Improve scene testing

Internal Changelog:
- Implement scene boundary bounce system (subject to change)
- Add tilemap in preparation for collision system
- Allow early exit of scene testing
scene_man
En Yi 2022-12-11 10:34:06 +08:00
parent e20b020829
commit b05dfe6fde
3 changed files with 48 additions and 10 deletions

View File

@ -17,7 +17,6 @@ static void level_scene_render_func(Scene_t* scene)
static void movement_update_system(Scene_t* scene)
{
puts("Updating movement");
float delta_time = GetFrameTime();
CTransform_t * p_ctransform;
sc_map_foreach_value(&scene->ent_manager.component_map[CTRANSFORM_COMP_T], p_ctransform)
@ -30,9 +29,35 @@ static void movement_update_system(Scene_t* scene)
p_ctransform->position,
Vector2Scale(p_ctransform->velocity, delta_time)
);
}
}
static void screen_bounce_system(Scene_t *scene)
{
Entity_t* p_ent;
sc_map_foreach_value(&scene->ent_manager.entities, p_ent)
{
CBBox_t* p_bbox = get_component(&scene->ent_manager, p_ent, CBBOX_COMP_T);
CTransform_t* p_ctransform = get_component(&scene->ent_manager, p_ent, CTRANSFORM_COMP_T);
if (p_bbox == NULL || p_ctransform == NULL) continue;
if(p_ctransform->position.x < 0 || p_ctransform->position.x + p_bbox->size.x > 320)
{
p_ctransform->position.x = (p_ctransform->position.x < 0) ? 0 : p_ctransform->position.x;
p_ctransform->position.x = (p_ctransform->position.x + p_bbox->size.x > 320) ? 320 - p_bbox->size.x : p_ctransform->position.x;
p_ctransform->velocity.x *= -1;
}
if(p_ctransform->position.y < 0 || p_ctransform->position.y + p_bbox->size.y > 240)
{
p_ctransform->position.y = (p_ctransform->position.y < 0) ? 0 : p_ctransform->position.y;
p_ctransform->position.y = (p_ctransform->position.y + p_bbox->size.y > 240) ? 240 - p_bbox->size.y : p_ctransform->position.y;
p_ctransform->velocity.y *= -1;
}
}
}
void init_level_scene(LevelScene_t *scene)
{
init_scene(&scene->scene, LEVEL_SCENE, &level_scene_render_func);
@ -41,6 +66,7 @@ void init_level_scene(LevelScene_t *scene)
// insert level scene systems
sc_array_add(&scene->scene.systems, &movement_update_system);
sc_array_add(&scene->scene.systems, &screen_bounce_system);
}
void free_level_scene(LevelScene_t *scene)
{

View File

@ -5,10 +5,25 @@
#ifndef __SCENE_IMPL_H
#define __SCENE_IMPL_H
#include "scene.h"
typedef struct Tile
{
bool solid;
// TODO: add a map?
}Tile_t;
typedef struct TileGrid
{
unsigned int width;
unsigned int height;
Tile_t * const tiles;
}TileGrid_t;
typedef struct LevelSceneData
{
Entity_t * player;
}LevelSceneData_t ;
TileGrid_t tilemap;
}LevelSceneData_t;
typedef struct LevelScene
{
Scene_t scene;

View File

@ -15,23 +15,20 @@ int main(void)
p_bbox->size.x = 30;
p_bbox->size.y = 30;
CTransform_t * p_ctran = (CTransform_t *)add_component(&scene.scene.ent_manager, p_ent, CTRANSFORM_COMP_T);
p_ctran->accel.x = 20;
p_ctran->accel.y = 10;
p_ctran->accel.x = 200;
p_ctran->accel.y = 100;
update_entity_manager(&scene.scene.ent_manager);
for (size_t step = 0; step < 120; step++)
for (size_t step = 0; step < 6000; step++)
{
puts("======");
printf("Step %lu\n", step);
update_scene(&scene.scene);
printf("Position: %f,%f\n", p_ctran->position.x, p_ctran->position.y);
printf("Velocity: %f,%f\n", p_ctran->velocity.x, p_ctran->velocity.y);
printf("Accel: %f,%f\n", p_ctran->accel.x, p_ctran->accel.y);
// This is needed to advance time delta
BeginDrawing();
// TODO: Call the current scene Render function
render_scene(&scene.scene);
ClearBackground(RAYWHITE);
EndDrawing();
if (WindowShouldClose()) break;
}
CloseWindow();
free_level_scene(&scene);