Implement anchoring for bbox shifting

Changelog:
- Add function to calculate offset needed to maintain anchor when
  changing bbox size
- Simplify down bbox changing for player
- Some minor fix from last commit
scene_man
En Yi 2022-12-28 17:36:07 +08:00
parent c6ed46c6e7
commit b5da3f216c
2 changed files with 151 additions and 76 deletions

View File

@ -11,6 +11,13 @@ static Tile_t all_tiles[MAX_N_TILES] = {0};
static const Vector2 GRAVITY = {0, GRAV_ACCEL};
static const Vector2 UPTHRUST = {0, -GRAV_ACCEL * 0.7};
static inline unsigned int get_tile_idx(int x, int y, unsigned int tilemap_width)
{
unsigned int tile_x = x / TILE_SIZE;
unsigned int tile_y = y / TILE_SIZE;
return tile_y * tilemap_width + tile_x;
}
static bool find_1D_overlap(const Vector2 l1, const Vector2 l2, float* overlap)
{
// No Overlap
@ -87,6 +94,86 @@ static inline bool check_on_ground(Vector2 pos, Vector2 bbox_sz, TileGrid_t* gri
return false;
}
typedef enum AnchorPoint
{
AP_TOP_LEFT,
AP_TOP_CENTER,
AP_TOP_RIGHT,
AP_MID_LEFT,
AP_MID_CENTER,
AP_MID_RIGHT,
AP_BOT_LEFT,
AP_BOT_CENTER,
AP_BOT_RIGHT,
}AnchorPoint_t;
static Vector2 shift_bbox(Vector2 bbox, Vector2 new_bbox, AnchorPoint_t anchor)
{
Vector2 p1;
Vector2 p2;
Vector2 offset = {0};
switch (anchor)
{
case AP_TOP_LEFT:
// When resizing bbox, it is implicitly assumed that to be already in topleft
// due to the coordindate system (+ve towards right and downwards)
// So do nothing
return offset;
case AP_TOP_CENTER:
p1.x = bbox.x / 2;
p1.y = 0;
p2.x = new_bbox.x / 2;
p2.y = 0;
break;
case AP_TOP_RIGHT:
p1.x = bbox.x;
p1.y = 0;
p2.x = new_bbox.x;
p2.y = 0;
break;
case AP_MID_LEFT:
p1.x = 0;
p1.y = bbox.y / 2;
p2.x = 0;
p2.y = new_bbox.y / 2;
break;
case AP_MID_CENTER:
p1.x = bbox.x / 2;
p1.y = bbox.y / 2;
p2.x = new_bbox.x / 2;
p2.y = new_bbox.y / 2;
break;
case AP_MID_RIGHT:
p1.x = bbox.x;
p1.y = bbox.y / 2;
p2.x = new_bbox.x;
p2.y = new_bbox.y / 2;
break;
case AP_BOT_LEFT:
p1.x = 0;
p1.y = bbox.y;
p2.x = 0;
p2.y = new_bbox.y;
break;
case AP_BOT_CENTER:
p1.x = bbox.x / 2;
p1.y = bbox.y;
p2.x = new_bbox.x / 2;
p2.y = new_bbox.y;
break;
case AP_BOT_RIGHT:
p1.x = bbox.x;
p1.y = bbox.y;
p2.x = new_bbox.x;
p2.y = new_bbox.y;
break;
}
offset.x = p1.x - p2.x;
offset.y = p1.y - p2.y;
return offset;
}
static void level_scene_render_func(Scene_t* scene)
{
LevelSceneData_t *data = (LevelSceneData_t *)scene->scene_data;
@ -167,6 +254,7 @@ static void player_movement_input_system(Scene_t* scene)
CTransform_t* p_ctransform = get_component(&scene->ent_manager, p_player, CTRANSFORM_COMP_T);
CJump_t* p_cjump = get_component(&scene->ent_manager, p_player, CJUMP_COMP_T);
CPlayerState_t* p_pstate = get_component(&scene->ent_manager, p_player, CPLAYERSTATE_T);
p_pstate->is_crouch = data->crouch_pressed;
p_ctransform->accel.x = 0;
p_ctransform->accel.y = 0;
if (!p_pstate->in_water)
@ -257,83 +345,66 @@ static void player_bbox_update_system(Scene_t *scene)
{
LevelSceneData_t *data = (LevelSceneData_t *)scene->scene_data;
TileGrid_t tilemap = data->tilemap;
Entity_t *p_player;
sc_map_foreach_value(&scene->ent_manager.entities_map[PLAYER_ENT_TAG], p_player)
{
CTransform_t* p_ctransform = get_component(&scene->ent_manager, p_player, CTRANSFORM_COMP_T);
CBBox_t* p_bbox = get_component(&scene->ent_manager, p_player, CBBOX_COMP_T);
CPlayerState_t* p_pstate = get_component(&scene->ent_manager, p_player, CPLAYERSTATE_T);
Vector2 prev_size = p_bbox->size;
Vector2 prev_pos = p_ctransform->position;
if (p_ctransform->on_ground && data->crouch_pressed && !p_pstate->is_crouch)
if (p_ctransform->on_ground)
{
// Deal with hitbox change when crouch
p_ctransform->position.x -= PLAYER_C_XOFFSET;
p_ctransform->position.y += PLAYER_C_YOFFSET;
set_bbox(p_bbox, PLAYER_C_WIDTH, PLAYER_C_HEIGHT);
p_pstate->is_crouch = data->crouch_pressed;
}
else if (p_pstate->is_crouch && (!p_ctransform->on_ground || !data->crouch_pressed))
{
Vector2 test_pos = p_ctransform->position;
Vector2 test_bbox = {PLAYER_WIDTH, PLAYER_HEIGHT};
Vector2 top = {0, -1};
test_pos.x += PLAYER_C_XOFFSET;
test_pos.y -= PLAYER_C_YOFFSET;
// Uncrouch need to check overhead for tile
if (!check_collision_at(test_pos, test_bbox, &tilemap, top))
AnchorPoint_t anchor = AP_BOT_CENTER;
int dx[3] = {1, 0, 2};
for (size_t i=0; i<3; i++)
{
p_ctransform->position.x += PLAYER_C_XOFFSET;
p_ctransform->position.y -= PLAYER_C_YOFFSET;
set_bbox(p_bbox, PLAYER_WIDTH, PLAYER_HEIGHT);
p_pstate->is_crouch = false;
}
}
// After changing bbox and reposition
// Do a collision check
// This will handle collision due to bbox changing
// Subsequent movement update will handle the offset
unsigned int tile_x1 = (p_ctransform->position.x) / TILE_SIZE;
unsigned int tile_y1 = (p_ctransform->position.y) / TILE_SIZE;
unsigned int tile_x2 = (p_ctransform->position.x + p_bbox->size.x) / TILE_SIZE;
unsigned int tile_y2 = (p_ctransform->position.y + p_bbox->size.y) / TILE_SIZE;
for (unsigned int tile_y=tile_y1; tile_y <= tile_y2; tile_y++)
{
for (unsigned int tile_x=tile_x1; tile_x <= tile_x2; tile_x++)
{
unsigned int tile_idx = tile_y * tilemap.width + tile_x;
if(tilemap.tiles[tile_idx].solid)
unsigned int tile_idx = get_tile_idx
(
p_ctransform->position.x + p_bbox->half_size.x * dx[i],
p_ctransform->position.y + p_bbox->size.y,
tilemap.width
);
if (tilemap.tiles[tile_idx].solid)
{
Vector2 overlap = {0};
Vector2 prev_overlap = {0};
Vector2 other;
other.x = (tile_idx % tilemap.width) * TILE_SIZE;
other.y = (tile_idx / tilemap.width) * TILE_SIZE; // Precision loss is intentional
if (find_AABB_overlap(p_ctransform->position, p_bbox->size, other, TILE_SZ, &overlap))
switch(i)
{
find_AABB_overlap(prev_pos, prev_size, other, TILE_SZ, &prev_overlap);
if (fabs(prev_overlap.y) > fabs(prev_overlap.x))
{
p_ctransform->position.x += overlap.x;
}
else if (fabs(prev_overlap.x) > fabs(prev_overlap.y))
{
p_ctransform->position.y += overlap.y;
}
else if (fabs(overlap.x) < fabs(overlap.y))
{
p_ctransform->position.x += overlap.x;
}
else
{
p_ctransform->position.y += overlap.y;
}
prev_pos = p_ctransform->position;
case 1: anchor = AP_BOT_LEFT;break;
case 2: anchor = AP_BOT_RIGHT;break;
}
break;
}
}
Vector2 new_bbox;
if (p_pstate->is_crouch)
{
new_bbox.x = PLAYER_C_WIDTH;
new_bbox.y = PLAYER_C_HEIGHT;
}
else
{
new_bbox.x = PLAYER_WIDTH;
new_bbox.y = PLAYER_HEIGHT;
}
Vector2 offset = shift_bbox(p_bbox->size, new_bbox, anchor);
set_bbox(p_bbox, new_bbox.x, new_bbox.y);
p_ctransform->position = Vector2Add(p_ctransform->position, offset);
}
else
{
if (p_pstate->in_water)
{
Vector2 new_bbox = {PLAYER_C_WIDTH, PLAYER_C_HEIGHT};
Vector2 offset = shift_bbox(p_bbox->size, new_bbox, AP_MID_CENTER);
set_bbox(p_bbox, PLAYER_C_WIDTH, PLAYER_C_HEIGHT);
p_ctransform->position = Vector2Add(p_ctransform->position, offset);
}
else
{
Vector2 new_bbox = {PLAYER_WIDTH, PLAYER_HEIGHT};
Vector2 offset = shift_bbox(p_bbox->size, new_bbox, AP_MID_CENTER);
set_bbox(p_bbox, PLAYER_WIDTH, PLAYER_HEIGHT);
p_ctransform->position = Vector2Add(p_ctransform->position, offset);
}
}
}
}
@ -382,17 +453,26 @@ static void player_ground_air_transition_system(Scene_t* scene)
// State checks
bool on_ground = check_on_ground(p_ctransform->position, p_bbox->size, &data->tilemap);
unsigned int tile_x = (p_ctransform->position.x + p_bbox->half_size.x) / TILE_SIZE;
unsigned int tile_y = (p_ctransform->position.y + p_bbox->half_size.y) / TILE_SIZE;
unsigned int tile_idx = tile_y * data->tilemap.width + tile_x;
bool in_water = data->tilemap.tiles[tile_idx].water_level > 0;
bool in_water = false;
unsigned int tile_x1 = (p_ctransform->position.x) / TILE_SIZE;
unsigned int tile_y1 = (p_ctransform->position.y) / TILE_SIZE;
unsigned int tile_x2 = (p_ctransform->position.x + p_bbox->size.x) / TILE_SIZE;
unsigned int tile_y2 = (p_ctransform->position.y + p_bbox->size.y) / TILE_SIZE;
for (unsigned int tile_y=tile_y1; tile_y <= tile_y2; tile_y++)
{
for (unsigned int tile_x=tile_x1; tile_x <= tile_x2; tile_x++)
{
unsigned int tile_idx = tile_y * data->tilemap.width + tile_x;
in_water |= data->tilemap.tiles[tile_idx].water_level > 0;
}
}
// Handle Ground<->Air Transition
if (!on_ground && p_ctransform->on_ground)
{
p_cjump->jumps--;
}
else if (on_ground && !p_ctransform->on_ground)
else if ((on_ground && !p_ctransform->on_ground) || in_water)
{
p_cjump->jumps = p_cjump->max_jumps;
p_cjump->jumped = false;
@ -526,9 +606,7 @@ static void toggle_block_system(Scene_t *scene)
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON))
{
int mouse_x = GetMouseX() / TILE_SIZE;
int mouse_y = GetMouseY() / TILE_SIZE;
unsigned int tile_idx = mouse_y * tilemap.width + mouse_x;
unsigned int tile_idx = get_tile_idx(GetMouseX(), GetMouseY(), tilemap.width);
if (tile_idx != last_tile_idx)
{
tilemap.tiles[tile_idx].solid = !tilemap.tiles[tile_idx].solid;
@ -539,9 +617,7 @@ static void toggle_block_system(Scene_t *scene)
// TODO: Check for right click to change to water, also update above
else if (IsMouseButtonDown(MOUSE_RIGHT_BUTTON))
{
int mouse_x = GetMouseX() / TILE_SIZE;
int mouse_y = GetMouseY() / TILE_SIZE;
unsigned int tile_idx = mouse_y * tilemap.width + mouse_x;
unsigned int tile_idx = get_tile_idx(GetMouseX(), GetMouseY(), tilemap.width);
if (tile_idx != last_tile_idx)
{
if (tilemap.tiles[tile_idx].water_level == 0)

View File

@ -19,7 +19,6 @@ int main(void)
CBBox_t *p_bbox = add_component(&scene.scene.ent_manager, p_ent, CBBOX_COMP_T);
set_bbox(p_bbox, 30, 45);
add_component(&scene.scene.ent_manager, p_ent, CTRANSFORM_COMP_T);
add_component(&scene.scene.ent_manager, p_ent, CTILECOORD_COMP_T);
CJump_t *p_cjump = add_component(&scene.scene.ent_manager, p_ent, CJUMP_COMP_T);
p_cjump->jump_speed = 680;
p_cjump->jumps = 1;