Add spike destruction
Changelog: - Spike collision is now checked against all bboxes - Non player will destroy it - Add moveable flag for each tile to determine whether a boulder can move into itscene_man
parent
3ee14d5f47
commit
c7ef3f473f
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@ -98,6 +98,12 @@ static void level_scene_render_func(Scene_t* scene)
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Color water_colour = ColorAlpha(BLUE, 0.5);
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DrawRectangle(x, y, TILE_SIZE, TILE_SIZE, water_colour);
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}
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if (tilemap.tiles[i].moveable)
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{
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// Draw water tile
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Color water_colour = ColorAlpha(GREEN, 0.2);
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DrawRectangle(x, y, TILE_SIZE, TILE_SIZE, water_colour);
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}
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}
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char buffer[64] = {0};
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@ -390,6 +396,10 @@ static void toggle_block_system(Scene_t* scene)
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tilemap.tiles[tile_idx].size = (Vector2){32,32};
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}
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last_tile_idx = tile_idx;
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tilemap.tiles[tile_idx].moveable = (
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tilemap.tiles[tile_idx].tile_type == EMPTY_TILE
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|| tilemap.tiles[tile_idx].tile_type == SPIKES
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);
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}
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}
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else if (IsMouseButtonDown(MOUSE_RIGHT_BUTTON))
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@ -493,7 +503,7 @@ void init_level_scene(LevelScene_t* scene)
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sc_array_add(&scene->scene.systems, &update_tilemap_system);
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sc_array_add(&scene->scene.systems, &hitbox_update_system);
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sc_array_add(&scene->scene.systems, &player_crushing_system);
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sc_array_add(&scene->scene.systems, &player_spike_collision_system);
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sc_array_add(&scene->scene.systems, &spike_collision_system);
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sc_array_add(&scene->scene.systems, &state_transition_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, &sprite_animation_system);
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@ -524,6 +534,7 @@ void init_level_scene(LevelScene_t* scene)
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{
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all_tiles[i].solid = NOT_SOLID;
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all_tiles[i].tile_type = EMPTY_TILE;
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all_tiles[i].moveable = true;
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sc_map_init_64v(&all_tiles[i].entities_set, 16, 0);
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all_tiles[i].size = (Vector2){TILE_SIZE, TILE_SIZE};
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}
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@ -532,6 +543,7 @@ void init_level_scene(LevelScene_t* scene)
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unsigned int tile_idx = (scene->data.tilemap.height - 1) * scene->data.tilemap.width + i;
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all_tiles[tile_idx].solid = SOLID; // for testing
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all_tiles[tile_idx].tile_type = SOLID_TILE; // for testing
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all_tiles[tile_idx].moveable = false;
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}
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create_player(&scene->scene.ent_manager, &scene->scene.engine->assets);
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@ -732,15 +732,17 @@ void player_crushing_system(Scene_t* scene)
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}
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}
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void player_spike_collision_system(Scene_t* scene)
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void spike_collision_system(Scene_t* scene)
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{
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LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, 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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//Entity_t* p_player;
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CBBox_t* p_bbox;
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unsigned int ent_idx;
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sc_map_foreach(&scene->ent_manager.component_map[CBBOX_COMP_T], ent_idx, p_bbox)
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{
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CTransform_t* p_ctransform = get_component(p_player, CTRANSFORM_COMP_T);
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CBBox_t* p_bbox = get_component(p_player, CBBOX_COMP_T);
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Entity_t* p_ent = get_entity(&scene->ent_manager, ent_idx);
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CTransform_t* p_ctransform = get_component(p_ent, CTRANSFORM_COMP_T);
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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 - 1) / TILE_SIZE;
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@ -753,17 +755,26 @@ void player_spike_collision_system(Scene_t* scene)
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unsigned int tile_idx = tile_y * tilemap.width + tile_x;
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if(tilemap.tiles[tile_idx].tile_type == SPIKES)
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{
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if (find_AABB_overlap(
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uint8_t collide = find_AABB_overlap(
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p_ctransform->position, p_bbox->size,
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(Vector2){
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tile_x * TILE_SIZE + tilemap.tiles[tile_idx].offset.x,
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tile_y * TILE_SIZE + tilemap.tiles[tile_idx].offset.y
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},
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tilemap.tiles[tile_idx].size,
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&overlap))
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&overlap);
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if (collide)
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{
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p_player->m_alive = false;
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return;
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if (p_ent->m_tag == PLAYER_ENT_TAG)
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{
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p_ent->m_alive = false;
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return;
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}
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else
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{
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tilemap.tiles[tile_idx].tile_type = EMPTY_TILE;
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}
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}
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}
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}
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@ -1070,10 +1081,7 @@ void moveable_update_system(Scene_t* scene)
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{
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unsigned int tile_idx1 = tile_y * tilemap.width + tile_x;
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unsigned int tile_idx2 = tile_y2 * tilemap.width + tile_x;
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if (
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tilemap.tiles[tile_idx1].tile_type == EMPTY_TILE
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&& tilemap.tiles[tile_idx2].tile_type == EMPTY_TILE
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)
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if ( tilemap.tiles[tile_idx1].moveable && tilemap.tiles[tile_idx2].moveable )
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{
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bool any_solid = false;
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unsigned int idx_to_check;
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@ -1102,9 +1110,7 @@ void moveable_update_system(Scene_t* scene)
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{
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unsigned int tile_idx1 = tile_y * tilemap.width + tile_x;
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unsigned int tile_idx2 = tile_y2 * tilemap.width + tile_x;
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if (tilemap.tiles[tile_idx1].tile_type == EMPTY_TILE
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&& tilemap.tiles[tile_idx2].tile_type == EMPTY_TILE
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)
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if ( tilemap.tiles[tile_idx1].moveable && tilemap.tiles[tile_idx2].moveable )
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{
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bool any_solid = false;
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unsigned int idx_to_check;
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@ -1215,7 +1221,7 @@ void player_pushing_system(Scene_t* scene)
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{
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unsigned int target_tile_idx = tile_y * tilemap.width + tile_x;
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if (
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tilemap.tiles[target_tile_idx].tile_type == EMPTY_TILE
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tilemap.tiles[target_tile_idx].moveable
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&& sc_map_size_64v(&tilemap.tiles[target_tile_idx].entities_set) == 0
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)
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{
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@ -1558,15 +1564,18 @@ void boulder_destroy_wooden_tile_system(Scene_t* scene)
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{
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tilemap.tiles[tile_idx].tile_type = EMPTY_TILE;
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tilemap.tiles[tile_idx].solid = NOT_SOLID;
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tilemap.tiles[tile_idx].moveable = true;
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if (tile_x > 0 && tilemap.tiles[tile_idx - 1].tile_type == ONEWAY_TILE)
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{
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tilemap.tiles[tile_idx - 1].tile_type = EMPTY_TILE;
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tilemap.tiles[tile_idx - 1].solid = NOT_SOLID;
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tilemap.tiles[tile_idx - 1].moveable = true;
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}
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if (tile_x < tilemap.width && tilemap.tiles[tile_idx + 1].tile_type == ONEWAY_TILE)
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{
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tilemap.tiles[tile_idx + 1].tile_type = EMPTY_TILE;
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tilemap.tiles[tile_idx + 1].solid = NOT_SOLID;
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tilemap.tiles[tile_idx + 1].moveable = true;
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}
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}
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}
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@ -22,5 +22,5 @@ void boulder_destroy_wooden_tile_system(Scene_t* scene);
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void camera_update_system(Scene_t* scene);
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void player_dir_reset_system(Scene_t* scene);
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void player_respawn_system(Scene_t* scene);
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void player_spike_collision_system(Scene_t* scene);
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void spike_collision_system(Scene_t* scene);
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#endif // __GAME_SYSTEMS_H
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@ -34,6 +34,7 @@ typedef struct Tile {
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struct sc_map_64v entities_set;
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Vector2 offset;
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Vector2 size;
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bool moveable;
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}Tile_t;
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typedef struct TileGrid {
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