Implement level pack loading and testing

scene_man
En Yi 2023-08-14 12:16:15 +08:00
parent 5dbe2cc4d0
commit 5de188c503
6 changed files with 493 additions and 13 deletions

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@ -85,6 +85,19 @@ target_link_libraries(water_test
target_compile_options(water_test PRIVATE -fsanitize=address -gdwarf-4)
target_link_options(water_test PRIVATE -fsanitize=address -gdwarf-4)
add_executable(level_load_test
level_load_test.c
)
target_include_directories(level_load_test
PRIVATE
${CMAKE_CURRENT_LIST_DIR}
)
target_link_libraries(level_load_test
${GAME_LIBS}
)
target_compile_options(level_load_test PRIVATE -fsanitize=address -gdwarf-4)
target_link_options(level_load_test PRIVATE -fsanitize=address -gdwarf-4)
add_executable(menu_test
menu_test.c
)

421
level_load_test.c 100644
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@ -0,0 +1,421 @@
#include "constants.h"
#include "mempool.h"
#include "raymath.h"
#include "scene_impl.h"
#include "ent_impl.h"
#include "water_flow.h"
#include "game_systems.h"
#include "assets_loader.h"
#include <stdio.h>
#include <unistd.h>
static Tile_t all_tiles[MAX_N_TILES] = {0};
// Maintain own queue to handle key presses
struct sc_queue_32 key_buffer;
Scene_t* scenes[1];
static GameEngine_t engine =
{
.scenes = scenes,
.max_scenes = 1,
.curr_scene = 0,
.assets = {0}
};
static void level_scene_render_func(Scene_t* scene)
{
LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data);
TileGrid_t tilemap = data->tilemap;
Entity_t* p_ent;
BeginTextureMode(data->game_viewport);
ClearBackground(WHITE);
BeginMode2D(data->cam);
for (size_t i = 0; i < tilemap.n_tiles; ++i)
{
char buffer[6] = {0};
int x = (i % tilemap.width) * TILE_SIZE;
int y = (i / tilemap.width) * TILE_SIZE;
sprintf(buffer, "%u", sc_map_size_64v(&tilemap.tiles[i].entities_set));
if (!tilemap.tiles[i].moveable)
{
// Draw water tile
Color water_colour = ColorAlpha(RED, 0.2);
DrawRectangle(x, y, TILE_SIZE, TILE_SIZE, water_colour);
}
if (tilemap.tiles[i].tile_type == SOLID_TILE)
{
DrawRectangle(x, y, TILE_SIZE, TILE_SIZE, BLACK);
}
if (tilemap.tiles[i].wet)
{
#define SURFACE_THICKNESS 4
int up = i - tilemap.width;
int bot = i + tilemap.width;
int right = i + 1;
int left = i - 1;
int bot_line = y + TILE_SIZE - tilemap.tiles[i].water_level * WATER_BBOX_STEP - SURFACE_THICKNESS / 2;
if (up >= 0 && tilemap.tiles[up].wet)
{
DrawLineEx((Vector2){x + TILE_SIZE / 2, y}, (Vector2){x + TILE_SIZE / 2, y + TILE_SIZE - tilemap.tiles[i].water_level * WATER_BBOX_STEP}, SURFACE_THICKNESS, ColorAlpha(BLUE, 0.7));
}
if (
bot <= tilemap.n_tiles
&& tilemap.tiles[bot].water_level < MAX_WATER_LEVEL
&& tilemap.tiles[i].water_level == 0
)
{
if (i % tilemap.width != 0 && tilemap.tiles[left].wet)
{
DrawLineEx((Vector2){x, bot_line}, (Vector2){x + TILE_SIZE / 2, bot_line}, SURFACE_THICKNESS, ColorAlpha(BLUE, 0.7));
}
if (right % tilemap.width != 0 && tilemap.tiles[right].wet)
{
DrawLineEx((Vector2){x + TILE_SIZE / 2, bot_line}, (Vector2){x + TILE_SIZE, bot_line}, SURFACE_THICKNESS, ColorAlpha(BLUE, 0.7));
}
}
}
uint32_t water_height = tilemap.tiles[i].water_level * WATER_BBOX_STEP;
// Draw water tile
Color water_colour = ColorAlpha(BLUE, 0.5);
DrawRectangle(
x,
y + (TILE_SIZE - water_height),
TILE_SIZE,
water_height,
water_colour
);
}
sc_map_foreach_value(&scene->ent_manager.entities, p_ent)
{
CTransform_t* p_ct = get_component(p_ent, CTRANSFORM_COMP_T);
if (p_ct == NULL) continue;
CSprite_t* p_cspr = get_component(p_ent, CSPRITE_T);
if (p_cspr != NULL)
{
const SpriteRenderInfo_t spr = p_cspr->sprites[p_cspr->current_idx];
if (spr.sprite != NULL)
{
Vector2 pos = Vector2Add(p_ct->position, spr.offset);
draw_sprite(spr.sprite, pos, p_cspr->flip_x);
}
}
}
sc_map_foreach_value(&scene->ent_manager.entities_map[DYNMEM_ENT_TAG], p_ent)
{
CWaterRunner_t* p_runner = get_component(p_ent, CWATERRUNNER_T);
unsigned int x = ((p_runner->current_tile) % tilemap.width) * tilemap.tile_size;
unsigned int y = ((p_runner->current_tile) / tilemap.width) * tilemap.tile_size;
DrawCircle(x+16, y+16, 8, ColorAlpha(BLACK, 0.2));
if (p_runner->target_tile < p_runner->bfs_tilemap.len)
{
unsigned int x = ((p_runner->target_tile) % tilemap.width) * tilemap.tile_size;
unsigned int y = ((p_runner->target_tile) / tilemap.width) * tilemap.tile_size;
DrawCircle(x+16, y+16, 8, ColorAlpha(BLUE, 0.2));
}
if (p_runner->state == LOWEST_POINT_MOVEMENT)
{
int curr_idx = p_runner->current_tile;
int next_idx = p_runner->bfs_tilemap.tilemap[curr_idx].to;
while(curr_idx != p_runner->target_tile || curr_idx == next_idx)
while(next_idx >= 0)
{
unsigned int x1 = (curr_idx % tilemap.width) * tilemap.tile_size + tilemap.tile_size / 2;
unsigned int y1 = (curr_idx / tilemap.width) * tilemap.tile_size + tilemap.tile_size / 2;
unsigned int x2 = (next_idx % tilemap.width) * tilemap.tile_size + tilemap.tile_size / 2;
unsigned int y2 = (next_idx / tilemap.width) * tilemap.tile_size + tilemap.tile_size / 2;
DrawLine(x1, y1, x2, y2, BLACK);
curr_idx = next_idx;
next_idx = p_runner->bfs_tilemap.tilemap[curr_idx].to;
}
}
}
char buffer[64] = {0};
for (size_t i = 0; i < tilemap.n_tiles; ++i)
{
int x = (i % tilemap.width) * TILE_SIZE;
int y = (i / tilemap.width) * TILE_SIZE;
sprintf(buffer, "%u", sc_map_size_64v(&tilemap.tiles[i].entities_set));
if (tilemap.tiles[i].solid > 0)
{
DrawText(buffer, x, y, 10, WHITE);
}
else
{
// Draw water tile
DrawText(buffer, x, y, 10, BLACK);
}
}
// Draw tile grid
for (size_t i = 0; i < tilemap.width; ++i)
{
int x = (i+1)*TILE_SIZE;
DrawLine(x, 0, x, tilemap.height * TILE_SIZE, BLACK);
}
for (size_t i = 0; i < tilemap.height;++i)
{
int y = (i+1)*TILE_SIZE;
DrawLine(0, y, tilemap.width * TILE_SIZE, y, BLACK);
}
EndMode2D();
EndTextureMode();
Rectangle draw_rec = data->game_rec;
draw_rec.x = 0;
draw_rec.y = 0;
draw_rec.height *= -1;
BeginDrawing();
DrawTextureRec(
data->game_viewport.texture,
draw_rec,
(Vector2){data->game_rec.x, data->game_rec.y},
WHITE
);
EndDrawing();
}
static inline unsigned int get_tile_idx(int x, int y, const TileGrid_t* tilemap)
{
unsigned int tile_x = x / TILE_SIZE;
unsigned int tile_y = y / TILE_SIZE;
if (tile_x < tilemap->width && tile_y < tilemap->height)
{
return tile_y * tilemap->width + tile_x;
}
return MAX_N_TILES;
}
static void simple_friction_system(Scene_t* scene)
{
CMovementState_t* p_mstate;
unsigned long ent_idx;
sc_map_foreach(&scene->ent_manager.component_map[CMOVEMENTSTATE_T], ent_idx, p_mstate)
{
Entity_t* p_ent = get_entity(&scene->ent_manager, ent_idx);
CTransform_t* p_ctransform = get_component(p_ent, CTRANSFORM_COMP_T);
p_ctransform->fric_coeff = (Vector2){-4.5, -4.5};
p_ctransform->accel = Vector2Add(
p_ctransform->accel,
Vector2Multiply((Vector2){-3.0,-3.0}, p_ctransform->velocity)
);
}
}
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;
default:
break;
}
}
switch (action)
{
case ACTION_RESTART:
puts("Restarting!");
break;
default:
break;
}
}
static void player_simple_movement_system(Scene_t* scene)
{
// Deal with player acceleration/velocity via inputs first
CPlayerState_t* p_pstate;
unsigned int ent_idx;
sc_map_foreach(&scene->ent_manager.component_map[CPLAYERSTATE_T], ent_idx, p_pstate)
{
Entity_t* p_player = get_entity(&scene->ent_manager, ent_idx);
CTransform_t* p_ctransform = get_component(p_player, CTRANSFORM_COMP_T);
p_ctransform->accel = Vector2Scale(Vector2Normalize(p_pstate->player_dir), MOVE_ACCEL);
}
}
int main(void)
{
sc_queue_init(&key_buffer);
InitWindow(1280, 640, "raylib");
SetTargetFPS(60);
init_memory_pools();
init_assets(&engine.assets);
load_from_infofile("res/assets.info", &engine.assets);
init_player_creation("res/player_spr.info", &engine.assets);
LevelPack_t* pack = add_level_pack(&engine.assets, "TestLevels", "res/defaultLevels.lvldata");
assert(pack != NULL);
LevelScene_t scene;
scene.scene.engine = &engine;
init_scene(&scene.scene, &level_scene_render_func, &level_do_action);
init_level_scene_data(&scene.data);
pack = get_level_pack(&engine.assets, "TestLevels");
assert(pack != NULL);
scene.data.level_pack = pack;
scene.data.current_level = 0;
scene.data.tilemap.width = scene.data.level_pack->levels[scene.data.current_level].width;
scene.data.tilemap.height = scene.data.level_pack->levels[scene.data.current_level].height;
scene.data.tilemap.tile_size = TILE_SIZE;
scene.data.tilemap.n_tiles = scene.data.tilemap.width * scene.data.tilemap.height;
assert(scene.data.tilemap.n_tiles <= MAX_N_TILES);
scene.data.tilemap.tiles = all_tiles;
memset(scene.data.tile_sprites, 0, sizeof(scene.data.tile_sprites));
LevelMap_t lvl_map = scene.data.level_pack->levels[scene.data.current_level];
// Level loading in here
for (size_t i = 0; i < scene.data.tilemap.n_tiles;i++)
{
all_tiles[i].max_water_level = 4;
all_tiles[i].solid = NOT_SOLID;
all_tiles[i].tile_type = EMPTY_TILE;
all_tiles[i].moveable = true;
all_tiles[i].size = (Vector2){TILE_SIZE, TILE_SIZE};
switch (lvl_map.tiles[i].tile_type)
{
case 1:
change_a_tile(&scene.data.tilemap, i, SOLID_TILE);
break;
case 2:
all_tiles[i].water_level = all_tiles[i].max_water_level;
break;
default:
break;
}
sc_map_init_64v(&all_tiles[i].entities_set, 16, 0);
switch (lvl_map.tiles[i].entity_to_spawn)
{
case 1:
{
Entity_t* ent = create_player(&scene.scene.ent_manager, &scene.scene.engine->assets);
CTransform_t* p_ct = get_component(ent, CTRANSFORM_COMP_T);
p_ct->position.x = i & scene.data.tilemap.width;
p_ct->position.y = i / scene.data.tilemap.width;
}
break;
default:
break;
}
}
update_entity_manager(&scene.scene.ent_manager);
scene.data.tile_sprites[ONEWAY_TILE] = get_sprite(&engine.assets, "tl_owp");
scene.data.tile_sprites[LADDER] = get_sprite(&engine.assets, "tl_ldr");
scenes[0] = &scene.scene;
change_scene(&engine, 0);
sc_array_add(&scene.scene.systems, &player_simple_movement_system);
sc_array_add(&scene.scene.systems, &simple_friction_system);
sc_array_add(&scene.scene.systems, &movement_update_system);
sc_array_add(&scene.scene.systems, &update_tilemap_system);
sc_array_add(&scene.scene.systems, &update_water_runner_system);
sc_array_add(&scene.scene.systems, &camera_update_system);
sc_array_add(&scene.scene.systems, &player_dir_reset_system);
sc_map_put_64(&scene.scene.action_map, KEY_R, ACTION_RESTART);
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);
sc_map_put_64(&scene.scene.action_map, KEY_P, ACTION_METAL_TOGGLE);
while(true)
{
// This entire key processing relies on the assumption that a pressed key will
// appear in the polling of raylib
unsigned int sz = sc_queue_size(&key_buffer);
// Process any existing pressed key
for (size_t i = 0; i < sz; i++)
{
int button = sc_queue_del_first(&key_buffer);
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, button);
}
}
// Detect new key presses
while(true)
{
int button = GetKeyPressed();
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;
do_action(&scene.scene, action, true);
sc_queue_add_last(&key_buffer, button);
}
update_scene(&scene.scene);
update_entity_manager(&scene.scene.ent_manager);
// This is needed to advance time delta
render_scene(&scene.scene);
if (WindowShouldClose()) break;
}
unsigned int m_id;
Entity_t* ent;
sc_map_foreach(&scene.scene.ent_manager.entities_map[DYNMEM_ENT_TAG], m_id, ent)
{
free_water_runner(ent, &scene.scene.ent_manager);
}
free_scene(&scene.scene);
for (size_t i = 0; i < scene.data.tilemap.n_tiles;i++)
{
all_tiles[i].solid = 0;
sc_map_term_64v(&all_tiles[i].entities_set);
}
term_level_scene_data(&scene.data);
sc_queue_term(&key_buffer);
term_assets(&engine.assets);
CloseWindow();
}

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@ -52,7 +52,7 @@ converted_filename = '.'.join(fileparts)
# Each level should be packed as: [width, 2 bytes][height, 2 bytes][tile_type,entity,water,padding 1,1,1,1 bytes][tile_type,entity,water,padding 1,1,1,1 bytes]...
with open(converted_filename, 'wb+') as out_file:
out_file.write(struct.pack("I", n_levels))
out_file.write(struct.pack("<I", n_levels))
# Then loop the levels. Read the layerIndstances
for level in level_pack_data["levels"]:
# Search for __identifier for the level layout
@ -84,9 +84,9 @@ with open(converted_filename, 'wb+') as out_file:
x,y = ent["__grid"]
tiles_info[y*width + x][1] = ENTID_MAPPING[ent["__identifier"]]
out_file.write(struct.pack("32s2H", level_name.encode('utf-8'), width, height))
out_file.write(struct.pack("<32s2H", level_name.encode('utf-8'), width, height))
for tile in tiles_info:
out_file.write(struct.pack("3Bx", *tile))
out_file.write(struct.pack("<3Bx", *tile))
for y in range(height):

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@ -1,6 +1,8 @@
#include "assets.h"
#include "assert.h"
#include <stdio.h>
#define MAX_TEXTURES 16
#define MAX_SPRITES 16
#define MAX_SOUNDS 16
@ -45,6 +47,11 @@ static LevelPackData_t levelpacks[MAX_LEVEL_PACK];
static void unload_level_pack(LevelPack_t pack)
{
for (uint8_t i = 0; i < pack.n_levels; ++i)
{
free(pack.levels[i].tiles);
}
free(pack.levels);
}
// Maybe need a circular buffer??
@ -96,9 +103,39 @@ Font* add_font(Assets_t* assets, const char* name, const char* path)
return &fonts[fnt_idx].font;
}
LevelTileInfo_t* add_level_pack(Assets_t* assets, const char* name, const char* path)
LevelPack_t* add_level_pack(Assets_t* assets, const char* name, const char* path)
{
return NULL;
FILE* file = fopen(path, "rb");
if (file == NULL) return NULL;
LevelPackData_t* pack_info = levelpacks + n_loaded[4];
fread(&pack_info->pack.n_levels, sizeof(uint32_t), 1, file);
pack_info->pack.levels = calloc(pack_info->pack.n_levels, sizeof(LevelMap_t));
for (uint8_t i = 0; i < pack_info->pack.n_levels; ++i)
{
fread(pack_info->pack.levels[i].level_name, sizeof(char), 32, file);
fread(&pack_info->pack.levels[i].width, sizeof(uint16_t), 1, file);
fread(&pack_info->pack.levels[i].height, sizeof(uint16_t), 1, file);
uint32_t n_tiles = pack_info->pack.levels[i].width * pack_info->pack.levels[i].height;
pack_info->pack.levels[i].tiles = calloc(n_tiles, sizeof(LevelTileInfo_t));
uint16_t dummy;
for (uint32_t j = 0; j < n_tiles; j++)
{
fread(&pack_info->pack.levels[i].tiles[j].tile_type, 1, 1, file);
fread(&pack_info->pack.levels[i].tiles[j].entity_to_spawn, 1, 1, file);
fread(&dummy, 2, 1, file);
}
}
fclose(file);
uint8_t pack_idx = n_loaded[4];
strncpy(pack_info->name, name, MAX_NAME_LEN);
sc_map_put_s64(&assets->m_levelpacks, levelpacks[pack_idx].name, pack_idx);
n_loaded[4]++;
return &levelpacks[pack_idx].pack;
}
void init_assets(Assets_t* assets)
@ -187,6 +224,16 @@ Font* get_font(Assets_t* assets, const char* name)
return NULL;
}
LevelPack_t* get_level_pack(Assets_t* assets, const char* name)
{
uint8_t pack_idx = sc_map_get_s64(&assets->m_levelpacks, name);
if (sc_map_found(&assets->m_levelpacks))
{
return &levelpacks[pack_idx].pack;
}
return NULL;
}
void draw_sprite(Sprite_t* spr, Vector2 pos, bool flip_x)
{
Rectangle rec = {

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@ -17,20 +17,19 @@ typedef struct LevelTileInfo
{
uint8_t tile_type;
uint8_t entity_to_spawn;
uint8_t water;
}LevelTileInfo_t;
typedef struct LevelMap
{
unsigned int width;
unsigned int height;
unsigned int n_tiles;
char level_name[32];
uint16_t width;
uint16_t height;
LevelTileInfo_t* tiles;
}LevelMap_t;
typedef struct LevelPack
{
unsigned int n_levels;
uint32_t n_levels;
LevelMap_t* levels;
}LevelPack_t;
@ -42,13 +41,13 @@ Texture2D* add_texture(Assets_t* assets, const char* name, const char* path);
Sprite_t* add_sprite(Assets_t* assets, const char* name, Texture2D* texture);
Sound* add_sound(Assets_t * assets, const char* name, const char* path);
Font* add_font(Assets_t* assets, const char* name, const char* path);
LevelTileInfo_t* add_level_pack(Assets_t* assets, const char* name, const char* path);
LevelPack_t* add_level_pack(Assets_t* assets, const char* name, const char* path);
Texture2D* get_texture(Assets_t* assets, const char* name);
Sprite_t* get_sprite(Assets_t* assets, const char* name);
Sound* get_sound(Assets_t* assets, const char* name);
Font* get_font(Assets_t* assets, const char* name);
LevelMap_t* get_level_pack(Assets_t* assets, const char* name);
LevelPack_t* get_level_pack(Assets_t* assets, const char* name);
void draw_sprite(Sprite_t* spr, Vector2 pos, bool flip_x);
#endif // __ASSETS_H

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@ -25,7 +25,7 @@ typedef struct LevelSceneData {
Rectangle game_rec;
Camera2D cam;
Sprite_t* tile_sprites[MAX_TILE_TYPES];
LevelPack_t level_pack;
LevelPack_t* level_pack;
unsigned int current_level;
}LevelSceneData_t;