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 commitscene_man
parent
c6ed46c6e7
commit
b5da3f216c
226
scene_impl.c
226
scene_impl.c
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@ -11,6 +11,13 @@ static Tile_t all_tiles[MAX_N_TILES] = {0};
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static const Vector2 GRAVITY = {0, GRAV_ACCEL};
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static const Vector2 UPTHRUST = {0, -GRAV_ACCEL * 0.7};
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static inline unsigned int get_tile_idx(int x, int y, unsigned int tilemap_width)
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{
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unsigned int tile_x = x / TILE_SIZE;
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unsigned int tile_y = y / TILE_SIZE;
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return tile_y * tilemap_width + tile_x;
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}
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static bool find_1D_overlap(const Vector2 l1, const Vector2 l2, float* overlap)
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{
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// No Overlap
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@ -87,6 +94,86 @@ static inline bool check_on_ground(Vector2 pos, Vector2 bbox_sz, TileGrid_t* gri
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return false;
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}
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typedef enum AnchorPoint
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{
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AP_TOP_LEFT,
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AP_TOP_CENTER,
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AP_TOP_RIGHT,
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AP_MID_LEFT,
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AP_MID_CENTER,
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AP_MID_RIGHT,
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AP_BOT_LEFT,
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AP_BOT_CENTER,
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AP_BOT_RIGHT,
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}AnchorPoint_t;
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static Vector2 shift_bbox(Vector2 bbox, Vector2 new_bbox, AnchorPoint_t anchor)
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{
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Vector2 p1;
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Vector2 p2;
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Vector2 offset = {0};
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switch (anchor)
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{
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case AP_TOP_LEFT:
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// When resizing bbox, it is implicitly assumed that to be already in topleft
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// due to the coordindate system (+ve towards right and downwards)
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// So do nothing
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return offset;
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case AP_TOP_CENTER:
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p1.x = bbox.x / 2;
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p1.y = 0;
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p2.x = new_bbox.x / 2;
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p2.y = 0;
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break;
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case AP_TOP_RIGHT:
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p1.x = bbox.x;
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p1.y = 0;
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p2.x = new_bbox.x;
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p2.y = 0;
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break;
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case AP_MID_LEFT:
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p1.x = 0;
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p1.y = bbox.y / 2;
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p2.x = 0;
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p2.y = new_bbox.y / 2;
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break;
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case AP_MID_CENTER:
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p1.x = bbox.x / 2;
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p1.y = bbox.y / 2;
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p2.x = new_bbox.x / 2;
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p2.y = new_bbox.y / 2;
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break;
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case AP_MID_RIGHT:
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p1.x = bbox.x;
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p1.y = bbox.y / 2;
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p2.x = new_bbox.x;
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p2.y = new_bbox.y / 2;
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break;
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case AP_BOT_LEFT:
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p1.x = 0;
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p1.y = bbox.y;
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p2.x = 0;
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p2.y = new_bbox.y;
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break;
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case AP_BOT_CENTER:
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p1.x = bbox.x / 2;
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p1.y = bbox.y;
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p2.x = new_bbox.x / 2;
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p2.y = new_bbox.y;
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break;
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case AP_BOT_RIGHT:
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p1.x = bbox.x;
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p1.y = bbox.y;
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p2.x = new_bbox.x;
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p2.y = new_bbox.y;
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break;
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}
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offset.x = p1.x - p2.x;
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offset.y = p1.y - p2.y;
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return offset;
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}
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static void level_scene_render_func(Scene_t* scene)
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{
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LevelSceneData_t *data = (LevelSceneData_t *)scene->scene_data;
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@ -167,6 +254,7 @@ static void player_movement_input_system(Scene_t* scene)
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CTransform_t* p_ctransform = get_component(&scene->ent_manager, p_player, CTRANSFORM_COMP_T);
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CJump_t* p_cjump = get_component(&scene->ent_manager, p_player, CJUMP_COMP_T);
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CPlayerState_t* p_pstate = get_component(&scene->ent_manager, p_player, CPLAYERSTATE_T);
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p_pstate->is_crouch = data->crouch_pressed;
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p_ctransform->accel.x = 0;
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p_ctransform->accel.y = 0;
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if (!p_pstate->in_water)
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@ -257,83 +345,66 @@ static void player_bbox_update_system(Scene_t *scene)
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{
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LevelSceneData_t *data = (LevelSceneData_t *)scene->scene_data;
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TileGrid_t tilemap = data->tilemap;
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Entity_t *p_player;
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sc_map_foreach_value(&scene->ent_manager.entities_map[PLAYER_ENT_TAG], p_player)
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{
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CTransform_t* p_ctransform = get_component(&scene->ent_manager, p_player, CTRANSFORM_COMP_T);
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CBBox_t* p_bbox = get_component(&scene->ent_manager, p_player, CBBOX_COMP_T);
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CPlayerState_t* p_pstate = get_component(&scene->ent_manager, p_player, CPLAYERSTATE_T);
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Vector2 prev_size = p_bbox->size;
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Vector2 prev_pos = p_ctransform->position;
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if (p_ctransform->on_ground && data->crouch_pressed && !p_pstate->is_crouch)
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if (p_ctransform->on_ground)
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{
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// Deal with hitbox change when crouch
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p_ctransform->position.x -= PLAYER_C_XOFFSET;
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p_ctransform->position.y += PLAYER_C_YOFFSET;
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set_bbox(p_bbox, PLAYER_C_WIDTH, PLAYER_C_HEIGHT);
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p_pstate->is_crouch = data->crouch_pressed;
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}
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else if (p_pstate->is_crouch && (!p_ctransform->on_ground || !data->crouch_pressed))
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{
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Vector2 test_pos = p_ctransform->position;
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Vector2 test_bbox = {PLAYER_WIDTH, PLAYER_HEIGHT};
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Vector2 top = {0, -1};
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test_pos.x += PLAYER_C_XOFFSET;
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test_pos.y -= PLAYER_C_YOFFSET;
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// Uncrouch need to check overhead for tile
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if (!check_collision_at(test_pos, test_bbox, &tilemap, top))
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AnchorPoint_t anchor = AP_BOT_CENTER;
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int dx[3] = {1, 0, 2};
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for (size_t i=0; i<3; i++)
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{
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p_ctransform->position.x += PLAYER_C_XOFFSET;
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p_ctransform->position.y -= PLAYER_C_YOFFSET;
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set_bbox(p_bbox, PLAYER_WIDTH, PLAYER_HEIGHT);
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p_pstate->is_crouch = false;
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}
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}
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// After changing bbox and reposition
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// Do a collision check
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// This will handle collision due to bbox changing
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// Subsequent movement update will handle the offset
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unsigned int tile_x1 = (p_ctransform->position.x) / TILE_SIZE;
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unsigned int tile_y1 = (p_ctransform->position.y) / TILE_SIZE;
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unsigned int tile_x2 = (p_ctransform->position.x + p_bbox->size.x) / TILE_SIZE;
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unsigned int tile_y2 = (p_ctransform->position.y + p_bbox->size.y) / TILE_SIZE;
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for (unsigned int tile_y=tile_y1; tile_y <= tile_y2; tile_y++)
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{
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for (unsigned int tile_x=tile_x1; tile_x <= tile_x2; tile_x++)
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{
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unsigned int tile_idx = tile_y * tilemap.width + tile_x;
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if(tilemap.tiles[tile_idx].solid)
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unsigned int tile_idx = get_tile_idx
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(
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p_ctransform->position.x + p_bbox->half_size.x * dx[i],
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p_ctransform->position.y + p_bbox->size.y,
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tilemap.width
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);
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if (tilemap.tiles[tile_idx].solid)
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{
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Vector2 overlap = {0};
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Vector2 prev_overlap = {0};
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Vector2 other;
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other.x = (tile_idx % tilemap.width) * TILE_SIZE;
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other.y = (tile_idx / tilemap.width) * TILE_SIZE; // Precision loss is intentional
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if (find_AABB_overlap(p_ctransform->position, p_bbox->size, other, TILE_SZ, &overlap))
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switch(i)
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{
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find_AABB_overlap(prev_pos, prev_size, other, TILE_SZ, &prev_overlap);
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if (fabs(prev_overlap.y) > fabs(prev_overlap.x))
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{
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p_ctransform->position.x += overlap.x;
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}
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else if (fabs(prev_overlap.x) > fabs(prev_overlap.y))
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{
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p_ctransform->position.y += overlap.y;
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}
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else if (fabs(overlap.x) < fabs(overlap.y))
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{
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p_ctransform->position.x += overlap.x;
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}
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else
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{
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p_ctransform->position.y += overlap.y;
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}
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prev_pos = p_ctransform->position;
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case 1: anchor = AP_BOT_LEFT;break;
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case 2: anchor = AP_BOT_RIGHT;break;
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}
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break;
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}
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}
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Vector2 new_bbox;
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if (p_pstate->is_crouch)
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{
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new_bbox.x = PLAYER_C_WIDTH;
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new_bbox.y = PLAYER_C_HEIGHT;
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}
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else
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{
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new_bbox.x = PLAYER_WIDTH;
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new_bbox.y = PLAYER_HEIGHT;
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}
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Vector2 offset = shift_bbox(p_bbox->size, new_bbox, anchor);
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set_bbox(p_bbox, new_bbox.x, new_bbox.y);
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p_ctransform->position = Vector2Add(p_ctransform->position, offset);
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}
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else
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{
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if (p_pstate->in_water)
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{
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Vector2 new_bbox = {PLAYER_C_WIDTH, PLAYER_C_HEIGHT};
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Vector2 offset = shift_bbox(p_bbox->size, new_bbox, AP_MID_CENTER);
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set_bbox(p_bbox, PLAYER_C_WIDTH, PLAYER_C_HEIGHT);
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p_ctransform->position = Vector2Add(p_ctransform->position, offset);
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}
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else
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{
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Vector2 new_bbox = {PLAYER_WIDTH, PLAYER_HEIGHT};
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Vector2 offset = shift_bbox(p_bbox->size, new_bbox, AP_MID_CENTER);
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set_bbox(p_bbox, PLAYER_WIDTH, PLAYER_HEIGHT);
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p_ctransform->position = Vector2Add(p_ctransform->position, offset);
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}
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}
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}
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}
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@ -382,17 +453,26 @@ static void player_ground_air_transition_system(Scene_t* scene)
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// State checks
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bool on_ground = check_on_ground(p_ctransform->position, p_bbox->size, &data->tilemap);
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unsigned int tile_x = (p_ctransform->position.x + p_bbox->half_size.x) / TILE_SIZE;
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unsigned int tile_y = (p_ctransform->position.y + p_bbox->half_size.y) / TILE_SIZE;
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unsigned int tile_idx = tile_y * data->tilemap.width + tile_x;
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bool in_water = data->tilemap.tiles[tile_idx].water_level > 0;
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bool in_water = false;
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unsigned int tile_x1 = (p_ctransform->position.x) / TILE_SIZE;
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unsigned int tile_y1 = (p_ctransform->position.y) / TILE_SIZE;
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unsigned int tile_x2 = (p_ctransform->position.x + p_bbox->size.x) / TILE_SIZE;
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unsigned int tile_y2 = (p_ctransform->position.y + p_bbox->size.y) / TILE_SIZE;
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for (unsigned int tile_y=tile_y1; tile_y <= tile_y2; tile_y++)
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{
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for (unsigned int tile_x=tile_x1; tile_x <= tile_x2; tile_x++)
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{
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unsigned int tile_idx = tile_y * data->tilemap.width + tile_x;
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in_water |= data->tilemap.tiles[tile_idx].water_level > 0;
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}
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}
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// Handle Ground<->Air Transition
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if (!on_ground && p_ctransform->on_ground)
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{
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p_cjump->jumps--;
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}
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else if (on_ground && !p_ctransform->on_ground)
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else if ((on_ground && !p_ctransform->on_ground) || in_water)
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{
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p_cjump->jumps = p_cjump->max_jumps;
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p_cjump->jumped = false;
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@ -526,9 +606,7 @@ static void toggle_block_system(Scene_t *scene)
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if (IsMouseButtonDown(MOUSE_LEFT_BUTTON))
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{
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int mouse_x = GetMouseX() / TILE_SIZE;
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int mouse_y = GetMouseY() / TILE_SIZE;
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unsigned int tile_idx = mouse_y * tilemap.width + mouse_x;
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unsigned int tile_idx = get_tile_idx(GetMouseX(), GetMouseY(), tilemap.width);
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if (tile_idx != last_tile_idx)
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{
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tilemap.tiles[tile_idx].solid = !tilemap.tiles[tile_idx].solid;
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@ -539,9 +617,7 @@ static void toggle_block_system(Scene_t *scene)
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// TODO: Check for right click to change to water, also update above
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else if (IsMouseButtonDown(MOUSE_RIGHT_BUTTON))
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{
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int mouse_x = GetMouseX() / TILE_SIZE;
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int mouse_y = GetMouseY() / TILE_SIZE;
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unsigned int tile_idx = mouse_y * tilemap.width + mouse_x;
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unsigned int tile_idx = get_tile_idx(GetMouseX(), GetMouseY(), tilemap.width);
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if (tile_idx != last_tile_idx)
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{
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if (tilemap.tiles[tile_idx].water_level == 0)
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@ -19,7 +19,6 @@ int main(void)
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CBBox_t *p_bbox = add_component(&scene.scene.ent_manager, p_ent, CBBOX_COMP_T);
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set_bbox(p_bbox, 30, 45);
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add_component(&scene.scene.ent_manager, p_ent, CTRANSFORM_COMP_T);
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add_component(&scene.scene.ent_manager, p_ent, CTILECOORD_COMP_T);
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CJump_t *p_cjump = add_component(&scene.scene.ent_manager, p_ent, CJUMP_COMP_T);
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p_cjump->jump_speed = 680;
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p_cjump->jumps = 1;
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