Implement water tiles and movement
Changelog: - Adjust Gravity and movement accelaration - Replace friction with acceleration instead of fractions of velocity - Add upthrust in water - Cut movement acceleration in waterscene_man
parent
a057835e65
commit
64466128bc
|
@ -59,4 +59,13 @@ typedef struct _CPlayerState_t
|
|||
unsigned int is_crouch: 1;
|
||||
unsigned int in_water:1;
|
||||
}CPlayerState_t;
|
||||
|
||||
|
||||
static inline void set_bbox(CBBox_t* p_bbox, unsigned int x, unsigned int y)
|
||||
{
|
||||
p_bbox->size.x = x;
|
||||
p_bbox->size.y = y;
|
||||
p_bbox->half_size.x = (unsigned int)(x / 2);
|
||||
p_bbox->half_size.y = (unsigned int)(y / 2);
|
||||
}
|
||||
#endif // __COMPONENTS_H
|
||||
|
|
|
@ -0,0 +1,22 @@
|
|||
// Constants to be used in game
|
||||
#define TILE_SIZE 32
|
||||
|
||||
#define GRAV_ACCEL 1500
|
||||
#define JUMP_SPEED 70
|
||||
#define MOVE_ACCEL 1000
|
||||
#define FRICTION 0.98
|
||||
#define PLAYER_STAND_WIDTH 30
|
||||
|
||||
#define PLAYER_WIDTH 30
|
||||
#define PLAYER_HEIGHT 55
|
||||
|
||||
#define PLAYER_C_WIDTH 48
|
||||
#define PLAYER_C_HEIGHT 30
|
||||
#define PLAYER_C_YOFFSET 25
|
||||
#define PLAYER_C_XOFFSET 9
|
||||
|
||||
#define PLAYER_MAX_SPEED 1000
|
||||
#define Y_FRICTION 0.98
|
||||
#define X_FRICTION 0.85
|
||||
|
||||
#define MAX_WATER_LEVEL 4
|
98
scene_impl.c
98
scene_impl.c
|
@ -9,6 +9,7 @@ static const Vector2 TILE_SZ = {TILE_SIZE, TILE_SIZE};
|
|||
static Tile_t all_tiles[MAX_N_TILES] = {0};
|
||||
|
||||
static const Vector2 GRAVITY = {0, GRAV_ACCEL};
|
||||
static const Vector2 UPTHRUST = {0, -GRAV_ACCEL * 0.7};
|
||||
|
||||
static bool find_1D_overlap(const Vector2 l1, const Vector2 l2, float* overlap)
|
||||
{
|
||||
|
@ -105,6 +106,11 @@ static void level_scene_render_func(Scene_t* scene)
|
|||
}
|
||||
else
|
||||
{
|
||||
// Draw water tile
|
||||
if (tilemap.tiles[i].water_level > 0)
|
||||
{
|
||||
DrawRectangle(x, y, TILE_SIZE, TILE_SIZE, BLUE);
|
||||
}
|
||||
DrawText(buffer, x, y, 10, BLACK);
|
||||
}
|
||||
}
|
||||
|
@ -142,6 +148,8 @@ static void level_scene_render_func(Scene_t* scene)
|
|||
DrawText(buffer, tilemap.width * TILE_SIZE + 1, 60, 12, BLACK);
|
||||
sprintf(buffer, "Crouch: %s", p_pstate->is_crouch? "YES":"NO");
|
||||
DrawText(buffer, tilemap.width * TILE_SIZE + 1, 90, 12, BLACK);
|
||||
sprintf(buffer, "Water: %s", p_pstate->in_water? "YES":"NO");
|
||||
DrawText(buffer, tilemap.width * TILE_SIZE + 1, 120, 12, BLACK);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -162,7 +170,15 @@ static void player_movement_input_system(Scene_t* scene)
|
|||
CPlayerState_t* p_pstate = get_component(&scene->ent_manager, p_player, CPLAYERSTATE_T);
|
||||
p_ctransform->accel.x = 0;
|
||||
p_ctransform->accel.y = 0;
|
||||
p_ctransform->accel = Vector2Scale(Vector2Normalize(data->player_dir), MOVE_ACCEL);
|
||||
if (!p_pstate->in_water)
|
||||
{
|
||||
data->player_dir.y = 0;
|
||||
p_ctransform->accel = Vector2Scale(Vector2Normalize(data->player_dir), MOVE_ACCEL/1.2);
|
||||
}
|
||||
else
|
||||
{
|
||||
p_ctransform->accel = Vector2Scale(Vector2Normalize(data->player_dir), MOVE_ACCEL);
|
||||
}
|
||||
|
||||
// Short Hop
|
||||
if (p_cjump->jumped && p_ctransform->velocity.y < 0)
|
||||
|
@ -174,23 +190,32 @@ static void player_movement_input_system(Scene_t* scene)
|
|||
}
|
||||
}
|
||||
|
||||
|
||||
if (!p_ctransform->on_ground)
|
||||
{
|
||||
if (p_pstate->in_water)
|
||||
{
|
||||
p_ctransform->accel = Vector2Add(p_ctransform->accel, UPTHRUST);
|
||||
}
|
||||
p_ctransform->accel = Vector2Add(p_ctransform->accel, GRAVITY);
|
||||
if(p_pstate->is_crouch)
|
||||
{
|
||||
p_pstate->is_crouch = false;
|
||||
p_ctransform->position.x += PLAYER_C_XOFFSET;
|
||||
p_ctransform->position.y -= PLAYER_C_YOFFSET;
|
||||
p_bbox->size.y = PLAYER_HEIGHT;
|
||||
p_bbox->size.x = PLAYER_WIDTH;
|
||||
set_bbox(p_bbox, PLAYER_WIDTH, PLAYER_HEIGHT);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// All these actions can only be done on ground
|
||||
|
||||
// Check if possible to jump when jump is pressed
|
||||
if (data->jumped_pressed && p_cjump->jumps > 0)
|
||||
{
|
||||
bool jump_valid = true;
|
||||
|
||||
// Check Jump from crouch
|
||||
if (p_pstate->is_crouch)
|
||||
{
|
||||
Vector2 test_pos = p_ctransform->position;
|
||||
|
@ -201,6 +226,7 @@ static void player_movement_input_system(Scene_t* scene)
|
|||
jump_valid = !check_collision_at(test_pos, test_bbox, &tilemap, top);
|
||||
}
|
||||
|
||||
// Jump okay
|
||||
if (jump_valid)
|
||||
{
|
||||
p_ctransform->velocity.y -= p_cjump->jump_speed;
|
||||
|
@ -208,12 +234,12 @@ static void player_movement_input_system(Scene_t* scene)
|
|||
}
|
||||
}
|
||||
|
||||
// Deal with hitbox change when crouch
|
||||
if (data->crouch_pressed && !p_pstate->is_crouch)
|
||||
{
|
||||
p_ctransform->position.x -= PLAYER_C_XOFFSET;
|
||||
p_ctransform->position.y += PLAYER_C_YOFFSET;
|
||||
p_bbox->size.x = PLAYER_C_WIDTH;
|
||||
p_bbox->size.y = PLAYER_C_HEIGHT;
|
||||
set_bbox(p_bbox, PLAYER_C_WIDTH, PLAYER_C_HEIGHT);
|
||||
p_pstate->is_crouch = data->crouch_pressed;
|
||||
}
|
||||
else if (!data->crouch_pressed && p_pstate->is_crouch)
|
||||
|
@ -223,16 +249,37 @@ static void player_movement_input_system(Scene_t* scene)
|
|||
Vector2 top = {0, -1};
|
||||
test_pos.x += PLAYER_C_XOFFSET;
|
||||
test_pos.y -= PLAYER_C_YOFFSET;
|
||||
|
||||
// Uncrouch need to check overhead for tile
|
||||
if (!check_collision_at(test_pos, test_bbox, &tilemap, top))
|
||||
{
|
||||
p_ctransform->position.x += PLAYER_C_XOFFSET;
|
||||
p_ctransform->position.y -= PLAYER_C_YOFFSET;
|
||||
p_bbox->size.x = PLAYER_WIDTH;
|
||||
p_bbox->size.y = PLAYER_HEIGHT;
|
||||
set_bbox(p_bbox, PLAYER_WIDTH, PLAYER_HEIGHT);
|
||||
p_pstate->is_crouch = data->crouch_pressed;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Friction
|
||||
if (p_pstate->in_water)
|
||||
{
|
||||
// Apply water friction
|
||||
// Consistent in all direction
|
||||
p_ctransform->accel = Vector2Add(
|
||||
p_ctransform->accel,
|
||||
Vector2Scale(p_ctransform->velocity, -5.5)
|
||||
);
|
||||
}
|
||||
else
|
||||
{
|
||||
// For game feel, y is set to air resistance only
|
||||
// x is set to ground resistance (even in air)
|
||||
// If not, then player is can go faster by bunny hopping
|
||||
// which is fun but not quite beneficial here
|
||||
p_ctransform->accel.x += p_ctransform->velocity.x * -3.3;
|
||||
p_ctransform->accel.y += p_ctransform->velocity.y * -1;
|
||||
}
|
||||
}
|
||||
data->player_dir.x = 0;
|
||||
data->player_dir.y = 0;
|
||||
|
@ -251,8 +298,7 @@ static void movement_update_system(Scene_t* scene)
|
|||
p_ctransform->velocity,
|
||||
Vector2Scale(p_ctransform->accel, delta_time)
|
||||
);
|
||||
p_ctransform->velocity.x *= X_FRICTION;
|
||||
p_ctransform->velocity.y *= Y_FRICTION;
|
||||
|
||||
float mag = Vector2Length(p_ctransform->velocity);
|
||||
p_ctransform->velocity = Vector2Scale(Vector2Normalize(p_ctransform->velocity), (mag > PLAYER_MAX_SPEED)? PLAYER_MAX_SPEED:mag);
|
||||
|
||||
|
@ -280,7 +326,15 @@ static void player_ground_air_transition_system(Scene_t* scene)
|
|||
CTransform_t* p_ctransform = get_component(&scene->ent_manager, p_player, CTRANSFORM_COMP_T);
|
||||
CBBox_t* p_bbox = get_component(&scene->ent_manager, p_player, CBBOX_COMP_T);
|
||||
CJump_t* p_cjump = get_component(&scene->ent_manager, p_player, CJUMP_COMP_T);
|
||||
CPlayerState_t* p_pstate = get_component(&scene->ent_manager, p_player, CPLAYERSTATE_T);
|
||||
|
||||
// State checks
|
||||
bool on_ground = check_on_ground(p_ctransform->position, p_bbox->size, &data->tilemap);
|
||||
unsigned int tile_x = (p_ctransform->position.x + p_bbox->half_size.x) / TILE_SIZE;
|
||||
unsigned int tile_y = (p_ctransform->position.y + p_bbox->half_size.y) / TILE_SIZE;
|
||||
unsigned int tile_idx = tile_y * data->tilemap.width + tile_x;
|
||||
bool in_water = data->tilemap.tiles[tile_idx].water_level > 0;
|
||||
|
||||
// Handle Ground<->Air Transition
|
||||
if (!on_ground && p_ctransform->on_ground)
|
||||
{
|
||||
|
@ -292,7 +346,11 @@ static void player_ground_air_transition_system(Scene_t* scene)
|
|||
p_cjump->jumped = false;
|
||||
p_cjump->short_hop = false;
|
||||
}
|
||||
|
||||
// TODO: Handle in water <-> out of water transition
|
||||
|
||||
p_ctransform->on_ground = on_ground;
|
||||
p_pstate->in_water = in_water;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -457,6 +515,26 @@ static void toggle_block_system(Scene_t *scene)
|
|||
if (tile_idx != last_tile_idx)
|
||||
{
|
||||
tilemap.tiles[tile_idx].solid = !tilemap.tiles[tile_idx].solid;
|
||||
tilemap.tiles[tile_idx].water_level = 0;
|
||||
last_tile_idx = tile_idx;
|
||||
}
|
||||
}
|
||||
// TODO: Check for right click to change to water, also update above
|
||||
else if (IsMouseButtonDown(MOUSE_RIGHT_BUTTON))
|
||||
{
|
||||
int mouse_x = GetMouseX() / TILE_SIZE;
|
||||
int mouse_y = GetMouseY() / TILE_SIZE;
|
||||
unsigned int tile_idx = mouse_y * tilemap.width + mouse_x;
|
||||
if (tile_idx != last_tile_idx)
|
||||
{
|
||||
if (tilemap.tiles[tile_idx].water_level == 0)
|
||||
{
|
||||
tilemap.tiles[tile_idx].water_level = MAX_WATER_LEVEL;
|
||||
}
|
||||
else
|
||||
{
|
||||
tilemap.tiles[tile_idx].water_level = 0;
|
||||
}
|
||||
last_tile_idx = tile_idx;
|
||||
}
|
||||
}
|
||||
|
@ -472,9 +550,11 @@ void level_do_action(Scene_t *scene, ActionType_t action, bool pressed)
|
|||
switch(action)
|
||||
{
|
||||
case ACTION_UP:
|
||||
data->player_dir.y = (pressed)? -1 : 0;
|
||||
data->jumped_pressed = pressed;
|
||||
break;
|
||||
case ACTION_DOWN:
|
||||
data->player_dir.y = (pressed)? 1 : 0;
|
||||
data->crouch_pressed = pressed;
|
||||
break;
|
||||
case ACTION_LEFT:
|
||||
|
|
|
@ -8,6 +8,7 @@
|
|||
typedef struct Tile
|
||||
{
|
||||
bool solid;
|
||||
unsigned int water_level;
|
||||
struct sc_map_64 entities_set;
|
||||
}Tile_t;
|
||||
|
||||
|
|
|
@ -17,8 +17,7 @@ int main(void)
|
|||
Entity_t *p_ent = add_entity(&scene.scene.ent_manager, PLAYER_ENT_TAG);
|
||||
|
||||
CBBox_t *p_bbox = add_component(&scene.scene.ent_manager, p_ent, CBBOX_COMP_T);
|
||||
p_bbox->size.x = 30;
|
||||
p_bbox->size.y = 45;
|
||||
set_bbox(p_bbox, 30, 45);
|
||||
add_component(&scene.scene.ent_manager, p_ent, CTRANSFORM_COMP_T);
|
||||
add_component(&scene.scene.ent_manager, p_ent, CTILECOORD_COMP_T);
|
||||
CJump_t *p_cjump = add_component(&scene.scene.ent_manager, p_ent, CJUMP_COMP_T);
|
||||
|
|
Loading…
Reference in New Issue