Refactor some systems
Changelog: - Just break down bigger system so that they are manageable - Move collision helper functionsscene_man
parent
2c17b44b40
commit
bf94a71f9d
136
scene_impl.c
136
scene_impl.c
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@ -8,7 +8,65 @@ static const Vector2 TILE_SZ = {TILE_SIZE, TILE_SIZE};
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#define MAX_N_TILES 4096
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static Tile_t all_tiles[MAX_N_TILES] = {0};
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static bool find_AABB_overlap(const Vector2 tl1, const Vector2 sz1, const Vector2 tl2, const Vector2 sz2, Vector2 * const overlap);
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static const Vector2 GRAVITY = {0, 1500};
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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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if (l1.y < l2.x || l2.y < l1.x) return false;
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if (l1.x >= l2.x && l1.y <= l2.y)
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{
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// Complete Overlap, not sure what to do tbh
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*overlap = l2.y-l2.x + l1.y-l1.x;
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}
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else
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{
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//Partial overlap
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// x is p1, y is p2
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*overlap = (l2.y >= l1.y)? l2.x - l1.y : l2.y - l1.x;
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}
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if (fabs(*overlap) < 0.01)
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{
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*overlap = 0;
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return false;
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}
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return true;
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}
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static bool find_AABB_overlap(const Vector2 tl1, const Vector2 sz1, const Vector2 tl2, const Vector2 sz2, Vector2 * const overlap)
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{
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// Note that we include one extra pixel for checking
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// This avoid overlapping on the border
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Vector2 l1, l2;
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bool overlap_x, overlap_y;
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l1.x = tl1.x;
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l1.y = tl1.x + sz1.x;
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l2.x = tl2.x;
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l2.y = tl2.x + sz2.x;
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overlap_x = find_1D_overlap(l1, l2, &overlap->x);
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l1.x = tl1.y;
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l1.y = tl1.y + sz1.y;
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l2.x = tl2.y;
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l2.y = tl2.y + sz2.y;
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overlap_y = find_1D_overlap(l1, l2, &overlap->y);
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return overlap_x && overlap_y;
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}
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static bool check_on_ground(Vector2 pos, Vector2 bbox_sz, TileGrid_t* grid)
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{
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unsigned int tile_x1 = pos.x / TILE_SIZE;
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unsigned int tile_x2 = (pos.x + bbox_sz.x - 1) / TILE_SIZE;
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unsigned int tile_y = (pos.y + bbox_sz.y) / TILE_SIZE;
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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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if (grid->tiles[tile_y*grid->width + tile_x].solid) return true;
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}
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return false;
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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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@ -64,22 +122,7 @@ static void level_scene_render_func(Scene_t* scene)
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}
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}
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static const Vector2 GRAVITY = {0, 1500};
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static bool check_on_ground(Vector2 pos, Vector2 bbox_sz, TileGrid_t* grid)
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{
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unsigned int tile_x1 = pos.x / TILE_SIZE;
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unsigned int tile_x2 = (pos.x + bbox_sz.x - 1) / TILE_SIZE;
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unsigned int tile_y = (pos.y + bbox_sz.y) / TILE_SIZE;
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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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if (grid->tiles[tile_y*grid->width + tile_x].solid) return true;
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}
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return false;
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}
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static void movement_update_system(Scene_t* scene)
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static void player_movement_input_system(Scene_t* scene)
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{
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LevelSceneData_t *data = (LevelSceneData_t *)scene->scene_data;
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@ -124,6 +167,10 @@ static void movement_update_system(Scene_t* scene)
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data->player_dir.x = 0;
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data->player_dir.y = 0;
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}
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static void movement_update_system(Scene_t* scene)
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{
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// Update movement
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float delta_time = 0.017;
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CTransform_t * p_ctransform;
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@ -136,7 +183,7 @@ static void movement_update_system(Scene_t* scene)
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);
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p_ctransform->velocity.x *= 0.85;
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p_ctransform->velocity.y *= 0.98;
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mag = Vector2Length(p_ctransform->velocity);
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float mag = Vector2Length(p_ctransform->velocity);
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p_ctransform->velocity = Vector2Scale(Vector2Normalize(p_ctransform->velocity), (mag > 1000)? 1000:mag);
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if (fabs(p_ctransform->velocity.x) < 1e-3) p_ctransform->velocity.x = 0;
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@ -151,6 +198,12 @@ static void movement_update_system(Scene_t* scene)
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);
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}
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}
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static void player_ground_air_transition_system(Scene_t* scene)
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{
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LevelSceneData_t *data = (LevelSceneData_t *)scene->scene_data;
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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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@ -216,51 +269,6 @@ static void update_tilemap_system(Scene_t *scene)
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}
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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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if (l1.y < l2.x || l2.y < l1.x) return false;
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if (l1.x >= l2.x && l1.y <= l2.y)
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{
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// Complete Overlap, not sure what to do tbh
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*overlap = l2.y-l2.x + l1.y-l1.x;
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}
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else
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{
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//Partial overlap
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// x is p1, y is p2
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*overlap = (l2.y >= l1.y)? l2.x - l1.y : l2.y - l1.x;
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}
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if (fabs(*overlap) < 0.01)
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{
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*overlap = 0;
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return false;
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}
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return true;
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}
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static bool find_AABB_overlap(const Vector2 tl1, const Vector2 sz1, const Vector2 tl2, const Vector2 sz2, Vector2 * const overlap)
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{
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// Note that we include one extra pixel for checking
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// This avoid overlapping on the border
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Vector2 l1, l2;
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bool overlap_x, overlap_y;
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l1.x = tl1.x;
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l1.y = tl1.x + sz1.x;
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l2.x = tl2.x;
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l2.y = tl2.x + sz2.x;
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overlap_x = find_1D_overlap(l1, l2, &overlap->x);
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l1.x = tl1.y;
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l1.y = tl1.y + sz1.y;
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l2.x = tl2.y;
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l2.y = tl2.y + sz2.y;
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overlap_y = find_1D_overlap(l1, l2, &overlap->y);
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return overlap_x && overlap_y;
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}
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static void player_collision_system(Scene_t *scene)
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{
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LevelSceneData_t *data = (LevelSceneData_t *)scene->scene_data;
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@ -416,7 +424,9 @@ void init_level_scene(LevelScene_t *scene)
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memset(&scene->data.player_dir, 0, sizeof(Vector2));
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// insert level scene systems
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sc_array_add(&scene->scene.systems, &player_movement_input_system);
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sc_array_add(&scene->scene.systems, &movement_update_system);
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sc_array_add(&scene->scene.systems, &player_ground_air_transition_system);
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sc_array_add(&scene->scene.systems, &update_tilemap_system);
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sc_array_add(&scene->scene.systems, &player_collision_system);
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sc_array_add(&scene->scene.systems, &toggle_block_system);
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