Add movement to boulder for grid movement

scene_man
En Yi 2023-06-05 15:11:06 +08:00
parent c84ef5d5ee
commit aae8811cc1
2 changed files with 19 additions and 5 deletions

View File

@ -804,20 +804,33 @@ void moveable_update_system(Scene_t* scene)
{
Entity_t* p_ent = get_entity(&scene->ent_manager, ent_idx);
CTransform_t* p_ctransform = get_component(p_ent, CTRANSFORM_COMP_T);
CBBox_t* p_bbox = get_component(p_ent, CBBOX_COMP_T);
if (p_moveable->gridmove)
{
memset(&p_ctransform->velocity, 0, sizeof(p_ctransform->velocity));
memset(&p_ctransform->accel, 0, sizeof(p_ctransform->velocity));
p_ctransform->position = p_moveable->target_pos;
p_moveable->gridmove = false;
float remaining_distance = p_moveable->target_pos.x - p_ctransform->position.x;
if (fabs(remaining_distance) < 0.1)
{
p_ctransform->position = p_moveable->target_pos;
p_moveable->gridmove = false;
p_bbox->solid = true;
}
else if (remaining_distance > 0.1)
{
p_ctransform->position.x += (remaining_distance > p_moveable->move_speed) ? p_moveable->move_speed : remaining_distance;
}
else
{
p_ctransform->position.x += (remaining_distance < -p_moveable->move_speed) ? -p_moveable->move_speed : remaining_distance;
}
}
else
{
if (p_ctransform->prev_velocity.y <= 0) continue;
TileGrid_t tilemap = (CONTAINER_OF(scene, LevelScene_t, scene)->data).tilemap;
CBBox_t* p_bbox = get_component(p_ent, CBBOX_COMP_T);
int tile_x = (p_ctransform->position.x + p_bbox->half_size.x) / TILE_SIZE;
int tile_y = (p_ctransform->position.y + p_bbox->size.y) / TILE_SIZE;
if (tile_y >= tilemap.height) continue;
@ -899,6 +912,7 @@ void moveable_update_system(Scene_t* scene)
if (can_move)
{
p_moveable->gridmove = true;
p_bbox->solid = false;
p_moveable->prev_pos = p_ctransform->position;
p_moveable->target_pos = Vector2Scale((Vector2){tile_x,tile_y2}, TILE_SIZE);
}
@ -919,7 +933,7 @@ void player_pushing_system(Scene_t* scene)
{
CMovementState_t* p_movement = get_component(p_player, CMOVEMENTSTATE_T);
CPlayerState_t* p_pstate = get_component(p_player, CPLAYERSTATE_T);
if (!(p_movement->ground_state & 1)) continue;
if (!(p_movement->ground_state & 1) || p_pstate->player_dir.x == 0) continue;
CTransform_t* p_ctransform = get_component(p_player, CTRANSFORM_COMP_T);
CBBox_t* p_bbox = get_component(p_player, CBBOX_COMP_T);

View File

@ -32,7 +32,7 @@ Entity_t* create_boulder(EntityManager_t* ent_manager, Assets_t* assets)
add_component(p_boulder, CMOVEMENTSTATE_T);
add_component(p_boulder, CTILECOORD_COMP_T);
CMoveable_t* p_cmove = add_component(p_boulder, CMOVEABLE_T);
p_cmove->move_speed = 4;
p_cmove->move_speed = 8;
CHurtbox_t* p_hurtbox = add_component(p_boulder, CHURTBOX_T);
p_hurtbox->size = p_bbox->size;
p_hurtbox->fragile = false;