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 orderscene_man
parent
0d58ffd79a
commit
8bc14b17b1
|
@ -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);
|
||||||
|
|
|
@ -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;
|
||||||
|
|
|
@ -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)
|
||||||
|
|
Loading…
Reference in New Issue