Add game scene

This is slightly different from the sandbox
- No editting tiles and spawnning
- Can switch levels
scene_man
En Yi 2023-08-14 18:37:29 +08:00
parent e0ea01a4de
commit 70d7fda22c
4 changed files with 429 additions and 266 deletions

View File

@ -9,8 +9,6 @@
#include <stdio.h>
#include <unistd.h>
static Tile_t all_tiles[MAX_N_TILES] = {0};
// Maintain own queue to handle key presses
struct sc_queue_32 key_buffer;
@ -23,245 +21,6 @@ static GameEngine_t engine =
.assets = {0}
};
static void level_scene_render_func(Scene_t* scene)
{
LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data);
TileGrid_t tilemap = data->tilemap;
Entity_t* p_ent;
BeginTextureMode(data->game_viewport);
ClearBackground(WHITE);
BeginMode2D(data->cam);
for (size_t i = 0; i < tilemap.n_tiles; ++i)
{
char buffer[6] = {0};
int x = (i % tilemap.width) * TILE_SIZE;
int y = (i / tilemap.width) * TILE_SIZE;
sprintf(buffer, "%u", sc_map_size_64v(&tilemap.tiles[i].entities_set));
if (!tilemap.tiles[i].moveable)
{
// Draw water tile
Color water_colour = ColorAlpha(RED, 0.2);
DrawRectangle(x, y, TILE_SIZE, TILE_SIZE, water_colour);
}
if (tilemap.tiles[i].tile_type == SOLID_TILE)
{
DrawRectangle(x, y, TILE_SIZE, TILE_SIZE, BLACK);
}
if (tilemap.tiles[i].wet)
{
#define SURFACE_THICKNESS 4
int up = i - tilemap.width;
int bot = i + tilemap.width;
int right = i + 1;
int left = i - 1;
int bot_line = y + TILE_SIZE - tilemap.tiles[i].water_level * WATER_BBOX_STEP - SURFACE_THICKNESS / 2;
if (up >= 0 && tilemap.tiles[up].wet)
{
DrawLineEx((Vector2){x + TILE_SIZE / 2, y}, (Vector2){x + TILE_SIZE / 2, y + TILE_SIZE - tilemap.tiles[i].water_level * WATER_BBOX_STEP}, SURFACE_THICKNESS, ColorAlpha(BLUE, 0.7));
}
if (
bot <= tilemap.n_tiles
&& tilemap.tiles[bot].water_level < MAX_WATER_LEVEL
&& tilemap.tiles[i].water_level == 0
)
{
if (i % tilemap.width != 0 && tilemap.tiles[left].wet)
{
DrawLineEx((Vector2){x, bot_line}, (Vector2){x + TILE_SIZE / 2, bot_line}, SURFACE_THICKNESS, ColorAlpha(BLUE, 0.7));
}
if (right % tilemap.width != 0 && tilemap.tiles[right].wet)
{
DrawLineEx((Vector2){x + TILE_SIZE / 2, bot_line}, (Vector2){x + TILE_SIZE, bot_line}, SURFACE_THICKNESS, ColorAlpha(BLUE, 0.7));
}
}
}
uint32_t water_height = tilemap.tiles[i].water_level * WATER_BBOX_STEP;
// Draw water tile
Color water_colour = ColorAlpha(BLUE, 0.5);
DrawRectangle(
x,
y + (TILE_SIZE - water_height),
TILE_SIZE,
water_height,
water_colour
);
}
sc_map_foreach_value(&scene->ent_manager.entities, p_ent)
{
CTransform_t* p_ct = get_component(p_ent, CTRANSFORM_COMP_T);
if (p_ct == NULL) continue;
CSprite_t* p_cspr = get_component(p_ent, CSPRITE_T);
if (p_cspr != NULL)
{
const SpriteRenderInfo_t spr = p_cspr->sprites[p_cspr->current_idx];
if (spr.sprite != NULL)
{
Vector2 pos = Vector2Add(p_ct->position, spr.offset);
draw_sprite(spr.sprite, pos, p_cspr->flip_x);
}
}
}
sc_map_foreach_value(&scene->ent_manager.entities_map[DYNMEM_ENT_TAG], p_ent)
{
CWaterRunner_t* p_runner = get_component(p_ent, CWATERRUNNER_T);
unsigned int x = ((p_runner->current_tile) % tilemap.width) * tilemap.tile_size;
unsigned int y = ((p_runner->current_tile) / tilemap.width) * tilemap.tile_size;
DrawCircle(x+16, y+16, 8, ColorAlpha(BLACK, 0.2));
if (p_runner->target_tile < p_runner->bfs_tilemap.len)
{
unsigned int x = ((p_runner->target_tile) % tilemap.width) * tilemap.tile_size;
unsigned int y = ((p_runner->target_tile) / tilemap.width) * tilemap.tile_size;
DrawCircle(x+16, y+16, 8, ColorAlpha(BLUE, 0.2));
}
if (p_runner->state == LOWEST_POINT_MOVEMENT)
{
int curr_idx = p_runner->current_tile;
int next_idx = p_runner->bfs_tilemap.tilemap[curr_idx].to;
while(curr_idx != p_runner->target_tile || curr_idx == next_idx)
while(next_idx >= 0)
{
unsigned int x1 = (curr_idx % tilemap.width) * tilemap.tile_size + tilemap.tile_size / 2;
unsigned int y1 = (curr_idx / tilemap.width) * tilemap.tile_size + tilemap.tile_size / 2;
unsigned int x2 = (next_idx % tilemap.width) * tilemap.tile_size + tilemap.tile_size / 2;
unsigned int y2 = (next_idx / tilemap.width) * tilemap.tile_size + tilemap.tile_size / 2;
DrawLine(x1, y1, x2, y2, BLACK);
curr_idx = next_idx;
next_idx = p_runner->bfs_tilemap.tilemap[curr_idx].to;
}
}
}
char buffer[64] = {0};
for (size_t i = 0; i < tilemap.n_tiles; ++i)
{
int x = (i % tilemap.width) * TILE_SIZE;
int y = (i / tilemap.width) * TILE_SIZE;
sprintf(buffer, "%u", sc_map_size_64v(&tilemap.tiles[i].entities_set));
if (tilemap.tiles[i].solid > 0)
{
DrawText(buffer, x, y, 10, WHITE);
}
else
{
// Draw water tile
DrawText(buffer, x, y, 10, BLACK);
}
}
// Draw tile grid
for (size_t i = 0; i < tilemap.width; ++i)
{
int x = (i+1)*TILE_SIZE;
DrawLine(x, 0, x, tilemap.height * TILE_SIZE, BLACK);
}
for (size_t i = 0; i < tilemap.height;++i)
{
int y = (i+1)*TILE_SIZE;
DrawLine(0, y, tilemap.width * TILE_SIZE, y, BLACK);
}
EndMode2D();
EndTextureMode();
Rectangle draw_rec = data->game_rec;
draw_rec.x = 0;
draw_rec.y = 0;
draw_rec.height *= -1;
BeginDrawing();
DrawTextureRec(
data->game_viewport.texture,
draw_rec,
(Vector2){data->game_rec.x, data->game_rec.y},
WHITE
);
EndDrawing();
}
static void simple_friction_system(Scene_t* scene)
{
CMovementState_t* p_mstate;
unsigned long ent_idx;
sc_map_foreach(&scene->ent_manager.component_map[CMOVEMENTSTATE_T], ent_idx, p_mstate)
{
Entity_t* p_ent = get_entity(&scene->ent_manager, ent_idx);
CTransform_t* p_ctransform = get_component(p_ent, CTRANSFORM_COMP_T);
p_ctransform->fric_coeff = (Vector2){-4.5, -4.5};
p_ctransform->accel = Vector2Add(
p_ctransform->accel,
Vector2Multiply((Vector2){-3.0,-3.0}, p_ctransform->velocity)
);
}
}
static void level_do_action(Scene_t* scene, ActionType_t action, bool pressed)
{
CPlayerState_t* p_playerstate;
sc_map_foreach_value(&scene->ent_manager.component_map[CPLAYERSTATE_T], p_playerstate)
{
switch(action)
{
case ACTION_UP:
p_playerstate->player_dir.y = (pressed)? -1 : 0;
break;
case ACTION_DOWN:
p_playerstate->player_dir.y = (pressed)? 1 : 0;
break;
case ACTION_LEFT:
p_playerstate->player_dir.x = (pressed)? -1 : 0;
break;
case ACTION_RIGHT:
p_playerstate->player_dir.x = (pressed)? 1 : 0;
break;
default:
break;
}
}
if (!pressed)
{
switch (action)
{
case ACTION_RESTART:
reload_level_tilemap((LevelScene_t*)scene);
break;
case ACTION_NEXTLEVEL:
load_next_level_tilemap((LevelScene_t*)scene);
break;
case ACTION_PREVLEVEL:
load_prev_level_tilemap((LevelScene_t*)scene);
break;
default:
break;
}
}
}
static void player_simple_movement_system(Scene_t* scene)
{
// Deal with player acceleration/velocity via inputs first
CPlayerState_t* p_pstate;
unsigned int ent_idx;
sc_map_foreach(&scene->ent_manager.component_map[CPLAYERSTATE_T], ent_idx, p_pstate)
{
Entity_t* p_player = get_entity(&scene->ent_manager, ent_idx);
CTransform_t* p_ctransform = get_component(p_player, CTRANSFORM_COMP_T);
p_ctransform->accel = Vector2Scale(Vector2Normalize(p_pstate->player_dir), MOVE_ACCEL);
}
}
int main(void)
{
sc_queue_init(&key_buffer);
@ -272,43 +31,22 @@ int main(void)
init_assets(&engine.assets);
load_from_infofile("res/assets.info", &engine.assets);
init_player_creation("res/player_spr.info", &engine.assets);
LevelScene_t scene;
scene.scene.engine = &engine;
init_scene(&scene.scene, &level_scene_render_func, &level_do_action);
init_level_scene_data(&scene.data, MAX_N_TILES, all_tiles);
LevelPack_t* pack = get_level_pack(&engine.assets, "TestLevels");
assert(pack != NULL);
LevelScene_t scene;
scene.scene.engine = &engine;
scene.data.level_pack = pack;
scene.data.current_level = 0;
assert(load_level_tilemap(&scene, 0) == true);
update_entity_manager(&scene.scene.ent_manager);
init_game_scene(&scene);
assert(load_level_tilemap(&scene, 0) == true);
scene.data.tile_sprites[ONEWAY_TILE] = get_sprite(&engine.assets, "tl_owp");
scene.data.tile_sprites[LADDER] = get_sprite(&engine.assets, "tl_ldr");
scenes[0] = &scene.scene;
change_scene(&engine, 0);
sc_array_add(&scene.scene.systems, &player_simple_movement_system);
sc_array_add(&scene.scene.systems, &simple_friction_system);
sc_array_add(&scene.scene.systems, &movement_update_system);
sc_array_add(&scene.scene.systems, &update_tilemap_system);
sc_array_add(&scene.scene.systems, &update_water_runner_system);
sc_array_add(&scene.scene.systems, &camera_update_system);
sc_array_add(&scene.scene.systems, &player_dir_reset_system);
sc_map_put_64(&scene.scene.action_map, KEY_R, ACTION_RESTART);
sc_map_put_64(&scene.scene.action_map, KEY_RIGHT_BRACKET, ACTION_NEXTLEVEL);
sc_map_put_64(&scene.scene.action_map, KEY_LEFT_BRACKET, ACTION_PREVLEVEL);
sc_map_put_64(&scene.scene.action_map, KEY_UP, ACTION_UP);
sc_map_put_64(&scene.scene.action_map, KEY_DOWN, ACTION_DOWN);
sc_map_put_64(&scene.scene.action_map, KEY_LEFT, ACTION_LEFT);
sc_map_put_64(&scene.scene.action_map, KEY_RIGHT, ACTION_RIGHT);
while(true)
{

View File

@ -6,6 +6,7 @@ add_library(lib_scenes STATIC
water_flow.c
editor_scene.c
menu_scene.c
game_scene.c
game_systems.c
scene_systems.c
)

421
scenes/game_scene.c 100644
View File

@ -0,0 +1,421 @@
#include "scene_impl.h"
#include "game_systems.h"
#include "water_flow.h"
#include "constants.h"
#include "ent_impl.h"
#include "mempool.h"
#include "raylib.h"
#include "raymath.h"
#include <stdio.h>
static Tile_t all_tiles[MAX_N_TILES] = {0};
static void level_scene_render_func(Scene_t* scene)
{
LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data);
TileGrid_t tilemap = data->tilemap;
Entity_t* p_ent;
BeginTextureMode(data->game_viewport);
ClearBackground(WHITE);
BeginMode2D(data->cam);
for (size_t i = 0; i < tilemap.n_tiles; ++i)
{
char buffer[6] = {0};
int x = (i % tilemap.width) * TILE_SIZE;
int y = (i / tilemap.width) * TILE_SIZE;
sprintf(buffer, "%u", sc_map_size_64v(&tilemap.tiles[i].entities_set));
if (!tilemap.tiles[i].moveable)
{
// Draw water tile
Color water_colour = ColorAlpha(RED, 0.2);
DrawRectangle(x, y, TILE_SIZE, TILE_SIZE, water_colour);
}
if (data->tile_sprites[tilemap.tiles[i].tile_type] != NULL)
{
draw_sprite(data->tile_sprites[tilemap.tiles[i].tile_type], (Vector2){x,y}, false);
}
else if (tilemap.tiles[i].tile_type == SOLID_TILE)
{
DrawRectangle(x, y, TILE_SIZE, TILE_SIZE, BLACK);
}
else if (tilemap.tiles[i].tile_type == ONEWAY_TILE)
{
DrawRectangle(x, y, TILE_SIZE, TILE_SIZE, MAROON);
}
else if (tilemap.tiles[i].tile_type == LADDER)
{
DrawRectangle(x, y, TILE_SIZE, TILE_SIZE, ORANGE);
}
else if (tilemap.tiles[i].tile_type == SPIKES)
{
DrawRectangle(
x + tilemap.tiles[i].offset.x, y + tilemap.tiles[i].offset.y,
tilemap.tiles[i].size.x, tilemap.tiles[i].size.y, RED
);
}
if (tilemap.tiles[i].wet)
{
#define SURFACE_THICKNESS 4
int up = i - tilemap.width;
int bot = i + tilemap.width;
int right = i + 1;
int left = i - 1;
int bot_line = y + TILE_SIZE - tilemap.tiles[i].water_level * WATER_BBOX_STEP - SURFACE_THICKNESS / 2;
if (up >= 0 && tilemap.tiles[up].wet)
{
DrawLineEx((Vector2){x + TILE_SIZE / 2, y}, (Vector2){x + TILE_SIZE / 2, y + TILE_SIZE - tilemap.tiles[i].water_level * WATER_BBOX_STEP}, SURFACE_THICKNESS, ColorAlpha(BLUE, 0.7));
}
if (
bot <= tilemap.n_tiles
&& tilemap.tiles[i].water_level == 0
)
{
if (i % tilemap.width != 0 && tilemap.tiles[left].wet && (tilemap.tiles[bot].solid == SOLID || tilemap.tiles[bot-1].solid == SOLID))
{
DrawLineEx((Vector2){x, bot_line}, (Vector2){x + TILE_SIZE / 2, bot_line}, SURFACE_THICKNESS, ColorAlpha(BLUE, 0.7));
}
if (right % tilemap.width != 0 && tilemap.tiles[right].wet && (tilemap.tiles[bot].solid == SOLID || tilemap.tiles[bot+1].solid == SOLID))
{
DrawLineEx((Vector2){x + TILE_SIZE / 2, bot_line}, (Vector2){x + TILE_SIZE, bot_line}, SURFACE_THICKNESS, ColorAlpha(BLUE, 0.7));
}
}
}
// Draw water tile
uint32_t water_height = tilemap.tiles[i].water_level * WATER_BBOX_STEP;
// Draw water tile
Color water_colour = ColorAlpha(BLUE, 0.5);
DrawRectangle(
x,
y + (TILE_SIZE - water_height),
TILE_SIZE,
water_height,
water_colour
);
if (tilemap.tiles[i].max_water_level < MAX_WATER_LEVEL)
{
DrawRectangleLinesEx((Rectangle){x, y, TILE_SIZE, TILE_SIZE}, 2.0, ColorAlpha(BLUE, 0.5));
}
}
char buffer[64] = {0};
sc_map_foreach_value(&scene->ent_manager.entities, p_ent)
{
CTransform_t* p_ct = get_component(p_ent, CTRANSFORM_COMP_T);
CBBox_t* p_bbox = get_component(p_ent, CBBOX_COMP_T);
Color colour;
switch(p_ent->m_tag)
{
case PLAYER_ENT_TAG:
colour = RED;
break;
case CRATES_ENT_TAG:
colour = p_bbox->fragile? BROWN : GRAY;
break;
case BOULDER_ENT_TAG:
colour = GRAY;
break;
default:
colour = BLACK;
break;
}
if (p_bbox != NULL)
{
if (p_ent->m_tag == BOULDER_ENT_TAG)
{
DrawCircleV(Vector2Add(p_ct->position, p_bbox->half_size), p_bbox->half_size.x, colour);
}
else
{
DrawRectangle(p_ct->position.x, p_ct->position.y, p_bbox->size.x, p_bbox->size.y, colour);
}
if (p_ent->m_tag == CRATES_ENT_TAG)
{
CContainer_t* p_container = get_component(p_ent, CCONTAINER_T);
if (p_container != NULL)
{
switch (p_container->item)
{
case CONTAINER_LEFT_ARROW:
DrawLine(
p_ct->position.x,
p_ct->position.y + p_bbox->half_size.y,
p_ct->position.x + p_bbox->half_size.x,
p_ct->position.y + p_bbox->half_size.y,
BLACK
);
break;
case CONTAINER_RIGHT_ARROW:
DrawLine(
p_ct->position.x + p_bbox->half_size.x,
p_ct->position.y + p_bbox->half_size.y,
p_ct->position.x + p_bbox->size.x,
p_ct->position.y + p_bbox->half_size.y,
BLACK
);
break;
case CONTAINER_UP_ARROW:
DrawLine(
p_ct->position.x + p_bbox->half_size.x,
p_ct->position.y,
p_ct->position.x + p_bbox->half_size.x,
p_ct->position.y + p_bbox->half_size.y,
BLACK
);
break;
case CONTAINER_DOWN_ARROW:
DrawLine(
p_ct->position.x + p_bbox->half_size.x,
p_ct->position.y + p_bbox->half_size.y,
p_ct->position.x + p_bbox->half_size.x,
p_ct->position.y + p_bbox->size.y,
BLACK
);
break;
case CONTAINER_BOMB:
DrawCircleV(Vector2Add(p_ct->position, p_bbox->half_size), p_bbox->half_size.x, BLACK);
break;
default:
break;
}
}
}
}
CHurtbox_t* p_hurtbox = get_component(p_ent, CHURTBOX_T);
CHitBoxes_t* p_hitbox = get_component(p_ent, CHITBOXES_T);
if (p_hitbox != NULL)
{
for (uint8_t i = 0;i < p_hitbox->n_boxes; ++i)
{
Rectangle rec = {
.x = p_ct->position.x + p_hitbox->boxes[i].x,
.y = p_ct->position.y + p_hitbox->boxes[i].y,
.width = p_hitbox->boxes[i].width,
.height = p_hitbox->boxes[i].height,
};
DrawRectangleLinesEx(rec, 1.5, ORANGE);
}
}
if (p_hurtbox != NULL)
{
Rectangle rec = {
.x = p_ct->position.x + p_hurtbox->offset.x,
.y = p_ct->position.y + p_hurtbox->offset.y,
.width = p_hurtbox->size.x,
.height = p_hurtbox->size.y,
};
DrawRectangleLinesEx(rec, 1.5, PURPLE);
}
CSprite_t* p_cspr = get_component(p_ent, CSPRITE_T);
if (p_cspr != NULL)
{
const SpriteRenderInfo_t spr = p_cspr->sprites[p_cspr->current_idx];
if (spr.sprite != NULL)
{
Vector2 pos = Vector2Add(p_ct->position, spr.offset);
draw_sprite(spr.sprite, pos, p_cspr->flip_x);
}
}
}
sc_map_foreach_value(&scene->ent_manager.entities_map[DYNMEM_ENT_TAG], p_ent)
{
CWaterRunner_t* p_runner = get_component(p_ent, CWATERRUNNER_T);
unsigned int x = ((p_runner->current_tile) % tilemap.width) * tilemap.tile_size;
unsigned int y = ((p_runner->current_tile) / tilemap.width) * tilemap.tile_size;
DrawCircle(x+16, y+16, 8, ColorAlpha(BLUE, 0.6));
}
for (size_t i = 0; i < tilemap.n_tiles; ++i)
{
int x = (i % tilemap.width) * TILE_SIZE;
int y = (i / tilemap.width) * TILE_SIZE;
sprintf(buffer, "%u", sc_map_size_64v(&tilemap.tiles[i].entities_set));
if (tilemap.tiles[i].solid > 0)
{
DrawText(buffer, x, y, 10, WHITE);
}
else
{
// Draw water tile
DrawText(buffer, x, y, 10, BLACK);
}
}
// Draw tile grid
for (size_t i = 0; i < tilemap.width; ++i)
{
int x = (i+1)*TILE_SIZE;
DrawLine(x, 0, x, tilemap.height * TILE_SIZE, BLACK);
}
for (size_t i = 0; i < tilemap.height;++i)
{
int y = (i+1)*TILE_SIZE;
DrawLine(0, y, tilemap.width * TILE_SIZE, y, BLACK);
}
EndMode2D();
EndTextureMode();
Rectangle draw_rec = data->game_rec;
draw_rec.x = 0;
draw_rec.y = 0;
draw_rec.height *= -1;
BeginDrawing();
ClearBackground(LIGHTGRAY);
DrawTextureRec(
data->game_viewport.texture,
draw_rec,
(Vector2){data->game_rec.x, data->game_rec.y},
WHITE
);
// For DEBUG
const int gui_x = data->game_rec.x + data->game_rec.width + 10;
sc_map_foreach_value(&scene->ent_manager.entities_map[PLAYER_ENT_TAG], p_ent)
{
CTransform_t* p_ct = get_component(p_ent, CTRANSFORM_COMP_T);
CJump_t* p_cjump = get_component(p_ent, CJUMP_COMP_T);
CPlayerState_t* p_pstate = get_component(p_ent, CPLAYERSTATE_T);
CMovementState_t* p_mstate = get_component(p_ent, CMOVEMENTSTATE_T);
sprintf(buffer, "Pos: %.3f\n %.3f", p_ct->position.x, p_ct->position.y);
DrawText(buffer, gui_x, 15, 12, BLACK);
sprintf(buffer, "Vel: %.3f\n %.3f", p_ct->velocity.x, p_ct->velocity.y);
DrawText(buffer, gui_x + 80, 15, 12, BLACK);
//sprintf(buffer, "Accel: %.3f\n %.3f", p_ct->accel.x, p_ct->accel.y);
//DrawText(buffer, tilemap.width * TILE_SIZE + 128, 60, 12, BLACK);
sprintf(buffer, "Jumps: %u", p_cjump->jumps);
DrawText(buffer, gui_x, 60, 12, BLACK);
sprintf(buffer, "Crouch: %u", p_pstate->is_crouch);
DrawText(buffer, gui_x, 90, 12, BLACK);
sprintf(buffer, "Water: %s", p_mstate->water_state & 1? "YES":"NO");
DrawText(buffer, gui_x, 120, 12, BLACK);
sprintf(buffer, "Ladder: %u", p_pstate->ladder_state);
DrawText(buffer, gui_x, 150, 12, BLACK);
}
//sprintf(buffer, "Spawn Entity: %s", get_spawn_selection_string(current_spawn_selection));
//DrawText(buffer, gui_x, 240, 12, BLACK);
sprintf(buffer, "Number of Entities: %u", sc_map_size_64v(&scene->ent_manager.entities));
DrawText(buffer, gui_x, 270, 12, BLACK);
sprintf(buffer, "FPS: %u", GetFPS());
DrawText(buffer, gui_x, 320, 12, BLACK);
static char mempool_stats[512];
print_mempool_stats(mempool_stats);
DrawText(mempool_stats, gui_x, 350, 12, BLACK);
EndDrawing();
}
void level_do_action(Scene_t* scene, ActionType_t action, bool pressed)
{
CPlayerState_t* p_playerstate;
sc_map_foreach_value(&scene->ent_manager.component_map[CPLAYERSTATE_T], p_playerstate)
{
switch(action)
{
case ACTION_UP:
p_playerstate->player_dir.y = (pressed)? -1 : 0;
break;
case ACTION_DOWN:
p_playerstate->player_dir.y = (pressed)? 1 : 0;
break;
case ACTION_LEFT:
p_playerstate->player_dir.x = (pressed)? -1 : 0;
break;
case ACTION_RIGHT:
p_playerstate->player_dir.x = (pressed)? 1 : 0;
break;
case ACTION_JUMP:
p_playerstate->jump_pressed = pressed;
break;
default:
break;
}
}
if (!pressed)
{
switch (action)
{
case ACTION_RESTART:
reload_level_tilemap((LevelScene_t*)scene);
break;
case ACTION_NEXTLEVEL:
load_next_level_tilemap((LevelScene_t*)scene);
break;
case ACTION_PREVLEVEL:
load_prev_level_tilemap((LevelScene_t*)scene);
break;
default:
break;
}
}
}
void init_game_scene(LevelScene_t* scene)
{
//init_scene(&scene->scene, LEVEL_SCENE, &level_scene_render_func, &level_do_action);
init_scene(&scene->scene, &level_scene_render_func, &level_do_action);
scene->data.tilemap.tiles = all_tiles;
init_level_scene_data(&scene->data, MAX_N_TILES, all_tiles);
create_player(&scene->scene.ent_manager, &scene->scene.engine->assets);
update_entity_manager(&scene->scene.ent_manager);
// insert level scene systems
sc_array_add(&scene->scene.systems, &update_tilemap_system);
sc_array_add(&scene->scene.systems, &player_movement_input_system);
sc_array_add(&scene->scene.systems, &player_bbox_update_system);
sc_array_add(&scene->scene.systems, &player_pushing_system);
sc_array_add(&scene->scene.systems, &friction_coefficient_update_system);
sc_array_add(&scene->scene.systems, &global_external_forces_system);
sc_array_add(&scene->scene.systems, &moveable_update_system);
sc_array_add(&scene->scene.systems, &movement_update_system);
sc_array_add(&scene->scene.systems, &boulder_destroy_wooden_tile_system);
sc_array_add(&scene->scene.systems, &update_tilemap_system);
sc_array_add(&scene->scene.systems, &tile_collision_system);
sc_array_add(&scene->scene.systems, &hitbox_update_system);
sc_array_add(&scene->scene.systems, &player_crushing_system);
sc_array_add(&scene->scene.systems, &spike_collision_system);
sc_array_add(&scene->scene.systems, &state_transition_update_system);
sc_array_add(&scene->scene.systems, &player_ground_air_transition_system);
sc_array_add(&scene->scene.systems, &lifetimer_update_system);
sc_array_add(&scene->scene.systems, &container_destroy_system);
sc_array_add(&scene->scene.systems, &sprite_animation_system);
sc_array_add(&scene->scene.systems, &camera_update_system);
sc_array_add(&scene->scene.systems, &player_dir_reset_system);
sc_array_add(&scene->scene.systems, &player_respawn_system);
sc_array_add(&scene->scene.systems, &update_water_runner_system);
// This avoid graphical glitch, not essential
//sc_array_add(&scene->scene.systems, &update_tilemap_system);
sc_map_put_64(&scene->scene.action_map, KEY_UP, ACTION_UP);
sc_map_put_64(&scene->scene.action_map, KEY_DOWN, ACTION_DOWN);
sc_map_put_64(&scene->scene.action_map, KEY_LEFT, ACTION_LEFT);
sc_map_put_64(&scene->scene.action_map, KEY_RIGHT, ACTION_RIGHT);
sc_map_put_64(&scene->scene.action_map, KEY_SPACE, ACTION_JUMP);
sc_map_put_64(&scene->scene.action_map, KEY_Q, ACTION_EXIT);
sc_map_put_64(&scene->scene.action_map, KEY_R, ACTION_RESTART);
sc_map_put_64(&scene->scene.action_map, KEY_RIGHT_BRACKET, ACTION_NEXTLEVEL);
sc_map_put_64(&scene->scene.action_map, KEY_LEFT_BRACKET, ACTION_PREVLEVEL);
}
void free_game_scene(LevelScene_t* scene)
{
free_scene(&scene->scene);
term_level_scene_data(&scene->data);
}

View File

@ -34,8 +34,11 @@ typedef struct LevelScene {
LevelSceneData_t data;
}LevelScene_t;
void init_game_scene(LevelScene_t* scene);
void free_game_scene(LevelScene_t* scene);
void init_sandbox_scene(LevelScene_t* scene);
void free_sandbox_scene(LevelScene_t* scene);
//void init_level_scene_data(LevelSceneData_t* data, uint32_t max_tiles, Tile_t* tiles, Rectangle view_zone);
void init_level_scene_data(LevelSceneData_t* data, uint32_t max_tiles, Tile_t* tiles);
void term_level_scene_data(LevelSceneData_t* data);
void reload_level_tilemap(LevelScene_t* scene);