Add kinematic mode to movement
Changelog: - Kinematic mode ignores accelerations, that's all - Update moveable to use kinematic mode and set accel & velocity to zero when entering gridmove modescene_man
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d39461cff1
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21dafd1b6d
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@ -26,6 +26,11 @@ typedef enum ComponentEnum {
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CMOVEABLE_T,
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CMOVEABLE_T,
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} ComponentEnum_t;
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} ComponentEnum_t;
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typedef enum MovementMode {
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REGULAR_MOVEMENT = 0,
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KINEMATIC_MOVEMENT,
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}MovementMode_t;
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typedef struct _CBBox_t {
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typedef struct _CBBox_t {
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Vector2 size;
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Vector2 size;
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Vector2 offset;
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Vector2 offset;
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@ -36,13 +41,14 @@ typedef struct _CBBox_t {
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typedef struct _CTransform_t {
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typedef struct _CTransform_t {
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Vector2 prev_position;
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Vector2 prev_position;
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Vector2 prev_velocity;
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Vector2 position;
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Vector2 position;
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Vector2 velocity;
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Vector2 velocity;
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Vector2 prev_velocity;
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Vector2 accel;
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Vector2 accel;
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Vector2 fric_coeff;
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Vector2 fric_coeff;
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int8_t grav_delay;
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int8_t grav_delay;
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int8_t grav_timer;
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int8_t grav_timer;
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MovementMode_t movement_mode;
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} CTransform_t;
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} CTransform_t;
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typedef struct _CMovementState_t {
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typedef struct _CMovementState_t {
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@ -912,8 +912,6 @@ void moveable_update_system(Scene_t* scene)
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if (p_moveable->gridmove)
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if (p_moveable->gridmove)
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{
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{
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memset(&p_ctransform->velocity, 0, sizeof(p_ctransform->velocity));
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memset(&p_ctransform->accel, 0, sizeof(p_ctransform->velocity));
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float remaining_distance = p_moveable->target_pos.x - p_ctransform->position.x;
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float remaining_distance = p_moveable->target_pos.x - p_ctransform->position.x;
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if (fabs(remaining_distance) < 0.1)
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if (fabs(remaining_distance) < 0.1)
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{
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{
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@ -921,6 +919,7 @@ void moveable_update_system(Scene_t* scene)
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p_ctransform->position = p_moveable->target_pos;
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p_ctransform->position = p_moveable->target_pos;
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p_moveable->gridmove = false;
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p_moveable->gridmove = false;
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p_bbox->solid = true;
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p_bbox->solid = true;
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p_ctransform->movement_mode = REGULAR_MOVEMENT;
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}
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}
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else if (remaining_distance > 0.1)
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else if (remaining_distance > 0.1)
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{
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{
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@ -929,6 +928,7 @@ void moveable_update_system(Scene_t* scene)
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else
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else
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{
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{
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p_ctransform->position.x += (remaining_distance < -p_moveable->move_speed) ? -p_moveable->move_speed : remaining_distance;
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p_ctransform->position.x += (remaining_distance < -p_moveable->move_speed) ? -p_moveable->move_speed : remaining_distance;
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memset(&p_ctransform->velocity, 0, sizeof(p_ctransform->velocity));
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}
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}
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}
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}
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@ -1035,6 +1035,9 @@ void moveable_update_system(Scene_t* scene)
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p_bbox->solid = false;
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p_bbox->solid = false;
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p_moveable->prev_pos = p_ctransform->position;
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p_moveable->prev_pos = p_ctransform->position;
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p_moveable->target_pos = Vector2Scale((Vector2){tile_x,tile_y2}, TILE_SIZE);
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p_moveable->target_pos = Vector2Scale((Vector2){tile_x,tile_y2}, TILE_SIZE);
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memset(&p_ctransform->velocity, 0, sizeof(p_ctransform->velocity));
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memset(&p_ctransform->accel, 0, sizeof(p_ctransform->accel));
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p_ctransform->movement_mode = KINEMATIC_MOVEMENT;
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}
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}
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}
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}
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@ -1119,6 +1122,9 @@ void player_pushing_system(Scene_t* scene)
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p_other_moveable->gridmove = true;
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p_other_moveable->gridmove = true;
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p_other_moveable->prev_pos = p_other_ct->position;
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p_other_moveable->prev_pos = p_other_ct->position;
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p_other_moveable->target_pos = target_pos;
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p_other_moveable->target_pos = target_pos;
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memset(&p_ctransform->velocity, 0, sizeof(p_ctransform->velocity));
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memset(&p_ctransform->accel, 0, sizeof(p_ctransform->accel));
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p_other_ct->movement_mode = KINEMATIC_MOVEMENT;
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}
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}
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}
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}
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}
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}
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@ -1137,11 +1143,15 @@ void movement_update_system(Scene_t* scene)
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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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{
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{
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p_ctransform->prev_velocity = p_ctransform->velocity;
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p_ctransform->prev_velocity = p_ctransform->velocity;
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if (p_ctransform->movement_mode == REGULAR_MOVEMENT)
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{
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p_ctransform->velocity =
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p_ctransform->velocity =
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Vector2Add(
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Vector2Add(
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p_ctransform->velocity,
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p_ctransform->velocity,
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Vector2Scale(p_ctransform->accel, delta_time)
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Vector2Scale(p_ctransform->accel, delta_time)
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);
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);
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}
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float mag = Vector2Length(p_ctransform->velocity);
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float mag = Vector2Length(p_ctransform->velocity);
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p_ctransform->velocity = Vector2Scale(
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p_ctransform->velocity = Vector2Scale(
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@ -1159,8 +1169,7 @@ void movement_update_system(Scene_t* scene)
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p_ctransform->position,
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p_ctransform->position,
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Vector2Scale(p_ctransform->velocity, delta_time)
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Vector2Scale(p_ctransform->velocity, delta_time)
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);
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);
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p_ctransform->accel.x = 0;
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memset(&p_ctransform->accel, 0, sizeof(p_ctransform->accel));
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p_ctransform->accel.y = 0;
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// Level boundary collision
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// Level boundary collision
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Entity_t* p_ent = get_entity(&scene->ent_manager, ent_idx);
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Entity_t* p_ent = get_entity(&scene->ent_manager, ent_idx);
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