diff --git a/scene_impl.c b/scene_impl.c index b172b2d..8720cdc 100644 --- a/scene_impl.c +++ b/scene_impl.c @@ -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); diff --git a/scene_impl.h b/scene_impl.h index b1577d1..a2cd73b 100644 --- a/scene_impl.h +++ b/scene_impl.h @@ -22,6 +22,7 @@ typedef struct TileGrid typedef struct LevelSceneData { Vector2 player_dir; + bool jumped; TileGrid_t tilemap; }LevelSceneData_t;