Add crate bounce and destroying

Changelog:
- Add map to collect collision events
- Resolve collision events after the solid entity resolving
- Bounce player on collision with crates and destroy crates
- Add fragile field under bbox component. This makes it such that an
  entity can push others away (solid) but still apply gravity (fragile)
    - Ground check requires solid and not fragile bbox
    - This basically allow player to 'pass through' crates as crates
      are fragile but solid
scene_man
En Yi 2023-01-19 20:43:41 +08:00
parent fa58a3239c
commit 53f281d31d
2 changed files with 67 additions and 13 deletions

View File

@ -23,6 +23,7 @@ typedef struct _CBBox_t
Vector2 offset;
Vector2 half_size;
bool solid;
bool fragile;
}CBBox_t;
typedef struct _CTransform_t

View File

@ -108,7 +108,7 @@ static inline bool check_on_ground(unsigned int ent_idx, Vector2 pos, Vector2 bb
if (other_ent_idx == ent_idx) continue;
Entity_t *p_other_ent = get_entity(&scene->ent_manager, other_ent_idx);
CBBox_t *p_other_bbox = get_component(&scene->ent_manager, p_other_ent, CBBOX_COMP_T);
if (p_other_bbox == NULL || !p_other_bbox->solid) continue;
if (p_other_bbox == NULL || !p_other_bbox->solid || p_other_bbox->fragile) continue;
CTransform_t *p_other_ct = get_component(&scene->ent_manager, p_other_ent, CTRANSFORM_COMP_T);
if (find_AABB_overlap(pos, bbox_sz, p_other_ct->position, p_other_bbox->size, &overlap)) return true;
@ -579,7 +579,7 @@ static void player_ground_air_transition_system(Scene_t* scene)
}
}
static struct sc_map_32 collision_events;
static void tile_collision_system(Scene_t *scene)
{
static bool checked_entities[MAX_COMP_POOL_SIZE] = {0};
@ -649,7 +649,6 @@ static void tile_collision_system(Scene_t *scene)
{
unsigned int other_ent_idx;
memset(checked_entities, 0, sizeof(checked_entities));
// TODO: check against the entities of each involved tiles
sc_map_foreach_key(&tilemap.tiles[tile_idx].entities_set, other_ent_idx)
{
if (other_ent_idx == ent_idx) continue;
@ -659,39 +658,90 @@ static void tile_collision_system(Scene_t *scene)
Entity_t *p_other_ent = get_entity(&scene->ent_manager, other_ent_idx);
if (p_other_ent->m_tag < p_ent->m_tag) continue; // To only allow one way collision check
CBBox_t *p_other_bbox = get_component(&scene->ent_manager, p_other_ent, CBBOX_COMP_T);
if (p_other_bbox == NULL || !p_other_bbox->solid) continue;
if (p_other_bbox == NULL) continue;
CTransform_t *p_other_ct = get_component(&scene->ent_manager, p_other_ent, CTRANSFORM_COMP_T);
if (find_AABB_overlap(p_ctransform->position, p_bbox->size, p_other_ct->position, p_other_bbox->size, &overlap))
{
find_AABB_overlap(p_ctransform->prev_position, p_bbox->size, p_other_ct->prev_position, p_other_bbox->size, &prev_overlap);
// TODO: Store collision event here
// Check collision on x or y axis
// Encode key and value, -ve is left and up, +ve is right and down
// Move only if solid
uint8_t dir_to_move = 0; // x-axis, y-axis
uint32_t collision_key = ((ent_idx << 16) | other_ent_idx);
uint32_t collision_value = 0;
if (fabs(prev_overlap.y) > fabs(prev_overlap.x))
{
p_ctransform->position.x += overlap.x;
p_ctransform->velocity.x = 0;
collision_value = (((overlap.x > 0?1:0)<< 14) | ( (uint16_t)(fabs(overlap.x)) ));
dir_to_move = 0;
}
else if (fabs(prev_overlap.x) > fabs(prev_overlap.y))
{
p_ctransform->position.y += overlap.y;
p_ctransform->velocity.y = 0;
collision_value = (((overlap.y > 0?3:2)<< 14) | ( (uint16_t)(fabs(overlap.x)) ));
dir_to_move = 1;
}
else if (fabs(overlap.x) < fabs(overlap.y))
{
p_ctransform->position.x += overlap.x;
p_ctransform->velocity.x = 0;
collision_value = (((overlap.x > 0?1:0)<< 14) | ( (uint16_t)(fabs(overlap.x)) ));
dir_to_move = 0;
}
else
{
collision_value = (((overlap.y > 0?3:2)<< 14) | ( (uint16_t)(fabs(overlap.x)) ));
dir_to_move = 1;
}
sc_map_put_32(&collision_events, collision_key, collision_value);
if (!p_other_bbox->solid) continue;
if (dir_to_move == 1)
{
p_ctransform->position.y += overlap.y;
p_ctransform->velocity.y = 0;
}
else
{
p_ctransform->position.x += overlap.x;
p_ctransform->velocity.x = 0;
}
}
}
}
}
}
// TODO: Resolve all collision events
uint32_t collision_key, collision_value;
sc_map_foreach(&collision_events, collision_key, collision_value)
{
ent_idx = (collision_key >> 16);
uint other_ent_idx = (collision_key & 0xFFFF);
Entity_t *p_ent = get_entity(&scene->ent_manager, ent_idx);
Entity_t *p_other_ent = get_entity(&scene->ent_manager, other_ent_idx);
if (!p_ent->m_alive || !p_other_ent->m_alive) continue;
if (p_ent->m_tag == PLAYER_ENT_TAG && p_other_ent->m_tag == CRATES_ENT_TAG)
{
CTileCoord_t *p_tilecoord = get_component(&scene->ent_manager, p_other_ent, CTILECOORD_COMP_T);
for (size_t i=0;i<p_tilecoord->n_tiles;++i)
{
// Use previously store tile position
// Clear from those positions
unsigned int tile_idx = p_tilecoord->tiles[i];
sc_map_del_64(&(tilemap.tiles[tile_idx].entities_set), other_ent_idx);
}
CTransform_t *p_ctransform = get_component(&scene->ent_manager, p_ent, CTRANSFORM_COMP_T);
CBBox_t * p_bbox = get_component(&scene->ent_manager, p_ent, CBBOX_COMP_T);
CPlayerState_t * p_pstate = get_component(&scene->ent_manager, p_ent, CPLAYERSTATE_T);
CTransform_t *p_other_ct = get_component(&scene->ent_manager, p_other_ent, CTRANSFORM_COMP_T);
if (p_ctransform->position.y + p_bbox->size.y <= p_other_ct->position.y)
{
p_ctransform->velocity.y = (p_pstate->jump_pressed)? -600 : -400;
}
remove_entity(&scene->ent_manager, other_ent_idx);
}
}
sc_map_clear_32(&collision_events);
// Level boundary collision
unsigned int level_width = tilemap.width * TILE_SIZE;
if(p_ctransform->position.x < 0 || p_ctransform->position.x + p_bbox->size.x > level_width)
@ -835,6 +885,7 @@ static void spawn_crate(Scene_t *scene, unsigned int tile_idx)
CBBox_t *p_bbox = add_component(&scene->ent_manager, p_crate, CBBOX_COMP_T);
set_bbox(p_bbox, TILE_SIZE, TILE_SIZE);
p_bbox->solid = true;
p_bbox->fragile = true;
CTransform_t *p_ctransform = add_component(&scene->ent_manager, p_crate, CTRANSFORM_COMP_T);
p_ctransform->position.x = (tile_idx % data->tilemap.width) * TILE_SIZE;
p_ctransform->position.y = (tile_idx / data->tilemap.width) * TILE_SIZE;
@ -958,8 +1009,8 @@ void init_level_scene(LevelScene_t *scene)
sc_array_add(&scene->scene.systems, &player_bbox_update_system);
sc_array_add(&scene->scene.systems, &global_external_forces_system);
sc_array_add(&scene->scene.systems, &movement_update_system);
sc_array_add(&scene->scene.systems, &tile_collision_system);
sc_array_add(&scene->scene.systems, &update_tilemap_system);
sc_array_add(&scene->scene.systems, &tile_collision_system);
sc_array_add(&scene->scene.systems, &state_transition_update_system);
sc_array_add(&scene->scene.systems, &player_ground_air_transition_system);
sc_array_add(&scene->scene.systems, &toggle_block_system);
@ -983,7 +1034,7 @@ void init_level_scene(LevelScene_t *scene)
for (size_t i=0; i<MAX_N_TILES;i++)
{
all_tiles[i].solid = 0;
sc_map_init_64(&all_tiles[i].entities_set, 8, 0);
sc_map_init_64(&all_tiles[i].entities_set, 16, 0);
}
for (size_t i=0; i<32; ++i)
{
@ -992,6 +1043,7 @@ void init_level_scene(LevelScene_t *scene)
spawn_player(&scene->scene);
update_entity_manager(&scene->scene.ent_manager);
sc_map_init_32(&collision_events, 128, 0);
}
void free_level_scene(LevelScene_t *scene)
@ -1002,6 +1054,7 @@ void free_level_scene(LevelScene_t *scene)
all_tiles[i].solid = 0;
sc_map_term_64(&all_tiles[i].entities_set);
}
sc_map_term_32(&collision_events);
}
void reload_level_scene(LevelScene_t *scene)