diff --git a/engine/engine.c b/engine/engine.c index 4967237..cdd47be 100644 --- a/engine/engine.c +++ b/engine/engine.c @@ -119,7 +119,9 @@ inline void update_scene(Scene_t* scene) inline void render_scene(Scene_t* scene) { + BeginDrawing(); scene->render_function(scene); + EndDrawing(); } inline void do_action(Scene_t* scene, ActionType_t action, bool pressed) diff --git a/scenes/editor_scene.c b/scenes/editor_scene.c index 3e47586..46e2851 100644 --- a/scenes/editor_scene.c +++ b/scenes/editor_scene.c @@ -81,6 +81,106 @@ static inline unsigned int get_tile_idx(int x, int y, const TileGrid_t* tilemap) static RenderTexture2D selection_section; static void level_scene_render_func(Scene_t* scene) +{ + LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data); + + Entity_t* p_ent; + Rectangle draw_rec = data->game_rec; + draw_rec.x = 0; + draw_rec.y = 0; + draw_rec.height *= -1; + static char buffer[512]; + ClearBackground(LIGHTGRAY); + DrawTextureRec( + data->game_viewport.texture, + draw_rec, + (Vector2){data->game_rec.x, data->game_rec.y}, + WHITE + ); + draw_rec.width = SELECTION_REGION_WIDTH; + draw_rec.height = -(SELECTION_REGION_HEIGHT * 2 + 10); + + + Vector2 draw_pos = {data->game_rec.x, data->game_rec.y + data->game_rec.height + SELECTION_GAP}; + DrawTextureRec( + selection_section.texture, + draw_rec, + draw_pos, + WHITE + ); + + draw_pos.x = data->game_rec.x + current_spawn_selection * SELECTION_TILE_SIZE; + DrawRectangleLines( + draw_pos.x, draw_pos.y, + SELECTION_TILE_SIZE, SELECTION_TILE_SIZE, GREEN + ); + + draw_pos.x = data->game_rec.x + (MAX_SPAWN_TYPE + 1) * SELECTION_TILE_SIZE; + sprintf(buffer, "Selection: %s", get_spawn_selection_string(current_spawn_selection)); + DrawText(buffer, draw_pos.x, draw_pos.y, 20, BLACK); + draw_pos.y += SELECTION_TILE_SIZE + 5; + sprintf(buffer, "Crate %s on spawn", crate_activation? "active" : "inactive"); + DrawText(buffer, draw_pos.x, draw_pos.y, 20, BLACK); + + // For DEBUG + const int gui_x = data->game_rec.x + data->game_rec.width + 10; + int gui_y = 15; + + #if !defined(PLATFORM_WEB) + sc_map_foreach_value(&scene->ent_manager.entities_map[PLAYER_ENT_TAG], p_ent) + { + CTransform_t* p_ct = get_component(p_ent, CTRANSFORM_COMP_T); + CJump_t* p_cjump = get_component(p_ent, CJUMP_COMP_T); + CPlayerState_t* p_pstate = get_component(p_ent, CPLAYERSTATE_T); + CMovementState_t* p_mstate = get_component(p_ent, CMOVEMENTSTATE_T); + + CAirTimer_t* p_air = get_component(p_ent, CAIRTIMER_T); + + sprintf(buffer, "Pos: %.3f\n %.3f", p_ct->position.x, p_ct->position.y); + DrawText(buffer, gui_x, gui_y, 12, BLACK); + sprintf(buffer, "Vel: %.3f\n %.3f", p_ct->velocity.x, p_ct->velocity.y); + DrawText(buffer, gui_x + 80, gui_y, 12, BLACK); + + gui_y += 45; + sprintf(buffer, "Jumps: %u, %u, %u", p_cjump->jumps, p_cjump->jump_released, p_cjump->coyote_timer); + DrawText(buffer, gui_x, gui_y, 12, BLACK); + gui_y += 30; + sprintf(buffer, "Crouch: %u", p_pstate->is_crouch); + DrawText(buffer, gui_x, gui_y, 12, BLACK); + gui_y += 30; + sprintf(buffer, "Water: %s", p_mstate->water_state & 1? "YES":"NO"); + DrawText(buffer, gui_x, gui_y, 12, BLACK); + gui_y += 30; + sprintf(buffer, "Ladder: %u", p_pstate->ladder_state); + DrawText(buffer, gui_x, gui_y, 12, BLACK); + gui_y += 30; + + Vector2 air_pos = {data->game_rec.x + data->game_rec.width - 16, data->game_rec.y + data->game_rec.height - 16}; + for (uint8_t i = 0; i < p_air->curr_count; i++) + { + DrawCircleV(air_pos, 16, BLUE); + air_pos.x -= 32; + } + } +#endif + //sprintf(buffer, "Spawn Entity: %s", get_spawn_selection_string(current_spawn_selection)); + //DrawText(buffer, gui_x, 240, 12, BLACK); + sprintf(buffer, "Number of Entities: %u", sc_map_size_64v(&scene->ent_manager.entities)); + DrawText(buffer, gui_x, gui_y, 12, BLACK); + gui_y += 30; + sprintf(buffer, "FPS: %u", GetFPS()); + DrawText(buffer, gui_x, gui_y, 12, BLACK); + + gui_y += 30; + print_mempool_stats(buffer); + DrawText(buffer, gui_x, gui_y, 12, BLACK); + + gui_y += 300; + sprintf(buffer, "Chests: %u / %u", data->coins.current, data->coins.total); + DrawText(buffer, gui_x, gui_y, 24, BLACK); +} + +static void render_editor_game_scene(Scene_t* scene) { LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data); TileGrid_t tilemap = data->tilemap; @@ -383,102 +483,6 @@ static void level_scene_render_func(Scene_t* scene) } EndMode2D(); EndTextureMode(); - - Rectangle draw_rec = data->game_rec; - draw_rec.x = 0; - draw_rec.y = 0; - draw_rec.height *= -1; - BeginDrawing(); - ClearBackground(LIGHTGRAY); - DrawTextureRec( - data->game_viewport.texture, - draw_rec, - (Vector2){data->game_rec.x, data->game_rec.y}, - WHITE - ); - draw_rec.width = SELECTION_REGION_WIDTH; - draw_rec.height = -(SELECTION_REGION_HEIGHT * 2 + 10); - - - Vector2 draw_pos = {data->game_rec.x, data->game_rec.y + data->game_rec.height + SELECTION_GAP}; - DrawTextureRec( - selection_section.texture, - draw_rec, - draw_pos, - WHITE - ); - - draw_pos.x = data->game_rec.x + current_spawn_selection * SELECTION_TILE_SIZE; - DrawRectangleLines( - draw_pos.x, draw_pos.y, - SELECTION_TILE_SIZE, SELECTION_TILE_SIZE, GREEN - ); - - draw_pos.x = data->game_rec.x + (MAX_SPAWN_TYPE + 1) * SELECTION_TILE_SIZE; - sprintf(buffer, "Selection: %s", get_spawn_selection_string(current_spawn_selection)); - DrawText(buffer, draw_pos.x, draw_pos.y, 20, BLACK); - draw_pos.y += SELECTION_TILE_SIZE + 5; - sprintf(buffer, "Crate %s on spawn", crate_activation? "active" : "inactive"); - DrawText(buffer, draw_pos.x, draw_pos.y, 20, BLACK); - - // For DEBUG - const int gui_x = data->game_rec.x + data->game_rec.width + 10; - int gui_y = 15; - - #if !defined(PLATFORM_WEB) - sc_map_foreach_value(&scene->ent_manager.entities_map[PLAYER_ENT_TAG], p_ent) - { - CTransform_t* p_ct = get_component(p_ent, CTRANSFORM_COMP_T); - CJump_t* p_cjump = get_component(p_ent, CJUMP_COMP_T); - CPlayerState_t* p_pstate = get_component(p_ent, CPLAYERSTATE_T); - CMovementState_t* p_mstate = get_component(p_ent, CMOVEMENTSTATE_T); - - CAirTimer_t* p_air = get_component(p_ent, CAIRTIMER_T); - - sprintf(buffer, "Pos: %.3f\n %.3f", p_ct->position.x, p_ct->position.y); - DrawText(buffer, gui_x, gui_y, 12, BLACK); - sprintf(buffer, "Vel: %.3f\n %.3f", p_ct->velocity.x, p_ct->velocity.y); - DrawText(buffer, gui_x + 80, gui_y, 12, BLACK); - - gui_y += 45; - sprintf(buffer, "Jumps: %u, %u, %u", p_cjump->jumps, p_cjump->jump_released, p_cjump->coyote_timer); - DrawText(buffer, gui_x, gui_y, 12, BLACK); - gui_y += 30; - sprintf(buffer, "Crouch: %u", p_pstate->is_crouch); - DrawText(buffer, gui_x, gui_y, 12, BLACK); - gui_y += 30; - sprintf(buffer, "Water: %s", p_mstate->water_state & 1? "YES":"NO"); - DrawText(buffer, gui_x, gui_y, 12, BLACK); - gui_y += 30; - sprintf(buffer, "Ladder: %u", p_pstate->ladder_state); - DrawText(buffer, gui_x, gui_y, 12, BLACK); - gui_y += 30; - - Vector2 air_pos = {data->game_rec.x + data->game_rec.width - 16, data->game_rec.y + data->game_rec.height - 16}; - for (uint8_t i = 0; i < p_air->curr_count; i++) - { - DrawCircleV(air_pos, 16, BLUE); - air_pos.x -= 32; - } - } -#endif - //sprintf(buffer, "Spawn Entity: %s", get_spawn_selection_string(current_spawn_selection)); - //DrawText(buffer, gui_x, 240, 12, BLACK); - sprintf(buffer, "Number of Entities: %u", sc_map_size_64v(&scene->ent_manager.entities)); - DrawText(buffer, gui_x, gui_y, 12, BLACK); - gui_y += 30; - sprintf(buffer, "FPS: %u", GetFPS()); - DrawText(buffer, gui_x, gui_y, 12, BLACK); - - gui_y += 30; - static char mempool_stats[512]; - print_mempool_stats(mempool_stats); - DrawText(mempool_stats, gui_x, gui_y, 12, BLACK); - - gui_y += 300; - sprintf(buffer, "Chests: %u / %u", data->coins.current, data->coins.total); - DrawText(buffer, gui_x, gui_y, 24, BLACK); - EndDrawing(); } static void spawn_chest(Scene_t* scene, unsigned int tile_idx) @@ -1004,6 +1008,7 @@ void init_sandbox_scene(LevelScene_t* scene) sc_array_add(&scene->scene.systems, &player_respawn_system); sc_array_add(&scene->scene.systems, &level_end_detection_system); sc_array_add(&scene->scene.systems, &toggle_block_system); + sc_array_add(&scene->scene.systems, &render_editor_game_scene); // This avoid graphical glitch, not essential //sc_array_add(&scene->scene.systems, &update_tilemap_system); diff --git a/scenes/game_scene.c b/scenes/game_scene.c index c22c316..95a3ea9 100644 --- a/scenes/game_scene.c +++ b/scenes/game_scene.c @@ -13,6 +13,92 @@ static Tile_t all_tiles[MAX_N_TILES] = {0}; static void level_scene_render_func(Scene_t* scene) { LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data); + + Rectangle draw_rec = data->game_rec; + draw_rec.x = 0; + draw_rec.y = 0; + draw_rec.height *= -1; + + static char buffer[512]; + ClearBackground(LIGHTGRAY); + DrawTextureRec( + data->game_viewport.texture, + draw_rec, + (Vector2){data->game_rec.x, data->game_rec.y}, + WHITE + ); + + // For DEBUG + const int gui_x = data->game_rec.x + data->game_rec.width + 10; + //sprintf(buffer, "Spawn Entity: %s", get_spawn_selection_string(current_spawn_selection)); + //DrawText(buffer, gui_x, 240, 12, BLACK); + sprintf(buffer, "Number of Entities: %u", sc_map_size_64v(&scene->ent_manager.entities)); + DrawText(buffer, gui_x, 270, 12, BLACK); + sprintf(buffer, "FPS: %u", GetFPS()); + DrawText(buffer, gui_x, 320, 12, BLACK); + + print_mempool_stats(buffer); + DrawText(buffer, gui_x, 350, 12, BLACK); +} + +static void level_do_action(Scene_t* scene, ActionType_t action, bool pressed) +{ + CPlayerState_t* p_playerstate; + sc_map_foreach_value(&scene->ent_manager.component_map[CPLAYERSTATE_T], p_playerstate) + { + switch(action) + { + case ACTION_UP: + p_playerstate->player_dir.y = (pressed)? -1 : 0; + break; + case ACTION_DOWN: + p_playerstate->player_dir.y = (pressed)? 1 : 0; + break; + case ACTION_LEFT: + p_playerstate->player_dir.x = (pressed)? -1 : 0; + break; + case ACTION_RIGHT: + p_playerstate->player_dir.x = (pressed)? 1 : 0; + break; + case ACTION_JUMP: + p_playerstate->jump_pressed = pressed; + break; + default: + break; + } + + } + + if (!pressed) + { + switch (action) + { + case ACTION_RESTART: + reload_level_tilemap((LevelScene_t*)scene); + break; + case ACTION_NEXTLEVEL: + load_next_level_tilemap((LevelScene_t*)scene); + break; + case ACTION_PREVLEVEL: + load_prev_level_tilemap((LevelScene_t*)scene); + break; + case ACTION_EXIT: + if(scene->engine != NULL) + { + change_scene(scene->engine, 0); + } + break; + default: + break; + } + } +} + +static void render_regular_game_scene(Scene_t* scene) +{ + // This function will render the game scene outside of the intended draw function + // Just for clarity and separation of logic + LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data); TileGrid_t tilemap = data->tilemap; Entity_t* p_ent; @@ -31,7 +117,6 @@ static void level_scene_render_func(Scene_t* scene) max.x = (int)fmin(tilemap.width, max.x + 1); max.y = (int)fmin(tilemap.height, max.y + 1); - BeginTextureMode(data->game_viewport); ClearBackground(WHITE); BeginMode2D(data->camera.cam); @@ -115,7 +200,6 @@ static void level_scene_render_func(Scene_t* scene) } } - char buffer[64] = {0}; sc_map_foreach_value(&scene->ent_manager.entities, p_ent) { CTransform_t* p_ct = get_component(p_ent, CTRANSFORM_COMP_T); @@ -245,115 +329,6 @@ static void level_scene_render_func(Scene_t* scene) DrawLine(0, val, tilemap.width * TILE_SIZE, val, BLACK); EndMode2D(); EndTextureMode(); - - Rectangle draw_rec = data->game_rec; - draw_rec.x = 0; - draw_rec.y = 0; - draw_rec.height *= -1; - BeginDrawing(); - ClearBackground(LIGHTGRAY); - DrawTextureRec( - data->game_viewport.texture, - draw_rec, - (Vector2){data->game_rec.x, data->game_rec.y}, - WHITE - ); - - // For DEBUG - const int gui_x = data->game_rec.x + data->game_rec.width + 10; - sc_map_foreach_value(&scene->ent_manager.entities_map[PLAYER_ENT_TAG], p_ent) - { - CTransform_t* p_ct = get_component(p_ent, CTRANSFORM_COMP_T); - CJump_t* p_cjump = get_component(p_ent, CJUMP_COMP_T); - CPlayerState_t* p_pstate = get_component(p_ent, CPLAYERSTATE_T); - CMovementState_t* p_mstate = get_component(p_ent, CMOVEMENTSTATE_T); - CAirTimer_t* p_air = get_component(p_ent, CAIRTIMER_T); - sprintf(buffer, "Pos: %.3f\n %.3f", p_ct->position.x, p_ct->position.y); - DrawText(buffer, gui_x, 15, 12, BLACK); - sprintf(buffer, "Vel: %.3f\n %.3f", p_ct->velocity.x, p_ct->velocity.y); - DrawText(buffer, gui_x + 80, 15, 12, BLACK); - //sprintf(buffer, "Accel: %.3f\n %.3f", p_ct->accel.x, p_ct->accel.y); - //DrawText(buffer, tilemap.width * TILE_SIZE + 128, 60, 12, BLACK); - sprintf(buffer, "Jumps: %u", p_cjump->jumps); - DrawText(buffer, gui_x, 60, 12, BLACK); - sprintf(buffer, "Crouch: %u", p_pstate->is_crouch); - DrawText(buffer, gui_x, 90, 12, BLACK); - sprintf(buffer, "Water: %s", p_mstate->water_state & 1? "YES":"NO"); - DrawText(buffer, gui_x, 120, 12, BLACK); - sprintf(buffer, "Ladder: %u", p_pstate->ladder_state); - DrawText(buffer, gui_x, 150, 12, BLACK); - - Vector2 air_pos = {data->game_rec.x + data->game_rec.width - 16, data->game_rec.y + data->game_rec.height - 16}; - for (uint8_t i = 0; i < p_air->curr_count; i++) - { - DrawCircleV(air_pos, 16, BLUE); - air_pos.x -= 32; - } - } - //sprintf(buffer, "Spawn Entity: %s", get_spawn_selection_string(current_spawn_selection)); - //DrawText(buffer, gui_x, 240, 12, BLACK); - sprintf(buffer, "Number of Entities: %u", sc_map_size_64v(&scene->ent_manager.entities)); - DrawText(buffer, gui_x, 270, 12, BLACK); - sprintf(buffer, "FPS: %u", GetFPS()); - DrawText(buffer, gui_x, 320, 12, BLACK); - - static char mempool_stats[512]; - print_mempool_stats(mempool_stats); - DrawText(mempool_stats, gui_x, 350, 12, BLACK); - EndDrawing(); -} - -static void level_do_action(Scene_t* scene, ActionType_t action, bool pressed) -{ - CPlayerState_t* p_playerstate; - sc_map_foreach_value(&scene->ent_manager.component_map[CPLAYERSTATE_T], p_playerstate) - { - switch(action) - { - case ACTION_UP: - p_playerstate->player_dir.y = (pressed)? -1 : 0; - break; - case ACTION_DOWN: - p_playerstate->player_dir.y = (pressed)? 1 : 0; - break; - case ACTION_LEFT: - p_playerstate->player_dir.x = (pressed)? -1 : 0; - break; - case ACTION_RIGHT: - p_playerstate->player_dir.x = (pressed)? 1 : 0; - break; - case ACTION_JUMP: - p_playerstate->jump_pressed = pressed; - break; - default: - break; - } - - } - - if (!pressed) - { - switch (action) - { - case ACTION_RESTART: - reload_level_tilemap((LevelScene_t*)scene); - break; - case ACTION_NEXTLEVEL: - load_next_level_tilemap((LevelScene_t*)scene); - break; - case ACTION_PREVLEVEL: - load_prev_level_tilemap((LevelScene_t*)scene); - break; - case ACTION_EXIT: - if(scene->engine != NULL) - { - change_scene(scene->engine, 0); - } - break; - default: - break; - } - } } void init_game_scene(LevelScene_t* scene) @@ -397,7 +372,7 @@ void init_game_scene(LevelScene_t* scene) sc_array_add(&scene->scene.systems, &player_dir_reset_system); sc_array_add(&scene->scene.systems, &player_respawn_system); sc_array_add(&scene->scene.systems, &update_water_runner_system); - + sc_array_add(&scene->scene.systems, &render_regular_game_scene); // This avoid graphical glitch, not essential //sc_array_add(&scene->scene.systems, &update_tilemap_system); diff --git a/scenes/menu_scene.c b/scenes/menu_scene.c index dbe255b..93873ca 100644 --- a/scenes/menu_scene.c +++ b/scenes/menu_scene.c @@ -6,14 +6,12 @@ static void menu_scene_render_func(Scene_t* scene) { MenuSceneData_t* data = &(CONTAINER_OF(scene, MenuScene_t, scene)->data); - BeginDrawing(); - ClearBackground(RAYWHITE); - DrawText("This is a game", 25, 220, 12, BLACK); - UI_button(data->buttons, "Start"); - UI_button(data->buttons + 1, "Sandbox"); - UI_button(data->buttons + 2, "Continue"); - UI_button(data->buttons + 3, "Exit"); - EndDrawing(); + ClearBackground(RAYWHITE); + DrawText("This is a game", 25, 220, 12, BLACK); + UI_button(data->buttons, "Start"); + UI_button(data->buttons + 1, "Sandbox"); + UI_button(data->buttons + 2, "Continue"); + UI_button(data->buttons + 3, "Exit"); } static void exec_component_function(Scene_t* scene, int sel)