Re-add back TileComponent
Changelog: - Remember the purpose of this component, which is to assist updating which tiles is containing the entityscene_man
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5b3da5c94f
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1ba786a91e
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@ -3,11 +3,12 @@
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#include "raylib.h"
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// TODO: Look at sc to use macros to auto generate functions
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#define N_COMPONENTS 4
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#define N_COMPONENTS 5
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enum ComponentEnum
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{
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CBBOX_COMP_T,
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CTRANSFORM_COMP_T,
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CTILECOORD_COMP_T,
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CJUMP_COMP_T,
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CPLAYERSTATE_T
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};
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@ -6,6 +6,7 @@
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static Entity_t entity_buffer[MAX_COMP_POOL_SIZE];
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static CBBox_t bbox_buffer[MAX_COMP_POOL_SIZE];
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static CTransform_t ctransform_buffer[MAX_COMP_POOL_SIZE];
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static CTileCoord_t ctilecoord_buffer[MAX_COMP_POOL_SIZE];
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static CJump_t cjump_buffer[1]; // Only player is expected to have this
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static CPlayerState_t cplayerstate_buffer[1]; // Only player is expected to have this
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@ -29,6 +30,7 @@ static MemPool_t comp_mempools[N_COMPONENTS] =
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{
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{bbox_buffer, MAX_COMP_POOL_SIZE, sizeof(CBBox_t), NULL, {0}},
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{ctransform_buffer, MAX_COMP_POOL_SIZE, sizeof(CTransform_t), NULL, {0}},
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{ctilecoord_buffer, MAX_COMP_POOL_SIZE, sizeof(CTileCoord_t), NULL, {0}},
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{cjump_buffer, 1, sizeof(CJump_t), NULL, {0}},
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{cplayerstate_buffer, 1, sizeof(CPlayerState_t), NULL, {0}},
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};
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47
scene_impl.c
47
scene_impl.c
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@ -9,7 +9,7 @@ static const Vector2 TILE_SZ = {TILE_SIZE, TILE_SIZE};
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static Tile_t all_tiles[MAX_N_TILES] = {0};
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static const Vector2 GRAVITY = {0, GRAV_ACCEL};
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static const Vector2 UPTHRUST = {0, -GRAV_ACCEL * 0.7};
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static const Vector2 UPTHRUST = {0, -GRAV_ACCEL * 1.1};
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static inline unsigned int get_tile_idx(int x, int y, unsigned int tilemap_width)
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{
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@ -638,6 +638,49 @@ static void player_collision_system(Scene_t *scene)
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}
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}
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static void update_tilemap_system(Scene_t *scene)
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{
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LevelSceneData_t *data = (LevelSceneData_t *)scene->scene_data;
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TileGrid_t tilemap = data->tilemap;
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Entity_t *p_ent;
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sc_map_foreach_value(&scene->ent_manager.entities, p_ent)
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{
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CTileCoord_t * p_tilecoord = get_component(&scene->ent_manager, p_ent, CTILECOORD_COMP_T);
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if (p_tilecoord == NULL) continue;
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CTransform_t * p_ctransform = get_component(&scene->ent_manager, p_ent, CTRANSFORM_COMP_T);
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if (p_ctransform == NULL) continue;
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CBBox_t * p_bbox = get_component(&scene->ent_manager, p_ent, CBBOX_COMP_T);
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if (p_bbox == NULL) continue;
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// Update tilemap position
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for (size_t i=0;i<p_tilecoord->n_tiles;++i)
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{
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// Use previously store tile position
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// Clear from those positions
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unsigned int tile_idx = p_tilecoord->tiles[i];
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sc_map_del_64(&(tilemap.tiles[tile_idx].entities_set), p_ent->m_id);
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}
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p_tilecoord->n_tiles = 0;
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// Compute new occupied tile positions and add
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// Extend the check by a little to avoid missing
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unsigned int tile_x1 = (p_ctransform->position.x) / TILE_SIZE;
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unsigned int tile_y1 = (p_ctransform->position.y) / TILE_SIZE;
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unsigned int tile_x2 = (p_ctransform->position.x + p_bbox->size.x) / TILE_SIZE;
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unsigned int tile_y2 = (p_ctransform->position.y + p_bbox->size.y) / TILE_SIZE;
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for (unsigned int tile_y=tile_y1; tile_y <= tile_y2; tile_y++)
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{
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for (unsigned int tile_x=tile_x1; tile_x <= tile_x2; tile_x++)
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{
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unsigned int tile_idx = tile_y * tilemap.width + tile_x;
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p_tilecoord->tiles[p_tilecoord->n_tiles++] = tile_idx;
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sc_map_put_64(&(tilemap.tiles[tile_idx].entities_set), p_ent->m_id, 0);
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}
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}
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}
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}
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static void toggle_block_system(Scene_t *scene)
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{
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@ -714,7 +757,7 @@ void init_level_scene(LevelScene_t *scene)
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sc_array_add(&scene->scene.systems, &player_movement_input_system);
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sc_array_add(&scene->scene.systems, &player_bbox_update_system);
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sc_array_add(&scene->scene.systems, &movement_update_system);
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//sc_array_add(&scene->scene.systems, &update_tilemap_system);
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sc_array_add(&scene->scene.systems, &update_tilemap_system);
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sc_array_add(&scene->scene.systems, &player_collision_system);
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sc_array_add(&scene->scene.systems, &player_ground_air_transition_system);
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sc_array_add(&scene->scene.systems, &toggle_block_system);
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@ -24,6 +24,7 @@ int main(void)
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p_cjump->jumps = 1;
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p_cjump->max_jumps = 1;
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add_component(&scene.scene.ent_manager, p_ent, CPLAYERSTATE_T);
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add_component(&scene.scene.ent_manager, p_ent, CTILECOORD_COMP_T);
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update_entity_manager(&scene.scene.ent_manager);
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//for (size_t step = 0; step < 6000; step++)
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while(true)
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