Refactor out bounding box handling
Changelog: - Make bbox handling a separate system - Simplify crouch handling - Remove grid update system as it is not useful - As there is too many factors influencing the grid positioning, it is not useful to pre-store the grids to check, might as well compute it during checks - Remove tilecoords componentscene_man
parent
64466128bc
commit
c6ed46c6e7
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@ -3,12 +3,11 @@
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#include "raylib.h"
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#include "raylib.h"
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// TODO: Look at sc to use macros to auto generate functions
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// TODO: Look at sc to use macros to auto generate functions
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#define N_COMPONENTS 5
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#define N_COMPONENTS 4
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enum ComponentEnum
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enum ComponentEnum
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{
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{
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CBBOX_COMP_T,
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CBBOX_COMP_T,
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CTRANSFORM_COMP_T,
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CTRANSFORM_COMP_T,
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CTILECOORD_COMP_T,
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CJUMP_COMP_T,
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CJUMP_COMP_T,
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CPLAYERSTATE_T
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CPLAYERSTATE_T
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};
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};
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@ -6,7 +6,7 @@
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static Entity_t entity_buffer[MAX_COMP_POOL_SIZE];
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static Entity_t entity_buffer[MAX_COMP_POOL_SIZE];
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static CBBox_t bbox_buffer[MAX_COMP_POOL_SIZE];
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static CBBox_t bbox_buffer[MAX_COMP_POOL_SIZE];
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static CTransform_t ctransform_buffer[MAX_COMP_POOL_SIZE];
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static CTransform_t ctransform_buffer[MAX_COMP_POOL_SIZE];
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static CTileCoord_t ctilecoord_buffer[MAX_COMP_POOL_SIZE];
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//static CTileCoord_t ctilecoord_buffer[MAX_COMP_POOL_SIZE];
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static CJump_t cjump_buffer[1]; // Only player is expected to have this
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static CJump_t cjump_buffer[1]; // Only player is expected to have this
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static CPlayerState_t cplayerstate_buffer[1]; // Only player is expected to have this
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static CPlayerState_t cplayerstate_buffer[1]; // Only player is expected to have this
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@ -30,7 +30,7 @@ static MemPool_t comp_mempools[N_COMPONENTS] =
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{
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{
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{bbox_buffer, MAX_COMP_POOL_SIZE, sizeof(CBBox_t), {0}, {0}},
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{bbox_buffer, MAX_COMP_POOL_SIZE, sizeof(CBBox_t), {0}, {0}},
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{ctransform_buffer, MAX_COMP_POOL_SIZE, sizeof(CTransform_t), {0}, {0}},
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{ctransform_buffer, MAX_COMP_POOL_SIZE, sizeof(CTransform_t), {0}, {0}},
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{ctilecoord_buffer, MAX_COMP_POOL_SIZE, sizeof(CTileCoord_t), {0}, {0}},
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//{ctilecoord_buffer, MAX_COMP_POOL_SIZE, sizeof(CTileCoord_t), {0}, {0}},
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{cjump_buffer, 1, sizeof(CJump_t), {0}, {0}},
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{cjump_buffer, 1, sizeof(CJump_t), {0}, {0}},
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{cplayerstate_buffer, 1, sizeof(CPlayerState_t), {0}, {0}},
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{cplayerstate_buffer, 1, sizeof(CPlayerState_t), {0}, {0}},
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};
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};
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268
scene_impl.c
268
scene_impl.c
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@ -166,7 +166,6 @@ static void player_movement_input_system(Scene_t* scene)
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{
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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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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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CJump_t* p_cjump = get_component(&scene->ent_manager, p_player, CJUMP_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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CPlayerState_t* p_pstate = get_component(&scene->ent_manager, p_player, CPLAYERSTATE_T);
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p_ctransform->accel.x = 0;
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p_ctransform->accel.x = 0;
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p_ctransform->accel.y = 0;
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p_ctransform->accel.y = 0;
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@ -198,13 +197,6 @@ static void player_movement_input_system(Scene_t* scene)
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p_ctransform->accel = Vector2Add(p_ctransform->accel, UPTHRUST);
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p_ctransform->accel = Vector2Add(p_ctransform->accel, UPTHRUST);
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}
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}
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p_ctransform->accel = Vector2Add(p_ctransform->accel, GRAVITY);
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p_ctransform->accel = Vector2Add(p_ctransform->accel, GRAVITY);
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if(p_pstate->is_crouch)
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{
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p_pstate->is_crouch = false;
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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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}
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}
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}
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else
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else
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{
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{
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@ -234,31 +226,6 @@ static void player_movement_input_system(Scene_t* scene)
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}
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}
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}
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}
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// Deal with hitbox change when crouch
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if (data->crouch_pressed && !p_pstate->is_crouch)
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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_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 (!data->crouch_pressed && p_pstate->is_crouch)
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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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{
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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 = data->crouch_pressed;
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}
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}
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}
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}
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// Friction
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// Friction
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@ -286,6 +253,91 @@ static void player_movement_input_system(Scene_t* scene)
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}
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}
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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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{
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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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{
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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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{
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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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{
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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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}
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}
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}
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}
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}
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}
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static void movement_update_system(Scene_t* scene)
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static void movement_update_system(Scene_t* scene)
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{
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{
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// Update movement
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// Update movement
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@ -354,50 +406,6 @@ static void player_ground_air_transition_system(Scene_t* scene)
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}
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}
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}
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}
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static void update_tilemap_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_ent;
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sc_map_foreach_value(&scene->ent_manager.entities, p_ent)
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{
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CTileCoord_t * p_tilecoord = get_component(&scene->ent_manager, p_ent, CTILECOORD_COMP_T);
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if (p_tilecoord == NULL) continue;
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CTransform_t * p_ctransform = get_component(&scene->ent_manager, p_ent, CTRANSFORM_COMP_T);
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if (p_ctransform == NULL) continue;
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CBBox_t * p_bbox = get_component(&scene->ent_manager, p_ent, CBBOX_COMP_T);
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if (p_bbox == NULL) continue;
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// Update tilemap position
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for (size_t i=0;i<p_tilecoord->n_tiles;++i)
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{
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// Use previously store tile position
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// Clear from those positions
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unsigned int tile_idx = p_tilecoord->tiles[i];
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sc_map_del_64(&(tilemap.tiles[tile_idx].entities_set), p_ent->m_id);
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}
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p_tilecoord->n_tiles = 0;
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// Compute new occupied tile positions and add
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// Extend the check by a little to avoid missing
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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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p_tilecoord->tiles[p_tilecoord->n_tiles++] = tile_idx;
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sc_map_put_64(&(tilemap.tiles[tile_idx].entities_set), p_ent->m_id, 0);
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}
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}
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}
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}
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static void player_collision_system(Scene_t *scene)
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static void player_collision_system(Scene_t *scene)
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{
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{
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LevelSceneData_t *data = (LevelSceneData_t *)scene->scene_data;
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LevelSceneData_t *data = (LevelSceneData_t *)scene->scene_data;
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{
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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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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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CBBox_t* p_bbox = get_component(&scene->ent_manager, p_player, CBBOX_COMP_T);
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CTileCoord_t* p_tilecoord = get_component(&scene->ent_manager, p_player, CTILECOORD_COMP_T);
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// Get the occupied tiles
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// Get the occupied tiles
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// For each tile, loop through the entities and find overlaps
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// For each tile, loop through the entities and find overlaps
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// exclude self
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// exclude self
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@ -418,60 +425,70 @@ static void player_collision_system(Scene_t *scene)
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// Resolve collision via moving player by the overlap amount
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// Resolve collision via moving player by the overlap amount
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Vector2 overlap = {0};
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Vector2 overlap = {0};
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Vector2 prev_overlap = {0};
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Vector2 prev_overlap = {0};
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for (size_t i=0;i<p_tilecoord->n_tiles;++i)
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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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{
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unsigned int tile_idx = p_tilecoord->tiles[i];
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for (unsigned int tile_x=tile_x1; tile_x <= tile_x2; tile_x++)
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Vector2 other;
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if(tilemap.tiles[tile_idx].solid)
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{
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{
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unsigned int tile_idx = tile_y * tilemap.width + tile_x;
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other.x = (tile_idx % tilemap.width) * TILE_SIZE;
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//for (size_t i=0;i<p_tilecoord->n_tiles;++i)
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other.y = (tile_idx / tilemap.width) * TILE_SIZE; // Precision loss is intentional
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//{
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if (find_AABB_overlap(p_ctransform->position, p_bbox->size, other, TILE_SZ, &overlap))
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//unsigned int tile_idx = p_tilecoord->tiles[i];
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Vector2 other;
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if(tilemap.tiles[tile_idx].solid)
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{
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{
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find_AABB_overlap(p_ctransform->prev_position, p_bbox->size, other, TILE_SZ, &prev_overlap);
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if (fabs(prev_overlap.y) > fabs(prev_overlap.x))
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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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{
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{
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p_ctransform->position.x += overlap.x;
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find_AABB_overlap(p_ctransform->prev_position, p_bbox->size, other, TILE_SZ, &prev_overlap);
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p_ctransform->velocity.x = 0;
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if (fabs(prev_overlap.y) > fabs(prev_overlap.x))
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}
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{
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else if (fabs(prev_overlap.x) > fabs(prev_overlap.y))
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p_ctransform->position.x += overlap.x;
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{
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p_ctransform->velocity.x = 0;
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p_ctransform->position.y += overlap.y;
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}
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p_ctransform->velocity.y = 0;
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else if (fabs(prev_overlap.x) > fabs(prev_overlap.y))
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}
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{
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else if (fabs(overlap.x) < fabs(overlap.y))
|
p_ctransform->position.y += overlap.y;
|
||||||
{
|
p_ctransform->velocity.y = 0;
|
||||||
p_ctransform->position.x += overlap.x;
|
}
|
||||||
p_ctransform->velocity.x = 0;
|
else if (fabs(overlap.x) < fabs(overlap.y))
|
||||||
}
|
{
|
||||||
else
|
p_ctransform->position.x += overlap.x;
|
||||||
{
|
p_ctransform->velocity.x = 0;
|
||||||
p_ctransform->position.y += overlap.y;
|
}
|
||||||
p_ctransform->velocity.y = 0;
|
else
|
||||||
|
{
|
||||||
|
p_ctransform->position.y += overlap.y;
|
||||||
|
p_ctransform->velocity.y = 0;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
else
|
||||||
else
|
{
|
||||||
{
|
// TODO: check against the entities of each involved tiles
|
||||||
// TODO: check against the entities of each involved tiles
|
}
|
||||||
}
|
|
||||||
|
|
||||||
// Level boundary collision
|
// Level boundary collision
|
||||||
unsigned int level_width = tilemap.width * TILE_SIZE;
|
unsigned int level_width = tilemap.width * TILE_SIZE;
|
||||||
if(p_ctransform->position.x < 0 || p_ctransform->position.x + p_bbox->size.x > level_width)
|
if(p_ctransform->position.x < 0 || p_ctransform->position.x + p_bbox->size.x > level_width)
|
||||||
{
|
{
|
||||||
p_ctransform->position.x = (p_ctransform->position.x < 0) ? 0 : p_ctransform->position.x;
|
p_ctransform->position.x = (p_ctransform->position.x < 0) ? 0 : p_ctransform->position.x;
|
||||||
p_ctransform->position.x = (p_ctransform->position.x + p_bbox->size.x > level_width) ? level_width - p_bbox->size.x : p_ctransform->position.x;
|
p_ctransform->position.x = (p_ctransform->position.x + p_bbox->size.x > level_width) ? level_width - p_bbox->size.x : p_ctransform->position.x;
|
||||||
p_ctransform->velocity.x *= -1;
|
p_ctransform->velocity.x *= -1;
|
||||||
}
|
}
|
||||||
|
|
||||||
unsigned int level_height = tilemap.height * TILE_SIZE;
|
unsigned int level_height = tilemap.height * TILE_SIZE;
|
||||||
if(p_ctransform->position.y < 0 || p_ctransform->position.y + p_bbox->size.y > level_height)
|
if(p_ctransform->position.y < 0 || p_ctransform->position.y + p_bbox->size.y > level_height)
|
||||||
{
|
{
|
||||||
p_ctransform->position.y = (p_ctransform->position.y < 0) ? 0 : p_ctransform->position.y;
|
p_ctransform->position.y = (p_ctransform->position.y < 0) ? 0 : p_ctransform->position.y;
|
||||||
p_ctransform->position.y = (p_ctransform->position.y + p_bbox->size.y > level_height) ? level_height - p_bbox->size.y : p_ctransform->position.y;
|
p_ctransform->position.y = (p_ctransform->position.y + p_bbox->size.y > level_height) ? level_height - p_bbox->size.y : p_ctransform->position.y;
|
||||||
p_ctransform->velocity.y *= -1;
|
p_ctransform->velocity.y *= -1;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
// Deal with float precision, by rounding when it is near to an integer enough by 2 dp
|
// Deal with float precision, by rounding when it is near to an integer enough by 2 dp
|
||||||
|
@ -577,8 +594,9 @@ void init_level_scene(LevelScene_t *scene)
|
||||||
|
|
||||||
// insert level scene systems
|
// insert level scene systems
|
||||||
sc_array_add(&scene->scene.systems, &player_movement_input_system);
|
sc_array_add(&scene->scene.systems, &player_movement_input_system);
|
||||||
|
sc_array_add(&scene->scene.systems, &player_bbox_update_system);
|
||||||
sc_array_add(&scene->scene.systems, &movement_update_system);
|
sc_array_add(&scene->scene.systems, &movement_update_system);
|
||||||
sc_array_add(&scene->scene.systems, &update_tilemap_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, &player_collision_system);
|
||||||
sc_array_add(&scene->scene.systems, &player_ground_air_transition_system);
|
sc_array_add(&scene->scene.systems, &player_ground_air_transition_system);
|
||||||
sc_array_add(&scene->scene.systems, &toggle_block_system);
|
sc_array_add(&scene->scene.systems, &toggle_block_system);
|
||||||
|
|
Loading…
Reference in New Issue