Move fields to player state component
Changelog: - Move level scene data related to player to playerstate component - Update system related to player state to use the playerstate componentscene_man
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25870309c0
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68bb9f941c
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@ -59,7 +59,9 @@ typedef enum PlayerState
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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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Vector2 player_dir;
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uint8_t jump_pressed: 1;
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uint8_t is_crouch: 1;
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}CPlayerState_t;
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76
scene_impl.c
76
scene_impl.c
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@ -248,34 +248,33 @@ static void player_movement_input_system(Scene_t* scene)
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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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mag = (mag == 0)? 1 : mag;
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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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CPlayerState_t* p_pstate;
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unsigned int ent_idx;
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sc_map_foreach(&scene->ent_manager.component_map[CPLAYERSTATE_T], ent_idx, p_pstate)
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{
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float mag = Vector2Length(p_pstate->player_dir);
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mag = (mag == 0)? 1 : mag;
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Entity_t * p_player = get_entity(&scene->ent_manager, ent_idx);
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CTransform_t* p_ctransform = get_component(&scene->ent_manager, p_player, CTRANSFORM_COMP_T);
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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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CPlayerState_t* p_pstate = get_component(&scene->ent_manager, p_player, CPLAYERSTATE_T);
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p_pstate->is_crouch = data->crouch_pressed;
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p_ctransform->accel.x = 0;
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p_ctransform->accel.y = 0;
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bool in_water = (p_ctransform->water_state & 1);
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if (!in_water)
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{
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data->player_dir.y = 0;
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p_ctransform->accel = Vector2Scale(Vector2Normalize(data->player_dir), MOVE_ACCEL/1.2);
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p_pstate->player_dir.y = 0;
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p_ctransform->accel = Vector2Scale(Vector2Normalize(p_pstate->player_dir), MOVE_ACCEL/1.2);
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}
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else
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{
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p_ctransform->accel = Vector2Scale(Vector2Normalize(data->player_dir), MOVE_ACCEL);
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p_ctransform->accel = Vector2Scale(Vector2Normalize(p_pstate->player_dir), MOVE_ACCEL);
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}
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// Short Hop
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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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if (!p_pstate->jump_pressed && !p_cjump->short_hop)
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{
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p_cjump->short_hop = true;
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p_ctransform->velocity.y /= 2;
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@ -289,12 +288,12 @@ static void player_movement_input_system(Scene_t* scene)
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// Jumps is possible as long as you have a jump
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// Check if possible to jump when jump is pressed
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if (data->jumped_pressed && p_cjump->jumps > 0 && p_cjump->cooldown_timer == 0)
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if (p_pstate->jump_pressed && p_cjump->jumps > 0 && p_cjump->cooldown_timer == 0)
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{
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bool jump_valid = true;
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// Check Jump from crouch
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if(data->crouch_pressed)
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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 = {PLAYER_WIDTH, PLAYER_HEIGHT};
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@ -342,10 +341,9 @@ static void player_movement_input_system(Scene_t* scene)
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p_ctransform->accel.x += p_ctransform->velocity.x * -3.3;
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p_ctransform->accel.y += p_ctransform->velocity.y * -1;
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}
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p_pstate->player_dir.x = 0;
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p_pstate->player_dir.y = 0;
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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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}
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static void player_bbox_update_system(Scene_t *scene)
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@ -358,7 +356,7 @@ static void player_bbox_update_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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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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CPlayerState_t* p_pstate = get_component(&scene->ent_manager, p_player, CPLAYERSTATE_T);
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if (p_ctransform->ground_state & 1)
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{
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AnchorPoint_t anchor = AP_BOT_CENTER;
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@ -382,7 +380,7 @@ static void player_bbox_update_system(Scene_t *scene)
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}
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}
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Vector2 new_bbox;
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if(data->crouch_pressed)
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if(p_pstate->is_crouch)
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{
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new_bbox.x = PLAYER_C_WIDTH;
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new_bbox.y = PLAYER_C_HEIGHT;
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@ -750,25 +748,28 @@ static void toggle_block_system(Scene_t *scene)
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void level_do_action(Scene_t *scene, ActionType_t action, bool pressed)
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{
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LevelSceneData_t *data = (LevelSceneData_t *)scene->scene_data;
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switch(action)
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CPlayerState_t *p_playerstate;
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sc_map_foreach_value(&scene->ent_manager.component_map[CPLAYERSTATE_T], p_playerstate)
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{
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case ACTION_UP:
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data->player_dir.y = (pressed)? -1 : 0;
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break;
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case ACTION_DOWN:
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data->player_dir.y = (pressed)? 1 : 0;
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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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break;
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case ACTION_RIGHT:
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data->player_dir.x = (pressed)? 1 : 0;
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break;
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case ACTION_JUMP:
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data->jumped_pressed = pressed;
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break;
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switch(action)
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{
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case ACTION_UP:
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p_playerstate->player_dir.y = (pressed)? -1 : 0;
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break;
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case ACTION_DOWN:
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p_playerstate->player_dir.y = (pressed)? 1 : 0;
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p_playerstate->is_crouch = pressed;
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break;
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case ACTION_LEFT:
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p_playerstate->player_dir.x = (pressed)? -1 : 0;
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break;
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case ACTION_RIGHT:
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p_playerstate->player_dir.x = (pressed)? 1 : 0;
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break;
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case ACTION_JUMP:
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p_playerstate->jump_pressed = pressed;
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break;
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}
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}
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}
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@ -776,9 +777,6 @@ void init_level_scene(LevelScene_t *scene)
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{
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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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@ -22,10 +22,7 @@ typedef struct TileGrid
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typedef struct LevelSceneData
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{
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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 crouch_pressed;
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}LevelSceneData_t;
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typedef struct LevelScene
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