Implement key controls to scene

Changelog:
- Add double buffer to handle key presses and release
- Add more actions
- Update action mapping of level scene
- Implement action function for level scene
- Remove action queue for Scene struct. This is handled by raylib
  and the game engine
- Update scene struct with action function field
scene_man
En Yi 2022-12-11 14:32:26 +08:00
parent b05dfe6fde
commit 3a99dafcd4
5 changed files with 102 additions and 16 deletions

View File

@ -2,6 +2,9 @@
#define __ACTIONS_H
typedef enum ActionType
{
ACTION_UP
ACTION_UP,
ACTION_DOWN,
ACTION_LEFT,
ACTION_RIGHT,
}ActionType_t;
#endif // __ACTIONS_H

10
scene.c
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@ -1,14 +1,14 @@
#include "scene.h"
void init_scene(Scene_t *scene, SceneType_t scene_type, system_func_t render_func)
void init_scene(Scene_t *scene, SceneType_t scene_type, system_func_t render_func, action_func_t action_func)
{
sc_map_init_64(&scene->action_map, 32, 0);
sc_queue_init(&scene->action_queue);
sc_array_init(&scene->systems);
init_entity_manager(&scene->ent_manager);
scene->scene_type = scene_type;
scene->render_function = render_func;
scene->action_function = action_func;
scene->paused = false;
scene->has_ended = false;
}
@ -16,7 +16,6 @@ void init_scene(Scene_t *scene, SceneType_t scene_type, system_func_t render_fun
void free_scene(Scene_t *scene)
{
sc_map_term_64(&scene->action_map);
sc_queue_term(&scene->action_queue);
sc_array_term(&scene->systems);
free_entity_manager(&scene->ent_manager);
}
@ -35,8 +34,7 @@ inline void render_scene(Scene_t *scene)
scene->render_function(scene);
}
inline void queue_action(Scene_t *scene, ActionType_t action)
inline void do_action(Scene_t *scene, ActionType_t action, bool pressed)
{
sc_queue_add_last(&scene->action_queue, action);
scene->action_function(scene, action, pressed);
}

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@ -10,14 +10,15 @@ typedef enum SceneType
typedef struct Scene Scene_t;
typedef void(*system_func_t)(Scene_t *);
typedef void(*action_func_t)(Scene_t *, ActionType_t, bool);
sc_array_def(system_func_t, systems);
struct Scene
{
struct sc_map_64 action_map; // key -> actions
struct sc_queue_64 action_queue;
struct sc_array_systems systems;
system_func_t render_function;
action_func_t action_function;
EntityManager_t ent_manager;
SceneType_t scene_type;
void * scene_data;
@ -25,11 +26,12 @@ struct Scene
bool has_ended;
};
// Inline functions, for convenience
extern void update_scene(Scene_t *scene);
extern void render_scene(Scene_t *scene);
extern void queue_action(Scene_t *scene, ActionType_t action);
extern void do_action(Scene_t *scene, ActionType_t action, bool pressed);
void init_scene(Scene_t *scene, SceneType_t scene_type, system_func_t render_func);
void init_scene(Scene_t *scene, SceneType_t scene_type, system_func_t render_func, action_func_t action_func);
void free_scene(Scene_t *scene);
#endif // __SCENE_H

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@ -58,16 +58,50 @@ static void screen_bounce_system(Scene_t *scene)
}
void level_do_action(Scene_t *scene, ActionType_t action, bool pressed)
{
LevelSceneData_t *data = (LevelSceneData_t *)scene->scene_data;
CTransform_t *p_ctransform = get_component(&scene->ent_manager, data->player, CTRANSFORM_COMP_T);
Vector2 dir = {0, 0};
if (pressed)
{
switch(action)
{
case ACTION_UP:
dir.y -= 1;
break;
case ACTION_DOWN:
dir.y += 1;
break;
case ACTION_LEFT:
dir.x -= 1;
break;
case ACTION_RIGHT:
dir.x += 1;
break;
}
}
p_ctransform->accel.x = dir.x * 500;
p_ctransform->accel.y = dir.y * 500;
}
void init_level_scene(LevelScene_t *scene)
{
init_scene(&scene->scene, LEVEL_SCENE, &level_scene_render_func);
init_scene(&scene->scene, LEVEL_SCENE, &level_scene_render_func, &level_do_action);
scene->scene.scene_data = &scene->data;
scene->data.player = NULL;
// insert level scene systems
sc_array_add(&scene->scene.systems, &movement_update_system);
sc_array_add(&scene->scene.systems, &screen_bounce_system);
sc_map_put_64(&scene->scene.action_map, KEY_UP, ACTION_UP);
sc_map_put_64(&scene->scene.action_map, KEY_DOWN, ACTION_DOWN);
sc_map_put_64(&scene->scene.action_map, KEY_LEFT, ACTION_LEFT);
sc_map_put_64(&scene->scene.action_map, KEY_RIGHT, ACTION_RIGHT);
}
void free_level_scene(LevelScene_t *scene)
{
free_scene(&scene->scene);

View File

@ -3,28 +3,75 @@
#include <stdio.h>
#include <unistd.h>
// Use double buffer to handle key presses
// Can do single buffer, but need careful handling
unsigned int curr_keybuf = 0;
unsigned int next_keybuf = 1;
struct sc_queue_32 key_buffer[2];
int main(void)
{
sc_queue_init(key_buffer);
sc_queue_init(key_buffer + 1);
InitWindow(320, 240, "raylib");
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
SetTargetFPS(60);
init_memory_pools();
LevelScene_t scene;
init_level_scene(&scene);
Entity_t *p_ent = add_entity(&scene.scene.ent_manager, PLAYER_ENT_TAG);
scene.data.player = p_ent;
CBBox_t *p_bbox = add_component(&scene.scene.ent_manager, p_ent, CBBOX_COMP_T);
p_bbox->size.x = 30;
p_bbox->size.y = 30;
CTransform_t * p_ctran = (CTransform_t *)add_component(&scene.scene.ent_manager, p_ent, CTRANSFORM_COMP_T);
p_ctran->accel.x = 200;
p_ctran->accel.y = 100;
add_component(&scene.scene.ent_manager, p_ent, CTRANSFORM_COMP_T);
update_entity_manager(&scene.scene.ent_manager);
for (size_t step = 0; step < 6000; step++)
{
// This entire key processing relies on the assumption that a pressed key will
// appear in the polling of raylib
// Process any existing pressed key
while (!sc_queue_empty(key_buffer + curr_keybuf))
{
int button = sc_queue_del_first(key_buffer + curr_keybuf);
ActionType_t action = sc_map_get_64(&scene.scene.action_map, button);
if (IsKeyReleased(button))
{
do_action(&scene.scene, action, false);
}
else
{
do_action(&scene.scene, action, true);
sc_queue_add_last(key_buffer + next_keybuf, button);
}
}
// Detect new key presses
while(true)
{
int button = GetKeyPressed();
printf("Button pressed: %d\n", button);
if (button == 0) break;
ActionType_t action = sc_map_get_64(&scene.scene.action_map, button);
if (!sc_map_found(&scene.scene.action_map)) continue;
printf("Action mapped: %d\n", action);
do_action(&scene.scene, action, true);
sc_queue_add_last(key_buffer + next_keybuf, button);
}
// Swap keystroke buffer;
{
unsigned int tmp = curr_keybuf;
curr_keybuf = next_keybuf;
next_keybuf = tmp;
}
printf("Step %lu\n", step);
update_scene(&scene.scene);
// This is needed to advance time delta
BeginDrawing();
// TODO: Call the current scene Render function
render_scene(&scene.scene);
ClearBackground(RAYWHITE);
EndDrawing();
@ -32,4 +79,6 @@ int main(void)
}
CloseWindow();
free_level_scene(&scene);
sc_queue_term(key_buffer);
sc_queue_term(key_buffer + 1);
}