y = 30; add_component(&scene.scene.ent_manager, p_ent, CTRANSFORM_COMP_T); + add_component(&scene.scene.ent_manager, p_ent, CTILECOORD_COMP_T); update_entity_manager(&scene.scene.ent_manager); //for (size_t step = 0; step < 6000; step++) while(true)