Refactor some systems

Changelog:
- Just break down bigger system so that they are manageable
- Move collision helper functions
scene_man
En Yi 2022-12-18 15:45:22 +08:00
parent 2c17b44b40
commit bf94a71f9d
1 changed files with 73 additions and 63 deletions

View File

@ -8,7 +8,65 @@ static const Vector2 TILE_SZ = {TILE_SIZE, TILE_SIZE};
#define MAX_N_TILES 4096
static Tile_t all_tiles[MAX_N_TILES] = {0};
static bool find_AABB_overlap(const Vector2 tl1, const Vector2 sz1, const Vector2 tl2, const Vector2 sz2, Vector2 * const overlap);
static const Vector2 GRAVITY = {0, 1500};
static bool find_1D_overlap(const Vector2 l1, const Vector2 l2, float* overlap)
{
// No Overlap
if (l1.y < l2.x || l2.y < l1.x) return false;
if (l1.x >= l2.x && l1.y <= l2.y)
{
// Complete Overlap, not sure what to do tbh
*overlap = l2.y-l2.x + l1.y-l1.x;
}
else
{
//Partial overlap
// x is p1, y is p2
*overlap = (l2.y >= l1.y)? l2.x - l1.y : l2.y - l1.x;
}
if (fabs(*overlap) < 0.01)
{
*overlap = 0;
return false;
}
return true;
}
static bool find_AABB_overlap(const Vector2 tl1, const Vector2 sz1, const Vector2 tl2, const Vector2 sz2, Vector2 * const overlap)
{
// Note that we include one extra pixel for checking
// This avoid overlapping on the border
Vector2 l1, l2;
bool overlap_x, overlap_y;
l1.x = tl1.x;
l1.y = tl1.x + sz1.x;
l2.x = tl2.x;
l2.y = tl2.x + sz2.x;
overlap_x = find_1D_overlap(l1, l2, &overlap->x);
l1.x = tl1.y;
l1.y = tl1.y + sz1.y;
l2.x = tl2.y;
l2.y = tl2.y + sz2.y;
overlap_y = find_1D_overlap(l1, l2, &overlap->y);
return overlap_x && overlap_y;
}
static bool check_on_ground(Vector2 pos, Vector2 bbox_sz, TileGrid_t* grid)
{
unsigned int tile_x1 = pos.x / TILE_SIZE;
unsigned int tile_x2 = (pos.x + bbox_sz.x - 1) / TILE_SIZE;
unsigned int tile_y = (pos.y + bbox_sz.y) / TILE_SIZE;
for(unsigned int tile_x = tile_x1; tile_x <= tile_x2; tile_x++)
{
if (grid->tiles[tile_y*grid->width + tile_x].solid) return true;
}
return false;
}
static void level_scene_render_func(Scene_t* scene)
{
@ -64,22 +122,7 @@ static void level_scene_render_func(Scene_t* scene)
}
}
static const Vector2 GRAVITY = {0, 1500};
static bool check_on_ground(Vector2 pos, Vector2 bbox_sz, TileGrid_t* grid)
{
unsigned int tile_x1 = pos.x / TILE_SIZE;
unsigned int tile_x2 = (pos.x + bbox_sz.x - 1) / TILE_SIZE;
unsigned int tile_y = (pos.y + bbox_sz.y) / TILE_SIZE;
for(unsigned int tile_x = tile_x1; tile_x <= tile_x2; tile_x++)
{
if (grid->tiles[tile_y*grid->width + tile_x].solid) return true;
}
return false;
}
static void movement_update_system(Scene_t* scene)
static void player_movement_input_system(Scene_t* scene)
{
LevelSceneData_t *data = (LevelSceneData_t *)scene->scene_data;
@ -124,6 +167,10 @@ static void movement_update_system(Scene_t* scene)
data->player_dir.x = 0;
data->player_dir.y = 0;
}
static void movement_update_system(Scene_t* scene)
{
// Update movement
float delta_time = 0.017;
CTransform_t * p_ctransform;
@ -136,7 +183,7 @@ static void movement_update_system(Scene_t* scene)
);
p_ctransform->velocity.x *= 0.85;
p_ctransform->velocity.y *= 0.98;
mag = Vector2Length(p_ctransform->velocity);
float mag = Vector2Length(p_ctransform->velocity);
p_ctransform->velocity = Vector2Scale(Vector2Normalize(p_ctransform->velocity), (mag > 1000)? 1000:mag);
if (fabs(p_ctransform->velocity.x) < 1e-3) p_ctransform->velocity.x = 0;
@ -151,6 +198,12 @@ static void movement_update_system(Scene_t* scene)
);
}
}
static void player_ground_air_transition_system(Scene_t* scene)
{
LevelSceneData_t *data = (LevelSceneData_t *)scene->scene_data;
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);
@ -216,51 +269,6 @@ static void update_tilemap_system(Scene_t *scene)
}
}
static bool find_1D_overlap(const Vector2 l1, const Vector2 l2, float* overlap)
{
// No Overlap
if (l1.y < l2.x || l2.y < l1.x) return false;
if (l1.x >= l2.x && l1.y <= l2.y)
{
// Complete Overlap, not sure what to do tbh
*overlap = l2.y-l2.x + l1.y-l1.x;
}
else
{
//Partial overlap
// x is p1, y is p2
*overlap = (l2.y >= l1.y)? l2.x - l1.y : l2.y - l1.x;
}
if (fabs(*overlap) < 0.01)
{
*overlap = 0;
return false;
}
return true;
}
static bool find_AABB_overlap(const Vector2 tl1, const Vector2 sz1, const Vector2 tl2, const Vector2 sz2, Vector2 * const overlap)
{
// Note that we include one extra pixel for checking
// This avoid overlapping on the border
Vector2 l1, l2;
bool overlap_x, overlap_y;
l1.x = tl1.x;
l1.y = tl1.x + sz1.x;
l2.x = tl2.x;
l2.y = tl2.x + sz2.x;
overlap_x = find_1D_overlap(l1, l2, &overlap->x);
l1.x = tl1.y;
l1.y = tl1.y + sz1.y;
l2.x = tl2.y;
l2.y = tl2.y + sz2.y;
overlap_y = find_1D_overlap(l1, l2, &overlap->y);
return overlap_x && overlap_y;
}
static void player_collision_system(Scene_t *scene)
{
LevelSceneData_t *data = (LevelSceneData_t *)scene->scene_data;
@ -416,7 +424,9 @@ void init_level_scene(LevelScene_t *scene)
memset(&scene->data.player_dir, 0, sizeof(Vector2));
// insert level scene systems
sc_array_add(&scene->scene.systems, &player_movement_input_system);
sc_array_add(&scene->scene.systems, &movement_update_system);
sc_array_add(&scene->scene.systems, &player_ground_air_transition_system);
sc_array_add(&scene->scene.systems, &update_tilemap_system);
sc_array_add(&scene->scene.systems, &player_collision_system);
sc_array_add(&scene->scene.systems, &toggle_block_system);