Modify water upthrust behaviour

Changelog:
- Upthrust now depends on water area overlap with entity
- Fix complete overlap checks
scene_man
En Yi 2023-11-14 22:31:28 +08:00
parent 72c27ed92e
commit 0b5f34b9f3
3 changed files with 51 additions and 75 deletions

View File

@ -3,13 +3,17 @@
uint8_t find_1D_overlap(Vector2 l1, Vector2 l2, float* overlap)
{
// No Overlap
if (l1.y <= l2.x || l2.y <= l1.x) return 0;
if (l1.y < l2.x || l2.y < l1.x) return 0;
if (l1.x >= l2.x && l1.y <= l2.y)
if (
(l1.x >= l2.x && l1.y <= l2.y)
|| (l2.x >= l1.x && l2.y <= l1.y)
)
{
// Complete Overlap, any direction is possible
// Cannot give a singular value, but return something anyways
*overlap = l2.y-l2.x + l1.y-l1.x;
//*overlap = l2.y-l2.x + l1.y-l1.x;
*overlap = fmin(fabs(l2.y-l2.x), fabs(l1.y-l1.x));
return 2;
}
//Partial overlap

View File

@ -59,6 +59,7 @@ typedef struct _CMovementState_t {
uint8_t ground_state;
uint8_t water_state;
uint8_t x_dir;
float water_overlap;
} CMovementState_t;
// This is to store the occupying tiles

View File

@ -916,37 +916,55 @@ void global_external_forces_system(Scene_t* scene)
continue;
}
if (!(p_mstate->ground_state & 1))
// Upthrust depends on water overlapping
if (p_bbox != NULL)
{
// Only apply upthrust if center is in water
// If need more accuracy, need to find area of overlap
if (p_mstate->water_state & 1)
unsigned int tile_x1 = (p_ctransform->position.x) / TILE_SIZE;
unsigned int tile_y1 = (p_ctransform->position.y) / TILE_SIZE;
unsigned int tile_x2 = (p_ctransform->position.x + p_bbox->size.x) / TILE_SIZE;
unsigned int tile_y2 = (p_ctransform->position.y + p_bbox->size.y) / TILE_SIZE;
float water_area = 0;
for (unsigned int tile_y = tile_y1; tile_y <= tile_y2; tile_y++)
{
Vector2 player_center = (Vector2){
.x = p_ctransform->position.x + p_bbox->half_size.x,
.y = p_ctransform->position.y + p_bbox->half_size.y,
};
unsigned int tile_idx = get_tile_idx(
player_center.x,
player_center.y,
data->tilemap.width
);
if (data->tilemap.tiles[tile_idx].water_level > 0)
for (unsigned int tile_x = tile_x1; tile_x <= tile_x2; tile_x++)
{
uint32_t water_height = data->tilemap.tiles[tile_idx].water_level * WATER_BBOX_STEP;
Rectangle box = {
.x = (tile_idx % data->tilemap.width) * data->tilemap.tile_size,
.y = (tile_idx / data->tilemap.width + 1) * data->tilemap.tile_size - water_height,
.width = data->tilemap.tile_size,
.height = water_height,
};
if (point_in_AABB(player_center, box))
unsigned int tile_idx = tile_y * data->tilemap.width + tile_x;
if (data->tilemap.tiles[tile_idx].water_level > 0)
{
p_ctransform->accel = Vector2Multiply(Vector2Add(p_ctransform->accel, UPTHRUST), p_ctransform->shape_factor);
uint32_t water_height = data->tilemap.tiles[tile_idx].water_level * WATER_BBOX_STEP;
Vector2 water_tl = {
.x = (tile_idx % data->tilemap.width) * data->tilemap.tile_size,
.y = (tile_idx / data->tilemap.width + 1) * data->tilemap.tile_size - water_height};
Vector2 water_sz = {
.x = data->tilemap.tile_size,
.y = water_height,
};
Vector2 overlap;
if (find_AABB_overlap(
p_ctransform->position, p_bbox->size,
water_tl, water_sz, &overlap
))
{
water_area += fabs(overlap.x * overlap.y);
}
}
}
}
p_mstate->water_overlap = water_area/(p_bbox->size.x * p_bbox->size.y);
}
if (!(p_mstate->ground_state & 1))
{
p_ctransform->accel = Vector2Multiply(
Vector2Add(
p_ctransform->accel,
Vector2Scale(UPTHRUST, p_mstate->water_overlap)
),
p_ctransform->shape_factor
);
p_ctransform->accel = Vector2Add(p_ctransform->accel, GRAVITY);
}
@ -1407,54 +1425,7 @@ void state_transition_update_system(Scene_t* scene)
p_ctransform->grav_timer = p_ctransform->grav_delay;
}
bool in_water = false;
if (!(p_mstate->water_state & 1))
{
Vector2 player_center = (Vector2){
.x = p_ctransform->position.x + p_bbox->half_size.x,
.y = p_ctransform->position.y + p_bbox->half_size.y,
};
unsigned int tile_idx = get_tile_idx(
player_center.x,
player_center.y,
data->tilemap.width
);
if (data->tilemap.tiles[tile_idx].water_level > 0)
{
uint32_t water_height = data->tilemap.tiles[tile_idx].water_level * WATER_BBOX_STEP;
Rectangle box = {
.x = (tile_idx % data->tilemap.width) * data->tilemap.tile_size,
.y = (tile_idx / data->tilemap.width + 1) * data->tilemap.tile_size - water_height,
.width = data->tilemap.tile_size,
.height = water_height,
};
in_water = point_in_AABB(player_center, box);
}
}
else
{
unsigned int tile_x1 = (p_ctransform->position.x) / TILE_SIZE;
unsigned int tile_y1 = (p_ctransform->position.y) / TILE_SIZE;
unsigned int tile_x2 = (p_ctransform->position.x + p_bbox->size.x) / TILE_SIZE;
unsigned int tile_y2 = (p_ctransform->position.y + p_bbox->size.y) / TILE_SIZE;
for (unsigned int tile_y = tile_y1; tile_y <= tile_y2; tile_y++)
{
for (unsigned int tile_x = tile_x1; tile_x <= tile_x2; tile_x++)
{
unsigned int tile_idx = tile_y * data->tilemap.width + tile_x;
if (data->tilemap.tiles[tile_idx].water_level == 0) continue;
uint32_t water_height = data->tilemap.tiles[tile_idx].water_level * WATER_BBOX_STEP;
Vector2 tl = {tile_x * data->tilemap.tile_size, (tile_y + 1) * data->tilemap.tile_size - water_height};
in_water |= find_AABB_overlap(
p_ctransform->position, p_bbox->size,
tl, (Vector2){data->tilemap.tile_size, water_height}
, NULL
) > 0;
}
}
}
bool in_water = p_mstate->water_overlap > 0.4;
p_mstate->ground_state <<= 1;
p_mstate->ground_state |= on_ground? 1:0;
p_mstate->ground_state &= 3;