Implement simple systems for pushing boulder
parent
b5f026c96b
commit
62dc51d45e
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@ -421,8 +421,10 @@ void init_level_scene(LevelScene_t* scene)
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sc_array_add(&scene->scene.systems, &player_bbox_update_system);
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sc_array_add(&scene->scene.systems, &friction_coefficient_update_system);
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sc_array_add(&scene->scene.systems, &global_external_forces_system);
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sc_array_add(&scene->scene.systems, &moveable_update_system);
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sc_array_add(&scene->scene.systems, &movement_update_system);
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sc_array_add(&scene->scene.systems, &update_tilemap_system);
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sc_array_add(&scene->scene.systems, &player_pushing_system);
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sc_array_add(&scene->scene.systems, &tile_collision_system);
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sc_array_add(&scene->scene.systems, &hitbox_update_system);
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//sc_array_add(&scene->scene.systems, &update_tilemap_system);
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@ -178,8 +178,8 @@ static bool check_collision_and_move(
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)
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{
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p_ct->position = Vector2Add(p_ct->position, offset);
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return true;
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}
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return true;
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}
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return false;
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}
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@ -800,6 +800,92 @@ void global_external_forces_system(Scene_t* scene)
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}
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}
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void moveable_update_system(Scene_t* scene)
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{
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CMoveable_t* p_moveable;
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unsigned long ent_idx;
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sc_map_foreach(&scene->ent_manager.component_map[CMOVEABLE_T], ent_idx, p_moveable)
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{
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Entity_t* p_ent = get_entity(&scene->ent_manager, ent_idx);
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CTransform_t* p_ctransform = get_component(p_ent, CTRANSFORM_COMP_T);
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if (p_moveable->gridmove)
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{
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memset(&p_ctransform->velocity, 0, sizeof(p_ctransform->velocity));
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memset(&p_ctransform->accel, 0, sizeof(p_ctransform->velocity));
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p_ctransform->position = p_moveable->target_pos;
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p_moveable->gridmove = false;
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}
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}
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}
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void player_pushing_system(Scene_t* scene)
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{
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LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data);
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TileGrid_t tilemap = data->tilemap;
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Entity_t* p_player;
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sc_map_foreach_value(&scene->ent_manager.entities_map[PLAYER_ENT_TAG], p_player)
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{
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CMovementState_t* p_movement = get_component(p_player, CMOVEMENTSTATE_T);
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if (!(p_movement->ground_state & 1)) continue;
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CTransform_t* p_ctransform = get_component(p_player, CTRANSFORM_COMP_T);
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CBBox_t* p_bbox = get_component(p_player, CBBOX_COMP_T);
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// Get the occupied tiles
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// For each tile, loop through the entities, check collision and move
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// exclude self
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unsigned int tile_x1 = (p_ctransform->position.x) / TILE_SIZE;
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unsigned int tile_y1 = (p_ctransform->position.y + 1) / TILE_SIZE;
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unsigned int tile_x2 = (p_ctransform->position.x + p_bbox->size.x) / TILE_SIZE;
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unsigned int tile_y2 = (p_ctransform->position.y + p_bbox->size.y - 1) / TILE_SIZE;
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for (unsigned int tile_y = tile_y1; tile_y <= tile_y2; tile_y++)
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{
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for (unsigned int tile_x = tile_x1; tile_x <= tile_x2; tile_x++)
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{
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unsigned int tile_idx = tile_y * tilemap.width + tile_x;
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if(tilemap.tiles[tile_idx].tile_type != EMPTY_TILE) continue;
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unsigned int other_ent_idx;
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sc_map_foreach_key(&tilemap.tiles[tile_idx].entities_set, other_ent_idx)
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{
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if (other_ent_idx == p_player->m_id) continue;
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Entity_t *p_other_ent = get_entity(&scene->ent_manager, other_ent_idx);
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if (!p_other_ent->m_alive) continue; // To only allow one way collision check
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CMoveable_t *p_other_moveable = get_component(p_other_ent, CMOVEABLE_T);
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if (p_other_moveable == NULL) continue;
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CTransform_t *p_other_ct = get_component(p_other_ent, CTRANSFORM_COMP_T);
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CBBox_t *p_other_bbox = get_component(p_other_ent, CBBOX_COMP_T);
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if (check_collision_and_move(
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&scene->ent_manager, &tilemap, p_player->m_id,
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p_ctransform, p_bbox->size, p_other_ct->position,
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p_other_bbox->size, false
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)
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)
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{
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p_other_moveable->gridmove = true;
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p_other_moveable->target_pos = p_other_ct->position;
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if (p_ctransform->position.x < p_other_ct->position.x)
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{
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p_other_moveable->target_pos.x = p_other_ct->position.x + TILE_SIZE;
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}
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else
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{
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p_other_moveable->target_pos.x = p_other_ct->position.x - TILE_SIZE;
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}
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}
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}
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}
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}
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}
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}
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void movement_update_system(Scene_t* scene)
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{
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// Update movement
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@ -6,8 +6,10 @@ void term_level_scene_data(LevelSceneData_t* data);
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void player_movement_input_system(Scene_t* scene);
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void player_bbox_update_system(Scene_t* scene);
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void player_pushing_system(Scene_t* scene);
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void tile_collision_system(Scene_t* scene);
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void friction_coefficient_update_system(Scene_t* scene);
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void moveable_update_system(Scene_t* scene);
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void global_external_forces_system(Scene_t* scene);
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void movement_update_system(Scene_t* scene);
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void player_ground_air_transition_system(Scene_t* scene);
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@ -31,7 +31,8 @@ Entity_t* create_boulder(EntityManager_t* ent_manager, Assets_t* assets)
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add_component(p_boulder, CTRANSFORM_COMP_T);
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add_component(p_boulder, CMOVEMENTSTATE_T);
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add_component(p_boulder, CTILECOORD_COMP_T);
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add_component(p_boulder, CMOVEABLE_T);
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CMoveable_t* p_cmove = add_component(p_boulder, CMOVEABLE_T);
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p_cmove->move_speed = 4;
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CHurtbox_t* p_hurtbox = add_component(p_boulder, CHURTBOX_T);
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p_hurtbox->size = p_bbox->size;
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p_hurtbox->fragile = false;
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