Add boulder-boulder interaction when landing

Changelog:
- Add previous velocity in ctransform component
- Add functions to check if a boulder can move left or right when
  landing on a boulder
- Adjust system execution order
scene_man
En Yi 2023-06-04 23:51:02 +08:00
parent 0d58ffd79a
commit 8bc14b17b1
3 changed files with 68 additions and 3 deletions

View File

@ -419,12 +419,13 @@ void init_level_scene(LevelScene_t* scene)
// insert level scene systems // insert level scene systems
sc_array_add(&scene->scene.systems, &player_movement_input_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_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, &friction_coefficient_update_system);
sc_array_add(&scene->scene.systems, &global_external_forces_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, &moveable_update_system);
sc_array_add(&scene->scene.systems, &movement_update_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_tilemap_system);
sc_array_add(&scene->scene.systems, &player_pushing_system);
sc_array_add(&scene->scene.systems, &tile_collision_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, &hitbox_update_system);
//sc_array_add(&scene->scene.systems, &update_tilemap_system); //sc_array_add(&scene->scene.systems, &update_tilemap_system);

View File

@ -38,6 +38,7 @@ typedef struct _CTransform_t {
Vector2 prev_position; Vector2 prev_position;
Vector2 position; Vector2 position;
Vector2 velocity; Vector2 velocity;
Vector2 prev_velocity;
Vector2 accel; Vector2 accel;
Vector2 fric_coeff; Vector2 fric_coeff;
} CTransform_t; } CTransform_t;

View File

@ -812,6 +812,69 @@ void moveable_update_system(Scene_t* scene)
p_ctransform->position = p_moveable->target_pos; p_ctransform->position = p_moveable->target_pos;
p_moveable->gridmove = false; p_moveable->gridmove = false;
} }
else
{
if (p_ctransform->prev_velocity.y <= 0) continue;
//if (p_ctransform->prev_position.y < p_ctransform->position.y) continue;
TileGrid_t tilemap = (CONTAINER_OF(scene, LevelScene_t, scene)->data).tilemap;
CBBox_t* p_bbox = get_component(p_ent, CBBOX_COMP_T);
Vector2 point_to_check = p_ctransform->position;
int tile_x = (p_ctransform->position.x + p_bbox->half_size.x) / TILE_SIZE;
int tile_y = (p_ctransform->position.y + p_bbox->size.y) / TILE_SIZE;
if (tile_y >= tilemap.height) continue;
int tile_idx = tile_y * tilemap.width + tile_x;
unsigned int other_ent_idx;
sc_map_foreach_key(&tilemap.tiles[tile_idx].entities_set, other_ent_idx)
{
if (other_ent_idx == ent_idx) continue;
sc_map_get_64v(&scene->ent_manager.component_map[CMOVEABLE_T], other_ent_idx);
if (sc_map_found(&scene->ent_manager.component_map[CMOVEABLE_T]))
{
tile_x = (p_ctransform->position.x) / TILE_SIZE - 1;
int tile_y2 = tile_y - 1;
if (tile_x >= 0 && tile_x < tilemap.width)
{
unsigned int tile_idx1 = tile_y * tilemap.width + tile_x;
unsigned int tile_idx2 = tile_y2 * tilemap.width + tile_x;
if (tilemap.tiles[tile_idx1].tile_type == EMPTY_TILE
&& sc_map_size_64(&tilemap.tiles[tile_idx1].entities_set) == 0
&& tilemap.tiles[tile_idx2].tile_type == EMPTY_TILE
&& sc_map_size_64(&tilemap.tiles[tile_idx2].entities_set) == 0
)
{
p_moveable->gridmove = true;
p_moveable->prev_pos = p_ctransform->position;
p_moveable->target_pos = p_ctransform->position;
p_moveable->target_pos.x -= TILE_SIZE;
continue;
}
}
tile_x += 2;
if (tile_x >= 0 && tile_x < tilemap.width)
{
unsigned int tile_idx1 = tile_y * tilemap.width + tile_x;
unsigned int tile_idx2 = tile_y2 * tilemap.width + tile_x;
if (tilemap.tiles[tile_idx1].tile_type == EMPTY_TILE
&& sc_map_size_64(&tilemap.tiles[tile_idx1].entities_set) == 0
&& tilemap.tiles[tile_idx2].tile_type == EMPTY_TILE
&& sc_map_size_64(&tilemap.tiles[tile_idx2].entities_set) == 0
)
{
p_moveable->gridmove = true;
p_moveable->prev_pos = p_ctransform->position;
p_moveable->target_pos = p_ctransform->position;
p_moveable->target_pos.x += TILE_SIZE;
continue;
}
}
}
}
}
} }
@ -908,6 +971,7 @@ void movement_update_system(Scene_t* scene)
CTransform_t * p_ctransform; CTransform_t * p_ctransform;
sc_map_foreach_value(&scene->ent_manager.component_map[CTRANSFORM_COMP_T], p_ctransform) sc_map_foreach_value(&scene->ent_manager.component_map[CTRANSFORM_COMP_T], p_ctransform)
{ {
p_ctransform->prev_velocity = p_ctransform->velocity;
p_ctransform->velocity = p_ctransform->velocity =
Vector2Add( Vector2Add(
p_ctransform->velocity, p_ctransform->velocity,
@ -925,8 +989,7 @@ void movement_update_system(Scene_t* scene)
if (fabs(p_ctransform->velocity.y) < 1e-3) p_ctransform->velocity.y = 0; if (fabs(p_ctransform->velocity.y) < 1e-3) p_ctransform->velocity.y = 0;
// Store previous position before update // Store previous position before update
p_ctransform->prev_position.x = p_ctransform->position.x; p_ctransform->prev_position = p_ctransform->position;
p_ctransform->prev_position.y = p_ctransform->position.y;
p_ctransform->position = Vector2Add( p_ctransform->position = Vector2Add(
p_ctransform->position, p_ctransform->position,
Vector2Scale(p_ctransform->velocity, delta_time) Vector2Scale(p_ctransform->velocity, delta_time)