Implement ladder mechanics
Changelog: - Change ladder to be in player state component - Add ladder state transition - Hold up or down to enter ladder when overlap with ladder - On ground, ladder has to be on foot - Either jump or exit a ladder to exit ladder state - Ignore external forces during ladder state - Ladder uses velocity instead of acceleration to move player - Reduce jump speed if not on ground (such as on ladder) - Make water transparent, finallyscene_man
parent
c44696c1f8
commit
9eb46d0e57
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@ -38,7 +38,6 @@ typedef struct _CTransform_t {
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typedef struct _CMovementState_t {
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uint8_t ground_state;
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uint8_t water_state;
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bool ladder_state;
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} CMovementState_t;
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// This is to store the occupying tiles
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@ -67,6 +66,7 @@ typedef struct _CPlayerState_t {
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Vector2 player_dir;
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uint8_t jump_pressed;
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uint8_t is_crouch;
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bool ladder_state;
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} CPlayerState_t;
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typedef enum ContainerItem {
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@ -52,10 +52,12 @@ static void level_scene_render_func(Scene_t* scene)
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{
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DrawRectangle(x, y, TILE_SIZE, TILE_SIZE, ORANGE);
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}
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else if (tilemap.tiles[i].water_level > 0)
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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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Color water_colour = ColorAlpha(BLUE, 0.5);
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DrawRectangle(x, y, TILE_SIZE, TILE_SIZE, water_colour);
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}
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}
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@ -158,6 +160,8 @@ static void level_scene_render_func(Scene_t* scene)
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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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sprintf(buffer, "Ladder: %u", p_pstate->ladder_state);
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DrawText(buffer, tilemap.width * TILE_SIZE + 1, 150, 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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@ -266,7 +270,6 @@ static void toggle_block_system(Scene_t* scene)
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tilemap.tiles[tile_idx].tile_type = ONEWAY_TILE;
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tilemap.tiles[tile_idx].solid = ONE_WAY;
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}
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tilemap.tiles[tile_idx].water_level = 0;
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break;
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case TOGGLE_LADDER:
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if (tilemap.tiles[tile_idx].tile_type == LADDER)
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@ -292,7 +295,6 @@ static void toggle_block_system(Scene_t* scene)
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{
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tilemap.tiles[down_tile].solid = (tilemap.tiles[tile_idx].tile_type != LADDER)? ONE_WAY : NOT_SOLID;
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}
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tilemap.tiles[tile_idx].water_level = 0;
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break;
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case SPAWN_CRATE:
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spawn_crate(scene, tile_idx, false);
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@ -339,7 +341,6 @@ void level_do_action(Scene_t* scene, ActionType_t action, bool pressed)
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break;
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case ACTION_DOWN:
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p_playerstate->player_dir.y = (pressed)? 1 : 0;
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//p_playerstate->is_crouch |= (pressed)? 0b10 : 0;
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break;
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case ACTION_LEFT:
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p_playerstate->player_dir.x = (pressed)? -1 : 0;
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@ -313,10 +313,85 @@ void player_movement_input_system(Scene_t* scene)
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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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// Ladder handling
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if (!p_pstate->ladder_state)
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{
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if (p_pstate->player_dir.y < 0)
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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 (tilemap.tiles[tile_idx].tile_type == LADDER)
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{
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p_pstate->ladder_state = true;
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//p_ctransform->position.x = (tile_idx % tilemap.width) * TILE_SIZE;
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if (p_mstate->ground_state & 1)
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{
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p_ctransform->position.y--;
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}
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}
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}
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else if (p_pstate->player_dir.y > 0)
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{
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unsigned int tile_idx;
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if (p_mstate->ground_state & 1)
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{
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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->size.y,
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data->tilemap.width
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);
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}
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else
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{
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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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}
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if (tile_idx < tilemap.n_tiles && tilemap.tiles[tile_idx].tile_type == LADDER)
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{
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p_pstate->ladder_state = true;
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//p_ctransform->position.x = (tile_idx % tilemap.width) * TILE_SIZE;
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if (p_mstate->ground_state & 1)
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{
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p_ctransform->position.y += TILE_SIZE / 2;
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}
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}
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}
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}
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else
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{
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unsigned int tile_x = (p_ctransform->position.x + p_bbox->half_size.x) / TILE_SIZE;
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unsigned int tile_y1 = (p_ctransform->position.y + p_bbox->half_size.y) / TILE_SIZE;
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unsigned int tile_y2 = (p_ctransform->position.y + p_bbox->size.y) / TILE_SIZE;
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p_pstate->ladder_state = false;
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if (!(p_mstate->ground_state & 1))
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{
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for(unsigned int tile_y = tile_y1; tile_y <= tile_y2; tile_y++)
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{
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unsigned int tile_idx = tile_y * tilemap.width + tile_x;
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p_pstate->ladder_state |= tilemap.tiles[tile_idx].tile_type == LADDER;
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}
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}
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if (p_pstate->ladder_state)
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{
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p_ctransform->velocity.y = p_pstate->player_dir.y * 150;
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p_ctransform->velocity.x = p_pstate->player_dir.x * 40;
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}
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}
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bool in_water = (p_mstate->water_state & 1);
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p_pstate->is_crouch |= (p_pstate->player_dir.y > 0)? 0b10 : 0;
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if (!in_water)
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{
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p_pstate->is_crouch |= (p_pstate->player_dir.y > 0)? 0b10 : 0;
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p_pstate->player_dir.y = 0;
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p_ctransform->accel = Vector2Scale(Vector2Normalize(p_pstate->player_dir), MOVE_ACCEL);
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}
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@ -368,12 +443,20 @@ void player_movement_input_system(Scene_t* scene)
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// Check if possible to jump when jump is pressed
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if (p_pstate->jump_pressed && p_cjump->jumps > 0 && p_cjump->jump_ready)
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{
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p_pstate->ladder_state = false;
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p_cjump->jumps--;
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if (!in_water)
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{
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if (p_mstate->ground_state & 1)
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{
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p_ctransform->velocity.y = -p_cjump->jump_speed;
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}
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else
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{
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p_ctransform->velocity.y = -p_cjump->jump_speed / 1.4;
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}
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}
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else
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{
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p_ctransform->velocity.y = -p_cjump->jump_speed / 1.75;
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}
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@ -419,7 +502,7 @@ void player_bbox_update_system(Scene_t* scene)
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}
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else
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{
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if (p_mstate->water_state & 1)
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if ((p_mstate->water_state & 1) && !p_pstate->ladder_state)
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{
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new_bbox.x = PLAYER_C_WIDTH;
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new_bbox.y = PLAYER_C_HEIGHT;
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@ -704,6 +787,16 @@ void global_external_forces_system(Scene_t* scene)
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}
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}
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CPlayerState_t* p_pstate;
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sc_map_foreach(&scene->ent_manager.component_map[CPLAYERSTATE_T], ent_idx, p_pstate)
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{
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Entity_t* p_ent = get_entity(&scene->ent_manager, ent_idx);
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CTransform_t* p_ctransform = get_component(&scene->ent_manager, p_ent, CTRANSFORM_COMP_T);
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if (p_pstate->ladder_state)
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{
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p_ctransform->accel = (Vector2){0,0};
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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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@ -753,7 +846,7 @@ void player_ground_air_transition_system(Scene_t* scene)
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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 & 1 || in_water) && !p_pstate->jump_pressed )
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if ((p_mstate->ground_state & 1 || in_water || p_pstate->ladder_state) && !p_pstate->jump_pressed )
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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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