Refactor out game systems for scene
parent
e1cbce2703
commit
9223dcc0e9
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@ -24,6 +24,7 @@ target_link_directories(${PROJECT_NAME}
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target_link_libraries(${PROJECT_NAME}
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lib_EC
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lib_scenes
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sc_queue
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sc_map
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raylib
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@ -46,14 +47,13 @@ target_link_directories(EntManager_test
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)
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target_link_libraries(EntManager_test
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lib_EC
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lib_scenes
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sc_queue
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sc_map
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)
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add_executable(scene_test
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scene_test.c
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scene_impl.c
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scene.c
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)
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target_include_directories(scene_test
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@ -72,6 +72,7 @@ target_link_directories(scene_test
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target_link_libraries(scene_test
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lib_EC
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lib_scenes
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sc_queue
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sc_map
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sc_array
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@ -81,8 +82,6 @@ target_link_libraries(scene_test
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add_executable(scene_test_mem
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scene_test.c
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scene_impl.c
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scene.c
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)
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target_include_directories(scene_test_mem
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@ -100,6 +99,7 @@ target_link_directories(scene_test_mem
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target_link_libraries(scene_test_mem
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lib_EC
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lib_scenes
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sc_queue
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sc_map
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sc_array
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@ -1 +1,16 @@
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add_subdirectory(EC)
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add_library(lib_scenes STATIC
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scene.c
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scene_impl.c
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game_systems.c
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)
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target_include_directories(lib_scenes
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PUBLIC
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${CMAKE_CURRENT_LIST_DIR}
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${RAYLIB_DIR}/include
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)
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target_link_libraries(lib_scenes
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PRIVATE
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lib_EC
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raylib
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)
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@ -1,23 +1,23 @@
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#include "scene_impl.h"
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#include "game_systems.h"
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#include "constants.h"
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#include "raylib.h"
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#include "raymath.h"
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#include <stdio.h>
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static const Vector2 TILE_SZ = {TILE_SIZE, TILE_SIZE};
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#define MAX_N_TILES 4096
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static Tile_t all_tiles[MAX_N_TILES] = {0};
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static const Vector2 GRAVITY = {0, GRAV_ACCEL};
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static const Vector2 UPTHRUST = {0, -GRAV_ACCEL * 1.1};
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enum EntitySpawnSelection
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typedef enum AnchorPoint
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{
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TOGGLE_TILE = 0,
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SPAWN_CRATE,
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};
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#define MAX_SPAWN_TYPE 2
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static unsigned int current_spawn_selection = 0;
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AP_TOP_LEFT,
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AP_TOP_CENTER,
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AP_TOP_RIGHT,
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AP_MID_LEFT,
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AP_MID_CENTER,
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AP_MID_RIGHT,
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AP_BOT_LEFT,
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AP_BOT_CENTER,
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AP_BOT_RIGHT,
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}AnchorPoint_t;
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static inline unsigned int get_tile_idx(int x, int y, unsigned int tilemap_width)
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{
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@ -116,20 +116,6 @@ static inline bool check_on_ground(unsigned int ent_idx, Vector2 pos, Vector2 bb
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}
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return false;
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}
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typedef enum AnchorPoint
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{
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AP_TOP_LEFT,
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AP_TOP_CENTER,
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AP_TOP_RIGHT,
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AP_MID_LEFT,
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AP_MID_CENTER,
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AP_MID_RIGHT,
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AP_BOT_LEFT,
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AP_BOT_CENTER,
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AP_BOT_RIGHT,
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}AnchorPoint_t;
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static Vector2 shift_bbox(Vector2 bbox, Vector2 new_bbox, AnchorPoint_t anchor)
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{
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Vector2 p1;
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@ -197,108 +183,7 @@ static Vector2 shift_bbox(Vector2 bbox, Vector2 new_bbox, AnchorPoint_t anchor)
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return offset;
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}
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static void level_scene_render_func(Scene_t* scene)
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{
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LevelSceneData_t *data = (LevelSceneData_t *)scene->scene_data;
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TileGrid_t tilemap = data->tilemap;
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Entity_t *p_ent;
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for (size_t i=0; i<tilemap.n_tiles;++i)
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{
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char buffer[6] = {0};
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int x = (i % tilemap.width) * TILE_SIZE;
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int y = (i / tilemap.width) * TILE_SIZE;
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sprintf(buffer, "%u", sc_map_size_64(&tilemap.tiles[i].entities_set));
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if (tilemap.tiles[i].solid)
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{
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DrawRectangle(x, y, TILE_SIZE, TILE_SIZE, BLACK);
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}
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else if (tilemap.tiles[i].water_level > 0)
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{
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// Draw water tile
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DrawRectangle(x, y, TILE_SIZE, TILE_SIZE, BLUE);
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}
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}
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sc_map_foreach_value(&scene->ent_manager.entities, p_ent)
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{
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CTransform_t* p_ct = 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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Color colour;
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switch(p_ent->m_tag)
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{
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case PLAYER_ENT_TAG:
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colour = RED;
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break;
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case CRATES_ENT_TAG:
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colour = BROWN;
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break;
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default:
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colour = BLACK;
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}
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DrawRectangle(p_ct->position.x, p_ct->position.y, p_bbox->size.x, p_bbox->size.y, colour);
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}
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for (size_t i=0; i<tilemap.n_tiles;++i)
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{
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char buffer[6] = {0};
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int x = (i % tilemap.width) * TILE_SIZE;
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int y = (i / tilemap.width) * TILE_SIZE;
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sprintf(buffer, "%u", sc_map_size_64(&tilemap.tiles[i].entities_set));
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if (tilemap.tiles[i].solid)
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{
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DrawText(buffer, x, y, 10, WHITE);
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}
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else
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{
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// Draw water tile
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DrawText(buffer, x, y, 10, BLACK);
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}
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}
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// Draw tile grid
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for (size_t i=0; i<tilemap.width;++i)
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{
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int x = (i+1)*TILE_SIZE;
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DrawLine(x, 0, x, tilemap.height * TILE_SIZE, BLACK);
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}
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for (size_t i=0; i<tilemap.height;++i)
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{
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int y = (i+1)*TILE_SIZE;
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DrawLine(0, y, tilemap.width * TILE_SIZE, y, BLACK);
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}
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// For DEBUG
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char buffer[64];
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sc_map_foreach_value(&scene->ent_manager.entities_map[PLAYER_ENT_TAG], p_ent)
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{
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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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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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sprintf(buffer, "Jumps: %u", p_cjump->jumps);
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DrawText(buffer, tilemap.width * TILE_SIZE + 1, 60, 12, BLACK);
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sprintf(buffer, "Cooldown: %u", p_cjump->cooldown_timer);
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DrawText(buffer, (tilemap.width + 3) * TILE_SIZE + 1, 60, 12, BLACK);
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sprintf(buffer, "Crouch: %u", p_pstate->is_crouch);
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DrawText(buffer, tilemap.width * TILE_SIZE + 1, 90, 12, BLACK);
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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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sprintf(buffer, "Spawn Entity: %u", current_spawn_selection);
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DrawText(buffer, tilemap.width * TILE_SIZE + 1, 240, 12, BLACK);
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sprintf(buffer, "Number of Entities: %u", sc_map_size_64v(&scene->ent_manager.entities));
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DrawText(buffer, tilemap.width * TILE_SIZE + 1, 270, 12, BLACK);
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sprintf(buffer, "FPS: %u", GetFPS());
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DrawText(buffer, tilemap.width * TILE_SIZE + 1, 320, 12, BLACK);
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}
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static void player_movement_input_system(Scene_t* scene)
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void player_movement_input_system(Scene_t* scene)
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{
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LevelSceneData_t *data = (LevelSceneData_t *)scene->scene_data;
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TileGrid_t tilemap = data->tilemap;
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@ -417,7 +302,7 @@ static void player_movement_input_system(Scene_t* scene)
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}
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}
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static void player_bbox_update_system(Scene_t *scene)
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void player_bbox_update_system(Scene_t *scene)
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{
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LevelSceneData_t *data = (LevelSceneData_t *)scene->scene_data;
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TileGrid_t tilemap = data->tilemap;
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@ -486,101 +371,8 @@ static void player_bbox_update_system(Scene_t *scene)
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}
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}
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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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CMovementState_t* p_mstate;
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unsigned long ent_idx;
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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_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_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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p_ctransform->position.y + p_bbox->half_size.y,
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data->tilemap.width
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);
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if (data->tilemap.tiles[tile_idx].water_level > 0)
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{
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p_ctransform->accel = Vector2Add(p_ctransform->accel, UPTHRUST);
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}
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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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Vector2Scale(p_ctransform->accel, delta_time)
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);
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float mag = Vector2Length(p_ctransform->velocity);
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p_ctransform->velocity = Vector2Scale(Vector2Normalize(p_ctransform->velocity), (mag > PLAYER_MAX_SPEED)? PLAYER_MAX_SPEED:mag);
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// 3 dp precision
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if (fabs(p_ctransform->velocity.x) < 1e-3) p_ctransform->velocity.x = 0;
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if (fabs(p_ctransform->velocity.y) < 1e-3) p_ctransform->velocity.y = 0;
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// Store previous position before update
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p_ctransform->prev_position.x = p_ctransform->position.x;
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p_ctransform->prev_position.y = p_ctransform->position.y;
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p_ctransform->position = Vector2Add(
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p_ctransform->position,
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Vector2Scale(p_ctransform->velocity, delta_time)
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);
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p_ctransform->accel.x = 0;
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p_ctransform->accel.y = 0;
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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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{
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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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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_mstate->water_state & 1);
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// Landing or 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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p_cjump->jumped = false;
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p_cjump->short_hop = false;
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if (!in_water)
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p_cjump->cooldown_timer = 0;
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}
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// TODO: Handle in water <-> out of water transition
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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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}
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}
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static struct sc_map_32 collision_events;
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static void tile_collision_system(Scene_t *scene)
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void tile_collision_system(Scene_t *scene)
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{
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static bool checked_entities[MAX_COMP_POOL_SIZE] = {0};
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@ -784,7 +576,100 @@ static void tile_collision_system(Scene_t *scene)
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}
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}
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static void state_transition_update_system(Scene_t *scene)
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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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CMovementState_t* p_mstate;
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unsigned long ent_idx;
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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_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_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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p_ctransform->position.y + p_bbox->half_size.y,
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data->tilemap.width
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);
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if (data->tilemap.tiles[tile_idx].water_level > 0)
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{
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p_ctransform->accel = Vector2Add(p_ctransform->accel, UPTHRUST);
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}
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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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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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Vector2Scale(p_ctransform->accel, delta_time)
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);
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float mag = Vector2Length(p_ctransform->velocity);
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p_ctransform->velocity = Vector2Scale(Vector2Normalize(p_ctransform->velocity), (mag > PLAYER_MAX_SPEED)? PLAYER_MAX_SPEED:mag);
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// 3 dp precision
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if (fabs(p_ctransform->velocity.x) < 1e-3) p_ctransform->velocity.x = 0;
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if (fabs(p_ctransform->velocity.y) < 1e-3) p_ctransform->velocity.y = 0;
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// Store previous position before update
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p_ctransform->prev_position.x = p_ctransform->position.x;
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p_ctransform->prev_position.y = p_ctransform->position.y;
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p_ctransform->position = Vector2Add(
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p_ctransform->position,
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Vector2Scale(p_ctransform->velocity, delta_time)
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);
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p_ctransform->accel.x = 0;
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p_ctransform->accel.y = 0;
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}
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}
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void player_ground_air_transition_system(Scene_t* scene)
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{
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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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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_mstate->water_state & 1);
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// Landing or in water
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if (p_mstate->ground_state == 0b01 || in_water)
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{
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// 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)
|
||||
{
|
||||
}
|
|
@ -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
|
|
@ -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)
|
||||
{
|
||||
}
|
Loading…
Reference in New Issue