Refactor out game systems for scene

scene_man
En Yi 2023-01-21 10:44:02 +08:00
parent e1cbce2703
commit 9223dcc0e9
10 changed files with 454 additions and 404 deletions

View File

@ -24,6 +24,7 @@ target_link_directories(${PROJECT_NAME}
target_link_libraries(${PROJECT_NAME}
lib_EC
lib_scenes
sc_queue
sc_map
raylib
@ -46,14 +47,13 @@ target_link_directories(EntManager_test
)
target_link_libraries(EntManager_test
lib_EC
lib_scenes
sc_queue
sc_map
)
add_executable(scene_test
scene_test.c
scene_impl.c
scene.c
)
target_include_directories(scene_test
@ -72,6 +72,7 @@ target_link_directories(scene_test
target_link_libraries(scene_test
lib_EC
lib_scenes
sc_queue
sc_map
sc_array
@ -81,8 +82,6 @@ target_link_libraries(scene_test
add_executable(scene_test_mem
scene_test.c
scene_impl.c
scene.c
)
target_include_directories(scene_test_mem
@ -100,6 +99,7 @@ target_link_directories(scene_test_mem
target_link_libraries(scene_test_mem
lib_EC
lib_scenes
sc_queue
sc_map
sc_array

View File

@ -1 +1,16 @@
add_subdirectory(EC)
add_library(lib_scenes STATIC
scene.c
scene_impl.c
game_systems.c
)
target_include_directories(lib_scenes
PUBLIC
${CMAKE_CURRENT_LIST_DIR}
${RAYLIB_DIR}/include
)
target_link_libraries(lib_scenes
PRIVATE
lib_EC
raylib
)

View File

@ -1,23 +1,23 @@
#include "scene_impl.h"
#include "game_systems.h"
#include "constants.h"
#include "raylib.h"
#include "raymath.h"
#include <stdio.h>
static const Vector2 TILE_SZ = {TILE_SIZE, TILE_SIZE};
#define MAX_N_TILES 4096
static Tile_t all_tiles[MAX_N_TILES] = {0};
static const Vector2 GRAVITY = {0, GRAV_ACCEL};
static const Vector2 UPTHRUST = {0, -GRAV_ACCEL * 1.1};
enum EntitySpawnSelection
typedef enum AnchorPoint
{
TOGGLE_TILE = 0,
SPAWN_CRATE,
};
#define MAX_SPAWN_TYPE 2
static unsigned int current_spawn_selection = 0;
AP_TOP_LEFT,
AP_TOP_CENTER,
AP_TOP_RIGHT,
AP_MID_LEFT,
AP_MID_CENTER,
AP_MID_RIGHT,
AP_BOT_LEFT,
AP_BOT_CENTER,
AP_BOT_RIGHT,
}AnchorPoint_t;
static inline unsigned int get_tile_idx(int x, int y, unsigned int tilemap_width)
{
@ -116,20 +116,6 @@ static inline bool check_on_ground(unsigned int ent_idx, Vector2 pos, Vector2 bb
}
return false;
}
typedef enum AnchorPoint
{
AP_TOP_LEFT,
AP_TOP_CENTER,
AP_TOP_RIGHT,
AP_MID_LEFT,
AP_MID_CENTER,
AP_MID_RIGHT,
AP_BOT_LEFT,
AP_BOT_CENTER,
AP_BOT_RIGHT,
}AnchorPoint_t;
static Vector2 shift_bbox(Vector2 bbox, Vector2 new_bbox, AnchorPoint_t anchor)
{
Vector2 p1;
@ -197,108 +183,7 @@ static Vector2 shift_bbox(Vector2 bbox, Vector2 new_bbox, AnchorPoint_t anchor)
return offset;
}
static void level_scene_render_func(Scene_t* scene)
{
LevelSceneData_t *data = (LevelSceneData_t *)scene->scene_data;
TileGrid_t tilemap = data->tilemap;
Entity_t *p_ent;
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_64(&tilemap.tiles[i].entities_set));
if (tilemap.tiles[i].solid)
{
DrawRectangle(x, y, TILE_SIZE, TILE_SIZE, BLACK);
}
else if (tilemap.tiles[i].water_level > 0)
{
// Draw water tile
DrawRectangle(x, y, TILE_SIZE, TILE_SIZE, BLUE);
}
}
sc_map_foreach_value(&scene->ent_manager.entities, p_ent)
{
CTransform_t* p_ct = get_component(&scene->ent_manager, p_ent, CTRANSFORM_COMP_T);
CBBox_t* p_bbox = get_component(&scene->ent_manager, p_ent, CBBOX_COMP_T);
Color colour;
switch(p_ent->m_tag)
{
case PLAYER_ENT_TAG:
colour = RED;
break;
case CRATES_ENT_TAG:
colour = BROWN;
break;
default:
colour = BLACK;
}
DrawRectangle(p_ct->position.x, p_ct->position.y, p_bbox->size.x, p_bbox->size.y, colour);
}
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_64(&tilemap.tiles[i].entities_set));
if (tilemap.tiles[i].solid)
{
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);
}
// For DEBUG
char buffer[64];
sc_map_foreach_value(&scene->ent_manager.entities_map[PLAYER_ENT_TAG], p_ent)
{
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);
sprintf(buffer, "Pos: %.3f\n %.3f", p_ct->position.x, p_ct->position.y);
DrawText(buffer, tilemap.width * TILE_SIZE + 1, 15, 12, BLACK);
sprintf(buffer, "Jumps: %u", p_cjump->jumps);
DrawText(buffer, tilemap.width * TILE_SIZE + 1, 60, 12, BLACK);
sprintf(buffer, "Cooldown: %u", p_cjump->cooldown_timer);
DrawText(buffer, (tilemap.width + 3) * TILE_SIZE + 1, 60, 12, BLACK);
sprintf(buffer, "Crouch: %u", p_pstate->is_crouch);
DrawText(buffer, tilemap.width * TILE_SIZE + 1, 90, 12, BLACK);
sprintf(buffer, "Water: %s", p_mstate->water_state & 1? "YES":"NO");
DrawText(buffer, tilemap.width * TILE_SIZE + 1, 120, 12, BLACK);
}
sprintf(buffer, "Spawn Entity: %u", current_spawn_selection);
DrawText(buffer, tilemap.width * TILE_SIZE + 1, 240, 12, BLACK);
sprintf(buffer, "Number of Entities: %u", sc_map_size_64v(&scene->ent_manager.entities));
DrawText(buffer, tilemap.width * TILE_SIZE + 1, 270, 12, BLACK);
sprintf(buffer, "FPS: %u", GetFPS());
DrawText(buffer, tilemap.width * TILE_SIZE + 1, 320, 12, BLACK);
}
static void player_movement_input_system(Scene_t* scene)
void player_movement_input_system(Scene_t* scene)
{
LevelSceneData_t *data = (LevelSceneData_t *)scene->scene_data;
TileGrid_t tilemap = data->tilemap;
@ -417,7 +302,7 @@ static void player_movement_input_system(Scene_t* scene)
}
}
static void player_bbox_update_system(Scene_t *scene)
void player_bbox_update_system(Scene_t *scene)
{
LevelSceneData_t *data = (LevelSceneData_t *)scene->scene_data;
TileGrid_t tilemap = data->tilemap;
@ -486,101 +371,8 @@ static void player_bbox_update_system(Scene_t *scene)
}
}
static void global_external_forces_system(Scene_t *scene)
{
LevelSceneData_t *data = (LevelSceneData_t *)scene->scene_data;
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(&scene->ent_manager, p_ent, CTRANSFORM_COMP_T);
CBBox_t * p_bbox = get_component(&scene->ent_manager, p_ent, CBBOX_COMP_T);
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_mstate->water_state & 1)
{
unsigned int tile_idx = get_tile_idx(
p_ctransform->position.x + p_bbox->half_size.x,
p_ctransform->position.y + p_bbox->half_size.y,
data->tilemap.width
);
if (data->tilemap.tiles[tile_idx].water_level > 0)
{
p_ctransform->accel = Vector2Add(p_ctransform->accel, UPTHRUST);
}
}
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,
Vector2Scale(p_ctransform->accel, delta_time)
);
float mag = Vector2Length(p_ctransform->velocity);
p_ctransform->velocity = Vector2Scale(Vector2Normalize(p_ctransform->velocity), (mag > PLAYER_MAX_SPEED)? PLAYER_MAX_SPEED:mag);
// 3 dp precision
if (fabs(p_ctransform->velocity.x) < 1e-3) p_ctransform->velocity.x = 0;
if (fabs(p_ctransform->velocity.y) < 1e-3) p_ctransform->velocity.y = 0;
// Store previous position before update
p_ctransform->prev_position.x = p_ctransform->position.x;
p_ctransform->prev_position.y = p_ctransform->position.y;
p_ctransform->position = Vector2Add(
p_ctransform->position,
Vector2Scale(p_ctransform->velocity, delta_time)
);
p_ctransform->accel.x = 0;
p_ctransform->accel.y = 0;
}
}
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)
{
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_mstate->water_state & 1);
// Landing or in water
if (p_mstate->ground_state == 0b01 || in_water)
{
// Recover jumps
p_cjump->jumps = p_cjump->max_jumps;
p_cjump->jumped = false;
p_cjump->short_hop = false;
if (!in_water)
p_cjump->cooldown_timer = 0;
}
// TODO: Handle in water <-> out of water transition
if (p_mstate->water_state == 0b10 || p_mstate->ground_state == 0b10)
{
p_cjump->jumps -= (p_cjump->jumps > 0)? 1:0;
}
}
}
static struct sc_map_32 collision_events;
static void tile_collision_system(Scene_t *scene)
void tile_collision_system(Scene_t *scene)
{
static bool checked_entities[MAX_COMP_POOL_SIZE] = {0};
@ -784,7 +576,100 @@ static void tile_collision_system(Scene_t *scene)
}
}
static void state_transition_update_system(Scene_t *scene)
void global_external_forces_system(Scene_t *scene)
{
LevelSceneData_t *data = (LevelSceneData_t *)scene->scene_data;
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(&scene->ent_manager, p_ent, CTRANSFORM_COMP_T);
CBBox_t * p_bbox = get_component(&scene->ent_manager, p_ent, CBBOX_COMP_T);
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_mstate->water_state & 1)
{
unsigned int tile_idx = get_tile_idx(
p_ctransform->position.x + p_bbox->half_size.x,
p_ctransform->position.y + p_bbox->half_size.y,
data->tilemap.width
);
if (data->tilemap.tiles[tile_idx].water_level > 0)
{
p_ctransform->accel = Vector2Add(p_ctransform->accel, UPTHRUST);
}
}
p_ctransform->accel = Vector2Add(p_ctransform->accel, GRAVITY);
}
}
}
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,
Vector2Scale(p_ctransform->accel, delta_time)
);
float mag = Vector2Length(p_ctransform->velocity);
p_ctransform->velocity = Vector2Scale(Vector2Normalize(p_ctransform->velocity), (mag > PLAYER_MAX_SPEED)? PLAYER_MAX_SPEED:mag);
// 3 dp precision
if (fabs(p_ctransform->velocity.x) < 1e-3) p_ctransform->velocity.x = 0;
if (fabs(p_ctransform->velocity.y) < 1e-3) p_ctransform->velocity.y = 0;
// Store previous position before update
p_ctransform->prev_position.x = p_ctransform->position.x;
p_ctransform->prev_position.y = p_ctransform->position.y;
p_ctransform->position = Vector2Add(
p_ctransform->position,
Vector2Scale(p_ctransform->velocity, delta_time)
);
p_ctransform->accel.x = 0;
p_ctransform->accel.y = 0;
}
}
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)
{
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_mstate->water_state & 1);
// Landing or in water
if (p_mstate->ground_state == 0b01 || in_water)
{
// Recover jumps
p_cjump->jumps = p_cjump->max_jumps;
p_cjump->jumped = false;
p_cjump->short_hop = false;
if (!in_water)
p_cjump->cooldown_timer = 0;
}
// TODO: Handle in water <-> out of water transition
if (p_mstate->water_state == 0b10 || p_mstate->ground_state == 0b10)
{
p_cjump->jumps -= (p_cjump->jumps > 0)? 1:0;
}
}
}
void state_transition_update_system(Scene_t *scene)
{
LevelSceneData_t *data = (LevelSceneData_t *)scene->scene_data;
//Entity_t* p_ent;
@ -834,7 +719,7 @@ static void state_transition_update_system(Scene_t *scene)
}
}
static void update_tilemap_system(Scene_t *scene)
void update_tilemap_system(Scene_t *scene)
{
LevelSceneData_t *data = (LevelSceneData_t *)scene->scene_data;
TileGrid_t tilemap = data->tilemap;
@ -878,185 +763,12 @@ static void update_tilemap_system(Scene_t *scene)
}
}
static void spawn_crate(Scene_t *scene, unsigned int tile_idx)
void init_collision_system(void)
{
LevelSceneData_t *data = (LevelSceneData_t *)scene->scene_data;
Entity_t *p_crate = add_entity(&scene->ent_manager, CRATES_ENT_TAG);
CBBox_t *p_bbox = add_component(&scene->ent_manager, p_crate, CBBOX_COMP_T);
set_bbox(p_bbox, TILE_SIZE, TILE_SIZE);
p_bbox->solid = true;
p_bbox->fragile = true;
CTransform_t *p_ctransform = add_component(&scene->ent_manager, p_crate, CTRANSFORM_COMP_T);
p_ctransform->position.x = (tile_idx % data->tilemap.width) * TILE_SIZE;
p_ctransform->position.y = (tile_idx / data->tilemap.width) * TILE_SIZE;
add_component(&scene->ent_manager, p_crate, CMOVEMENTSTATE_T);
add_component(&scene->ent_manager, p_crate, CTILECOORD_COMP_T);
}
static void spawn_player(Scene_t *scene)
{
Entity_t *p_ent = add_entity(&scene->ent_manager, PLAYER_ENT_TAG);
CBBox_t *p_bbox = add_component(&scene->ent_manager, p_ent, CBBOX_COMP_T);
set_bbox(p_bbox, 30, 45);
add_component(&scene->ent_manager, p_ent, CTRANSFORM_COMP_T);
CJump_t *p_cjump = add_component(&scene->ent_manager, p_ent, CJUMP_COMP_T);
p_cjump->jump_speed = 680;
p_cjump->jumps = 1;
p_cjump->max_jumps = 1;
add_component(&scene->ent_manager, p_ent, CPLAYERSTATE_T);
add_component(&scene->ent_manager, p_ent, CTILECOORD_COMP_T);
add_component(&scene->ent_manager, p_ent, CMOVEMENTSTATE_T);
}
static void toggle_block_system(Scene_t *scene)
{
// TODO: This system is not good as the interface between raw input and actions is broken
static unsigned int last_tile_idx = MAX_N_TILES;
LevelSceneData_t *data = (LevelSceneData_t *)scene->scene_data;
TileGrid_t tilemap = data->tilemap;
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON))
{
unsigned int tile_idx = get_tile_idx(GetMouseX(), GetMouseY(), tilemap.width);
enum EntitySpawnSelection sel = (enum EntitySpawnSelection)current_spawn_selection;
if (tile_idx != last_tile_idx)
{
switch (sel)
{
case TOGGLE_TILE:
tilemap.tiles[tile_idx].solid = !tilemap.tiles[tile_idx].solid;
tilemap.tiles[tile_idx].water_level = 0;
break;
case SPAWN_CRATE:
spawn_crate(scene, tile_idx);
break;
}
last_tile_idx = tile_idx;
}
}
// TODO: Check for right click to change to water, also update above
else if (IsMouseButtonDown(MOUSE_RIGHT_BUTTON))
{
unsigned int tile_idx = get_tile_idx(GetMouseX(), GetMouseY(), tilemap.width);
if (tile_idx != last_tile_idx)
{
if (tilemap.tiles[tile_idx].water_level == 0)
{
tilemap.tiles[tile_idx].water_level = MAX_WATER_LEVEL;
}
else
{
tilemap.tiles[tile_idx].water_level = 0;
}
last_tile_idx = tile_idx;
}
}
else
{
last_tile_idx = MAX_N_TILES;
}
}
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;
p_playerstate->is_crouch |= (pressed)? 0b10 : 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;
case ACTION_NEXT_SPAWN:
if (!pressed)
{
current_spawn_selection++;
current_spawn_selection &= 1;
}
break;
case ACTION_PREV_SPAWN:
if (!pressed)
{
current_spawn_selection--;
current_spawn_selection &= 1;
}
break;
}
}
}
void init_level_scene(LevelScene_t *scene)
{
init_scene(&scene->scene, LEVEL_SCENE, &level_scene_render_func, &level_do_action);
scene->scene.scene_data = &scene->data;
// 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, &tile_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, &toggle_block_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_O, ACTION_PREV_SPAWN);
sc_map_put_64(&scene->scene.action_map, KEY_P, ACTION_NEXT_SPAWN);
scene->data.tilemap.width = 32;
scene->data.tilemap.height = 16;
assert(32*16 <= MAX_N_TILES);
scene->data.tilemap.n_tiles = 32*16;
scene->data.tilemap.tiles = all_tiles;
for (size_t i=0; i<MAX_N_TILES;i++)
{
all_tiles[i].solid = 0;
sc_map_init_64(&all_tiles[i].entities_set, 16, 0);
}
for (size_t i=0; i<32; ++i)
{
all_tiles[15*32+i].solid = true; // for testing
}
spawn_player(&scene->scene);
update_entity_manager(&scene->scene.ent_manager);
sc_map_init_32(&collision_events, 128, 0);
}
void free_level_scene(LevelScene_t *scene)
void term_collision_system(void)
{
free_scene(&scene->scene);
for (size_t i=0; i<MAX_N_TILES;i++)
{
all_tiles[i].solid = 0;
sc_map_term_64(&all_tiles[i].entities_set);
}
sc_map_term_32(&collision_events);
}
void reload_level_scene(LevelScene_t *scene)
{
}

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@ -0,0 +1,15 @@
#ifndef __GAME_SYSTEMS_H
#define __GAME_SYSTEMS_H
#include "scene_impl.h"
void init_collision_system(void);
void term_collision_system(void);
void player_movement_input_system(Scene_t* scene);
void player_bbox_update_system(Scene_t *scene);
void tile_collision_system(Scene_t *scene);
void global_external_forces_system(Scene_t *scene);
void movement_update_system(Scene_t* scene);
void player_ground_air_transition_system(Scene_t* scene);
void state_transition_update_system(Scene_t *scene);
void update_tilemap_system(Scene_t *scene);
#endif // __GAME_SYSTEMS_H

308
engine/scene_impl.c 100644
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@ -0,0 +1,308 @@
#include "scene_impl.h"
#include "game_systems.h"
#include "constants.h"
#include "raylib.h"
#include "raymath.h"
#include <stdio.h>
#define MAX_N_TILES 4096
static Tile_t all_tiles[MAX_N_TILES] = {0};
enum EntitySpawnSelection
{
TOGGLE_TILE = 0,
SPAWN_CRATE,
};
#define MAX_SPAWN_TYPE 2
static unsigned int current_spawn_selection = 0;
static inline unsigned int get_tile_idx(int x, int y, unsigned int tilemap_width)
{
unsigned int tile_x = x / TILE_SIZE;
unsigned int tile_y = y / TILE_SIZE;
return tile_y * tilemap_width + tile_x;
}
static void level_scene_render_func(Scene_t* scene)
{
LevelSceneData_t *data = (LevelSceneData_t *)scene->scene_data;
TileGrid_t tilemap = data->tilemap;
Entity_t *p_ent;
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_64(&tilemap.tiles[i].entities_set));
if (tilemap.tiles[i].solid)
{
DrawRectangle(x, y, TILE_SIZE, TILE_SIZE, BLACK);
}
else if (tilemap.tiles[i].water_level > 0)
{
// Draw water tile
DrawRectangle(x, y, TILE_SIZE, TILE_SIZE, BLUE);
}
}
sc_map_foreach_value(&scene->ent_manager.entities, p_ent)
{
CTransform_t* p_ct = get_component(&scene->ent_manager, p_ent, CTRANSFORM_COMP_T);
CBBox_t* p_bbox = get_component(&scene->ent_manager, p_ent, CBBOX_COMP_T);
Color colour;
switch(p_ent->m_tag)
{
case PLAYER_ENT_TAG:
colour = RED;
break;
case CRATES_ENT_TAG:
colour = BROWN;
break;
default:
colour = BLACK;
}
DrawRectangle(p_ct->position.x, p_ct->position.y, p_bbox->size.x, p_bbox->size.y, colour);
}
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_64(&tilemap.tiles[i].entities_set));
if (tilemap.tiles[i].solid)
{
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);
}
// For DEBUG
char buffer[64];
sc_map_foreach_value(&scene->ent_manager.entities_map[PLAYER_ENT_TAG], p_ent)
{
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);
sprintf(buffer, "Pos: %.3f\n %.3f", p_ct->position.x, p_ct->position.y);
DrawText(buffer, tilemap.width * TILE_SIZE + 1, 15, 12, BLACK);
sprintf(buffer, "Jumps: %u", p_cjump->jumps);
DrawText(buffer, tilemap.width * TILE_SIZE + 1, 60, 12, BLACK);
sprintf(buffer, "Cooldown: %u", p_cjump->cooldown_timer);
DrawText(buffer, (tilemap.width + 3) * TILE_SIZE + 1, 60, 12, BLACK);
sprintf(buffer, "Crouch: %u", p_pstate->is_crouch);
DrawText(buffer, tilemap.width * TILE_SIZE + 1, 90, 12, BLACK);
sprintf(buffer, "Water: %s", p_mstate->water_state & 1? "YES":"NO");
DrawText(buffer, tilemap.width * TILE_SIZE + 1, 120, 12, BLACK);
}
sprintf(buffer, "Spawn Entity: %u", current_spawn_selection);
DrawText(buffer, tilemap.width * TILE_SIZE + 1, 240, 12, BLACK);
sprintf(buffer, "Number of Entities: %u", sc_map_size_64v(&scene->ent_manager.entities));
DrawText(buffer, tilemap.width * TILE_SIZE + 1, 270, 12, BLACK);
sprintf(buffer, "FPS: %u", GetFPS());
DrawText(buffer, tilemap.width * TILE_SIZE + 1, 320, 12, BLACK);
}
static void spawn_crate(Scene_t *scene, unsigned int tile_idx)
{
LevelSceneData_t *data = (LevelSceneData_t *)scene->scene_data;
Entity_t *p_crate = add_entity(&scene->ent_manager, CRATES_ENT_TAG);
CBBox_t *p_bbox = add_component(&scene->ent_manager, p_crate, CBBOX_COMP_T);
set_bbox(p_bbox, TILE_SIZE, TILE_SIZE);
p_bbox->solid = true;
p_bbox->fragile = true;
CTransform_t *p_ctransform = add_component(&scene->ent_manager, p_crate, CTRANSFORM_COMP_T);
p_ctransform->position.x = (tile_idx % data->tilemap.width) * TILE_SIZE;
p_ctransform->position.y = (tile_idx / data->tilemap.width) * TILE_SIZE;
add_component(&scene->ent_manager, p_crate, CMOVEMENTSTATE_T);
add_component(&scene->ent_manager, p_crate, CTILECOORD_COMP_T);
}
static void spawn_player(Scene_t *scene)
{
Entity_t *p_ent = add_entity(&scene->ent_manager, PLAYER_ENT_TAG);
CBBox_t *p_bbox = add_component(&scene->ent_manager, p_ent, CBBOX_COMP_T);
set_bbox(p_bbox, 30, 45);
add_component(&scene->ent_manager, p_ent, CTRANSFORM_COMP_T);
CJump_t *p_cjump = add_component(&scene->ent_manager, p_ent, CJUMP_COMP_T);
p_cjump->jump_speed = 680;
p_cjump->jumps = 1;
p_cjump->max_jumps = 1;
add_component(&scene->ent_manager, p_ent, CPLAYERSTATE_T);
add_component(&scene->ent_manager, p_ent, CTILECOORD_COMP_T);
add_component(&scene->ent_manager, p_ent, CMOVEMENTSTATE_T);
}
static void toggle_block_system(Scene_t *scene)
{
// TODO: This system is not good as the interface between raw input and actions is broken
static unsigned int last_tile_idx = MAX_N_TILES;
LevelSceneData_t *data = (LevelSceneData_t *)scene->scene_data;
TileGrid_t tilemap = data->tilemap;
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON))
{
unsigned int tile_idx = get_tile_idx(GetMouseX(), GetMouseY(), tilemap.width);
enum EntitySpawnSelection sel = (enum EntitySpawnSelection)current_spawn_selection;
if (tile_idx != last_tile_idx)
{
switch (sel)
{
case TOGGLE_TILE:
tilemap.tiles[tile_idx].solid = !tilemap.tiles[tile_idx].solid;
tilemap.tiles[tile_idx].water_level = 0;
break;
case SPAWN_CRATE:
spawn_crate(scene, tile_idx);
break;
}
last_tile_idx = tile_idx;
}
}
// TODO: Check for right click to change to water, also update above
else if (IsMouseButtonDown(MOUSE_RIGHT_BUTTON))
{
unsigned int tile_idx = get_tile_idx(GetMouseX(), GetMouseY(), tilemap.width);
if (tile_idx != last_tile_idx)
{
if (tilemap.tiles[tile_idx].water_level == 0)
{
tilemap.tiles[tile_idx].water_level = MAX_WATER_LEVEL;
}
else
{
tilemap.tiles[tile_idx].water_level = 0;
}
last_tile_idx = tile_idx;
}
}
else
{
last_tile_idx = MAX_N_TILES;
}
}
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;
p_playerstate->is_crouch |= (pressed)? 0b10 : 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;
case ACTION_NEXT_SPAWN:
if (!pressed)
{
current_spawn_selection++;
current_spawn_selection &= 1;
}
break;
case ACTION_PREV_SPAWN:
if (!pressed)
{
current_spawn_selection--;
current_spawn_selection &= 1;
}
break;
}
}
}
void init_level_scene(LevelScene_t *scene)
{
init_scene(&scene->scene, LEVEL_SCENE, &level_scene_render_func, &level_do_action);
scene->scene.scene_data = &scene->data;
init_collision_system();
// 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, &tile_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, &toggle_block_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_O, ACTION_PREV_SPAWN);
sc_map_put_64(&scene->scene.action_map, KEY_P, ACTION_NEXT_SPAWN);
scene->data.tilemap.width = 32;
scene->data.tilemap.height = 16;
assert(32*16 <= MAX_N_TILES);
scene->data.tilemap.n_tiles = 32*16;
scene->data.tilemap.tiles = all_tiles;
for (size_t i=0; i<MAX_N_TILES;i++)
{
all_tiles[i].solid = 0;
sc_map_init_64(&all_tiles[i].entities_set, 16, 0);
}
for (size_t i=0; i<32; ++i)
{
all_tiles[15*32+i].solid = true; // for testing
}
spawn_player(&scene->scene);
update_entity_manager(&scene->scene.ent_manager);
}
void free_level_scene(LevelScene_t *scene)
{
free_scene(&scene->scene);
for (size_t i=0; i<MAX_N_TILES;i++)
{
all_tiles[i].solid = 0;
sc_map_term_64(&all_tiles[i].entities_set);
}
term_collision_system();
}
void reload_level_scene(LevelScene_t *scene)
{
}