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 componentscene_man
parent
68bb9f941c
commit
85915d363c
11
components.h
11
components.h
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@ -4,12 +4,13 @@
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#include <stdint.h>
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// TODO: Look at sc to use macros to auto generate functions
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#define N_COMPONENTS 5
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#define N_COMPONENTS 6
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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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CMOVEMENTSTATE_T,
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CJUMP_COMP_T,
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CPLAYERSTATE_T
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};
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@ -28,10 +29,14 @@ typedef struct _CTransform_t
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Vector2 position;
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Vector2 velocity;
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Vector2 accel;
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uint8_t ground_state:2;
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uint8_t water_state:2;
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}CTransform_t;
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typedef struct _CMovementState_t
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{
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uint8_t ground_state;
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uint8_t water_state;
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}CMovementState_t;
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// This is to store the occupying tiles
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// Limits to store 4 tiles at a tile,
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// Thus the size of the entity cannot be larger than the tile
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@ -7,6 +7,7 @@ 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 CMovementState_t cmstate_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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@ -31,6 +32,7 @@ static MemPool_t comp_mempools[N_COMPONENTS] =
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{bbox_buffer, MAX_COMP_POOL_SIZE, sizeof(CBBox_t), NULL, {0}},
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{ctransform_buffer, MAX_COMP_POOL_SIZE, sizeof(CTransform_t), NULL, {0}},
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{ctilecoord_buffer, MAX_COMP_POOL_SIZE, sizeof(CTileCoord_t), NULL, {0}},
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{cmstate_buffer, MAX_COMP_POOL_SIZE, sizeof(CMovementState_t), NULL, {0}},
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{cjump_buffer, 1, sizeof(CJump_t), NULL, {0}},
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{cplayerstate_buffer, 1, sizeof(CPlayerState_t), NULL, {0}},
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};
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67
scene_impl.c
67
scene_impl.c
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@ -228,6 +228,7 @@ static void level_scene_render_func(Scene_t* scene)
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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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CMovementState_t* p_mstate = get_component(&scene->ent_manager, p_ent, CMOVEMENTSTATE_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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@ -237,7 +238,7 @@ static void level_scene_render_func(Scene_t* scene)
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DrawText(buffer, (tilemap.width + 3) * 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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sprintf(buffer, "Water: %s", p_ct->water_state & 1? "YES":"NO");
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sprintf(buffer, "Water: %s", p_mstate->water_state & 1? "YES":"NO");
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DrawText(buffer, tilemap.width * TILE_SIZE + 1, 120, 12, BLACK);
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}
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}
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@ -257,10 +258,11 @@ static void player_movement_input_system(Scene_t* scene)
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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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CJump_t* p_cjump = get_component(&scene->ent_manager, p_player, CJUMP_COMP_T);
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CMovementState_t* p_mstate = get_component(&scene->ent_manager, p_player, CMOVEMENTSTATE_T);
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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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bool in_water = (p_mstate->water_state & 1);
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if (!in_water)
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{
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p_pstate->player_dir.y = 0;
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@ -357,7 +359,8 @@ static void player_bbox_update_system(Scene_t *scene)
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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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if (p_ctransform->ground_state & 1)
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CMovementState_t* p_mstate = get_component(&scene->ent_manager, p_player, CMOVEMENTSTATE_T);
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if (p_mstate->ground_state & 1)
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{
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AnchorPoint_t anchor = AP_BOT_CENTER;
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int dx[3] = {1, 0, 2};
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@ -396,7 +399,7 @@ static void player_bbox_update_system(Scene_t *scene)
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}
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else
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{
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if (p_ctransform->water_state & 1)
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if (p_mstate->water_state & 1)
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{
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Vector2 new_bbox = {PLAYER_C_WIDTH, PLAYER_C_HEIGHT};
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Vector2 offset = shift_bbox(p_bbox->size, new_bbox, AP_MID_CENTER);
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@ -414,25 +417,21 @@ static void player_bbox_update_system(Scene_t *scene)
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}
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}
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static void movement_update_system(Scene_t* scene)
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static void global_external_forces_system(Scene_t *scene)
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{
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LevelSceneData_t *data = (LevelSceneData_t *)scene->scene_data;
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// Update movement
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float delta_time = 0.017; // TODO: Will need to think about delta time handling
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CTransform_t * p_ctransform;
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CMovementState_t* p_mstate;
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unsigned long ent_idx;
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sc_map_foreach(&scene->ent_manager.component_map[CTRANSFORM_COMP_T], ent_idx, p_ctransform)
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sc_map_foreach(&scene->ent_manager.component_map[CMOVEMENTSTATE_T], ent_idx, p_mstate)
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{
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Entity_t *p_ent = get_entity(&scene->ent_manager, ent_idx);
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CTransform_t * p_ctransform = get_component(&scene->ent_manager, p_ent, CTRANSFORM_COMP_T);
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CBBox_t * p_bbox = get_component(&scene->ent_manager, p_ent, CBBOX_COMP_T);
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if (p_ctransform == NULL) continue;
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if (!(p_ctransform->ground_state & 1))
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if (!(p_mstate->ground_state & 1))
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{
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// Only apply upthrust if center is in water
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// If need more accuracy, need to find area of overlap
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if (p_ctransform->water_state & 1)
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if (p_mstate->water_state & 1)
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{
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unsigned int tile_idx = get_tile_idx(
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p_ctransform->position.x + p_bbox->half_size.x,
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@ -447,7 +446,16 @@ static void movement_update_system(Scene_t* scene)
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}
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p_ctransform->accel = Vector2Add(p_ctransform->accel, GRAVITY);
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}
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}
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}
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static void movement_update_system(Scene_t* scene)
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{
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// Update movement
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float delta_time = 0.017; // TODO: Will need to think about delta time handling
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CTransform_t * p_ctransform;
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sc_map_foreach_value(&scene->ent_manager.component_map[CTRANSFORM_COMP_T], p_ctransform)
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{
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p_ctransform->velocity =
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Vector2Add(
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p_ctransform->velocity,
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@ -470,7 +478,6 @@ static void movement_update_system(Scene_t* scene)
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);
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}
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}
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static void player_ground_air_transition_system(Scene_t* scene)
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@ -478,13 +485,13 @@ static void player_ground_air_transition_system(Scene_t* scene)
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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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{
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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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CMovementState_t* p_mstate = get_component(&scene->ent_manager, p_player, CMOVEMENTSTATE_T);
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// Handle Ground<->Air Transition
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bool in_water = (p_ctransform->water_state & 1);
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bool in_water = (p_mstate->water_state & 1);
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// Landing or in water
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if (p_ctransform->ground_state == 0b01 || in_water)
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if (p_mstate->ground_state == 0b01 || in_water)
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{
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// Recover jumps
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p_cjump->jumps = p_cjump->max_jumps;
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@ -495,7 +502,7 @@ static void player_ground_air_transition_system(Scene_t* scene)
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}
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// TODO: Handle in water <-> out of water transition
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if (p_ctransform->water_state == 0b10 || p_ctransform->ground_state == 0b10)
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if (p_mstate->water_state == 0b10 || p_mstate->ground_state == 0b10)
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{
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p_cjump->jumps -= (p_cjump->jumps > 0)? 1:0;
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}
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@ -618,17 +625,18 @@ static void state_transition_update_system(Scene_t *scene)
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LevelSceneData_t *data = (LevelSceneData_t *)scene->scene_data;
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//Entity_t* p_ent;
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CBBox_t *p_bbox;
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CMovementState_t* p_mstate;
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unsigned long ent_idx;
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sc_map_foreach(&scene->ent_manager.component_map[CBBOX_COMP_T], ent_idx, p_bbox)
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sc_map_foreach(&scene->ent_manager.component_map[CMOVEMENTSTATE_T], ent_idx, p_mstate)
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{
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Entity_t *p_ent = get_entity(&scene->ent_manager, ent_idx);
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CTransform_t *p_ctransform = get_component(&scene->ent_manager, p_ent, CTRANSFORM_COMP_T);
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if (p_ctransform == NULL) continue;
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CBBox_t *p_bbox = get_component(&scene->ent_manager, p_ent, CBBOX_COMP_T);
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if (p_ctransform == NULL || p_bbox == NULL) continue;
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bool on_ground = check_on_ground(p_ctransform->position, p_bbox->size, &data->tilemap);
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bool in_water = false;
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if (!(p_ctransform->water_state & 1))
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if (!(p_mstate->water_state & 1))
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{
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unsigned int tile_idx = get_tile_idx(
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p_ctransform->position.x + p_bbox->half_size.x,
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@ -653,12 +661,12 @@ static void state_transition_update_system(Scene_t *scene)
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}
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}
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}
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p_ctransform->ground_state <<= 1;
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p_ctransform->ground_state |= on_ground? 1:0;
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p_ctransform->ground_state &= 3;
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p_ctransform->water_state <<= 1;
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p_ctransform->water_state |= in_water? 1:0;
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p_ctransform->water_state &= 3;
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p_mstate->ground_state <<= 1;
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p_mstate->ground_state |= on_ground? 1:0;
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p_mstate->ground_state &= 3;
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p_mstate->water_state <<= 1;
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p_mstate->water_state |= in_water? 1:0;
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p_mstate->water_state &= 3;
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}
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}
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@ -781,6 +789,7 @@ void init_level_scene(LevelScene_t *scene)
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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, &player_bbox_update_system);
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sc_array_add(&scene->scene.systems, &global_external_forces_system);
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sc_array_add(&scene->scene.systems, &movement_update_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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@ -25,6 +25,7 @@ int main(void)
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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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add_component(&scene.scene.ent_manager, p_ent, CTILECOORD_COMP_T);
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add_component(&scene.scene.ent_manager, p_ent, CMOVEMENTSTATE_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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