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 crouchscene_man
parent
bf94a71f9d
commit
68586cd1d2
17
components.h
17
components.h
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@ -3,19 +3,22 @@
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#include "raylib.h"
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// TODO: Look at sc to use macros to auto generate functions
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#define N_COMPONENTS 4
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#define N_COMPONENTS 5
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enum ComponentEnum
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{
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CBBOX_COMP_T,
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CTRANSFORM_COMP_T,
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CTILECOORD_COMP_T,
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CJUMP_COMP_T,
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CPLAYERSTATE_T
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};
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typedef enum ComponentEnum ComponentEnum_t;
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typedef struct _CBBox_t
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{
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Vector2 size;
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Vector2 offset;
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Vector2 half_size;
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}CBBox_t;
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typedef struct _CTransform_t
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@ -44,4 +47,16 @@ typedef struct _CJump_t
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bool jumped;
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bool short_hop;
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}CJump_t;
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typedef enum PlayerState
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{
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GROUNDED,
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AIR,
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}PlayerState_t;
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typedef struct _CPlayerState_t
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{
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unsigned int is_crouch: 1;
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unsigned int in_water:1;
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}CPlayerState_t;
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#endif // __COMPONENTS_H
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@ -7,7 +7,8 @@ static Entity_t entity_buffer[MAX_COMP_POOL_SIZE];
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static CBBox_t bbox_buffer[MAX_COMP_POOL_SIZE];
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static CTransform_t ctransform_buffer[MAX_COMP_POOL_SIZE];
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static CTileCoord_t ctilecoord_buffer[MAX_COMP_POOL_SIZE];
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static CJump_t cjump_buffer[MAX_COMP_POOL_SIZE];
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static CJump_t cjump_buffer[1]; // Only player is expected to have this
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static CPlayerState_t cplayerstate_buffer[1]; // Only player is expected to have this
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// Use hashmap as a Set
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// Use list will be used to check if an object exist
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@ -30,7 +31,8 @@ static MemPool_t comp_mempools[N_COMPONENTS] =
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{bbox_buffer, MAX_COMP_POOL_SIZE, sizeof(CBBox_t), {0}, {0}},
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{ctransform_buffer, MAX_COMP_POOL_SIZE, sizeof(CTransform_t), {0}, {0}},
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{ctilecoord_buffer, MAX_COMP_POOL_SIZE, sizeof(CTileCoord_t), {0}, {0}},
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{cjump_buffer, MAX_COMP_POOL_SIZE, sizeof(CJump_t), {0}, {0}},
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{cjump_buffer, 1, sizeof(CJump_t), {0}, {0}},
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{cplayerstate_buffer, 1, sizeof(CPlayerState_t), {0}, {0}},
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};
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static MemPool_t ent_mempool = {entity_buffer, MAX_COMP_POOL_SIZE, sizeof(Entity_t), {0}, {0}};
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94
scene_impl.c
94
scene_impl.c
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@ -55,9 +55,27 @@ static bool find_AABB_overlap(const Vector2 tl1, const Vector2 sz1, const Vector
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return overlap_x && overlap_y;
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}
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static bool check_on_ground(Vector2 pos, Vector2 bbox_sz, TileGrid_t* grid)
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static bool check_collision_at(Vector2 pos, Vector2 bbox_sz, TileGrid_t* grid, Vector2 point)
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{
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unsigned int tile_x1 = pos.x / TILE_SIZE;
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Vector2 new_pos = Vector2Add(pos, point);
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unsigned int tile_x1 = (new_pos.x) / TILE_SIZE;
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unsigned int tile_x2 = (new_pos.x + bbox_sz.x - 1) / TILE_SIZE;
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unsigned int tile_y1 = (new_pos.y) / TILE_SIZE;
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unsigned int tile_y2 = (new_pos.y + bbox_sz.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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if (grid->tiles[tile_y*grid->width + tile_x].solid) return true;
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}
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}
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return false;
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}
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static inline bool check_on_ground(Vector2 pos, Vector2 bbox_sz, TileGrid_t* grid)
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{
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unsigned int tile_x1 = (pos.x) / TILE_SIZE;
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unsigned int tile_x2 = (pos.x + bbox_sz.x - 1) / TILE_SIZE;
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unsigned int tile_y = (pos.y + bbox_sz.y) / TILE_SIZE;
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@ -114,17 +132,21 @@ static void level_scene_render_func(Scene_t* scene)
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{
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CTransform_t* p_ct = get_component(&scene->ent_manager, p_ent, CTRANSFORM_COMP_T);
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CJump_t* p_cjump = get_component(&scene->ent_manager, p_ent, CJUMP_COMP_T);
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CPlayerState_t* p_pstate = get_component(&scene->ent_manager, p_ent, CPLAYERSTATE_T);
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char buffer[64];
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sprintf(buffer, "Pos: %.3f\n %.3f", p_ct->position.x, p_ct->position.y);
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DrawText(buffer, tilemap.width * TILE_SIZE + 1, 15, 12, BLACK);
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sprintf(buffer, "Jumps: %u", p_cjump->jumps);
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DrawText(buffer, tilemap.width * TILE_SIZE + 1, 60, 12, BLACK);
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sprintf(buffer, "Crouch: %s", p_pstate->is_crouch? "YES":"NO");
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DrawText(buffer, tilemap.width * TILE_SIZE + 1, 90, 12, BLACK);
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}
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}
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static void player_movement_input_system(Scene_t* scene)
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{
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LevelSceneData_t *data = (LevelSceneData_t *)scene->scene_data;
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TileGrid_t tilemap = data->tilemap;
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// Deal with player acceleration/velocity via inputs first
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float mag = Vector2Length(data->player_dir);
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@ -134,13 +156,12 @@ static void player_movement_input_system(Scene_t* scene)
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{
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CTransform_t* p_ctransform = get_component(&scene->ent_manager, p_player, CTRANSFORM_COMP_T);
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CJump_t* p_cjump = get_component(&scene->ent_manager, p_player, CJUMP_COMP_T);
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CBBox_t* p_bbox = get_component(&scene->ent_manager, p_player, CBBOX_COMP_T);
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CPlayerState_t* p_pstate = get_component(&scene->ent_manager, p_player, CPLAYERSTATE_T);
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p_ctransform->accel.x = 0;
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p_ctransform->accel.y = 0;
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p_ctransform->accel = Vector2Scale(Vector2Normalize(data->player_dir), 2000);
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CBBox_t* p_bbox = get_component(&scene->ent_manager, p_player, CBBOX_COMP_T);
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bool on_ground = check_on_ground(p_ctransform->position, p_bbox->size, &data->tilemap);
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p_ctransform->on_ground = on_ground;
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if (p_cjump->jumped && p_ctransform->velocity.y < 0)
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{
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if (!data->jumped_pressed && !p_cjump->short_hop)
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@ -149,20 +170,66 @@ static void player_movement_input_system(Scene_t* scene)
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p_ctransform->velocity.y /= 2;
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}
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}
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if (!on_ground)
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if (!p_ctransform->on_ground)
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{
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p_ctransform->accel = Vector2Add(p_ctransform->accel, GRAVITY);
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if(p_pstate->is_crouch)
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{
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p_pstate->is_crouch = false;
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p_ctransform->position.y -= 23;
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p_ctransform->position.x += 5;
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p_bbox->size.y = 45;
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p_bbox->size.x = 30;
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}
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}
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else
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{
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if (data->jumped_pressed && p_cjump->jumps > 0)
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{
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p_ctransform->velocity.y -= p_cjump->jump_speed;
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p_cjump->jumped = true;
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p_cjump->jumps--;
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bool jump_valid = true;
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if (p_pstate->is_crouch)
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{
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Vector2 test_pos = p_ctransform->position;
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Vector2 test_bbox = {30, 45};
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Vector2 top = {0, 0};
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test_pos.y -= 23;
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test_pos.x += 5;
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jump_valid = !check_collision_at(test_pos, test_bbox, &tilemap, top);
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}
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if (jump_valid)
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{
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p_ctransform->velocity.y -= p_cjump->jump_speed;
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p_cjump->jumped = true;
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p_cjump->jumps--;
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}
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}
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if (data->crouch_pressed && !p_pstate->is_crouch)
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{
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p_ctransform->position.y += 23;
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p_ctransform->position.x -= 5;
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p_bbox->size.y = 22;
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p_bbox->size.x = 40;
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p_pstate->is_crouch = data->crouch_pressed;
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}
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else if (!data->crouch_pressed && p_pstate->is_crouch)
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{
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Vector2 test_pos = p_ctransform->position;
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Vector2 test_bbox = {30, 45};
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Vector2 top = {0, 0};
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test_pos.y -= 23;
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test_pos.x += 5;
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if (!check_collision_at(test_pos, test_bbox, &tilemap, top))
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{
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p_ctransform->position.y -= 23;
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p_ctransform->position.x += 5;
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p_bbox->size.y = 45;
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p_bbox->size.x = 30;
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p_pstate->is_crouch = data->crouch_pressed;
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}
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}
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}
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}
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data->player_dir.x = 0;
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data->player_dir.y = 0;
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@ -210,7 +277,6 @@ static void player_ground_air_transition_system(Scene_t* scene)
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CBBox_t* p_bbox = get_component(&scene->ent_manager, p_player, CBBOX_COMP_T);
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CJump_t* p_cjump = get_component(&scene->ent_manager, p_player, CJUMP_COMP_T);
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bool on_ground = check_on_ground(p_ctransform->position, p_bbox->size, &data->tilemap);
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// Handle Ground<->Air Transition
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if (!on_ground && p_ctransform->on_ground)
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{
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@ -222,6 +288,7 @@ static void player_ground_air_transition_system(Scene_t* scene)
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p_cjump->jumped = false;
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p_cjump->short_hop = false;
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}
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p_ctransform->on_ground = on_ground;
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}
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}
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@ -404,7 +471,7 @@ void level_do_action(Scene_t *scene, ActionType_t action, bool pressed)
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data->jumped_pressed = pressed;
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break;
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case ACTION_DOWN:
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// data->player_dir.y = 1;
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data->crouch_pressed = pressed;
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break;
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case ACTION_LEFT:
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data->player_dir.x = (pressed)? -1 : 0;
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@ -421,14 +488,15 @@ void init_level_scene(LevelScene_t *scene)
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init_scene(&scene->scene, LEVEL_SCENE, &level_scene_render_func, &level_do_action);
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scene->scene.scene_data = &scene->data;
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scene->data.jumped_pressed = false;
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scene->data.crouch_pressed = false;
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memset(&scene->data.player_dir, 0, sizeof(Vector2));
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// insert level scene systems
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sc_array_add(&scene->scene.systems, &player_movement_input_system);
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sc_array_add(&scene->scene.systems, &movement_update_system);
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sc_array_add(&scene->scene.systems, &player_ground_air_transition_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_collision_system);
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sc_array_add(&scene->scene.systems, &player_ground_air_transition_system);
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sc_array_add(&scene->scene.systems, &toggle_block_system);
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// This avoid graphical glitch, not essential
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@ -24,7 +24,7 @@ typedef struct LevelSceneData
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Vector2 player_dir;
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TileGrid_t tilemap;
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bool jumped_pressed;
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bool jumped_released;
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bool crouch_pressed;
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}LevelSceneData_t;
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typedef struct LevelScene
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@ -25,6 +25,7 @@ int main(void)
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p_cjump->jump_speed = 680;
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p_cjump->jumps = 1;
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p_cjump->max_jumps = 1;
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add_component(&scene.scene.ent_manager, p_ent, CPLAYERSTATE_T);
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update_entity_manager(&scene.scene.ent_manager);
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//for (size_t step = 0; step < 6000; step++)
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while(true)
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