Refactor out broad phase grid collision functions
parent
eaf75ec8ae
commit
aae61edda9
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@ -683,6 +683,7 @@ void init_level_scene(LevelScene_t* scene)
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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.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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@ -4,6 +4,7 @@ add_library(lib_engine STATIC
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AABB.c
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gui.c
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engine.c
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collisions.c
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)
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target_include_directories(lib_engine
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PUBLIC
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@ -0,0 +1,252 @@
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#include "collisions.h"
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#include "AABB.h"
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void remove_entity_from_tilemap(EntityManager_t *p_manager, TileGrid_t* tilemap, Entity_t* p_ent)
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{
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CTileCoord_t* p_tilecoord = get_component(p_ent, CTILECOORD_COMP_T);
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for (size_t i = 0;i < p_tilecoord->n_tiles; ++i)
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{
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// Use previously store tile position
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// Clear from those positions
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unsigned int tile_idx = p_tilecoord->tiles[i];
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sc_map_del_64v(&(tilemap->tiles[tile_idx].entities_set), p_ent->m_id);
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}
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remove_entity(p_manager, p_ent->m_id);
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}
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uint8_t check_collision(const CollideEntity_t* ent, TileGrid_t* grid, bool check_oneway)
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{
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unsigned int tile_x1 = (ent->area.tile_x1 < 0) ? 0 : ent->area.tile_x1;
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unsigned int tile_x2 = (ent->area.tile_x2 >= grid->width) ? grid->width - 1 : ent->area.tile_x2;
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unsigned int tile_y1 = (ent->area.tile_y1 < 0) ? 0 : ent->area.tile_y1;
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unsigned int tile_y2 = (ent->area.tile_y2 >= grid->height) ? grid->height - 1 : ent->area.tile_y2;
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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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for(unsigned int tile_x = tile_x1; tile_x <= tile_x2; tile_x++)
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{
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if (tile_x >= grid->width) return 0;
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unsigned int tile_idx = tile_y*grid->width + tile_x;
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Vector2 overlap;
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if (grid->tiles[tile_idx].solid == SOLID)
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{
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if (find_AABB_overlap(
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(Vector2){ent->bbox.x, ent->bbox.y},
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(Vector2){ent->bbox.width, ent->bbox.height},
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(Vector2){tile_x * grid->tile_size + grid->tiles[tile_idx].offset.x, tile_y * grid->tile_size + grid->tiles[tile_idx].offset.y},
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grid->tiles[tile_idx].size,
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&overlap
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))
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{
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return 1;
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}
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}
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if (check_oneway && grid->tiles[tile_idx].solid == ONE_WAY)
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{
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find_AABB_overlap(
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(Vector2){ent->bbox.x, ent->bbox.y},
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(Vector2){ent->bbox.width, ent->bbox.height},
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(Vector2){tile_x * grid->tile_size + grid->tiles[tile_idx].offset.x, tile_y * grid->tile_size + grid->tiles[tile_idx].offset.y},
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grid->tiles[tile_idx].size,
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&overlap
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);
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//For one-way platform, check for vectical collision, only return true for up direction
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if (overlap.y != 0 && ent->prev_bbox.y + ent->prev_bbox.height - 1 < tile_y * grid->tile_size) return 1;
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}
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Entity_t* p_other_ent;
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sc_map_foreach_value(&grid->tiles[tile_idx].entities_set, p_other_ent)
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{
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if (ent->p_ent->m_id == p_other_ent->m_id) continue;
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if (!ent->p_ent->m_alive) continue;
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CTransform_t *p_ctransform = get_component(p_other_ent, CTRANSFORM_COMP_T);
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CBBox_t *p_bbox = get_component(p_other_ent, CBBOX_COMP_T);
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if (p_bbox == NULL || p_ctransform == NULL) continue;
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//if (p_bbox->solid && !p_bbox->fragile)
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if (p_bbox->solid)
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{
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if (
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find_AABB_overlap(
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(Vector2){ent->bbox.x, ent->bbox.y},
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(Vector2){ent->bbox.width, ent->bbox.height},
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p_ctransform->position, p_bbox->size, &overlap
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)
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)
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{
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return (p_bbox->fragile) ? 2 : 1;
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}
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}
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}
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}
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}
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return 0;
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}
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uint8_t check_collision_line(const CollideEntity_t* ent, TileGrid_t* grid, bool check_oneway)
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{
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unsigned int tile_x1 = (ent->area.tile_x1 < 0) ? 0 : ent->area.tile_x1;
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unsigned int tile_x2 = (ent->area.tile_x2 >= grid->width) ? grid->width - 1 : ent->area.tile_x2;
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unsigned int tile_y1 = (ent->area.tile_y1 < 0) ? 0 : ent->area.tile_y1;
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unsigned int tile_y2 = (ent->area.tile_y2 >= grid->height) ? grid->height - 1 : ent->area.tile_y2;
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Vector2 p1 = {ent->bbox.x, ent->bbox.y};
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Vector2 p2 = {ent->bbox.x + ent->bbox.width - 1, ent->bbox.y + ent->bbox.height - 1};
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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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if (tile_y >= grid->height) return 0;
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for(unsigned int tile_x = tile_x1; tile_x <= tile_x2; tile_x++)
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{
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if (tile_x >= grid->width) return 0;
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unsigned int tile_idx = tile_y*grid->width + tile_x;
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if (grid->tiles[tile_idx].solid == SOLID)
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{
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Rectangle tile_rec = {
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.x = tile_x * grid->tile_size + grid->tiles[tile_idx].offset.x,
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.y = tile_y * grid->tile_size + grid->tiles[tile_idx].offset.y,
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.width = grid->tiles[tile_idx].size.x,
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.height = grid->tiles[tile_idx].size.y
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};
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if ( line_in_AABB(p1, p2, tile_rec) ) return 1;
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}
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if (check_oneway && grid->tiles[tile_idx].solid == ONE_WAY)
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{
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Rectangle tile_rec = {
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.x = tile_x * grid->tile_size + grid->tiles[tile_idx].offset.x,
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.y = tile_y * grid->tile_size + grid->tiles[tile_idx].offset.y,
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.width = grid->tiles[tile_idx].size.x,
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.height = grid->tiles[tile_idx].size.y
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};
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bool collide = line_in_AABB(p1, p2, tile_rec);
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//For one-way platform, check for vectical collision, only return true for up direction
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if (collide && ent->prev_bbox.y + ent->prev_bbox.height - 1 < tile_y * grid->tile_size) return 1;
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}
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Entity_t* p_other_ent;
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sc_map_foreach_value(&grid->tiles[tile_idx].entities_set, p_other_ent)
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{
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if (ent->p_ent->m_id == p_other_ent->m_id) continue;
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if (!ent->p_ent->m_alive) continue;
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CTransform_t *p_ctransform = get_component(p_other_ent, CTRANSFORM_COMP_T);
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CBBox_t *p_bbox = get_component(p_other_ent, CBBOX_COMP_T);
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if (p_bbox == NULL || p_ctransform == NULL) continue;
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//if (p_bbox->solid && !p_bbox->fragile)
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if (p_bbox->solid)
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{
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Rectangle box = {
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.x = p_ctransform->position.x,
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.y = p_ctransform->position.y,
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.width = p_bbox->size.x,
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.height = p_bbox->size.y,
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};
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if ( line_in_AABB(p1, p2, box) )
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{
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return (p_bbox->fragile) ? 2 : 1;
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}
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}
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}
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}
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}
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return 0;
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}
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// TODO: This should be a point collision check, not an AABB check
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uint8_t check_collision_offset(Entity_t* p_ent, Vector2 pos, Vector2 bbox_sz, TileGrid_t* grid, Vector2 offset)
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{
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Vector2 new_pos = Vector2Add(pos, offset);
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CollideEntity_t ent = {
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.p_ent = p_ent,
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.bbox = (Rectangle){new_pos.x, new_pos.y, bbox_sz.x, bbox_sz.y},
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.prev_bbox = (Rectangle){pos.x, pos.y, bbox_sz.x, bbox_sz.y},
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.area = (TileArea_t){
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.tile_x1 = (new_pos.x) / grid->tile_size,
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.tile_y1 = (new_pos.y) / grid->tile_size,
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.tile_x2 = (new_pos.x + bbox_sz.x - 1) / grid->tile_size,
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.tile_y2 = (new_pos.y + bbox_sz.y - 1) / grid->tile_size
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}
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};
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return check_collision(&ent, grid, false);
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}
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bool check_on_ground(Entity_t* p_ent, Vector2 pos, Vector2 prev_pos, Vector2 bbox_sz, TileGrid_t* grid)
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{
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//return check_collision_at(ent_idx, pos, bbox_sz, grid, (Vector2){0, 1}, p_manager);
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Vector2 new_pos = Vector2Add(pos, (Vector2){0, 1});
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CollideEntity_t ent = {
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.p_ent = p_ent,
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.bbox = (Rectangle){new_pos.x, new_pos.y + bbox_sz.y - 1, bbox_sz.x, 1},
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.prev_bbox = (Rectangle){prev_pos.x, prev_pos.y, bbox_sz.x, bbox_sz.y},
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.area = (TileArea_t){
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.tile_x1 = (new_pos.x) / grid->tile_size,
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.tile_y1 = (new_pos.y + bbox_sz.y - 1) / grid->tile_size,
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.tile_x2 = (new_pos.x + bbox_sz.x - 1) / grid->tile_size,
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.tile_y2 = (new_pos.y + bbox_sz.y - 1) / grid->tile_size
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}
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};
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return check_collision(&ent, grid, true);
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}
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uint8_t check_bbox_edges(
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TileGrid_t* tilemap,
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Entity_t* p_ent, Vector2 pos, Vector2 prev_pos, Vector2 bbox,
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bool ignore_fragile
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)
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{
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uint8_t detected = 0;
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// Too lazy to adjust the tile area to check, so just make a big one
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CollideEntity_t ent =
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{
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.p_ent = p_ent,
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.bbox = (Rectangle){pos.x - 1, pos.y, 1, bbox.y},
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.prev_bbox = (Rectangle){pos.x, pos.y, bbox.x, bbox.y},
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.area = (TileArea_t){
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.tile_x1 = (pos.x - 1) / tilemap->tile_size,
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.tile_y1 = (pos.y - 1) / tilemap->tile_size,
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.tile_x2 = (pos.x + bbox.x) / tilemap->tile_size,
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.tile_y2 = (pos.y + bbox.y) / tilemap->tile_size,
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}
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};
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// Left
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uint8_t collide_type = check_collision_line(&ent, tilemap, false);
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if (collide_type == 1 || (collide_type == 2 && !ignore_fragile))
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{
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detected |= 1 << 3;
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}
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//Right
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ent.bbox.x = pos.x + bbox.x + 1; // 2 to account for the previous subtraction
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collide_type = check_collision_line(&ent, tilemap, false);
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if (collide_type == 1 || (collide_type == 2 && !ignore_fragile))
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{
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detected |= 1 << 2;
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}
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// Up
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ent.bbox.x = pos.x;
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ent.bbox.y = pos.y - 1;
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ent.bbox.width = bbox.x;
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ent.bbox.height = 1;
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collide_type = check_collision_line(&ent, tilemap, false);
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if (collide_type == 1 || (collide_type == 2 && !ignore_fragile))
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{
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detected |= 1 << 1;
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}
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// Down
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ent.bbox.y = pos.y + bbox.y + 1;
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collide_type = check_collision_line(&ent, tilemap, true);
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if (collide_type == 1 || (collide_type == 2 && !ignore_fragile))
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{
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detected |= 1;
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}
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return detected;
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}
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@ -0,0 +1,54 @@
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#ifndef __COLLISION_FUNCS_H
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#define __COLLISION_FUNCS_H
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#include "EC.h"
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#define MAX_TILE_TYPES 16
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typedef enum SolidType
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{
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NOT_SOLID = 0,
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SOLID,
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ONE_WAY,
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}SolidType_t;
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typedef struct Tile {
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unsigned int tile_type;
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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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struct sc_map_64v entities_set;
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Vector2 offset;
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Vector2 size;
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bool moveable;
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}Tile_t;
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typedef struct TileGrid
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{
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unsigned int width;
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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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Tile_t* tiles;
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}TileGrid_t;
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typedef struct TileArea {
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unsigned int tile_x1;
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unsigned int tile_y1;
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unsigned int tile_x2;
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unsigned int tile_y2;
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} TileArea_t;
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typedef struct CollideEntity {
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Entity_t* p_ent;
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Rectangle bbox;
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Rectangle prev_bbox;
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TileArea_t area;
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} CollideEntity_t;
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void remove_entity_from_tilemap(EntityManager_t *p_manager, TileGrid_t* tilemap, Entity_t* p_ent);
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uint8_t check_collision(const CollideEntity_t* ent, TileGrid_t* grid, bool check_oneway);
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uint8_t check_collision_line(const CollideEntity_t* ent, TileGrid_t* grid, bool check_oneway);
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uint8_t check_collision_offset(Entity_t* p_ent, Vector2 pos, Vector2 bbox_sz, TileGrid_t* grid, Vector2 offset);
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bool check_on_ground(Entity_t* p_ent, Vector2 pos, Vector2 prev_pos, Vector2 bbox_sz, TileGrid_t* grid);
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uint8_t check_bbox_edges(TileGrid_t* tilemap, Entity_t* p_ent, Vector2 pos, Vector2 prev_pos, Vector2 bbox, bool ignore_fragile);
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#endif // __COLLISION_FUNCS_H
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@ -1,6 +1,7 @@
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#ifndef __ENGINE_H
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#define __ENGINE_H
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#include "actions.h"
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#include "collisions.h"
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#include "sc/array/sc_array.h"
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#include "assets.h"
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@ -26,20 +26,6 @@ static inline unsigned int get_tile_idx(int x, int y, unsigned int tilemap_width
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return tile_y * tilemap_width + tile_x;
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}
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typedef struct TileArea {
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unsigned int tile_x1;
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unsigned int tile_y1;
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unsigned int tile_x2;
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unsigned int tile_y2;
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} TileArea_t;
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typedef struct CollideEntity {
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Entity_t* p_ent;
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Rectangle bbox;
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Rectangle prev_bbox;
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TileArea_t area;
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} CollideEntity_t;
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void change_a_tile(TileGrid_t* tilemap, unsigned int tile_idx, TileType_t new_type)
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{
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TileType_t last_type = tilemap->tiles[tile_idx].tile_type;
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@ -137,205 +123,9 @@ void change_a_tile(TileGrid_t* tilemap, unsigned int tile_idx, TileType_t new_ty
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}
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static inline void remove_entity_from_tilemap(EntityManager_t *p_manager, TileGrid_t* tilemap, Entity_t* p_ent)
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{
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CTileCoord_t* p_tilecoord = get_component(p_ent, CTILECOORD_COMP_T);
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for (size_t i = 0;i < p_tilecoord->n_tiles; ++i)
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{
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// Use previously store tile position
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// Clear from those positions
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unsigned int tile_idx = p_tilecoord->tiles[i];
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sc_map_del_64v(&(tilemap->tiles[tile_idx].entities_set), p_ent->m_id);
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}
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remove_entity(p_manager, p_ent->m_id);
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}
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// ------------------------- Collision functions ------------------------------------
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// Do not subtract one for the size for any collision check, just pass normally. The extra one is important for AABB test
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static uint8_t check_collision(const CollideEntity_t* ent, TileGrid_t* grid, bool check_oneway)
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{
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unsigned int tile_x1 = (ent->area.tile_x1 < 0) ? 0 : ent->area.tile_x1;
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unsigned int tile_x2 = (ent->area.tile_x2 >= grid->width) ? grid->width - 1 : ent->area.tile_x2;
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unsigned int tile_y1 = (ent->area.tile_y1 < 0) ? 0 : ent->area.tile_y1;
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unsigned int tile_y2 = (ent->area.tile_y2 >= grid->height) ? grid->height - 1 : ent->area.tile_y2;
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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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for(unsigned int tile_x = tile_x1; tile_x <= tile_x2; tile_x++)
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{
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if (tile_x >= grid->width) return 0;
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unsigned int tile_idx = tile_y*grid->width + tile_x;
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Vector2 overlap;
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if (grid->tiles[tile_idx].solid == SOLID)
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{
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if (find_AABB_overlap(
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(Vector2){ent->bbox.x, ent->bbox.y},
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(Vector2){ent->bbox.width, ent->bbox.height},
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(Vector2){tile_x * TILE_SIZE + grid->tiles[tile_idx].offset.x, tile_y * TILE_SIZE + grid->tiles[tile_idx].offset.y},
|
||||
grid->tiles[tile_idx].size,
|
||||
&overlap
|
||||
))
|
||||
{
|
||||
return 1;
|
||||
}
|
||||
}
|
||||
|
||||
if (check_oneway && grid->tiles[tile_idx].solid == ONE_WAY)
|
||||
{
|
||||
find_AABB_overlap(
|
||||
(Vector2){ent->bbox.x, ent->bbox.y},
|
||||
(Vector2){ent->bbox.width, ent->bbox.height},
|
||||
(Vector2){tile_x * TILE_SIZE + grid->tiles[tile_idx].offset.x, tile_y * TILE_SIZE + grid->tiles[tile_idx].offset.y},
|
||||
grid->tiles[tile_idx].size,
|
||||
&overlap
|
||||
);
|
||||
|
||||
//For one-way platform, check for vectical collision, only return true for up direction
|
||||
if (overlap.y != 0 && ent->prev_bbox.y + ent->prev_bbox.height - 1 < tile_y * TILE_SIZE) return 1;
|
||||
}
|
||||
|
||||
Entity_t* p_other_ent;
|
||||
sc_map_foreach_value(&grid->tiles[tile_idx].entities_set, p_other_ent)
|
||||
{
|
||||
if (ent->p_ent->m_id == p_other_ent->m_id) continue;
|
||||
if (!ent->p_ent->m_alive) continue;
|
||||
CTransform_t *p_ctransform = get_component(p_other_ent, CTRANSFORM_COMP_T);
|
||||
CBBox_t *p_bbox = get_component(p_other_ent, CBBOX_COMP_T);
|
||||
if (p_bbox == NULL || p_ctransform == NULL) continue;
|
||||
//if (p_bbox->solid && !p_bbox->fragile)
|
||||
if (p_bbox->solid)
|
||||
{
|
||||
if (
|
||||
find_AABB_overlap(
|
||||
(Vector2){ent->bbox.x, ent->bbox.y},
|
||||
(Vector2){ent->bbox.width, ent->bbox.height},
|
||||
p_ctransform->position, p_bbox->size, &overlap
|
||||
)
|
||||
)
|
||||
{
|
||||
return (p_bbox->fragile) ? 2 : 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
static uint8_t check_collision_line(const CollideEntity_t* ent, TileGrid_t* grid, bool check_oneway)
|
||||
{
|
||||
unsigned int tile_x1 = (ent->area.tile_x1 < 0) ? 0 : ent->area.tile_x1;
|
||||
unsigned int tile_x2 = (ent->area.tile_x2 >= grid->width) ? grid->width - 1 : ent->area.tile_x2;
|
||||
unsigned int tile_y1 = (ent->area.tile_y1 < 0) ? 0 : ent->area.tile_y1;
|
||||
unsigned int tile_y2 = (ent->area.tile_y2 >= grid->height) ? grid->height - 1 : ent->area.tile_y2;
|
||||
|
||||
Vector2 p1 = {ent->bbox.x, ent->bbox.y};
|
||||
Vector2 p2 = {ent->bbox.x + ent->bbox.width - 1, ent->bbox.y + ent->bbox.height - 1};
|
||||
for(unsigned int tile_y = tile_y1; tile_y <= tile_y2; tile_y++)
|
||||
{
|
||||
if (tile_y >= grid->height) return 0;
|
||||
for(unsigned int tile_x = tile_x1; tile_x <= tile_x2; tile_x++)
|
||||
{
|
||||
if (tile_x >= grid->width) return 0;
|
||||
unsigned int tile_idx = tile_y*grid->width + tile_x;
|
||||
if (grid->tiles[tile_idx].solid == SOLID)
|
||||
{
|
||||
Rectangle tile_rec = {
|
||||
.x = tile_x * TILE_SIZE + grid->tiles[tile_idx].offset.x,
|
||||
.y = tile_y * TILE_SIZE + grid->tiles[tile_idx].offset.y,
|
||||
.width = grid->tiles[tile_idx].size.x,
|
||||
.height = grid->tiles[tile_idx].size.y
|
||||
};
|
||||
if ( line_in_AABB(p1, p2, tile_rec) ) return 1;
|
||||
}
|
||||
|
||||
if (check_oneway && grid->tiles[tile_idx].solid == ONE_WAY)
|
||||
{
|
||||
Rectangle tile_rec = {
|
||||
.x = tile_x * TILE_SIZE + grid->tiles[tile_idx].offset.x,
|
||||
.y = tile_y * TILE_SIZE + grid->tiles[tile_idx].offset.y,
|
||||
.width = grid->tiles[tile_idx].size.x,
|
||||
.height = grid->tiles[tile_idx].size.y
|
||||
};
|
||||
bool collide = line_in_AABB(p1, p2, tile_rec);
|
||||
|
||||
//For one-way platform, check for vectical collision, only return true for up direction
|
||||
if (collide && ent->prev_bbox.y + ent->prev_bbox.height - 1 < tile_y * TILE_SIZE) return 1;
|
||||
}
|
||||
|
||||
Entity_t* p_other_ent;
|
||||
sc_map_foreach_value(&grid->tiles[tile_idx].entities_set, p_other_ent)
|
||||
{
|
||||
if (ent->p_ent->m_id == p_other_ent->m_id) continue;
|
||||
if (!ent->p_ent->m_alive) continue;
|
||||
CTransform_t *p_ctransform = get_component(p_other_ent, CTRANSFORM_COMP_T);
|
||||
CBBox_t *p_bbox = get_component(p_other_ent, CBBOX_COMP_T);
|
||||
if (p_bbox == NULL || p_ctransform == NULL) continue;
|
||||
//if (p_bbox->solid && !p_bbox->fragile)
|
||||
if (p_bbox->solid)
|
||||
{
|
||||
Rectangle box = {
|
||||
.x = p_ctransform->position.x,
|
||||
.y = p_ctransform->position.y,
|
||||
.width = p_bbox->size.x,
|
||||
.height = p_bbox->size.y,
|
||||
};
|
||||
if ( line_in_AABB(p1, p2, box) )
|
||||
{
|
||||
return (p_bbox->fragile) ? 2 : 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
// TODO: This should be a point collision check, not an AABB check
|
||||
static uint8_t check_collision_offset(
|
||||
Entity_t* p_ent, Vector2 pos, Vector2 bbox_sz,
|
||||
TileGrid_t* grid, Vector2 offset
|
||||
)
|
||||
{
|
||||
Vector2 new_pos = Vector2Add(pos, offset);
|
||||
CollideEntity_t ent = {
|
||||
.p_ent = p_ent,
|
||||
.bbox = (Rectangle){new_pos.x, new_pos.y, bbox_sz.x, bbox_sz.y},
|
||||
.prev_bbox = (Rectangle){pos.x, pos.y, bbox_sz.x, bbox_sz.y},
|
||||
.area = (TileArea_t){
|
||||
.tile_x1 = (new_pos.x) / TILE_SIZE,
|
||||
.tile_y1 = (new_pos.y) / TILE_SIZE,
|
||||
.tile_x2 = (new_pos.x + bbox_sz.x - 1) / TILE_SIZE,
|
||||
.tile_y2 = (new_pos.y + bbox_sz.y - 1) / TILE_SIZE
|
||||
}
|
||||
};
|
||||
|
||||
return check_collision(&ent, grid, false);
|
||||
}
|
||||
|
||||
static inline bool check_on_ground(
|
||||
Entity_t* p_ent, Vector2 pos, Vector2 prev_pos, Vector2 bbox_sz,
|
||||
TileGrid_t* grid
|
||||
)
|
||||
{
|
||||
//return check_collision_at(ent_idx, pos, bbox_sz, grid, (Vector2){0, 1}, p_manager);
|
||||
Vector2 new_pos = Vector2Add(pos, (Vector2){0, 1});
|
||||
CollideEntity_t ent = {
|
||||
.p_ent = p_ent,
|
||||
.bbox = (Rectangle){new_pos.x, new_pos.y + bbox_sz.y - 1, bbox_sz.x, 1},
|
||||
.prev_bbox = (Rectangle){prev_pos.x, prev_pos.y, bbox_sz.x, bbox_sz.y},
|
||||
.area = (TileArea_t){
|
||||
.tile_x1 = (new_pos.x) / TILE_SIZE,
|
||||
.tile_y1 = (new_pos.y + bbox_sz.y - 1) / TILE_SIZE,
|
||||
.tile_x2 = (new_pos.x + bbox_sz.x - 1) / TILE_SIZE,
|
||||
.tile_y2 = (new_pos.y + bbox_sz.y - 1) / TILE_SIZE
|
||||
}
|
||||
};
|
||||
|
||||
return check_collision(&ent, grid, true);
|
||||
}
|
||||
static bool check_collision_and_move(
|
||||
TileGrid_t* tilemap,
|
||||
Entity_t* ent, Vector2* other_pos, Vector2 other_bbox,
|
||||
|
@ -437,65 +227,6 @@ collision_end:
|
|||
return overlap_mode > 0;
|
||||
}
|
||||
|
||||
static uint8_t check_bbox_edges(
|
||||
TileGrid_t* tilemap,
|
||||
Entity_t* p_ent, Vector2 pos, Vector2 prev_pos, Vector2 bbox,
|
||||
bool ignore_fragile
|
||||
)
|
||||
{
|
||||
uint8_t detected = 0;
|
||||
|
||||
// Too lazy to adjust the tile area to check, so just make a big one
|
||||
CollideEntity_t ent =
|
||||
{
|
||||
.p_ent = p_ent,
|
||||
.bbox = (Rectangle){pos.x - 1, pos.y, 1, bbox.y},
|
||||
.prev_bbox = (Rectangle){pos.x, pos.y, bbox.x, bbox.y},
|
||||
.area = (TileArea_t){
|
||||
.tile_x1 = (pos.x - 1) / TILE_SIZE,
|
||||
.tile_y1 = (pos.y - 1) / TILE_SIZE,
|
||||
.tile_x2 = (pos.x + bbox.x) / TILE_SIZE,
|
||||
.tile_y2 = (pos.y + bbox.y) / TILE_SIZE,
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
// Left
|
||||
uint8_t collide_type = check_collision_line(&ent, tilemap, false);
|
||||
if (collide_type == 1 || (collide_type == 2 && !ignore_fragile))
|
||||
{
|
||||
detected |= 1 << 3;
|
||||
}
|
||||
|
||||
//Right
|
||||
ent.bbox.x = pos.x + bbox.x + 1; // 2 to account for the previous subtraction
|
||||
collide_type = check_collision_line(&ent, tilemap, false);
|
||||
if (collide_type == 1 || (collide_type == 2 && !ignore_fragile))
|
||||
{
|
||||
detected |= 1 << 2;
|
||||
}
|
||||
|
||||
// Up
|
||||
ent.bbox.x = pos.x;
|
||||
ent.bbox.y = pos.y - 1;
|
||||
ent.bbox.width = bbox.x;
|
||||
ent.bbox.height = 1;
|
||||
collide_type = check_collision_line(&ent, tilemap, false);
|
||||
if (collide_type == 1 || (collide_type == 2 && !ignore_fragile))
|
||||
{
|
||||
detected |= 1 << 1;
|
||||
}
|
||||
|
||||
// Down
|
||||
ent.bbox.y = pos.y + bbox.y + 1;
|
||||
collide_type = check_collision_line(&ent, tilemap, true);
|
||||
if (collide_type == 1 || (collide_type == 2 && !ignore_fragile))
|
||||
{
|
||||
detected |= 1;
|
||||
}
|
||||
return detected;
|
||||
}
|
||||
|
||||
static Vector2 shift_bbox(Vector2 bbox, Vector2 new_bbox, AnchorPoint_t anchor)
|
||||
{
|
||||
Vector2 p1;
|
||||
|
|
|
@ -26,6 +26,5 @@ void player_respawn_system(Scene_t* scene);
|
|||
void lifetimer_update_system(Scene_t* scene);
|
||||
void spike_collision_system(Scene_t* scene);
|
||||
|
||||
|
||||
void change_a_tile(TileGrid_t* tilemap, unsigned int tile_idx, TileType_t new_type);
|
||||
#endif // __GAME_SYSTEMS_H
|
||||
|
|
|
@ -18,32 +18,6 @@ typedef enum TileType {
|
|||
LADDER,
|
||||
SPIKES,
|
||||
} TileType_t;
|
||||
#define MAX_TILE_TYPES 5
|
||||
typedef enum SolidType
|
||||
{
|
||||
NOT_SOLID = 0,
|
||||
SOLID,
|
||||
ONE_WAY,
|
||||
}SolidType_t;
|
||||
|
||||
|
||||
typedef struct Tile {
|
||||
TileType_t tile_type;
|
||||
SolidType_t solid;
|
||||
uint8_t def;
|
||||
unsigned int water_level;
|
||||
struct sc_map_64v entities_set;
|
||||
Vector2 offset;
|
||||
Vector2 size;
|
||||
bool moveable;
|
||||
}Tile_t;
|
||||
|
||||
typedef struct TileGrid {
|
||||
unsigned int width;
|
||||
unsigned int height;
|
||||
unsigned int n_tiles;
|
||||
Tile_t * tiles;
|
||||
}TileGrid_t;
|
||||
|
||||
typedef struct LevelSceneData {
|
||||
TileGrid_t tilemap;
|
||||
|
|
Loading…
Reference in New Issue