Add camera and game viewport

Changelog:
- Add 2D camera to level scene
- Add camera update system to level systems
- Add viewport to draw the level
    - This allows larger level to fit inside the window
- Update mouse handling to account for camera and viewport
scene_man
En Yi 2023-05-07 19:15:15 +08:00
parent 7c94ecde89
commit cd71dae730
5 changed files with 87 additions and 23 deletions

View File

@ -3,12 +3,16 @@
#define __CONSTANTS_H
#ifndef TILE16_SIZE
#define TILE_SIZE 32
#define DEFAULT_MAP_WIDTH 32
#define DEFAULT_MAP_WIDTH 48
#define DEFAULT_MAP_HEIGHT 16
#define VIEWABLE_MAP_WIDTH 32
#define VIEWABLE_MAP_HEIGHT 16
#else
#define TILE_SIZE 16
#define DEFAULT_MAP_WIDTH 64
#define DEFAULT_MAP_HEIGHT 32
#define VIEWABLE_MAP_WIDTH 32
#define VIEWABLE_MAP_HEIGHT 16
#endif
#define GRAV_ACCEL 1500

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@ -16,25 +16,32 @@ enum EntitySpawnSelection {
SPAWN_CRATE,
SPAWN_METAL_CRATE,
};
#define MAX_SPAWN_TYPE 4
#define MAX_SPAWN_TYPE 5
static unsigned int current_spawn_selection = 0;
static inline unsigned int get_tile_idx(int x, int y, unsigned int tilemap_width)
static inline unsigned int get_tile_idx(int x, int y, const TileGrid_t* tilemap)
{
unsigned int tile_x = x / TILE_SIZE;
unsigned int tile_y = y / TILE_SIZE;
return tile_y * tilemap_width + tile_x;
if (tile_x < tilemap->width && tile_y < tilemap->height)
{
return tile_y * tilemap->width + tile_x;
}
return MAX_N_TILES;
}
static void level_scene_render_func(Scene_t* scene)
{
LevelScene_t* lvl_scene = container_of(scene, LevelScene_t, scene);
LevelScene_t* lvl_scene = CONTAINER_OF(scene, LevelScene_t, scene);
TileGrid_t tilemap = lvl_scene->data.tilemap;
Entity_t* p_ent;
BeginTextureMode(lvl_scene->data.game_viewport);
ClearBackground(RAYWHITE);
BeginMode2D(lvl_scene->data.cam);
for (size_t i = 0; i < tilemap.n_tiles; ++i)
{
char buffer[6] = {0};
@ -142,17 +149,23 @@ static void level_scene_render_func(Scene_t* scene)
int y = (i+1)*TILE_SIZE;
DrawLine(0, y, tilemap.width * TILE_SIZE, y, BLACK);
}
EndMode2D();
EndTextureMode();
Rectangle draw_rec = lvl_scene->data.game_rec;
draw_rec.x = 0;
draw_rec.y = 0;
draw_rec.height *= -1;
BeginDrawing();
ClearBackground(SKYBLUE);
DrawTextureRec(
lvl_scene->data.game_viewport.texture,
(Rectangle){0, 0, lvl_scene->data.game_sz.x, -lvl_scene->data.game_sz.y},
(Vector2){ 0, 0 },
draw_rec,
(Vector2){lvl_scene->data.game_rec.x, lvl_scene->data.game_rec.y},
WHITE
);
// For DEBUG
const int gui_x = lvl_scene->data.game_rec.x + lvl_scene->data.game_rec.width + 10;
sc_map_foreach_value(&scene->ent_manager.entities_map[PLAYER_ENT_TAG], p_ent)
{
CTransform_t* p_ct = get_component(&scene->ent_manager, p_ent, CTRANSFORM_COMP_T);
@ -160,30 +173,30 @@ static void level_scene_render_func(Scene_t* scene)
CPlayerState_t* p_pstate = get_component(&scene->ent_manager, p_ent, CPLAYERSTATE_T);
CMovementState_t* p_mstate = get_component(&scene->ent_manager, p_ent, CMOVEMENTSTATE_T);
sprintf(buffer, "Pos: %.3f\n %.3f", p_ct->position.x, p_ct->position.y);
DrawText(buffer, tilemap.width * TILE_SIZE + 1, 15, 12, BLACK);
DrawText(buffer, gui_x, 15, 12, BLACK);
sprintf(buffer, "Vel: %.3f\n %.3f", p_ct->velocity.x, p_ct->velocity.y);
DrawText(buffer, tilemap.width * TILE_SIZE + 128, 15, 12, BLACK);
DrawText(buffer, gui_x + 80, 15, 12, BLACK);
//sprintf(buffer, "Accel: %.3f\n %.3f", p_ct->accel.x, p_ct->accel.y);
//DrawText(buffer, tilemap.width * TILE_SIZE + 128, 60, 12, BLACK);
sprintf(buffer, "Jumps: %u", p_cjump->jumps);
DrawText(buffer, tilemap.width * TILE_SIZE + 1, 60, 12, BLACK);
DrawText(buffer, gui_x, 60, 12, BLACK);
sprintf(buffer, "Crouch: %u", p_pstate->is_crouch);
DrawText(buffer, tilemap.width * TILE_SIZE + 1, 90, 12, BLACK);
DrawText(buffer, gui_x, 90, 12, BLACK);
sprintf(buffer, "Water: %s", p_mstate->water_state & 1? "YES":"NO");
DrawText(buffer, tilemap.width * TILE_SIZE + 1, 120, 12, BLACK);
DrawText(buffer, gui_x, 120, 12, BLACK);
sprintf(buffer, "Ladder: %u", p_pstate->ladder_state);
DrawText(buffer, tilemap.width * TILE_SIZE + 1, 150, 12, BLACK);
DrawText(buffer, gui_x, 150, 12, BLACK);
}
sprintf(buffer, "Spawn Entity: %u", current_spawn_selection);
DrawText(buffer, tilemap.width * TILE_SIZE + 1, 240, 12, BLACK);
DrawText(buffer, gui_x, 240, 12, BLACK);
sprintf(buffer, "Number of Entities: %u", sc_map_size_64v(&scene->ent_manager.entities));
DrawText(buffer, tilemap.width * TILE_SIZE + 1, 270, 12, BLACK);
DrawText(buffer, gui_x, 270, 12, BLACK);
sprintf(buffer, "FPS: %u", GetFPS());
DrawText(buffer, tilemap.width * TILE_SIZE + 1, 320, 12, BLACK);
DrawText(buffer, gui_x, 320, 12, BLACK);
static char mempool_stats[512];
print_mempool_stats(mempool_stats);
DrawText(mempool_stats, tilemap.width * TILE_SIZE + 1, 350, 12, BLACK);
DrawText(mempool_stats, gui_x, 350, 12, BLACK);
EndDrawing();
}
@ -249,10 +262,18 @@ static void toggle_block_system(Scene_t* scene)
static unsigned int last_tile_idx = MAX_N_TILES;
LevelSceneData_t *data = (LevelSceneData_t *)scene->scene_data;
TileGrid_t tilemap = data->tilemap;
Vector2 raw_mouse_pos = {GetMouseX(), GetMouseY()};
raw_mouse_pos = Vector2Subtract(raw_mouse_pos, (Vector2){data->game_rec.x, data->game_rec.y});
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON))
{
unsigned int tile_idx = get_tile_idx(GetMouseX(), GetMouseY(), tilemap.width);
if (
raw_mouse_pos.x > data->game_rec.width
|| raw_mouse_pos.y > data->game_rec.height
) return;
Vector2 mouse_pos = GetScreenToWorld2D(raw_mouse_pos, data->cam);
unsigned int tile_idx = get_tile_idx(mouse_pos.x, mouse_pos.y, &tilemap);
enum EntitySpawnSelection sel = (enum EntitySpawnSelection)current_spawn_selection;
if (tile_idx != last_tile_idx)
{
@ -321,7 +342,13 @@ static void toggle_block_system(Scene_t* scene)
// TODO: Check for right click to change to water, also update above
else if (IsMouseButtonDown(MOUSE_RIGHT_BUTTON))
{
unsigned int tile_idx = get_tile_idx(GetMouseX(), GetMouseY(), tilemap.width);
if (
raw_mouse_pos.x > data->game_rec.width
|| raw_mouse_pos.y > data->game_rec.height
) return;
Vector2 mouse_pos = GetScreenToWorld2D(raw_mouse_pos, data->cam);
unsigned int tile_idx = get_tile_idx(mouse_pos.x, mouse_pos.y, &tilemap);
if (tile_idx != last_tile_idx)
{
if (tilemap.tiles[tile_idx].water_level == 0)
@ -411,6 +438,7 @@ void init_level_scene(LevelScene_t* scene)
sc_array_add(&scene->scene.systems, &state_transition_update_system);
sc_array_add(&scene->scene.systems, &player_ground_air_transition_system);
sc_array_add(&scene->scene.systems, &sprite_animation_system);
sc_array_add(&scene->scene.systems, &camera_update_system);
sc_array_add(&scene->scene.systems, &toggle_block_system);
// This avoid graphical glitch, not essential

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@ -1092,11 +1092,41 @@ void sprite_animation_system(Scene_t* scene)
}
}
void camera_update_system(Scene_t* scene)
{
LevelScene_t* lvl_scene = CONTAINER_OF(scene, LevelScene_t, scene);
Entity_t* p_player;
const int width = lvl_scene->data.game_rec.width;
const int height = lvl_scene->data.game_rec.height;
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);
lvl_scene->data.cam.offset = (Vector2){ width/2.0f, height/2.0f };
lvl_scene->data.cam.target = p_ctransform->position;
}
Vector2 max = GetWorldToScreen2D(
(Vector2){
lvl_scene->data.tilemap.width * TILE_SIZE,
lvl_scene->data.tilemap.height * TILE_SIZE
},
lvl_scene->data.cam
);
Vector2 min = GetWorldToScreen2D((Vector2){0, 0}, lvl_scene->data.cam);
if (max.x < width) lvl_scene->data.cam.offset.x = width - (max.x - width/2.0f);
if (max.y < height) lvl_scene->data.cam.offset.y = height - (max.y - height/2.0f);
if (min.x > 0) lvl_scene->data.cam.offset.x = width/2.0f - min.x;
if (min.y > 0) lvl_scene->data.cam.offset.y = height/2.0f - min.y;
}
void init_level_scene_data(LevelSceneData_t* data)
{
//sc_map_init_32(&data->collision_events, 128, 0);
data->game_viewport = LoadRenderTexture(32*TILE_SIZE, 16*TILE_SIZE);
data->game_sz = (Vector2){32*TILE_SIZE, 16*TILE_SIZE};
data->game_viewport = LoadRenderTexture(VIEWABLE_MAP_WIDTH*TILE_SIZE, VIEWABLE_MAP_HEIGHT*TILE_SIZE);
data->game_rec = (Rectangle){25, 25, VIEWABLE_MAP_WIDTH*TILE_SIZE, VIEWABLE_MAP_HEIGHT*TILE_SIZE};
data->cam = (Camera2D){0};
data->cam.rotation = 0.0f;
data->cam.zoom = 1.0f;
}
void term_level_scene_data(LevelSceneData_t* data)

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@ -15,6 +15,7 @@ void state_transition_update_system(Scene_t* scene);
void update_tilemap_system(Scene_t* scene);
void hitbox_update_system(Scene_t* scene);
void sprite_animation_system(Scene_t* scene);
void camera_update_system(Scene_t* scene);
unsigned int player_sprite_transition_func(Entity_t* ent);
#endif // __GAME_SYSTEMS_H

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@ -7,7 +7,7 @@
#include "engine.h"
#include "gui.h"
#define container_of(ptr, type, member) ({ \
#define CONTAINER_OF(ptr, type, member) ({ \
const typeof( ((type *)0)->member ) *__mptr = (ptr); \
(type *)( (char *)__mptr - offsetof(type,member) );})
@ -43,7 +43,8 @@ typedef struct TileGrid {
typedef struct LevelSceneData {
TileGrid_t tilemap;
RenderTexture2D game_viewport;
Vector2 game_sz;
Rectangle game_rec;
Camera2D cam;
}LevelSceneData_t;
typedef struct LevelScene {