Add simple jumping and gravity

Changelog:
- Combine player collision handling with screen bounce
- Add simple single jump
- Remove ceilf and just remove the -1 to achieve the same effect in
  broad-phase grid check
- Clip out small velocities
- Adjust general movement and friction
scene_man
En Yi 2022-12-17 12:59:51 +08:00
parent df0e0b39c8
commit e665664316
2 changed files with 66 additions and 45 deletions

View File

@ -8,6 +8,8 @@ static const Vector2 TILE_SZ = {TILE_SIZE, TILE_SIZE};
#define MAX_N_TILES 4096
static Tile_t all_tiles[MAX_N_TILES] = {0};
static bool find_AABB_overlap(const Vector2 tl1, const Vector2 sz1, const Vector2 tl2, const Vector2 sz2, Vector2 * const overlap);
static void level_scene_render_func(Scene_t* scene)
{
LevelSceneData_t *data = (LevelSceneData_t *)scene->scene_data;
@ -53,12 +55,25 @@ static void level_scene_render_func(Scene_t* scene)
{
CTransform_t* p_ct = get_component(&scene->ent_manager, p_ent, CTRANSFORM_COMP_T);
char buffer[64];
sprintf(buffer, "Pos: %.3f %.3f", p_ct->position.x, p_ct->position.y);
sprintf(buffer, "Pos: %.3f\n %.3f", p_ct->position.x, p_ct->position.y);
DrawText(buffer, tilemap.width * TILE_SIZE + 1, 15, 12, BLACK);
}
}
static const Vector2 GRAVITY = {0, 700};
static const Vector2 GRAVITY = {0, 1500};
static bool on_ground(CTransform_t *p_ctransform, CBBox_t *p_bbox, TileGrid_t* grid)
{
unsigned int tile_x1 = p_ctransform->position.x / TILE_SIZE;
unsigned int tile_x2 = (p_ctransform->position.x + p_bbox->size.x - 1) / TILE_SIZE;
unsigned int tile_y = (p_ctransform->position.y + p_bbox->size.y) / TILE_SIZE;
for(unsigned int tile_x = tile_x1; tile_x <= tile_x2; tile_x++)
{
if (grid->tiles[tile_y*grid->width + tile_x].solid) return true;
}
return false;
}
static void movement_update_system(Scene_t* scene)
{
@ -73,9 +88,22 @@ static void movement_update_system(Scene_t* scene)
CTransform_t* p_ctransform = get_component(&scene->ent_manager, p_player, CTRANSFORM_COMP_T);
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);
p_ctransform->accel = Vector2Scale(Vector2Normalize(data->player_dir), 2000);
CBBox_t* p_bbox = get_component(&scene->ent_manager, p_player, CBBOX_COMP_T);
if (!on_ground(p_ctransform, p_bbox, &data->tilemap))
{
p_ctransform->accel = Vector2Add(p_ctransform->accel, GRAVITY);
}
else
{
if (data->jumped)
{
p_ctransform->velocity.y -= 680;
}
}
}
data->jumped = false;
data->player_dir.x = 0;
data->player_dir.y = 0;
@ -84,13 +112,18 @@ static void movement_update_system(Scene_t* scene)
CTransform_t * p_ctransform;
sc_map_foreach_value(&scene->ent_manager.component_map[CTRANSFORM_COMP_T], p_ctransform)
{
p_ctransform->velocity = Vector2Scale(
p_ctransform->velocity =
Vector2Add(
p_ctransform->velocity,
Vector2Scale(p_ctransform->accel, delta_time)
),
0.95
);
);
p_ctransform->velocity.x *= 0.85;
p_ctransform->velocity.y *= 0.98;
mag = Vector2Length(p_ctransform->velocity);
p_ctransform->velocity = Vector2Scale(Vector2Normalize(p_ctransform->velocity), (mag > 1000)? 1000:mag);
if (fabs(p_ctransform->velocity.x) < 1e-3) p_ctransform->velocity.x = 0;
if (fabs(p_ctransform->velocity.y) < 1e-3) p_ctransform->velocity.y = 0;
// Store previous position before update
p_ctransform->prev_position.x = p_ctransform->position.x;
@ -129,10 +162,11 @@ static void update_tilemap_system(Scene_t *scene)
p_tilecoord->n_tiles = 0;
// Compute new occupied tile positions and add
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;
// Extend the check by a little to avoid missing
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) / TILE_SIZE;
unsigned int tile_y2 = (p_ctransform->position.y + p_bbox->size.y) / TILE_SIZE;
for (unsigned int tile_y=tile_y1; tile_y <= tile_y2; tile_y++)
{
@ -249,6 +283,23 @@ static void player_collision_system(Scene_t *scene)
{
// TODO: check against the entities of each involved tiles
}
// Level boundary collision
unsigned int level_width = tilemap.width * TILE_SIZE;
if(p_ctransform->position.x < 0 || p_ctransform->position.x + p_bbox->size.x > level_width)
{
p_ctransform->position.x = (p_ctransform->position.x < 0) ? 0 : p_ctransform->position.x;
p_ctransform->position.x = (p_ctransform->position.x + p_bbox->size.x > level_width) ? level_width - p_bbox->size.x : p_ctransform->position.x;
p_ctransform->velocity.x *= -1;
}
unsigned int level_height = tilemap.height * TILE_SIZE;
if(p_ctransform->position.y < 0 || p_ctransform->position.y + p_bbox->size.y > level_height)
{
p_ctransform->position.y = (p_ctransform->position.y < 0) ? 0 : p_ctransform->position.y;
p_ctransform->position.y = (p_ctransform->position.y + p_bbox->size.y > level_height) ? level_height - p_bbox->size.y : p_ctransform->position.y;
p_ctransform->velocity.y *= -1;
}
}
// Deal with float precision, by rounding when it is near to an integer enough
float decimal;
@ -277,36 +328,6 @@ static void player_collision_system(Scene_t *scene)
}
static void screen_bounce_system(Scene_t *scene)
{
LevelSceneData_t *data = (LevelSceneData_t *)scene->scene_data;
TileGrid_t tilemap = data->tilemap;
Entity_t* p_ent;
sc_map_foreach_value(&scene->ent_manager.entities, p_ent)
{
CBBox_t* p_bbox = get_component(&scene->ent_manager, p_ent, CBBOX_COMP_T);
CTransform_t* p_ctransform = get_component(&scene->ent_manager, p_ent, CTRANSFORM_COMP_T);
if (p_bbox == NULL || p_ctransform == NULL) continue;
unsigned int level_width = tilemap.width * TILE_SIZE;
if(p_ctransform->position.x < 0 || p_ctransform->position.x + p_bbox->size.x > level_width)
{
p_ctransform->position.x = (p_ctransform->position.x < 0) ? 0 : p_ctransform->position.x;
p_ctransform->position.x = (p_ctransform->position.x + p_bbox->size.x > level_width) ? level_width - p_bbox->size.x : p_ctransform->position.x;
p_ctransform->velocity.x *= -1;
}
unsigned int level_height = tilemap.height * TILE_SIZE;
if(p_ctransform->position.y < 0 || p_ctransform->position.y + p_bbox->size.y > level_height)
{
p_ctransform->position.y = (p_ctransform->position.y < 0) ? 0 : p_ctransform->position.y;
p_ctransform->position.y = (p_ctransform->position.y + p_bbox->size.y > level_height) ? level_height - p_bbox->size.y : p_ctransform->position.y;
p_ctransform->velocity.y *= -1;
}
}
}
void level_do_action(Scene_t *scene, ActionType_t action, bool pressed)
{
LevelSceneData_t *data = (LevelSceneData_t *)scene->scene_data;
@ -315,10 +336,10 @@ void level_do_action(Scene_t *scene, ActionType_t action, bool pressed)
switch(action)
{
case ACTION_UP:
data->player_dir.y = -1;
data->jumped = true;
break;
case ACTION_DOWN:
data->player_dir.y = 1;
// data->player_dir.y = 1;
break;
case ACTION_LEFT:
data->player_dir.x = -1;
@ -341,7 +362,6 @@ void init_level_scene(LevelScene_t *scene)
sc_array_add(&scene->scene.systems, &movement_update_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);

View File

@ -22,6 +22,7 @@ typedef struct TileGrid
typedef struct LevelSceneData
{
Vector2 player_dir;
bool jumped;
TileGrid_t tilemap;
}LevelSceneData_t;