Add water checks in BFS
Also refactor the BFS logic to generalise the next tiles to go after the tile checksscene_man
parent
7af75b8366
commit
a080b5ee0a
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@ -150,6 +150,7 @@ typedef enum _WaterRunnerState
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typedef struct _CWaterRunner {
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BFSTileMap_t bfs_tilemap;
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int32_t start_height;
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int32_t current_tile;
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int32_t target_tile;
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struct sc_queue_32 bfs_queue;
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@ -15,7 +15,6 @@ typedef struct Tile {
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SolidType_t solid;
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uint8_t def;
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unsigned int water_level;
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unsigned int max_water_level;
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struct sc_map_64v entities_set;
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Vector2 offset;
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Vector2 size;
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@ -28,6 +27,7 @@ typedef struct TileGrid
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unsigned int height;
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unsigned int n_tiles;
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unsigned int tile_size;
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unsigned int max_water_level;
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Tile_t* tiles;
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}TileGrid_t;
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@ -26,6 +26,7 @@ Entity_t* create_water_runner(EntityManager_t* ent_manager, int32_t width, int32
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p_crunner->visited = calloc(total, sizeof(bool));
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p_crunner->current_tile = start_tile;
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p_crunner->start_height = start_tile / width;
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p_crunner->target_tile = total;
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CTransform_t* p_ct = add_component(p_filler, CTRANSFORM_COMP_T);
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@ -99,6 +100,9 @@ void update_water_runner_system(Scene_t* scene)
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}
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memset(p_crunner->visited, 0, p_crunner->bfs_tilemap.len * sizeof(bool));
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int32_t lowest_tile = p_crunner->current_tile;
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p_crunner->visited[p_crunner->current_tile] = true;
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p_crunner->bfs_tilemap.tilemap[p_crunner->current_tile].reachable = true;
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sc_queue_add_last(&p_crunner->bfs_queue, p_crunner->current_tile);
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while (!sc_queue_empty(&p_crunner->bfs_queue))
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{
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@ -112,52 +116,60 @@ void update_water_runner_system(Scene_t* scene)
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lowest_tile = curr_idx;
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}
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p_crunner->visited[curr_idx] = true;
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//p_crunner->visited[curr_idx] = true;
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p_crunner->bfs_tilemap.tilemap[curr_idx].reachable = true;
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// Possible optimisation to avoid repeated BFS, dunno how possible
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unsigned int next = curr_idx + p_crunner->bfs_tilemap.width;
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if (next >= p_crunner->bfs_tilemap.len) continue;
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bool to_go[4] = {false, false, false, false};
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Tile_t* curr_tile = tilemap.tiles + curr_idx;
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unsigned int next = curr_idx + p_crunner->bfs_tilemap.width;
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Tile_t* next_tile = tilemap.tiles + next;
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if (
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next_tile->solid != SOLID
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&& next_tile->water_level < next_tile->max_water_level
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&& !p_crunner->visited[next]
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)
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if (next < p_crunner->bfs_tilemap.len)
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{
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sc_queue_add_last(&p_crunner->bfs_queue, next);
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p_crunner->bfs_tilemap.tilemap[next].from = curr_idx;
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to_go[0] = next_tile->solid != SOLID;
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}
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else
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if (
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next_tile->solid == SOLID
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|| next_tile->water_level == tilemap.max_water_level
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|| curr_tile->water_level == tilemap.max_water_level
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)
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{
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next = curr_idx - 1;
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if (next % p_crunner->bfs_tilemap.width != 0)
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{
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next_tile = tilemap.tiles + next;
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if (
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next_tile->solid != SOLID
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&& next_tile->water_level < next_tile->max_water_level
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&& !p_crunner->visited[next]
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)
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{
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sc_queue_add_last(&p_crunner->bfs_queue, next);
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p_crunner->bfs_tilemap.tilemap[next].from = curr_idx;
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}
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to_go[1] = next_tile->solid != SOLID;
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}
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next = curr_idx + 1;
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if (next % p_crunner->bfs_tilemap.width != 0)
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{
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next_tile = tilemap.tiles + next;
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if (
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next_tile->solid != SOLID
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&& next_tile->water_level < next_tile->max_water_level
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&& !p_crunner->visited[next]
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)
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{
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sc_queue_add_last(&p_crunner->bfs_queue, next);
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p_crunner->bfs_tilemap.tilemap[next].from = curr_idx;
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}
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to_go[2] = next_tile->solid != SOLID;
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}
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}
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if (curr_tile->water_level == tilemap.max_water_level)
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{
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next = curr_idx - p_crunner->bfs_tilemap.width;
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if (next >= 0 && next / p_crunner->bfs_tilemap.width >= p_crunner->start_height)
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{
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next_tile = tilemap.tiles + next;
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to_go[3] = next_tile->solid != SOLID;
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}
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}
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const int8_t offsets[4] = {p_crunner->bfs_tilemap.width, -1, 1, -p_crunner->bfs_tilemap.width};
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for (uint8_t i = 0; i < 4; ++i)
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{
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next = curr_idx + offsets[i];
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if (to_go[i] && !p_crunner->visited[next])
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{
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sc_queue_add_last(&p_crunner->bfs_queue, next);
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p_crunner->bfs_tilemap.tilemap[next].from = curr_idx;
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p_crunner->visited[next] = true;
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p_crunner->bfs_tilemap.tilemap[next].reachable = true;
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}
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}
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}
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36
water_test.c
36
water_test.c
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@ -24,6 +24,8 @@ static GameEngine_t engine =
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.assets = {0}
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};
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static bool water_toggle = false;
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static void level_scene_render_func(Scene_t* scene)
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{
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LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data);
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@ -146,7 +148,7 @@ static void level_scene_render_func(Scene_t* scene)
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draw_rec.y = 0;
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draw_rec.height *= -1;
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BeginDrawing();
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ClearBackground(LIGHTGRAY);
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ClearBackground( water_toggle? ColorAlpha(BLUE, 0.2) : LIGHTGRAY);
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DrawTextureRec(
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data->game_viewport.texture,
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draw_rec,
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@ -210,10 +212,28 @@ static void toggle_block_system(Scene_t* scene)
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if (tile_idx == last_tile_idx) return;
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if (IsMouseButtonDown(MOUSE_LEFT_BUTTON))
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{
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TileType_t new_type = EMPTY_TILE;
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new_type = (tilemap.tiles[tile_idx].tile_type == SOLID_TILE)? EMPTY_TILE : SOLID_TILE;
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if (new_type == SOLID_TILE) tilemap.tiles[tile_idx].water_level = 0;
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change_a_tile(&tilemap, tile_idx, new_type);
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if (!water_toggle)
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{
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TileType_t new_type = EMPTY_TILE;
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new_type = (tilemap.tiles[tile_idx].tile_type == SOLID_TILE)? EMPTY_TILE : SOLID_TILE;
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if (new_type == SOLID_TILE) tilemap.tiles[tile_idx].water_level = 0;
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change_a_tile(&tilemap, tile_idx, new_type);
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}
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else
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{
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if (tilemap.tiles[tile_idx].tile_type != SOLID_TILE)
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{
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if (tilemap.tiles[tile_idx].water_level > 0)
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{
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tilemap.tiles[tile_idx].water_level = 0;
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}
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else
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{
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tilemap.tiles[tile_idx].water_level = tilemap.max_water_level;
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}
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}
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}
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last_tile_idx = tile_idx;
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CWaterRunner_t* p_crunner;
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sc_map_foreach_value(&scene->ent_manager.component_map[CWATERRUNNER_T], p_crunner)
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@ -284,6 +304,9 @@ static void level_do_action(Scene_t* scene, ActionType_t action, bool pressed)
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case ACTION_RIGHT:
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p_playerstate->player_dir.x = (pressed)? 1 : 0;
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break;
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case ACTION_METAL_TOGGLE:
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if (!pressed) water_toggle = !water_toggle;
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break;
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default:
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break;
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}
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@ -331,6 +354,7 @@ int main(void)
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scene.data.tilemap.width = DEFAULT_MAP_WIDTH;
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scene.data.tilemap.height = DEFAULT_MAP_HEIGHT;
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scene.data.tilemap.tile_size = TILE_SIZE;
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scene.data.tilemap.max_water_level = 1;
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scene.data.tilemap.n_tiles = scene.data.tilemap.width * scene.data.tilemap.height;
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assert(scene.data.tilemap.n_tiles <= MAX_N_TILES);
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scene.data.tilemap.tiles = all_tiles;
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@ -340,7 +364,6 @@ int main(void)
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all_tiles[i].solid = NOT_SOLID;
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all_tiles[i].tile_type = EMPTY_TILE;
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all_tiles[i].moveable = true;
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all_tiles[i].max_water_level = 1;
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sc_map_init_64v(&all_tiles[i].entities_set, 16, 0);
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all_tiles[i].size = (Vector2){TILE_SIZE, TILE_SIZE};
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}
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@ -373,6 +396,7 @@ int main(void)
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sc_map_put_64(&scene.scene.action_map, KEY_DOWN, ACTION_DOWN);
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sc_map_put_64(&scene.scene.action_map, KEY_LEFT, ACTION_LEFT);
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sc_map_put_64(&scene.scene.action_map, KEY_RIGHT, ACTION_RIGHT);
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sc_map_put_64(&scene.scene.action_map, KEY_P, ACTION_METAL_TOGGLE);
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while(true)
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