diff --git a/scene_impl.c b/scene_impl.c index 5b4398e..b172b2d 100644 --- a/scene_impl.c +++ b/scene_impl.c @@ -58,6 +58,8 @@ static void level_scene_render_func(Scene_t* scene) } } +static const Vector2 GRAVITY = {0, 700}; + static void movement_update_system(Scene_t* scene) { LevelSceneData_t *data = (LevelSceneData_t *)scene->scene_data; @@ -69,13 +71,16 @@ static void movement_update_system(Scene_t* scene) 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); - p_ctransform->accel = Vector2Scale(Vector2Normalize(data->player_dir), 600); + p_ctransform->accel.x = 0; + p_ctransform->accel.y = 0; + p_ctransform->accel = Vector2Scale(Vector2Normalize(data->player_dir), 1000); + p_ctransform->accel = Vector2Add(p_ctransform->accel, GRAVITY); } data->player_dir.x = 0; data->player_dir.y = 0; // Update movement - float delta_time = GetFrameTime(); + float delta_time = 0.017; CTransform_t * p_ctransform; sc_map_foreach_value(&scene->ent_manager.component_map[CTRANSFORM_COMP_T], p_ctransform) { @@ -124,10 +129,10 @@ static void update_tilemap_system(Scene_t *scene) p_tilecoord->n_tiles = 0; // Compute new occupied tile positions and add - unsigned int tile_x1 = (p_ctransform->position.x) / TILE_SIZE; - unsigned int tile_y1 = (p_ctransform->position.y) / TILE_SIZE; - unsigned int tile_x2 = (p_ctransform->position.x + p_bbox->size.x - 1) / TILE_SIZE; - unsigned int tile_y2 = (p_ctransform->position.y + p_bbox->size.y - 1) / TILE_SIZE; + unsigned int tile_x1 = ceilf(p_ctransform->position.x) / TILE_SIZE; + unsigned int tile_y1 = ceilf(p_ctransform->position.y) / TILE_SIZE; + unsigned int tile_x2 = ceilf(p_ctransform->position.x + p_bbox->size.x - 1) / TILE_SIZE; + unsigned int tile_y2 = ceilf(p_ctransform->position.y + p_bbox->size.y - 1) / TILE_SIZE; for (unsigned int tile_y=tile_y1; tile_y <= tile_y2; tile_y++) { @@ -223,6 +228,16 @@ static void player_collision_system(Scene_t *scene) p_ctransform->position.x += overlap.x; p_ctransform->velocity.x = 0; } + else if (fabs(prev_overlap.x) > fabs(prev_overlap.y)) + { + p_ctransform->position.y += overlap.y; + p_ctransform->velocity.y = 0; + } + else if (fabs(overlap.x) < fabs(overlap.y)) + { + p_ctransform->position.x += overlap.x; + p_ctransform->velocity.x = 0; + } else { p_ctransform->position.y += overlap.y; @@ -324,9 +339,9 @@ void init_level_scene(LevelScene_t *scene) // insert level scene systems sc_array_add(&scene->scene.systems, &movement_update_system); - sc_array_add(&scene->scene.systems, &screen_bounce_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, &screen_bounce_system); // This avoid graphical glitch, not essential //sc_array_add(&scene->scene.systems, &update_tilemap_system); @@ -346,11 +361,10 @@ void init_level_scene(LevelScene_t *scene) all_tiles[i].solid = 0; sc_map_init_64(&all_tiles[i].entities_set, 8, 0); } - all_tiles[98].solid = true; // for testing - all_tiles[99].solid = true; // for testing - all_tiles[100].solid = true; // for testing - all_tiles[101].solid = true; // for testing - all_tiles[102].solid = true; // for testing + for (size_t i=0; i<31; ++i) + { + all_tiles[193+i].solid = true; // for testing + } all_tiles[145].solid = true; // for testing all_tiles[178].solid = true; // for testing all_tiles[179].solid = true; // for testing