Add movement to boulder for grid movement
parent
c84ef5d5ee
commit
aae8811cc1
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@ -804,20 +804,33 @@ void moveable_update_system(Scene_t* scene)
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{
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Entity_t* p_ent = get_entity(&scene->ent_manager, ent_idx);
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CTransform_t* p_ctransform = get_component(p_ent, CTRANSFORM_COMP_T);
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CBBox_t* p_bbox = get_component(p_ent, CBBOX_COMP_T);
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if (p_moveable->gridmove)
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{
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memset(&p_ctransform->velocity, 0, sizeof(p_ctransform->velocity));
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memset(&p_ctransform->accel, 0, sizeof(p_ctransform->velocity));
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p_ctransform->position = p_moveable->target_pos;
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p_moveable->gridmove = false;
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float remaining_distance = p_moveable->target_pos.x - p_ctransform->position.x;
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if (fabs(remaining_distance) < 0.1)
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{
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p_ctransform->position = p_moveable->target_pos;
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p_moveable->gridmove = false;
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p_bbox->solid = true;
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}
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else if (remaining_distance > 0.1)
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{
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p_ctransform->position.x += (remaining_distance > p_moveable->move_speed) ? p_moveable->move_speed : remaining_distance;
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}
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else
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{
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p_ctransform->position.x += (remaining_distance < -p_moveable->move_speed) ? -p_moveable->move_speed : remaining_distance;
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}
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}
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else
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{
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if (p_ctransform->prev_velocity.y <= 0) continue;
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TileGrid_t tilemap = (CONTAINER_OF(scene, LevelScene_t, scene)->data).tilemap;
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CBBox_t* p_bbox = get_component(p_ent, CBBOX_COMP_T);
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int tile_x = (p_ctransform->position.x + p_bbox->half_size.x) / TILE_SIZE;
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int tile_y = (p_ctransform->position.y + p_bbox->size.y) / TILE_SIZE;
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if (tile_y >= tilemap.height) continue;
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@ -899,6 +912,7 @@ void moveable_update_system(Scene_t* scene)
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if (can_move)
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{
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p_moveable->gridmove = true;
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p_bbox->solid = false;
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p_moveable->prev_pos = p_ctransform->position;
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p_moveable->target_pos = Vector2Scale((Vector2){tile_x,tile_y2}, TILE_SIZE);
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}
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@ -919,7 +933,7 @@ void player_pushing_system(Scene_t* scene)
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{
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CMovementState_t* p_movement = get_component(p_player, CMOVEMENTSTATE_T);
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CPlayerState_t* p_pstate = get_component(p_player, CPLAYERSTATE_T);
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if (!(p_movement->ground_state & 1)) continue;
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if (!(p_movement->ground_state & 1) || p_pstate->player_dir.x == 0) continue;
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CTransform_t* p_ctransform = get_component(p_player, CTRANSFORM_COMP_T);
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CBBox_t* p_bbox = get_component(p_player, CBBOX_COMP_T);
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@ -32,7 +32,7 @@ Entity_t* create_boulder(EntityManager_t* ent_manager, Assets_t* assets)
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add_component(p_boulder, CMOVEMENTSTATE_T);
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add_component(p_boulder, CTILECOORD_COMP_T);
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CMoveable_t* p_cmove = add_component(p_boulder, CMOVEABLE_T);
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p_cmove->move_speed = 4;
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p_cmove->move_speed = 8;
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CHurtbox_t* p_hurtbox = add_component(p_boulder, CHURTBOX_T);
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p_hurtbox->size = p_bbox->size;
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p_hurtbox->fragile = false;
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