Add crouching to player

Changelog:
- Add player state component to keep track of crouching
- Add crouch key handling
- Crouch mechanics:
  - Reduce vertical bbox, slightly stretch horizontally
  - Offset position to be on ground
  - Reverse for un-crouching
  - Can jump out of a crouch, reverting the bbox
  - Dont allow un-crouch if there is something overhead (maybe should
    check directly overhead, instead of a full overhead?)
  - Above also apply for jump out of crouch
scene_man
En Yi 2022-12-21 23:40:10 +08:00
parent bf94a71f9d
commit 68586cd1d2
5 changed files with 103 additions and 17 deletions

View File

@ -3,19 +3,22 @@
#include "raylib.h"
// TODO: Look at sc to use macros to auto generate functions
#define N_COMPONENTS 4
#define N_COMPONENTS 5
enum ComponentEnum
{
CBBOX_COMP_T,
CTRANSFORM_COMP_T,
CTILECOORD_COMP_T,
CJUMP_COMP_T,
CPLAYERSTATE_T
};
typedef enum ComponentEnum ComponentEnum_t;
typedef struct _CBBox_t
{
Vector2 size;
Vector2 offset;
Vector2 half_size;
}CBBox_t;
typedef struct _CTransform_t
@ -44,4 +47,16 @@ typedef struct _CJump_t
bool jumped;
bool short_hop;
}CJump_t;
typedef enum PlayerState
{
GROUNDED,
AIR,
}PlayerState_t;
typedef struct _CPlayerState_t
{
unsigned int is_crouch: 1;
unsigned int in_water:1;
}CPlayerState_t;
#endif // __COMPONENTS_H

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@ -7,7 +7,8 @@ static Entity_t entity_buffer[MAX_COMP_POOL_SIZE];
static CBBox_t bbox_buffer[MAX_COMP_POOL_SIZE];
static CTransform_t ctransform_buffer[MAX_COMP_POOL_SIZE];
static CTileCoord_t ctilecoord_buffer[MAX_COMP_POOL_SIZE];
static CJump_t cjump_buffer[MAX_COMP_POOL_SIZE];
static CJump_t cjump_buffer[1]; // Only player is expected to have this
static CPlayerState_t cplayerstate_buffer[1]; // Only player is expected to have this
// Use hashmap as a Set
// Use list will be used to check if an object exist
@ -30,7 +31,8 @@ static MemPool_t comp_mempools[N_COMPONENTS] =
{bbox_buffer, MAX_COMP_POOL_SIZE, sizeof(CBBox_t), {0}, {0}},
{ctransform_buffer, MAX_COMP_POOL_SIZE, sizeof(CTransform_t), {0}, {0}},
{ctilecoord_buffer, MAX_COMP_POOL_SIZE, sizeof(CTileCoord_t), {0}, {0}},
{cjump_buffer, MAX_COMP_POOL_SIZE, sizeof(CJump_t), {0}, {0}},
{cjump_buffer, 1, sizeof(CJump_t), {0}, {0}},
{cplayerstate_buffer, 1, sizeof(CPlayerState_t), {0}, {0}},
};
static MemPool_t ent_mempool = {entity_buffer, MAX_COMP_POOL_SIZE, sizeof(Entity_t), {0}, {0}};

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@ -55,9 +55,27 @@ static bool find_AABB_overlap(const Vector2 tl1, const Vector2 sz1, const Vector
return overlap_x && overlap_y;
}
static bool check_on_ground(Vector2 pos, Vector2 bbox_sz, TileGrid_t* grid)
static bool check_collision_at(Vector2 pos, Vector2 bbox_sz, TileGrid_t* grid, Vector2 point)
{
unsigned int tile_x1 = pos.x / TILE_SIZE;
Vector2 new_pos = Vector2Add(pos, point);
unsigned int tile_x1 = (new_pos.x) / TILE_SIZE;
unsigned int tile_x2 = (new_pos.x + bbox_sz.x - 1) / TILE_SIZE;
unsigned int tile_y1 = (new_pos.y) / TILE_SIZE;
unsigned int tile_y2 = (new_pos.y + bbox_sz.y - 1) / TILE_SIZE;
for(unsigned int tile_y = tile_y1; tile_y <= tile_y2; tile_y++)
{
for(unsigned int tile_x = tile_x1; tile_x <= tile_x2; tile_x++)
{
if (grid->tiles[tile_y*grid->width + tile_x].solid) return true;
}
}
return false;
}
static inline bool check_on_ground(Vector2 pos, Vector2 bbox_sz, TileGrid_t* grid)
{
unsigned int tile_x1 = (pos.x) / TILE_SIZE;
unsigned int tile_x2 = (pos.x + bbox_sz.x - 1) / TILE_SIZE;
unsigned int tile_y = (pos.y + bbox_sz.y) / TILE_SIZE;
@ -114,17 +132,21 @@ static void level_scene_render_func(Scene_t* scene)
{
CTransform_t* p_ct = get_component(&scene->ent_manager, p_ent, CTRANSFORM_COMP_T);
CJump_t* p_cjump = get_component(&scene->ent_manager, p_ent, CJUMP_COMP_T);
CPlayerState_t* p_pstate = get_component(&scene->ent_manager, p_ent, CPLAYERSTATE_T);
char buffer[64];
sprintf(buffer, "Pos: %.3f\n %.3f", p_ct->position.x, p_ct->position.y);
DrawText(buffer, tilemap.width * TILE_SIZE + 1, 15, 12, BLACK);
sprintf(buffer, "Jumps: %u", p_cjump->jumps);
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);
}
}
static void player_movement_input_system(Scene_t* scene)
{
LevelSceneData_t *data = (LevelSceneData_t *)scene->scene_data;
TileGrid_t tilemap = data->tilemap;
// Deal with player acceleration/velocity via inputs first
float mag = Vector2Length(data->player_dir);
@ -134,13 +156,12 @@ static void player_movement_input_system(Scene_t* scene)
{
CTransform_t* p_ctransform = get_component(&scene->ent_manager, p_player, CTRANSFORM_COMP_T);
CJump_t* p_cjump = get_component(&scene->ent_manager, p_player, CJUMP_COMP_T);
CBBox_t* p_bbox = get_component(&scene->ent_manager, p_player, CBBOX_COMP_T);
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), 2000);
CBBox_t* p_bbox = get_component(&scene->ent_manager, p_player, CBBOX_COMP_T);
bool on_ground = check_on_ground(p_ctransform->position, p_bbox->size, &data->tilemap);
p_ctransform->on_ground = on_ground;
if (p_cjump->jumped && p_ctransform->velocity.y < 0)
{
if (!data->jumped_pressed && !p_cjump->short_hop)
@ -149,13 +170,34 @@ static void player_movement_input_system(Scene_t* scene)
p_ctransform->velocity.y /= 2;
}
}
if (!on_ground)
if (!p_ctransform->on_ground)
{
p_ctransform->accel = Vector2Add(p_ctransform->accel, GRAVITY);
if(p_pstate->is_crouch)
{
p_pstate->is_crouch = false;
p_ctransform->position.y -= 23;
p_ctransform->position.x += 5;
p_bbox->size.y = 45;
p_bbox->size.x = 30;
}
}
else
{
if (data->jumped_pressed && p_cjump->jumps > 0)
{
bool jump_valid = true;
if (p_pstate->is_crouch)
{
Vector2 test_pos = p_ctransform->position;
Vector2 test_bbox = {30, 45};
Vector2 top = {0, 0};
test_pos.y -= 23;
test_pos.x += 5;
jump_valid = !check_collision_at(test_pos, test_bbox, &tilemap, top);
}
if (jump_valid)
{
p_ctransform->velocity.y -= p_cjump->jump_speed;
p_cjump->jumped = true;
@ -163,6 +205,31 @@ static void player_movement_input_system(Scene_t* scene)
}
}
if (data->crouch_pressed && !p_pstate->is_crouch)
{
p_ctransform->position.y += 23;
p_ctransform->position.x -= 5;
p_bbox->size.y = 22;
p_bbox->size.x = 40;
p_pstate->is_crouch = data->crouch_pressed;
}
else if (!data->crouch_pressed && p_pstate->is_crouch)
{
Vector2 test_pos = p_ctransform->position;
Vector2 test_bbox = {30, 45};
Vector2 top = {0, 0};
test_pos.y -= 23;
test_pos.x += 5;
if (!check_collision_at(test_pos, test_bbox, &tilemap, top))
{
p_ctransform->position.y -= 23;
p_ctransform->position.x += 5;
p_bbox->size.y = 45;
p_bbox->size.x = 30;
p_pstate->is_crouch = data->crouch_pressed;
}
}
}
}
data->player_dir.x = 0;
data->player_dir.y = 0;
@ -210,7 +277,6 @@ static void player_ground_air_transition_system(Scene_t* scene)
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);
bool on_ground = check_on_ground(p_ctransform->position, p_bbox->size, &data->tilemap);
// Handle Ground<->Air Transition
if (!on_ground && p_ctransform->on_ground)
{
@ -222,6 +288,7 @@ static void player_ground_air_transition_system(Scene_t* scene)
p_cjump->jumped = false;
p_cjump->short_hop = false;
}
p_ctransform->on_ground = on_ground;
}
}
@ -404,7 +471,7 @@ void level_do_action(Scene_t *scene, ActionType_t action, bool pressed)
data->jumped_pressed = pressed;
break;
case ACTION_DOWN:
// data->player_dir.y = 1;
data->crouch_pressed = pressed;
break;
case ACTION_LEFT:
data->player_dir.x = (pressed)? -1 : 0;
@ -421,14 +488,15 @@ 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.jumped_pressed = false;
scene->data.crouch_pressed = false;
memset(&scene->data.player_dir, 0, sizeof(Vector2));
// insert level scene systems
sc_array_add(&scene->scene.systems, &player_movement_input_system);
sc_array_add(&scene->scene.systems, &movement_update_system);
sc_array_add(&scene->scene.systems, &player_ground_air_transition_system);
sc_array_add(&scene->scene.systems, &update_tilemap_system);
sc_array_add(&scene->scene.systems, &player_collision_system);
sc_array_add(&scene->scene.systems, &player_ground_air_transition_system);
sc_array_add(&scene->scene.systems, &toggle_block_system);
// This avoid graphical glitch, not essential

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@ -24,7 +24,7 @@ typedef struct LevelSceneData
Vector2 player_dir;
TileGrid_t tilemap;
bool jumped_pressed;
bool jumped_released;
bool crouch_pressed;
}LevelSceneData_t;
typedef struct LevelScene

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@ -25,6 +25,7 @@ int main(void)
p_cjump->jump_speed = 680;
p_cjump->jumps = 1;
p_cjump->max_jumps = 1;
add_component(&scene.scene.ent_manager, p_ent, CPLAYERSTATE_T);
update_entity_manager(&scene.scene.ent_manager);
//for (size_t step = 0; step < 6000; step++)
while(true)