diff --git a/engine/EC.h b/engine/EC.h index 8964b27..6ea2ac0 100644 --- a/engine/EC.h +++ b/engine/EC.h @@ -91,6 +91,7 @@ typedef struct _CPlayerState_t { uint8_t jump_pressed; uint8_t is_crouch; bool ladder_state; + bool locked; // Whether to respond to inputs } CPlayerState_t; typedef enum ContainerItem { diff --git a/engine/actions.h b/engine/actions.h index d71cb2d..2abd3f7 100644 --- a/engine/actions.h +++ b/engine/actions.h @@ -23,5 +23,6 @@ typedef enum ActionType ACTION_SPAWN_TILE, ACTION_REMOVE_TILE, ACTION_SWITCH_TILESET, + ACTION_LOOKAHEAD, }ActionType_t; #endif // __ACTIONS_H diff --git a/scenes/editor_scene.c b/scenes/editor_scene.c index f026bd4..722d130 100644 --- a/scenes/editor_scene.c +++ b/scenes/editor_scene.c @@ -1022,7 +1022,6 @@ static void level_do_action(Scene_t* scene, ActionType_t action, bool pressed) case ACTION_REMOVE_TILE: toggle_block_system(scene, action, pressed); update_entity_manager(&scene->ent_manager); - default: break; case ACTION_SWITCH_TILESET: if (!pressed) @@ -1033,6 +1032,10 @@ static void level_do_action(Scene_t* scene, ActionType_t action, bool pressed) data->solid_tile_sprites = get_sprite(&scene->engine->assets, SOLID_TILE_SELECTIONS[data->selected_solid_tilemap]); } break; + case ACTION_LOOKAHEAD: + p_playerstate->locked = pressed; + default: + break; } } } @@ -1321,10 +1324,11 @@ void init_sandbox_scene(LevelScene_t* scene) sc_map_put_64(&scene->scene.action_map, KEY_T, ACTION_CRATE_ACTIVATION); sc_map_put_64(&scene->scene.action_map, KEY_L, ACTION_EXIT); sc_map_put_64(&scene->scene.action_map, KEY_R, ACTION_RESTART); - sc_map_put_64(&scene->scene.action_map, KEY_B, ACTION_TOGGLE_GRID); sc_map_put_64(&scene->scene.action_map, KEY_Z, ACTION_SWITCH_TILESET); - sc_map_put_64(&scene->scene.action_map, KEY_V, ACTION_SET_SPAWNPOINT); + sc_map_put_64(&scene->scene.action_map, KEY_X, ACTION_TOGGLE_GRID); + sc_map_put_64(&scene->scene.action_map, KEY_C, ACTION_SET_SPAWNPOINT); sc_map_put_64(&scene->scene.action_map, KEY_U, ACTION_TOGGLE_TIMESLOW); + sc_map_put_64(&scene->scene.action_map, KEY_V, ACTION_LOOKAHEAD); sc_map_put_64(&scene->scene.action_map, MOUSE_LEFT_BUTTON, ACTION_SPAWN_TILE); sc_map_put_64(&scene->scene.action_map, MOUSE_RIGHT_BUTTON, ACTION_REMOVE_TILE); diff --git a/scenes/game_systems.c b/scenes/game_systems.c index 3360aea..aa90e12 100644 --- a/scenes/game_systems.c +++ b/scenes/game_systems.c @@ -298,43 +298,47 @@ void player_movement_input_system(Scene_t* scene) // Ladder handling if (!p_pstate->ladder_state) { - if (p_pstate->player_dir.y < 0) + // Transit into ladder state if possible + if (!p_pstate->locked) { - unsigned int tile_idx = get_tile_idx( - p_player->position.x + p_bbox->half_size.x, - p_player->position.y + p_bbox->half_size.y, - data->tilemap - ); - if (tilemap.tiles[tile_idx].tile_type == LADDER && p_ctransform->velocity.y >= 0) + if (p_pstate->player_dir.y < 0) { - p_pstate->ladder_state = true; - p_player->position.y--; - } - } - else if (p_pstate->player_dir.y > 0) - { - unsigned int tile_idx; - - if (p_mstate->ground_state & 1) - { - tile_idx = get_tile_idx( - p_player->position.x + p_bbox->half_size.x, - p_player->position.y + p_bbox->size.y, - data->tilemap - ); - } - else - { - tile_idx = get_tile_idx( + unsigned int tile_idx = get_tile_idx( p_player->position.x + p_bbox->half_size.x, p_player->position.y + p_bbox->half_size.y, data->tilemap ); + if (tilemap.tiles[tile_idx].tile_type == LADDER && p_ctransform->velocity.y >= 0) + { + p_pstate->ladder_state = true; + p_player->position.y--; + } } - if (tile_idx < tilemap.n_tiles && tilemap.tiles[tile_idx].tile_type == LADDER) + else if (p_pstate->player_dir.y > 0) { - p_pstate->ladder_state = true; - p_player->position.y++; + unsigned int tile_idx; + + if (p_mstate->ground_state & 1) + { + tile_idx = get_tile_idx( + p_player->position.x + p_bbox->half_size.x, + p_player->position.y + p_bbox->size.y, + data->tilemap + ); + } + else + { + tile_idx = get_tile_idx( + p_player->position.x + p_bbox->half_size.x, + p_player->position.y + p_bbox->half_size.y, + data->tilemap + ); + } + if (tile_idx < tilemap.n_tiles && tilemap.tiles[tile_idx].tile_type == LADDER) + { + p_pstate->ladder_state = true; + p_player->position.y++; + } } } } @@ -353,10 +357,11 @@ void player_movement_input_system(Scene_t* scene) p_pstate->ladder_state |= tilemap.tiles[tile_idx].tile_type == LADDER; } } + if (p_pstate->ladder_state) { - p_ctransform->velocity.y = p_pstate->player_dir.y * 150; - p_ctransform->velocity.x = p_pstate->player_dir.x * 40; + p_ctransform->velocity.y = p_pstate->player_dir.y * 150 * (p_pstate->locked ? 0 : 1); + p_ctransform->velocity.x = p_pstate->player_dir.x * 40 * (p_pstate->locked ? 0 : 1); if (p_pstate->player_dir.y != 0) { p_player->position.x = tile_x * TILE_SIZE + 1; @@ -365,30 +370,50 @@ void player_movement_input_system(Scene_t* scene) } bool in_water = (p_mstate->water_state & 1); - p_pstate->is_crouch |= (p_pstate->player_dir.y > 0)? 0b10 : 0; - if (!in_water) + if (p_pstate->locked) { - - p_pstate->player_dir.y = 0; - p_ctransform->accel = Vector2Scale(Vector2Normalize(p_pstate->player_dir), MOVE_ACCEL); + p_pstate->is_crouch |= (p_pstate->is_crouch & 1)? 0b10 : 0; } else { - // Although this can be achieved via higher friction, i'll explain away as the player is not - // good with swimming, resulting in lower movement acceleration - p_ctransform->accel = Vector2Scale(Vector2Normalize(p_pstate->player_dir), MOVE_ACCEL/1.2); + p_pstate->is_crouch |= (p_pstate->player_dir.y > 0)? 0b10 : 0; + Vector2 point_to_check = Vector2Add( + p_player->position, + (Vector2){0, p_bbox->size.y - PLAYER_HEIGHT} + ); + uint8_t collide_type = check_collision_at( + p_player, point_to_check, p_bbox->size, &tilemap + ); + if (collide_type == 1) + { + p_pstate->is_crouch |= 0b10; + } + if (!(p_mstate->ground_state & 1)) p_pstate->is_crouch &= 0b01; } - if (p_pstate->is_crouch & 1) + if (!in_water) { - p_ctransform->accel = Vector2Scale(p_ctransform->accel, 0.5); + p_pstate->player_dir.y = 0; } + + if (!p_pstate->locked) + { + // Although this can be achieved via higher friction, i'll explain away as the player is not + // good with swimming, resulting in lower movement acceleration + p_ctransform->accel = Vector2Scale(Vector2Normalize(p_pstate->player_dir), MOVE_ACCEL / (in_water ? 1.2f : 1.0f)); + + if (p_pstate->is_crouch & 1) + { + p_ctransform->accel = Vector2Scale(p_ctransform->accel, 0.5); + } + } + // Short Hop // Jumped check is needed to make sure it is applied on jumps, not generally // One issue caused is lower velocity in water if (p_cjump->jumped) { - if (!p_pstate->jump_pressed) + if (!p_pstate->jump_pressed || p_pstate->locked) { p_cjump->jump_released = true; if (!p_cjump->short_hop && p_ctransform->velocity.y < 0) @@ -399,57 +424,50 @@ void player_movement_input_system(Scene_t* scene) } } - Vector2 point_to_check = Vector2Add( - p_player->position, - (Vector2){0, p_bbox->size.y - PLAYER_HEIGHT} - ); - uint8_t collide_type = check_collision_at( - p_player, point_to_check, p_bbox->size, &tilemap - ); - if (collide_type == 1) - { - p_pstate->is_crouch |= 0b10; - } - if (!(p_mstate->ground_state & 1)) p_pstate->is_crouch &= 0b01; - p_pstate->is_crouch >>= 1; // Jumps is possible as long as you have a jump // Check if possible to jump when jump is pressed - if (p_cjump->jump_released && p_pstate->jump_pressed && p_cjump->jumps > 0 && p_cjump->jump_ready) + if (!p_pstate->locked) { - play_sfx(scene->engine, PLAYER_JMP_SFX); - p_cjump->jumps--; - if (!in_water) + if (p_cjump->jump_released && p_pstate->jump_pressed && p_cjump->jumps > 0 && p_cjump->jump_ready) { - if (p_mstate->ground_state & 1 || p_cjump->coyote_timer > 0) + play_sfx(scene->engine, PLAYER_JMP_SFX); + p_cjump->jumps--; + if (!in_water) { - p_ctransform->velocity.y = -p_cjump->jump_speed; + if (p_mstate->ground_state & 1 || p_cjump->coyote_timer > 0) + { + p_ctransform->velocity.y = -p_cjump->jump_speed; + } + else if (p_pstate->ladder_state) + { + p_ctransform->velocity.y = -p_cjump->jump_speed / 1.4; + } } - else if (p_pstate->ladder_state) + else { - p_ctransform->velocity.y = -p_cjump->jump_speed / 1.4; + p_ctransform->velocity.y = -p_cjump->jump_speed / 1.75; } - } - else - { - p_ctransform->velocity.y = -p_cjump->jump_speed / 1.75; - } - p_pstate->ladder_state = false; - p_cjump->coyote_timer = 0; - p_cjump->jumped = true; - p_cjump->jump_ready = false; - p_cjump->jump_released = false; - } - else if (p_mstate->ground_state == 0b01) - { - // the else if check is to prevent playing the landing sfx - // on first frame jumps - // This is also why this is done here instead of in the - // state transition function - play_sfx_pitched(scene->engine, PLAYER_LAND_SFX, 0.8f + rand() * 0.4f / (float)RAND_MAX); + p_pstate->ladder_state = false; + p_cjump->coyote_timer = 0; + p_cjump->jumped = true; + p_cjump->jump_ready = false; + p_cjump->jump_released = false; + } + else if (p_mstate->ground_state == 0b01) + { + // the else if check is to prevent playing the landing sfx + // on first frame jumps + // This is also why this is done here instead of in the + // state transition function + play_sfx_pitched(scene->engine, PLAYER_LAND_SFX, 0.8f + rand() * 0.4f / (float)RAND_MAX); + } } + + // Post movement state update + p_pstate->is_crouch >>= 1; } }