parent
e762f62f40
commit
9fdb8296ff
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@ -91,6 +91,7 @@ typedef struct _CPlayerState_t {
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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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bool locked; // Whether to respond to inputs
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} CPlayerState_t;
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typedef enum ContainerItem {
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@ -23,5 +23,6 @@ typedef enum ActionType
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ACTION_SPAWN_TILE,
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ACTION_REMOVE_TILE,
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ACTION_SWITCH_TILESET,
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ACTION_LOOKAHEAD,
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}ActionType_t;
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#endif // __ACTIONS_H
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@ -1022,7 +1022,6 @@ static void level_do_action(Scene_t* scene, ActionType_t action, bool pressed)
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case ACTION_REMOVE_TILE:
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toggle_block_system(scene, action, pressed);
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update_entity_manager(&scene->ent_manager);
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default:
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break;
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case ACTION_SWITCH_TILESET:
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if (!pressed)
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@ -1033,6 +1032,10 @@ static void level_do_action(Scene_t* scene, ActionType_t action, bool pressed)
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data->solid_tile_sprites = get_sprite(&scene->engine->assets, SOLID_TILE_SELECTIONS[data->selected_solid_tilemap]);
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}
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break;
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case ACTION_LOOKAHEAD:
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p_playerstate->locked = pressed;
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default:
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break;
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}
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}
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}
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@ -1321,10 +1324,11 @@ void init_sandbox_scene(LevelScene_t* scene)
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sc_map_put_64(&scene->scene.action_map, KEY_T, ACTION_CRATE_ACTIVATION);
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sc_map_put_64(&scene->scene.action_map, KEY_L, ACTION_EXIT);
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sc_map_put_64(&scene->scene.action_map, KEY_R, ACTION_RESTART);
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sc_map_put_64(&scene->scene.action_map, KEY_B, ACTION_TOGGLE_GRID);
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sc_map_put_64(&scene->scene.action_map, KEY_Z, ACTION_SWITCH_TILESET);
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sc_map_put_64(&scene->scene.action_map, KEY_V, ACTION_SET_SPAWNPOINT);
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sc_map_put_64(&scene->scene.action_map, KEY_X, ACTION_TOGGLE_GRID);
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sc_map_put_64(&scene->scene.action_map, KEY_C, ACTION_SET_SPAWNPOINT);
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sc_map_put_64(&scene->scene.action_map, KEY_U, ACTION_TOGGLE_TIMESLOW);
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sc_map_put_64(&scene->scene.action_map, KEY_V, ACTION_LOOKAHEAD);
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sc_map_put_64(&scene->scene.action_map, MOUSE_LEFT_BUTTON, ACTION_SPAWN_TILE);
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sc_map_put_64(&scene->scene.action_map, MOUSE_RIGHT_BUTTON, ACTION_REMOVE_TILE);
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@ -298,43 +298,47 @@ void player_movement_input_system(Scene_t* scene)
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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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// Transit into ladder state if possible
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if (!p_pstate->locked)
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{
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unsigned int tile_idx = get_tile_idx(
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p_player->position.x + p_bbox->half_size.x,
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p_player->position.y + p_bbox->half_size.y,
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data->tilemap
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);
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if (tilemap.tiles[tile_idx].tile_type == LADDER && p_ctransform->velocity.y >= 0)
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if (p_pstate->player_dir.y < 0)
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{
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p_pstate->ladder_state = true;
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p_player->position.y--;
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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_player->position.x + p_bbox->half_size.x,
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p_player->position.y + p_bbox->size.y,
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data->tilemap
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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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unsigned int tile_idx = get_tile_idx(
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p_player->position.x + p_bbox->half_size.x,
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p_player->position.y + p_bbox->half_size.y,
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data->tilemap
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);
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if (tilemap.tiles[tile_idx].tile_type == LADDER && p_ctransform->velocity.y >= 0)
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{
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p_pstate->ladder_state = true;
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p_player->position.y--;
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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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else if (p_pstate->player_dir.y > 0)
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{
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p_pstate->ladder_state = true;
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p_player->position.y++;
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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_player->position.x + p_bbox->half_size.x,
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p_player->position.y + p_bbox->size.y,
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data->tilemap
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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_player->position.x + p_bbox->half_size.x,
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p_player->position.y + p_bbox->half_size.y,
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data->tilemap
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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_player->position.y++;
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}
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}
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}
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}
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@ -353,10 +357,11 @@ void player_movement_input_system(Scene_t* scene)
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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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p_ctransform->velocity.y = p_pstate->player_dir.y * 150 * (p_pstate->locked ? 0 : 1);
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p_ctransform->velocity.x = p_pstate->player_dir.x * 40 * (p_pstate->locked ? 0 : 1);
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if (p_pstate->player_dir.y != 0)
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{
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p_player->position.x = tile_x * TILE_SIZE + 1;
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@ -365,30 +370,50 @@ void player_movement_input_system(Scene_t* scene)
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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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if (p_pstate->locked)
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{
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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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p_pstate->is_crouch |= (p_pstate->is_crouch & 1)? 0b10 : 0;
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}
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else
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{
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// Although this can be achieved via higher friction, i'll explain away as the player is not
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// good with swimming, resulting in lower movement acceleration
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p_ctransform->accel = Vector2Scale(Vector2Normalize(p_pstate->player_dir), MOVE_ACCEL/1.2);
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p_pstate->is_crouch |= (p_pstate->player_dir.y > 0)? 0b10 : 0;
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Vector2 point_to_check = Vector2Add(
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p_player->position,
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(Vector2){0, p_bbox->size.y - PLAYER_HEIGHT}
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);
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uint8_t collide_type = check_collision_at(
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p_player, point_to_check, p_bbox->size, &tilemap
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);
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if (collide_type == 1)
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{
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p_pstate->is_crouch |= 0b10;
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}
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if (!(p_mstate->ground_state & 1)) p_pstate->is_crouch &= 0b01;
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}
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if (p_pstate->is_crouch & 1)
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if (!in_water)
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{
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p_ctransform->accel = Vector2Scale(p_ctransform->accel, 0.5);
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p_pstate->player_dir.y = 0;
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}
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if (!p_pstate->locked)
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{
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// Although this can be achieved via higher friction, i'll explain away as the player is not
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// good with swimming, resulting in lower movement acceleration
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p_ctransform->accel = Vector2Scale(Vector2Normalize(p_pstate->player_dir), MOVE_ACCEL / (in_water ? 1.2f : 1.0f));
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if (p_pstate->is_crouch & 1)
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{
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p_ctransform->accel = Vector2Scale(p_ctransform->accel, 0.5);
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}
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}
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// Short Hop
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// Jumped check is needed to make sure it is applied on jumps, not generally
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// One issue caused is lower velocity in water
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if (p_cjump->jumped)
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{
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if (!p_pstate->jump_pressed)
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if (!p_pstate->jump_pressed || p_pstate->locked)
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{
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p_cjump->jump_released = true;
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if (!p_cjump->short_hop && p_ctransform->velocity.y < 0)
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@ -399,57 +424,50 @@ void player_movement_input_system(Scene_t* scene)
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}
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}
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Vector2 point_to_check = Vector2Add(
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p_player->position,
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(Vector2){0, p_bbox->size.y - PLAYER_HEIGHT}
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);
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uint8_t collide_type = check_collision_at(
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p_player, point_to_check, p_bbox->size, &tilemap
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);
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if (collide_type == 1)
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{
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p_pstate->is_crouch |= 0b10;
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}
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if (!(p_mstate->ground_state & 1)) p_pstate->is_crouch &= 0b01;
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p_pstate->is_crouch >>= 1;
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// Jumps is possible as long as you have a jump
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// Check if possible to jump when jump is pressed
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if (p_cjump->jump_released && p_pstate->jump_pressed && p_cjump->jumps > 0 && p_cjump->jump_ready)
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if (!p_pstate->locked)
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{
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play_sfx(scene->engine, PLAYER_JMP_SFX);
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p_cjump->jumps--;
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if (!in_water)
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if (p_cjump->jump_released && p_pstate->jump_pressed && p_cjump->jumps > 0 && p_cjump->jump_ready)
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{
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if (p_mstate->ground_state & 1 || p_cjump->coyote_timer > 0)
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play_sfx(scene->engine, PLAYER_JMP_SFX);
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p_cjump->jumps--;
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if (!in_water)
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{
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p_ctransform->velocity.y = -p_cjump->jump_speed;
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if (p_mstate->ground_state & 1 || p_cjump->coyote_timer > 0)
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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 if (p_pstate->ladder_state)
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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 if (p_pstate->ladder_state)
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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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p_ctransform->velocity.y = -p_cjump->jump_speed / 1.75;
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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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p_pstate->ladder_state = false;
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p_cjump->coyote_timer = 0;
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p_cjump->jumped = true;
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p_cjump->jump_ready = false;
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p_cjump->jump_released = false;
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}
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else if (p_mstate->ground_state == 0b01)
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{
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// the else if check is to prevent playing the landing sfx
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// on first frame jumps
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// This is also why this is done here instead of in the
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// state transition function
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play_sfx_pitched(scene->engine, PLAYER_LAND_SFX, 0.8f + rand() * 0.4f / (float)RAND_MAX);
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p_pstate->ladder_state = false;
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p_cjump->coyote_timer = 0;
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p_cjump->jumped = true;
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p_cjump->jump_ready = false;
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p_cjump->jump_released = false;
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}
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else if (p_mstate->ground_state == 0b01)
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{
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// the else if check is to prevent playing the landing sfx
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// on first frame jumps
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// This is also why this is done here instead of in the
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// state transition function
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play_sfx_pitched(scene->engine, PLAYER_LAND_SFX, 0.8f + rand() * 0.4f / (float)RAND_MAX);
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}
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}
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// Post movement state update
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p_pstate->is_crouch >>= 1;
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}
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}
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Reference in New Issue