diff --git a/engine/editor_scene.c b/engine/editor_scene.c index 7af18f4..9112b3e 100644 --- a/engine/editor_scene.c +++ b/engine/editor_scene.c @@ -12,8 +12,9 @@ enum EntitySpawnSelection { TOGGLE_TILE = 0, SPAWN_CRATE, + SPAWN_METAL_CRATE, }; -#define MAX_SPAWN_TYPE 2 +#define MAX_SPAWN_TYPE 3 static unsigned int current_spawn_selection = 0; static inline unsigned int get_tile_idx(int x, int y, unsigned int tilemap_width) @@ -59,7 +60,7 @@ static void level_scene_render_func(Scene_t* scene) colour = RED; break; case CRATES_ENT_TAG: - colour = BROWN; + colour = p_bbox->fragile? BROWN : GRAY; break; default: colour = BLACK; @@ -122,14 +123,14 @@ static void level_scene_render_func(Scene_t* scene) DrawText(buffer, tilemap.width * TILE_SIZE + 1, 320, 12, BLACK); } -static void spawn_crate(Scene_t *scene, unsigned int tile_idx) +static void spawn_crate(Scene_t *scene, unsigned int tile_idx, bool metal) { LevelSceneData_t *data = (LevelSceneData_t *)scene->scene_data; Entity_t *p_crate = add_entity(&scene->ent_manager, CRATES_ENT_TAG); CBBox_t *p_bbox = add_component(&scene->ent_manager, p_crate, CBBOX_COMP_T); set_bbox(p_bbox, TILE_SIZE, TILE_SIZE); p_bbox->solid = true; - p_bbox->fragile = true; + p_bbox->fragile = !metal; CTransform_t *p_ctransform = add_component(&scene->ent_manager, p_crate, CTRANSFORM_COMP_T); p_ctransform->position.x = (tile_idx % data->tilemap.width) * TILE_SIZE; p_ctransform->position.y = (tile_idx / data->tilemap.width) * TILE_SIZE; @@ -174,7 +175,10 @@ static void toggle_block_system(Scene_t *scene) tilemap.tiles[tile_idx].water_level = 0; break; case SPAWN_CRATE: - spawn_crate(scene, tile_idx); + spawn_crate(scene, tile_idx, false); + break; + case SPAWN_METAL_CRATE: + spawn_crate(scene, tile_idx, true); break; } last_tile_idx = tile_idx; @@ -230,14 +234,17 @@ void level_do_action(Scene_t *scene, ActionType_t action, bool pressed) if (!pressed) { current_spawn_selection++; - current_spawn_selection &= 1; + current_spawn_selection %= MAX_SPAWN_TYPE; } break; case ACTION_PREV_SPAWN: if (!pressed) { + if (current_spawn_selection == 0) + { + current_spawn_selection = MAX_SPAWN_TYPE; + } current_spawn_selection--; - current_spawn_selection &= 1; } break; case ACTION_EXIT: @@ -265,6 +272,7 @@ void init_level_scene(LevelScene_t *scene) sc_array_add(&scene->scene.systems, &movement_update_system); sc_array_add(&scene->scene.systems, &update_tilemap_system); sc_array_add(&scene->scene.systems, &tile_collision_system); + //sc_array_add(&scene->scene.systems, &update_tilemap_system); sc_array_add(&scene->scene.systems, &state_transition_update_system); sc_array_add(&scene->scene.systems, &player_ground_air_transition_system); sc_array_add(&scene->scene.systems, &toggle_block_system); diff --git a/engine/game_systems.c b/engine/game_systems.c index 287ad2e..f590c83 100644 --- a/engine/game_systems.c +++ b/engine/game_systems.c @@ -1,6 +1,7 @@ #include "game_systems.h" #include "AABB.h" #include "constants.h" +#include static const Vector2 TILE_SZ = {TILE_SIZE, TILE_SIZE}; static const Vector2 GRAVITY = {0, GRAV_ACCEL}; @@ -33,7 +34,7 @@ typedef struct TileArea unsigned int tile_y2; }TileArea_t; -static bool check_collision(Vector2 pos, Vector2 bbox_sz, TileArea_t area_to_check, TileGrid_t* grid, EntityManager_t* p_manager) +static bool check_collision(unsigned int self_idx, Vector2 pos, Vector2 bbox_sz, TileArea_t area_to_check, TileGrid_t* grid, EntityManager_t* p_manager) { for(unsigned int tile_y = area_to_check.tile_y1; tile_y <= area_to_check.tile_y2; tile_y++) { @@ -44,12 +45,20 @@ static bool check_collision(Vector2 pos, Vector2 bbox_sz, TileArea_t area_to_che unsigned int ent_idx; sc_map_foreach_value(&grid->tiles[tile_idx].entities_set, ent_idx) { + if (self_idx == ent_idx) continue; Entity_t * p_ent = get_entity(p_manager, ent_idx); CTransform_t *p_ctransform = get_component(p_manager, p_ent, CTRANSFORM_COMP_T); CBBox_t *p_bbox = get_component(p_manager, p_ent, CBBOX_COMP_T); Vector2 overlap; if (p_bbox == NULL || p_ctransform == NULL) continue; - if (p_bbox->solid && !p_bbox->fragile && find_AABB_overlap(pos, bbox_sz, p_ctransform->position, p_bbox->size, &overlap)) return true; + //if (p_bbox->solid && !p_bbox->fragile) + if (p_bbox->solid) + { + if (find_AABB_overlap(pos, bbox_sz, p_ctransform->position, p_bbox->size, &overlap)) + { + return true; + } + } } } } @@ -57,7 +66,7 @@ static bool check_collision(Vector2 pos, Vector2 bbox_sz, TileArea_t area_to_che } -static bool check_collision_at(Vector2 pos, Vector2 bbox_sz, TileGrid_t* grid, Vector2 point, EntityManager_t* p_manager) +static bool check_collision_at(unsigned int ent_idx, Vector2 pos, Vector2 bbox_sz, TileGrid_t* grid, Vector2 point, EntityManager_t* p_manager) { Vector2 new_pos = Vector2Add(pos, point); TileArea_t area = { @@ -67,7 +76,7 @@ static bool check_collision_at(Vector2 pos, Vector2 bbox_sz, TileGrid_t* grid, V .tile_y2 = (new_pos.y + bbox_sz.y - 1) / TILE_SIZE }; - return check_collision(new_pos, bbox_sz, area, grid, p_manager); + return check_collision(ent_idx, new_pos, bbox_sz, area, grid, p_manager); } static inline bool check_on_ground(unsigned int ent_idx, Vector2 pos, Vector2 bbox_sz, TileGrid_t* grid, EntityManager_t* p_manager) @@ -79,7 +88,7 @@ static inline bool check_on_ground(unsigned int ent_idx, Vector2 pos, Vector2 bb .tile_x2 = (pos.x + bbox_sz.x - 1) / TILE_SIZE, .tile_y2 = (pos.y + bbox_sz.y - 1) / TILE_SIZE, }; - return check_collision(pos, bbox_sz, area, grid, p_manager); + return check_collision(ent_idx, pos, bbox_sz, area, grid, p_manager); } static Vector2 shift_bbox(Vector2 bbox, Vector2 new_bbox, AnchorPoint_t anchor) { @@ -282,7 +291,7 @@ void player_bbox_update_system(Scene_t *scene) } } - if (!check_collision_at(p_ctransform->position, new_bbox, &tilemap, offset, &scene->ent_manager)) + if (!check_collision_at(p_player->m_id, p_ctransform->position, new_bbox, &tilemap, offset, &scene->ent_manager)) { set_bbox(p_bbox, new_bbox.x, new_bbox.y); p_ctransform->position = Vector2Add(p_ctransform->position, offset); @@ -290,7 +299,7 @@ void player_bbox_update_system(Scene_t *scene) } } -static bool check_collision_and_move(EntityManager_t* p_manager, TileGrid_t* tilemap, CTransform_t *const p_ct, Vector2 sz, Vector2 other_pos, Vector2 other_sz, bool other_solid, uint32_t* collision_value) +static bool check_collision_and_move(unsigned int ent_idx, EntityManager_t* p_manager, TileGrid_t* tilemap, CTransform_t *const p_ct, Vector2 sz, Vector2 other_pos, Vector2 other_sz, bool other_solid, uint32_t* collision_value) { Vector2 overlap = {0,0}; Vector2 prev_overlap = {0,0}; @@ -329,7 +338,7 @@ static bool check_collision_and_move(EntityManager_t* p_manager, TileGrid_t* til // Resolve collision via moving player by the overlap amount only if other is solid // also check for empty to prevent creating new collision. Not fool-proof, but good enough - if (other_solid && !check_collision_at(p_ct->position, sz, tilemap, offset, p_manager)) + if (other_solid && !check_collision_at(ent_idx, p_ct->position, sz, tilemap, offset, p_manager)) { p_ct->position = Vector2Add(p_ct->position, offset); if (dir_to_move == 0) @@ -382,7 +391,7 @@ void tile_collision_system(Scene_t *scene) other.x = (tile_idx % tilemap.width) * TILE_SIZE; other.y = (tile_idx / tilemap.width) * TILE_SIZE; // Precision loss is intentional - check_collision_and_move(&scene->ent_manager, &tilemap, p_ctransform, p_bbox->size, other, TILE_SZ, true, &collision_value); + check_collision_and_move(ent_idx, &scene->ent_manager, &tilemap, p_ctransform, p_bbox->size, other, TILE_SZ, true, &collision_value); } else @@ -401,7 +410,7 @@ void tile_collision_system(Scene_t *scene) if (p_other_bbox == NULL) continue; CTransform_t *p_other_ct = get_component(&scene->ent_manager, p_other_ent, CTRANSFORM_COMP_T); - if (check_collision_and_move(&scene->ent_manager, &tilemap, p_ctransform, p_bbox->size, p_other_ct->position, p_other_bbox->size, p_other_bbox->solid, &collision_value)) + if (check_collision_and_move(ent_idx, &scene->ent_manager, &tilemap, p_ctransform, p_bbox->size, p_other_ct->position, p_other_bbox->size, p_other_bbox->solid, &collision_value)) { uint32_t collision_key = ((ent_idx << 16) | other_ent_idx); sc_map_put_32(&data->collision_events, collision_key, collision_value); @@ -422,11 +431,13 @@ void tile_collision_system(Scene_t *scene) if (!p_ent->m_alive || !p_other_ent->m_alive) continue; if (p_ent->m_tag == PLAYER_ENT_TAG && p_other_ent->m_tag == CRATES_ENT_TAG) { + CBBox_t *p_other_bbox = get_component(&scene->ent_manager, p_other_ent, CBBOX_COMP_T); + if (!p_other_bbox->fragile) continue; + CTransform_t *p_ctransform = get_component(&scene->ent_manager, p_ent, CTRANSFORM_COMP_T); CBBox_t * p_bbox = get_component(&scene->ent_manager, p_ent, CBBOX_COMP_T); CPlayerState_t * p_pstate = get_component(&scene->ent_manager, p_ent, CPLAYERSTATE_T); CTransform_t *p_other_ct = get_component(&scene->ent_manager, p_other_ent, CTRANSFORM_COMP_T); - CBBox_t *p_other_bbox = get_component(&scene->ent_manager, p_other_ent, CBBOX_COMP_T); if ( // TODO: Check Material of the crates p_ctransform->position.y + p_bbox->size.y <= p_other_ct->position.y @@ -441,7 +452,7 @@ void tile_collision_system(Scene_t *scene) p_cjump->jumped = true; } } - if (p_other_bbox->fragile) + { CTileCoord_t *p_tilecoord = get_component(&scene->ent_manager, p_other_ent, CTILECOORD_COMP_T); for (size_t i=0;in_tiles;++i) @@ -558,12 +569,12 @@ void global_external_forces_system(Scene_t *scene) .tile_x2 = (p_ctransform->position.x - 1) / TILE_SIZE, .tile_y2 = (p_ctransform->position.y + p_bbox->size.y - 1) / TILE_SIZE, }; - if (check_collision(new_pos, p_bbox->size, area, &data->tilemap, &scene->ent_manager) && p_ctransform->accel.x < 0) p_ctransform->accel.x = 0; + if (check_collision(ent_idx, new_pos, p_bbox->size, area, &data->tilemap, &scene->ent_manager) && p_ctransform->accel.x < 0) p_ctransform->accel.x = 0; new_pos.x += 2; // 2 to account for the previous subtraction area.tile_x1 = (p_ctransform->position.x + p_bbox->size.x + 1) / TILE_SIZE; area.tile_x2 = area.tile_x1; - if (check_collision(new_pos, p_bbox->size, area, &data->tilemap, &scene->ent_manager) && p_ctransform->accel.x > 0) p_ctransform->accel.x = 0; + if (check_collision(ent_idx, new_pos, p_bbox->size, area, &data->tilemap, &scene->ent_manager) && p_ctransform->accel.x > 0) p_ctransform->accel.x = 0; new_pos.x -= 2; new_pos.y--; @@ -571,12 +582,12 @@ void global_external_forces_system(Scene_t *scene) area.tile_x2 = (p_ctransform->position.x - 1) / TILE_SIZE, area.tile_y1 = (p_ctransform->position.y - 1) / TILE_SIZE, area.tile_y1 = area.tile_y2; - if (check_collision(new_pos, p_bbox->size, area, &data->tilemap, &scene->ent_manager) && p_ctransform->accel.y < 0) p_ctransform->accel.y = 0; + if (check_collision(ent_idx, new_pos, p_bbox->size, area, &data->tilemap, &scene->ent_manager) && p_ctransform->accel.y < 0) p_ctransform->accel.y = 0; new_pos.y += 2; area.tile_y1 = (p_ctransform->position.y + p_bbox->size.y + 1) / TILE_SIZE, area.tile_y1 = area.tile_y2; - if (check_collision(new_pos, p_bbox->size, area, &data->tilemap, &scene->ent_manager) && p_ctransform->accel.y > 0) p_ctransform->accel.y = 0; + if (check_collision(ent_idx, new_pos, p_bbox->size, area, &data->tilemap, &scene->ent_manager) && p_ctransform->accel.y > 0) p_ctransform->accel.y = 0; } } @@ -732,7 +743,7 @@ void update_tilemap_system(Scene_t *scene) { unsigned int tile_idx = tile_y * tilemap.width + tile_x; p_tilecoord->tiles[p_tilecoord->n_tiles++] = tile_idx; - sc_map_put_64(&(tilemap.tiles[tile_idx].entities_set), p_ent->m_id, 0); + sc_map_put_64(&(tilemap.tiles[tile_idx].entities_set), p_ent->m_id, p_ent->m_id); } } }