Improve on the boulder pushing mechan
Changelog: - Implement point to AABB check function - Change moveable check to use point-AABB check - Allow boulder pushing from standing stillscene_man
parent
62dc51d45e
commit
20ec3f6395
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@ -432,6 +432,7 @@ void init_level_scene(LevelScene_t* scene)
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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, &sprite_animation_system);
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sc_array_add(&scene->scene.systems, &camera_update_system);
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sc_array_add(&scene->scene.systems, &player_dir_reset_system);
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sc_array_add(&scene->scene.systems, &toggle_block_system);
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// This avoid graphical glitch, not essential
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@ -44,3 +44,13 @@ bool find_AABB_overlap(const Vector2 tl1, const Vector2 sz1, const Vector2 tl2,
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return overlap_x && overlap_y;
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}
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bool point_in_AABB(Vector2 point, Rectangle box)
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{
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return (
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point.x > box.x
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&& point.y > box.y
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&& point.x < box.x + box.width
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&& point.y < box.y + box.height
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);
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}
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@ -4,4 +4,5 @@
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#include "raymath.h"
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bool find_1D_overlap(Vector2 l1, Vector2 l2, float* overlap);
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bool find_AABB_overlap(const Vector2 tl1, const Vector2 sz1, const Vector2 tl2, const Vector2 sz2, Vector2* overlap);
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bool point_in_AABB(Vector2 point, Rectangle box);
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#endif // __AABB_H
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@ -298,6 +298,17 @@ static Vector2 shift_bbox(Vector2 bbox, Vector2 new_bbox, AnchorPoint_t anchor)
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return offset;
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}
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void player_dir_reset_system(Scene_t* scene)
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{
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CPlayerState_t* p_pstate;
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unsigned int ent_idx;
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sc_map_foreach(&scene->ent_manager.component_map[CPLAYERSTATE_T], ent_idx, p_pstate)
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{
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p_pstate->player_dir.x = 0;
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p_pstate->player_dir.y = 0;
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}
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}
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void player_movement_input_system(Scene_t* scene)
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{
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LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data);
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@ -466,8 +477,6 @@ void player_movement_input_system(Scene_t* scene)
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p_cjump->jump_ready = false;
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}
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p_pstate->player_dir.x = 0;
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p_pstate->player_dir.y = 0;
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}
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}
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@ -830,22 +839,27 @@ void player_pushing_system(Scene_t* scene)
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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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CMovementState_t* p_movement = get_component(p_player, CMOVEMENTSTATE_T);
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CPlayerState_t* p_pstate = get_component(p_player, CPLAYERSTATE_T);
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if (!(p_movement->ground_state & 1)) continue;
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CTransform_t* p_ctransform = get_component(p_player, CTRANSFORM_COMP_T);
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CBBox_t* p_bbox = get_component(p_player, CBBOX_COMP_T);
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Vector2 point_to_check = p_ctransform->position;
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point_to_check.y += p_bbox->half_size.y;
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if (p_pstate->player_dir.x > 0)
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{
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point_to_check.x += p_bbox->size.x + 1;
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}
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else
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{
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point_to_check.x -= 1;
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}
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//CHitBoxes_t* p_hitbox = get_component(p_player, CHITBOXES_T);
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// Get the occupied tiles
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// For each tile, loop through the entities, check collision and move
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// exclude self
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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 + 1) / 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 - 1) / 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_x = (point_to_check.x) / TILE_SIZE;
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unsigned int tile_y = (point_to_check.y) / TILE_SIZE;
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unsigned int tile_idx = tile_y * tilemap.width + tile_x;
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if(tilemap.tiles[tile_idx].tile_type != EMPTY_TILE) continue;
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@ -862,12 +876,13 @@ void player_pushing_system(Scene_t* scene)
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CTransform_t *p_other_ct = get_component(p_other_ent, CTRANSFORM_COMP_T);
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CBBox_t *p_other_bbox = get_component(p_other_ent, CBBOX_COMP_T);
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if (check_collision_and_move(
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&scene->ent_manager, &tilemap, p_player->m_id,
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p_ctransform, p_bbox->size, p_other_ct->position,
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p_other_bbox->size, false
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)
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)
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Rectangle box = {
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.x = p_other_ct->position.x,
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.y = p_other_ct->position.y,
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.width = p_other_bbox->size.x,
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.height = p_other_bbox->size.y
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};
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if (point_in_AABB(point_to_check, box))
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{
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p_other_moveable->gridmove = true;
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p_other_moveable->target_pos = p_other_ct->position;
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@ -883,8 +898,6 @@ void player_pushing_system(Scene_t* scene)
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}
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}
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}
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}
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}
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void movement_update_system(Scene_t* scene)
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{
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@ -18,4 +18,5 @@ void update_tilemap_system(Scene_t* scene);
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void hitbox_update_system(Scene_t* scene);
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void sprite_animation_system(Scene_t* scene);
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void camera_update_system(Scene_t* scene);
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void player_dir_reset_system(Scene_t* scene);
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#endif // __GAME_SYSTEMS_H
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