Refactor movement states

Changelog:
- Refactor ground and water state as a separate component
- Refactor upthrust and gravity calc. as a separate system targetting
  the new component
- General modification to use the new component
scene_man
En Yi 2023-01-09 21:00:30 +08:00
parent 68bb9f941c
commit 85915d363c
4 changed files with 49 additions and 32 deletions

View File

@ -4,12 +4,13 @@
#include <stdint.h>
// TODO: Look at sc to use macros to auto generate functions
#define N_COMPONENTS 5
#define N_COMPONENTS 6
enum ComponentEnum
{
CBBOX_COMP_T,
CTRANSFORM_COMP_T,
CTILECOORD_COMP_T,
CMOVEMENTSTATE_T,
CJUMP_COMP_T,
CPLAYERSTATE_T
};
@ -28,10 +29,14 @@ typedef struct _CTransform_t
Vector2 position;
Vector2 velocity;
Vector2 accel;
uint8_t ground_state:2;
uint8_t water_state:2;
}CTransform_t;
typedef struct _CMovementState_t
{
uint8_t ground_state;
uint8_t water_state;
}CMovementState_t;
// This is to store the occupying tiles
// Limits to store 4 tiles at a tile,
// Thus the size of the entity cannot be larger than the tile

View File

@ -7,6 +7,7 @@ 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 CMovementState_t cmstate_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
@ -31,6 +32,7 @@ static MemPool_t comp_mempools[N_COMPONENTS] =
{bbox_buffer, MAX_COMP_POOL_SIZE, sizeof(CBBox_t), NULL, {0}},
{ctransform_buffer, MAX_COMP_POOL_SIZE, sizeof(CTransform_t), NULL, {0}},
{ctilecoord_buffer, MAX_COMP_POOL_SIZE, sizeof(CTileCoord_t), NULL, {0}},
{cmstate_buffer, MAX_COMP_POOL_SIZE, sizeof(CMovementState_t), NULL, {0}},
{cjump_buffer, 1, sizeof(CJump_t), NULL, {0}},
{cplayerstate_buffer, 1, sizeof(CPlayerState_t), NULL, {0}},
};

View File

@ -228,6 +228,7 @@ 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);
CMovementState_t* p_mstate = get_component(&scene->ent_manager, p_ent, CMOVEMENTSTATE_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);
@ -237,7 +238,7 @@ static void level_scene_render_func(Scene_t* scene)
DrawText(buffer, (tilemap.width + 3) * 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_ct->water_state & 1? "YES":"NO");
sprintf(buffer, "Water: %s", p_mstate->water_state & 1? "YES":"NO");
DrawText(buffer, tilemap.width * TILE_SIZE + 1, 120, 12, BLACK);
}
}
@ -257,10 +258,11 @@ static void player_movement_input_system(Scene_t* scene)
Entity_t * p_player = get_entity(&scene->ent_manager, ent_idx);
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);
CMovementState_t* p_mstate = get_component(&scene->ent_manager, p_player, CMOVEMENTSTATE_T);
p_ctransform->accel.x = 0;
p_ctransform->accel.y = 0;
bool in_water = (p_ctransform->water_state & 1);
bool in_water = (p_mstate->water_state & 1);
if (!in_water)
{
p_pstate->player_dir.y = 0;
@ -357,7 +359,8 @@ static void player_bbox_update_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);
CPlayerState_t* p_pstate = get_component(&scene->ent_manager, p_player, CPLAYERSTATE_T);
if (p_ctransform->ground_state & 1)
CMovementState_t* p_mstate = get_component(&scene->ent_manager, p_player, CMOVEMENTSTATE_T);
if (p_mstate->ground_state & 1)
{
AnchorPoint_t anchor = AP_BOT_CENTER;
int dx[3] = {1, 0, 2};
@ -396,7 +399,7 @@ static void player_bbox_update_system(Scene_t *scene)
}
else
{
if (p_ctransform->water_state & 1)
if (p_mstate->water_state & 1)
{
Vector2 new_bbox = {PLAYER_C_WIDTH, PLAYER_C_HEIGHT};
Vector2 offset = shift_bbox(p_bbox->size, new_bbox, AP_MID_CENTER);
@ -414,25 +417,21 @@ static void player_bbox_update_system(Scene_t *scene)
}
}
static void movement_update_system(Scene_t* scene)
static void global_external_forces_system(Scene_t *scene)
{
LevelSceneData_t *data = (LevelSceneData_t *)scene->scene_data;
// Update movement
float delta_time = 0.017; // TODO: Will need to think about delta time handling
CTransform_t * p_ctransform;
CMovementState_t* p_mstate;
unsigned long ent_idx;
sc_map_foreach(&scene->ent_manager.component_map[CTRANSFORM_COMP_T], ent_idx, p_ctransform)
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(&scene->ent_manager, p_ent, CTRANSFORM_COMP_T);
CBBox_t * p_bbox = get_component(&scene->ent_manager, p_ent, CBBOX_COMP_T);
if (p_ctransform == NULL) continue;
if (!(p_ctransform->ground_state & 1))
if (!(p_mstate->ground_state & 1))
{
// Only apply upthrust if center is in water
// If need more accuracy, need to find area of overlap
if (p_ctransform->water_state & 1)
if (p_mstate->water_state & 1)
{
unsigned int tile_idx = get_tile_idx(
p_ctransform->position.x + p_bbox->half_size.x,
@ -447,7 +446,16 @@ static void movement_update_system(Scene_t* scene)
}
p_ctransform->accel = Vector2Add(p_ctransform->accel, GRAVITY);
}
}
}
static void movement_update_system(Scene_t* scene)
{
// Update movement
float delta_time = 0.017; // TODO: Will need to think about delta time handling
CTransform_t * p_ctransform;
sc_map_foreach_value(&scene->ent_manager.component_map[CTRANSFORM_COMP_T], p_ctransform)
{
p_ctransform->velocity =
Vector2Add(
p_ctransform->velocity,
@ -470,7 +478,6 @@ static void movement_update_system(Scene_t* scene)
);
}
}
static void player_ground_air_transition_system(Scene_t* scene)
@ -478,13 +485,13 @@ static void player_ground_air_transition_system(Scene_t* scene)
Entity_t *p_player;
sc_map_foreach_value(&scene->ent_manager.entities_map[PLAYER_ENT_TAG], p_player)
{
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);
CMovementState_t* p_mstate = get_component(&scene->ent_manager, p_player, CMOVEMENTSTATE_T);
// Handle Ground<->Air Transition
bool in_water = (p_ctransform->water_state & 1);
bool in_water = (p_mstate->water_state & 1);
// Landing or in water
if (p_ctransform->ground_state == 0b01 || in_water)
if (p_mstate->ground_state == 0b01 || in_water)
{
// Recover jumps
p_cjump->jumps = p_cjump->max_jumps;
@ -495,7 +502,7 @@ static void player_ground_air_transition_system(Scene_t* scene)
}
// TODO: Handle in water <-> out of water transition
if (p_ctransform->water_state == 0b10 || p_ctransform->ground_state == 0b10)
if (p_mstate->water_state == 0b10 || p_mstate->ground_state == 0b10)
{
p_cjump->jumps -= (p_cjump->jumps > 0)? 1:0;
}
@ -618,17 +625,18 @@ static void state_transition_update_system(Scene_t *scene)
LevelSceneData_t *data = (LevelSceneData_t *)scene->scene_data;
//Entity_t* p_ent;
CBBox_t *p_bbox;
CMovementState_t* p_mstate;
unsigned long ent_idx;
sc_map_foreach(&scene->ent_manager.component_map[CBBOX_COMP_T], ent_idx, p_bbox)
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(&scene->ent_manager, p_ent, CTRANSFORM_COMP_T);
if (p_ctransform == NULL) continue;
CBBox_t *p_bbox = get_component(&scene->ent_manager, p_ent, CBBOX_COMP_T);
if (p_ctransform == NULL || p_bbox == NULL) continue;
bool on_ground = check_on_ground(p_ctransform->position, p_bbox->size, &data->tilemap);
bool in_water = false;
if (!(p_ctransform->water_state & 1))
if (!(p_mstate->water_state & 1))
{
unsigned int tile_idx = get_tile_idx(
p_ctransform->position.x + p_bbox->half_size.x,
@ -653,12 +661,12 @@ static void state_transition_update_system(Scene_t *scene)
}
}
}
p_ctransform->ground_state <<= 1;
p_ctransform->ground_state |= on_ground? 1:0;
p_ctransform->ground_state &= 3;
p_ctransform->water_state <<= 1;
p_ctransform->water_state |= in_water? 1:0;
p_ctransform->water_state &= 3;
p_mstate->ground_state <<= 1;
p_mstate->ground_state |= on_ground? 1:0;
p_mstate->ground_state &= 3;
p_mstate->water_state <<= 1;
p_mstate->water_state |= in_water? 1:0;
p_mstate->water_state &= 3;
}
}
@ -781,6 +789,7 @@ void init_level_scene(LevelScene_t *scene)
// insert level scene systems
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, &global_external_forces_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, &player_collision_system);

View File

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