From cd71dae730fc19187b2f4bd8f00b6471c0529a83 Mon Sep 17 00:00:00 2001 From: En Yi Date: Sun, 7 May 2023 19:15:15 +0800 Subject: [PATCH] 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 --- engine/constants.h | 6 +++- engine/editor_scene.c | 64 +++++++++++++++++++++++++++++++------------ engine/game_systems.c | 34 +++++++++++++++++++++-- engine/game_systems.h | 1 + engine/scene_impl.h | 5 ++-- 5 files changed, 87 insertions(+), 23 deletions(-) diff --git a/engine/constants.h b/engine/constants.h index 4d457c2..b2685a3 100644 --- a/engine/constants.h +++ b/engine/constants.h @@ -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 diff --git a/engine/editor_scene.c b/engine/editor_scene.c index f8b24d8..4467d30 100644 --- a/engine/editor_scene.c +++ b/engine/editor_scene.c @@ -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 diff --git a/engine/game_systems.c b/engine/game_systems.c index 729c31f..d07e831 100644 --- a/engine/game_systems.c +++ b/engine/game_systems.c @@ -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) diff --git a/engine/game_systems.h b/engine/game_systems.h index 0931ece..61e6c5f 100644 --- a/engine/game_systems.h +++ b/engine/game_systems.h @@ -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 diff --git a/engine/scene_impl.h b/engine/scene_impl.h index 8d7f35c..2e67c9b 100644 --- a/engine/scene_impl.h +++ b/engine/scene_impl.h @@ -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 {