Fix incorrect player input processing

Changelog:
- Store player dir input in LevelScene Data instead of pointer,
  to avoid use-after-free (non-fatal as mempool is used, but can cause
  unintended behaviour)
- Only process player movement in system update. This is done in the
  movement update system
- Normalise before apply acceleration, duh
scene_man
En Yi 2022-12-12 20:29:51 +08:00
parent 3a99dafcd4
commit 3e6a53b097
3 changed files with 21 additions and 13 deletions

View File

@ -17,6 +17,19 @@ static void level_scene_render_func(Scene_t* scene)
static void movement_update_system(Scene_t* scene)
{
LevelSceneData_t *data = (LevelSceneData_t *)scene->scene_data;
float mag = Vector2Length(data->player_dir);
mag = (mag == 0)? 1 : mag;
Entity_t * p_player;
sc_map_foreach_value(&scene->ent_manager.entities_map[PLAYER_ENT_TAG], p_player)
{
CTransform_t* p_ctransform = get_component(&scene->ent_manager, p_player, CTRANSFORM_COMP_T);
p_ctransform->accel.x = data->player_dir.x * 200 * 1.0 / mag;
p_ctransform->accel.y = data->player_dir.y * 200 * 1.0 / mag;
}
data->player_dir.x = 0;
data->player_dir.y = 0;
float delta_time = GetFrameTime();
CTransform_t * p_ctransform;
sc_map_foreach_value(&scene->ent_manager.component_map[CTRANSFORM_COMP_T], p_ctransform)
@ -61,28 +74,24 @@ 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;
data->player_dir.y = -1;
break;
case ACTION_DOWN:
dir.y += 1;
data->player_dir.y = 1;
break;
case ACTION_LEFT:
dir.x -= 1;
data->player_dir.x = -1;
break;
case ACTION_RIGHT:
dir.x += 1;
data->player_dir.x = 1;
break;
}
}
p_ctransform->accel.x = dir.x * 500;
p_ctransform->accel.y = dir.y * 500;
}
@ -90,7 +99,7 @@ void init_level_scene(LevelScene_t *scene)
{
init_scene(&scene->scene, LEVEL_SCENE, &level_scene_render_func, &level_do_action);
scene->scene.scene_data = &scene->data;
scene->data.player = NULL;
memset(&scene->data.player_dir, 0, sizeof(Vector2));
// insert level scene systems
sc_array_add(&scene->scene.systems, &movement_update_system);

View File

@ -20,7 +20,7 @@ typedef struct TileGrid
typedef struct LevelSceneData
{
Entity_t * player;
Vector2 player_dir;
TileGrid_t tilemap;
}LevelSceneData_t;

View File

@ -19,14 +19,14 @@ int main(void)
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;
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++)
//for (size_t step = 0; step < 6000; step++)
while(true)
{
// This entire key processing relies on the assumption that a pressed key will
@ -68,7 +68,6 @@ int main(void)
next_keybuf = tmp;
}
printf("Step %lu\n", step);
update_scene(&scene.scene);
// This is needed to advance time delta
BeginDrawing();