Initial implementation of camera system
Changelog: - Implement effectively a PI controllerscene_man
parent
533e2998bc
commit
064341e2eb
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@ -15,6 +15,7 @@
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#define VIEWABLE_MAP_HEIGHT 16
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#define VIEWABLE_MAP_HEIGHT 16
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#endif
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#endif
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#define DELTA_T 0.017
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#define GRAV_ACCEL 1500
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#define GRAV_ACCEL 1500
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#define JUMP_SPEED 70
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#define JUMP_SPEED 70
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#define MOVE_ACCEL 1300
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#define MOVE_ACCEL 1300
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@ -86,13 +86,13 @@ static void level_scene_render_func(Scene_t* scene)
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TileGrid_t tilemap = data->tilemap;
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TileGrid_t tilemap = data->tilemap;
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Entity_t* p_ent;
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Entity_t* p_ent;
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Vector2 min = GetScreenToWorld2D((Vector2){data->game_rec.x, data->game_rec.y}, data->cam);
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Vector2 min = GetScreenToWorld2D((Vector2){data->game_rec.x, data->game_rec.y}, data->camera.cam);
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Vector2 max = GetScreenToWorld2D(
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Vector2 max = GetScreenToWorld2D(
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(Vector2){
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(Vector2){
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data->game_rec.x + data->game_rec.width,
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data->game_rec.x + data->game_rec.width,
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data->game_rec.y + data->game_rec.height
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data->game_rec.y + data->game_rec.height
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},
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},
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data->cam
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data->camera.cam
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);
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);
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min = Vector2Scale(min, 1.0f/tilemap.tile_size);
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min = Vector2Scale(min, 1.0f/tilemap.tile_size);
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max = Vector2Scale(max, 1.0f/tilemap.tile_size);
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max = Vector2Scale(max, 1.0f/tilemap.tile_size);
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@ -103,7 +103,7 @@ static void level_scene_render_func(Scene_t* scene)
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BeginTextureMode(data->game_viewport);
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BeginTextureMode(data->game_viewport);
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ClearBackground(WHITE);
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ClearBackground(WHITE);
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BeginMode2D(data->cam);
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BeginMode2D(data->camera.cam);
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for (int tile_y = min.y; tile_y <= max.y; tile_y++)
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for (int tile_y = min.y; tile_y <= max.y; tile_y++)
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{
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{
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for (int tile_x = min.x; tile_x <= max.x; tile_x++)
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for (int tile_x = min.x; tile_x <= max.x; tile_x++)
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@ -533,7 +533,7 @@ static void toggle_block_system(Scene_t* scene)
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&& raw_mouse_pos.y < data->game_rec.height
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&& raw_mouse_pos.y < data->game_rec.height
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)
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)
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{
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{
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Vector2 mouse_pos = GetScreenToWorld2D(raw_mouse_pos, data->cam);
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Vector2 mouse_pos = GetScreenToWorld2D(raw_mouse_pos, data->camera.cam);
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unsigned int tile_idx = get_tile_idx(mouse_pos.x, mouse_pos.y, &tilemap);
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unsigned int tile_idx = get_tile_idx(mouse_pos.x, mouse_pos.y, &tilemap);
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if (tile_idx >= (tilemap.n_tiles - tilemap.width)) return;
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if (tile_idx >= (tilemap.n_tiles - tilemap.width)) return;
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if (tile_idx == last_tile_idx) return;
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if (tile_idx == last_tile_idx) return;
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@ -19,7 +19,7 @@ static void level_scene_render_func(Scene_t* scene)
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BeginTextureMode(data->game_viewport);
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BeginTextureMode(data->game_viewport);
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ClearBackground(WHITE);
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ClearBackground(WHITE);
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BeginMode2D(data->cam);
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BeginMode2D(data->camera.cam);
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for (size_t i = 0; i < tilemap.n_tiles; ++i)
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for (size_t i = 0; i < tilemap.n_tiles; ++i)
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{
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{
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char buffer[6] = {0};
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char buffer[6] = {0};
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@ -1125,7 +1125,7 @@ void movement_update_system(Scene_t* scene)
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LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data);
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LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data);
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TileGrid_t tilemap = data->tilemap;
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TileGrid_t tilemap = data->tilemap;
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// Update movement
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// Update movement
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float delta_time = 0.017; // TODO: Will need to think about delta time handling
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float delta_time = DELTA_T; // TODO: Will need to think about delta time handling
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CTransform_t * p_ctransform;
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CTransform_t * p_ctransform;
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unsigned long ent_idx;
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unsigned long ent_idx;
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sc_map_foreach(&scene->ent_manager.component_map[CTRANSFORM_COMP_T], ent_idx, p_ctransform)
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sc_map_foreach(&scene->ent_manager.component_map[CTRANSFORM_COMP_T], ent_idx, p_ctransform)
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@ -1795,29 +1795,59 @@ void sprite_animation_system(Scene_t* scene)
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void camera_update_system(Scene_t* scene)
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void camera_update_system(Scene_t* scene)
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{
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{
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LevelScene_t* lvl_scene = CONTAINER_OF(scene, LevelScene_t, scene);
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LevelSceneData_t* data = &CONTAINER_OF(scene, LevelScene_t, scene)->data;
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Entity_t* p_player;
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Entity_t* p_player;
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const int width = lvl_scene->data.game_rec.width;
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const int width = data->game_rec.width;
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const int height = lvl_scene->data.game_rec.height;
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const int height =data->game_rec.height;
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data->camera.cam.offset = (Vector2){ width/2.0f, height/2.0f };
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Vector2 target_pos = {0};
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Vector2 target_vel = {0};
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sc_map_foreach_value(&scene->ent_manager.entities_map[PLAYER_ENT_TAG], p_player)
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sc_map_foreach_value(&scene->ent_manager.entities_map[PLAYER_ENT_TAG], p_player)
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{
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{
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CTransform_t* p_ctransform = get_component(p_player, CTRANSFORM_COMP_T);
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CTransform_t* p_ctransform = get_component(p_player, CTRANSFORM_COMP_T);
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lvl_scene->data.cam.offset = (Vector2){ width/2.0f, height/2.0f };
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target_pos = p_ctransform->position;
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lvl_scene->data.cam.target = p_ctransform->position;
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target_vel = p_ctransform->velocity;
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CMovementState_t* p_movement = get_component(p_player, CMOVEMENTSTATE_T);
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target_pos.x += (p_movement->x_dir == 1) ? width/4: -width/4;
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}
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}
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// Mass-Spring damper update
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Vector2 x = Vector2Subtract(target_pos, data->camera.cam.target);
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Vector2 v = Vector2Subtract(data->camera.current_vel, target_vel);
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//Vector2 F = Vector2Scale(x, data->camera.k);
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Vector2 F =
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Vector2Subtract(
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Vector2Scale(x, data->camera.k),
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Vector2Scale(v, data->camera.c)
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);
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// Kinematics update
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const float dt = DELTA_T;
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Vector2 a_dt = Vector2Scale(F, dt/data->camera.mass);
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data->camera.cam.target =
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Vector2Add(
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data->camera.cam.target,
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Vector2Add(
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Vector2Scale(data->camera.current_vel, dt),
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Vector2Scale(a_dt, dt*0.5f)
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)
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);
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data->camera.current_vel = Vector2Add(data->camera.current_vel, a_dt);
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Vector2 max = GetWorldToScreen2D(
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Vector2 max = GetWorldToScreen2D(
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(Vector2){
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(Vector2){
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fmax(lvl_scene->data.tilemap.width * TILE_SIZE, lvl_scene->data.game_rec.width),
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fmax(data->tilemap.width * TILE_SIZE, data->game_rec.width),
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fmax(lvl_scene->data.tilemap.height * TILE_SIZE, lvl_scene->data.game_rec.height)
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fmax(data->tilemap.height * TILE_SIZE, data->game_rec.height)
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},
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},
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lvl_scene->data.cam
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data->camera.cam
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);
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);
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Vector2 min = GetWorldToScreen2D((Vector2){0, 0}, lvl_scene->data.cam);
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//Vector2 min = GetWorldToScreen2D((Vector2){0, 0}, data->camera.cam);
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if (max.x < width) lvl_scene->data.cam.offset.x = width - (max.x - width/2.0f);
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//if (max.x < width) data->camera.cam.offset.x = width - (max.x - width/2.0f);
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if (max.y < height) lvl_scene->data.cam.offset.y = height - (max.y - height/2.0f);
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//if (max.y < height) data->camera.cam.offset.y = height - (max.y - height/2.0f);
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if (min.x > 0) lvl_scene->data.cam.offset.x = width/2.0f - min.x;
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//if (min.x > 0) data->camera.cam.offset.x = width/2.0f - min.x;
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if (min.y > 0) lvl_scene->data.cam.offset.y = height/2.0f - min.y;
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//if (min.y > 0) data->camera.cam.offset.y = height/2.0f - min.y;
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}
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}
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void level_end_detection_system(Scene_t* scene)
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void level_end_detection_system(Scene_t* scene)
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@ -27,11 +27,22 @@ typedef struct CoinCounter
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uint16_t total;
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uint16_t total;
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}CoinCounter_t;
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}CoinCounter_t;
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typedef struct LevelCamera {
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Camera2D cam;
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Vector2 target_pos;
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//Vector2 prev_pos;
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Vector2 current_vel;
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float mass;
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float c; // damping factor
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float k; // spring constant
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}LevelCamera_t;
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typedef struct LevelSceneData {
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typedef struct LevelSceneData {
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TileGrid_t tilemap;
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TileGrid_t tilemap;
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RenderTexture2D game_viewport;
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RenderTexture2D game_viewport;
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Rectangle game_rec;
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Rectangle game_rec;
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Camera2D cam;
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//Camera2D cam;
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LevelCamera_t camera;
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Sprite_t* tile_sprites[MAX_TILE_SPRITES];
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Sprite_t* tile_sprites[MAX_TILE_SPRITES];
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LevelPack_t* level_pack;
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LevelPack_t* level_pack;
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unsigned int current_level;
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unsigned int current_level;
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@ -10,9 +10,13 @@ void init_level_scene_data(LevelSceneData_t* data, uint32_t max_tiles, Tile_t* t
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//data->game_rec = (Rectangle){25, 25, VIEWABLE_MAP_WIDTH*TILE_SIZE, VIEWABLE_MAP_HEIGHT*TILE_SIZE};
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//data->game_rec = (Rectangle){25, 25, VIEWABLE_MAP_WIDTH*TILE_SIZE, VIEWABLE_MAP_HEIGHT*TILE_SIZE};
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data->game_viewport = LoadRenderTexture(view_zone.width, view_zone.height);
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data->game_viewport = LoadRenderTexture(view_zone.width, view_zone.height);
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data->game_rec = view_zone;
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data->game_rec = view_zone;
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data->cam = (Camera2D){0};
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//data->camera.cam = (Camera2D){0};
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data->cam.rotation = 0.0f;
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memset(&data->camera, 0, sizeof(LevelCamera_t));
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data->cam.zoom = 1.0f;
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data->camera.cam.rotation = 0.0f;
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data->camera.cam.zoom = 1.0f;
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data->camera.mass = 0.6f;
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data->camera.c = 2.4f;
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data->camera.k = 0.1f;
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data->tilemap.max_tiles = max_tiles;
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data->tilemap.max_tiles = max_tiles;
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if (tiles != NULL)
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if (tiles != NULL)
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@ -34,7 +34,7 @@ static void level_scene_render_func(Scene_t* scene)
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BeginTextureMode(data->game_viewport);
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BeginTextureMode(data->game_viewport);
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ClearBackground(WHITE);
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ClearBackground(WHITE);
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BeginMode2D(data->cam);
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BeginMode2D(data->camera.cam);
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for (size_t i = 0; i < tilemap.n_tiles; ++i)
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for (size_t i = 0; i < tilemap.n_tiles; ++i)
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{
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{
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char buffer[6] = {0};
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char buffer[6] = {0};
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@ -240,7 +240,7 @@ static void toggle_block_system(Scene_t* scene)
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&& raw_mouse_pos.y < data->game_rec.height
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&& raw_mouse_pos.y < data->game_rec.height
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)
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)
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{
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{
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Vector2 mouse_pos = GetScreenToWorld2D(raw_mouse_pos, data->cam);
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Vector2 mouse_pos = GetScreenToWorld2D(raw_mouse_pos, data->camera.cam);
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unsigned int tile_idx = get_tile_idx(mouse_pos.x, mouse_pos.y, &tilemap);
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unsigned int tile_idx = get_tile_idx(mouse_pos.x, mouse_pos.y, &tilemap);
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if (tile_idx >= MAX_N_TILES) return;
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if (tile_idx >= MAX_N_TILES) return;
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if (tile_idx == last_tile_idx) return;
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if (tile_idx == last_tile_idx) return;
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