Add toggle to activate crates on spawn

scene_man
En Yi 2023-08-16 22:29:17 +08:00
parent 27cb6b05c6
commit cb68c6c6f4
2 changed files with 24 additions and 10 deletions

View File

@ -30,6 +30,7 @@ enum EntitySpawnSelection {
#define MAX_SPAWN_TYPE 14 #define MAX_SPAWN_TYPE 14
static unsigned int current_spawn_selection = 0; static unsigned int current_spawn_selection = 0;
static bool metal_toggle = false; static bool metal_toggle = false;
static bool crate_activation = false;
#define SELECTION_TILE_SIZE 32 #define SELECTION_TILE_SIZE 32
#define SELECTION_TILE_HALFSIZE (SELECTION_TILE_SIZE >> 1) #define SELECTION_TILE_HALFSIZE (SELECTION_TILE_SIZE >> 1)
@ -478,10 +479,15 @@ static void level_scene_render_func(Scene_t* scene)
} }
draw_pos.x = data->game_rec.x + (MAX_SPAWN_TYPE + 1) * SELECTION_TILE_SIZE; draw_pos.x = data->game_rec.x + (MAX_SPAWN_TYPE + 1) * SELECTION_TILE_SIZE;
sprintf(buffer, "Crate %s on spawn", crate_activation? "active" : "inactive");
DrawText(buffer, draw_pos.x, draw_pos.y, 20, BLACK);
draw_pos.x = data->game_rec.x;
draw_pos.y += SELECTION_TILE_SIZE + 5;
sprintf(buffer, "Selection: %s", get_spawn_selection_string(current_spawn_selection)); sprintf(buffer, "Selection: %s", get_spawn_selection_string(current_spawn_selection));
DrawText(buffer, draw_pos.x, draw_pos.y, 24, BLACK); DrawText(buffer, draw_pos.x, draw_pos.y, 20, BLACK);
draw_pos.y += SELECTION_TILE_SIZE; draw_pos.x = data->game_rec.x + (MAX_SPAWN_TYPE + 1) * SELECTION_TILE_SIZE;
DrawText("Press R to reset the map\nO,P to cycle the selection", draw_pos.x, draw_pos.y, 16, BLACK); DrawText("Press R to reset the map\nO,P to cycle the selection, T to toggle crate spawn behaviour", draw_pos.x, draw_pos.y, 16, BLACK);
// For DEBUG // For DEBUG
const int gui_x = data->game_rec.x + data->game_rec.width + 10; const int gui_x = data->game_rec.x + data->game_rec.width + 10;
sc_map_foreach_value(&scene->ent_manager.entities_map[PLAYER_ENT_TAG], p_ent) sc_map_foreach_value(&scene->ent_manager.entities_map[PLAYER_ENT_TAG], p_ent)
@ -518,7 +524,7 @@ static void level_scene_render_func(Scene_t* scene)
EndDrawing(); EndDrawing();
} }
static void spawn_crate(Scene_t* scene, unsigned int tile_idx, bool metal, ContainerItem_t item) static void spawn_crate(Scene_t* scene, unsigned int tile_idx, bool metal, ContainerItem_t item, bool active)
{ {
LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data); LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data);
Entity_t* p_crate = create_crate(&scene->ent_manager, &scene->engine->assets, metal, item); Entity_t* p_crate = create_crate(&scene->ent_manager, &scene->engine->assets, metal, item);
@ -526,6 +532,7 @@ static void spawn_crate(Scene_t* scene, unsigned int tile_idx, bool metal, Conta
CTransform_t* p_ctransform = get_component(p_crate, CTRANSFORM_COMP_T); CTransform_t* p_ctransform = get_component(p_crate, CTRANSFORM_COMP_T);
p_ctransform->position.x = (tile_idx % data->tilemap.width) * TILE_SIZE; p_ctransform->position.x = (tile_idx % data->tilemap.width) * TILE_SIZE;
p_ctransform->position.y = (tile_idx / data->tilemap.width) * TILE_SIZE; p_ctransform->position.y = (tile_idx / data->tilemap.width) * TILE_SIZE;
p_ctransform->active = active;
} }
static void spawn_boulder(Scene_t* scene, unsigned int tile_idx) static void spawn_boulder(Scene_t* scene, unsigned int tile_idx)
@ -606,25 +613,27 @@ static void toggle_block_system(Scene_t* scene)
} }
break; break;
case SPAWN_CRATE: case SPAWN_CRATE:
spawn_crate(scene, tile_idx, metal_toggle, CONTAINER_EMPTY); {
spawn_crate(scene, tile_idx, metal_toggle, CONTAINER_EMPTY, crate_activation);
}
break; break;
case SPAWN_BOULDER: case SPAWN_BOULDER:
spawn_boulder(scene, tile_idx); spawn_boulder(scene, tile_idx);
break; break;
case SPAWN_CRATE_ARROW_L: case SPAWN_CRATE_ARROW_L:
spawn_crate(scene, tile_idx, metal_toggle, CONTAINER_LEFT_ARROW); spawn_crate(scene, tile_idx, metal_toggle, CONTAINER_LEFT_ARROW, crate_activation);
break; break;
case SPAWN_CRATE_ARROW_R: case SPAWN_CRATE_ARROW_R:
spawn_crate(scene, tile_idx, metal_toggle, CONTAINER_RIGHT_ARROW); spawn_crate(scene, tile_idx, metal_toggle, CONTAINER_RIGHT_ARROW, crate_activation);
break; break;
case SPAWN_CRATE_ARROW_U: case SPAWN_CRATE_ARROW_U:
spawn_crate(scene, tile_idx, metal_toggle, CONTAINER_UP_ARROW); spawn_crate(scene, tile_idx, metal_toggle, CONTAINER_UP_ARROW, crate_activation);
break; break;
case SPAWN_CRATE_ARROW_D: case SPAWN_CRATE_ARROW_D:
spawn_crate(scene, tile_idx, metal_toggle, CONTAINER_DOWN_ARROW); spawn_crate(scene, tile_idx, metal_toggle, CONTAINER_DOWN_ARROW, crate_activation);
break; break;
case SPAWN_CRATE_BOMB: case SPAWN_CRATE_BOMB:
spawn_crate(scene, tile_idx, metal_toggle, CONTAINER_BOMB); spawn_crate(scene, tile_idx, metal_toggle, CONTAINER_BOMB, crate_activation);
break; break;
case SPAWN_WATER_RUNNER: case SPAWN_WATER_RUNNER:
{ {
@ -790,6 +799,9 @@ static void level_do_action(Scene_t* scene, ActionType_t action, bool pressed)
case ACTION_METAL_TOGGLE: case ACTION_METAL_TOGGLE:
if (!pressed) metal_toggle = !metal_toggle; if (!pressed) metal_toggle = !metal_toggle;
break; break;
case ACTION_CRATE_ACTIVATION:
if (!pressed) crate_activation = !crate_activation;
break;
case ACTION_EXIT: case ACTION_EXIT:
if(scene->engine != NULL) if(scene->engine != NULL)
{ {
@ -863,6 +875,7 @@ void init_sandbox_scene(LevelScene_t* scene)
sc_map_put_64(&scene->scene.action_map, KEY_O, ACTION_PREV_SPAWN); sc_map_put_64(&scene->scene.action_map, KEY_O, ACTION_PREV_SPAWN);
sc_map_put_64(&scene->scene.action_map, KEY_P, ACTION_NEXT_SPAWN); sc_map_put_64(&scene->scene.action_map, KEY_P, ACTION_NEXT_SPAWN);
sc_map_put_64(&scene->scene.action_map, KEY_M, ACTION_METAL_TOGGLE); sc_map_put_64(&scene->scene.action_map, KEY_M, ACTION_METAL_TOGGLE);
sc_map_put_64(&scene->scene.action_map, KEY_T, ACTION_CRATE_ACTIVATION);
sc_map_put_64(&scene->scene.action_map, KEY_Q, ACTION_EXIT); sc_map_put_64(&scene->scene.action_map, KEY_Q, ACTION_EXIT);
sc_map_put_64(&scene->scene.action_map, KEY_R, ACTION_RESTART); sc_map_put_64(&scene->scene.action_map, KEY_R, ACTION_RESTART);

View File

@ -10,6 +10,7 @@ typedef enum ActionType
ACTION_NEXT_SPAWN, ACTION_NEXT_SPAWN,
ACTION_PREV_SPAWN, ACTION_PREV_SPAWN,
ACTION_METAL_TOGGLE, ACTION_METAL_TOGGLE,
ACTION_CRATE_ACTIVATION,
ACTION_CONFIRM, ACTION_CONFIRM,
ACTION_EXIT, ACTION_EXIT,
ACTION_RESTART, ACTION_RESTART,