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
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@ -17,7 +17,6 @@ static void level_scene_render_func(Scene_t* scene)
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static void movement_update_system(Scene_t* scene)
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static void movement_update_system(Scene_t* scene)
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{
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{
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puts("Updating movement");
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float delta_time = GetFrameTime();
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float delta_time = GetFrameTime();
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CTransform_t * p_ctransform;
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CTransform_t * p_ctransform;
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sc_map_foreach_value(&scene->ent_manager.component_map[CTRANSFORM_COMP_T], p_ctransform)
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sc_map_foreach_value(&scene->ent_manager.component_map[CTRANSFORM_COMP_T], p_ctransform)
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@ -30,9 +29,35 @@ static void movement_update_system(Scene_t* scene)
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p_ctransform->position,
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p_ctransform->position,
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Vector2Scale(p_ctransform->velocity, delta_time)
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Vector2Scale(p_ctransform->velocity, delta_time)
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);
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);
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}
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}
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}
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}
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static void screen_bounce_system(Scene_t *scene)
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{
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Entity_t* p_ent;
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sc_map_foreach_value(&scene->ent_manager.entities, p_ent)
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{
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CBBox_t* p_bbox = get_component(&scene->ent_manager, p_ent, CBBOX_COMP_T);
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CTransform_t* p_ctransform = get_component(&scene->ent_manager, p_ent, CTRANSFORM_COMP_T);
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if (p_bbox == NULL || p_ctransform == NULL) continue;
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if(p_ctransform->position.x < 0 || p_ctransform->position.x + p_bbox->size.x > 320)
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{
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p_ctransform->position.x = (p_ctransform->position.x < 0) ? 0 : p_ctransform->position.x;
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p_ctransform->position.x = (p_ctransform->position.x + p_bbox->size.x > 320) ? 320 - p_bbox->size.x : p_ctransform->position.x;
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p_ctransform->velocity.x *= -1;
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}
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if(p_ctransform->position.y < 0 || p_ctransform->position.y + p_bbox->size.y > 240)
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{
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p_ctransform->position.y = (p_ctransform->position.y < 0) ? 0 : p_ctransform->position.y;
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p_ctransform->position.y = (p_ctransform->position.y + p_bbox->size.y > 240) ? 240 - p_bbox->size.y : p_ctransform->position.y;
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p_ctransform->velocity.y *= -1;
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}
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}
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}
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void init_level_scene(LevelScene_t *scene)
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void init_level_scene(LevelScene_t *scene)
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{
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{
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init_scene(&scene->scene, LEVEL_SCENE, &level_scene_render_func);
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init_scene(&scene->scene, LEVEL_SCENE, &level_scene_render_func);
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@ -41,6 +66,7 @@ void init_level_scene(LevelScene_t *scene)
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// insert level scene systems
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// insert level scene systems
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sc_array_add(&scene->scene.systems, &movement_update_system);
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sc_array_add(&scene->scene.systems, &movement_update_system);
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sc_array_add(&scene->scene.systems, &screen_bounce_system);
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}
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}
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void free_level_scene(LevelScene_t *scene)
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void free_level_scene(LevelScene_t *scene)
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{
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{
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17
scene_impl.h
17
scene_impl.h
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@ -5,10 +5,25 @@
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#ifndef __SCENE_IMPL_H
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#ifndef __SCENE_IMPL_H
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#define __SCENE_IMPL_H
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#define __SCENE_IMPL_H
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#include "scene.h"
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#include "scene.h"
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typedef struct Tile
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{
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bool solid;
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// TODO: add a map?
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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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Tile_t * const tiles;
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}TileGrid_t;
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typedef struct LevelSceneData
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typedef struct LevelSceneData
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{
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{
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Entity_t * player;
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Entity_t * player;
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}LevelSceneData_t ;
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TileGrid_t tilemap;
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}LevelSceneData_t;
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typedef struct LevelScene
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typedef struct LevelScene
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{
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{
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Scene_t scene;
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Scene_t scene;
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11
scene_test.c
11
scene_test.c
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@ -15,23 +15,20 @@ int main(void)
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p_bbox->size.x = 30;
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p_bbox->size.x = 30;
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p_bbox->size.y = 30;
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p_bbox->size.y = 30;
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CTransform_t * p_ctran = (CTransform_t *)add_component(&scene.scene.ent_manager, p_ent, CTRANSFORM_COMP_T);
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CTransform_t * p_ctran = (CTransform_t *)add_component(&scene.scene.ent_manager, p_ent, CTRANSFORM_COMP_T);
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p_ctran->accel.x = 20;
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p_ctran->accel.x = 200;
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p_ctran->accel.y = 10;
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p_ctran->accel.y = 100;
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update_entity_manager(&scene.scene.ent_manager);
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update_entity_manager(&scene.scene.ent_manager);
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for (size_t step = 0; step < 120; step++)
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for (size_t step = 0; step < 6000; step++)
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{
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{
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puts("======");
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printf("Step %lu\n", step);
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printf("Step %lu\n", step);
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update_scene(&scene.scene);
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update_scene(&scene.scene);
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printf("Position: %f,%f\n", p_ctran->position.x, p_ctran->position.y);
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printf("Velocity: %f,%f\n", p_ctran->velocity.x, p_ctran->velocity.y);
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printf("Accel: %f,%f\n", p_ctran->accel.x, p_ctran->accel.y);
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// This is needed to advance time delta
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// This is needed to advance time delta
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BeginDrawing();
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BeginDrawing();
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// TODO: Call the current scene Render function
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// TODO: Call the current scene Render function
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render_scene(&scene.scene);
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render_scene(&scene.scene);
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ClearBackground(RAYWHITE);
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ClearBackground(RAYWHITE);
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EndDrawing();
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EndDrawing();
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if (WindowShouldClose()) break;
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}
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}
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CloseWindow();
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CloseWindow();
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free_level_scene(&scene);
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free_level_scene(&scene);
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