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 mode
scene_man
En Yi 2023-06-16 16:28:19 +08:00
parent d39461cff1
commit 21dafd1b6d
2 changed files with 25 additions and 10 deletions

View File

@ -26,6 +26,11 @@ typedef enum ComponentEnum {
CMOVEABLE_T,
} ComponentEnum_t;
typedef enum MovementMode {
REGULAR_MOVEMENT = 0,
KINEMATIC_MOVEMENT,
}MovementMode_t;
typedef struct _CBBox_t {
Vector2 size;
Vector2 offset;
@ -36,13 +41,14 @@ typedef struct _CBBox_t {
typedef struct _CTransform_t {
Vector2 prev_position;
Vector2 prev_velocity;
Vector2 position;
Vector2 velocity;
Vector2 prev_velocity;
Vector2 accel;
Vector2 fric_coeff;
int8_t grav_delay;
int8_t grav_timer;
MovementMode_t movement_mode;
} CTransform_t;
typedef struct _CMovementState_t {

View File

@ -912,8 +912,6 @@ void moveable_update_system(Scene_t* scene)
if (p_moveable->gridmove)
{
memset(&p_ctransform->velocity, 0, sizeof(p_ctransform->velocity));
memset(&p_ctransform->accel, 0, sizeof(p_ctransform->velocity));
float remaining_distance = p_moveable->target_pos.x - p_ctransform->position.x;
if (fabs(remaining_distance) < 0.1)
{
@ -921,6 +919,7 @@ void moveable_update_system(Scene_t* scene)
p_ctransform->position = p_moveable->target_pos;
p_moveable->gridmove = false;
p_bbox->solid = true;
p_ctransform->movement_mode = REGULAR_MOVEMENT;
}
else if (remaining_distance > 0.1)
{
@ -929,6 +928,7 @@ void moveable_update_system(Scene_t* scene)
else
{
p_ctransform->position.x += (remaining_distance < -p_moveable->move_speed) ? -p_moveable->move_speed : remaining_distance;
memset(&p_ctransform->velocity, 0, sizeof(p_ctransform->velocity));
}
}
@ -1035,6 +1035,9 @@ void moveable_update_system(Scene_t* scene)
p_bbox->solid = false;
p_moveable->prev_pos = p_ctransform->position;
p_moveable->target_pos = Vector2Scale((Vector2){tile_x,tile_y2}, TILE_SIZE);
memset(&p_ctransform->velocity, 0, sizeof(p_ctransform->velocity));
memset(&p_ctransform->accel, 0, sizeof(p_ctransform->accel));
p_ctransform->movement_mode = KINEMATIC_MOVEMENT;
}
}
@ -1119,6 +1122,9 @@ void player_pushing_system(Scene_t* scene)
p_other_moveable->gridmove = true;
p_other_moveable->prev_pos = p_other_ct->position;
p_other_moveable->target_pos = target_pos;
memset(&p_ctransform->velocity, 0, sizeof(p_ctransform->velocity));
memset(&p_ctransform->accel, 0, sizeof(p_ctransform->accel));
p_other_ct->movement_mode = KINEMATIC_MOVEMENT;
}
}
}
@ -1137,11 +1143,15 @@ void movement_update_system(Scene_t* scene)
sc_map_foreach(&scene->ent_manager.component_map[CTRANSFORM_COMP_T], ent_idx, p_ctransform)
{
p_ctransform->prev_velocity = p_ctransform->velocity;
if (p_ctransform->movement_mode == REGULAR_MOVEMENT)
{
p_ctransform->velocity =
Vector2Add(
p_ctransform->velocity,
Vector2Scale(p_ctransform->accel, delta_time)
);
}
float mag = Vector2Length(p_ctransform->velocity);
p_ctransform->velocity = Vector2Scale(
@ -1159,8 +1169,7 @@ void movement_update_system(Scene_t* scene)
p_ctransform->position,
Vector2Scale(p_ctransform->velocity, delta_time)
);
p_ctransform->accel.x = 0;
p_ctransform->accel.y = 0;
memset(&p_ctransform->accel, 0, sizeof(p_ctransform->accel));
// Level boundary collision
Entity_t* p_ent = get_entity(&scene->ent_manager, ent_idx);