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 testingscene_man
parent
e20b020829
commit
b05dfe6fde
30
scene_impl.c
30
scene_impl.c
|
@ -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)
|
||||
{
|
||||
|
|
17
scene_impl.h
17
scene_impl.h
|
@ -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;
|
||||
|
|
11
scene_test.c
11
scene_test.c
|
@ -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);
|
||||
|
|
Loading…
Reference in New Issue