parent
06dd1d8be9
commit
eaf75ec8ae
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@ -71,6 +71,20 @@ target_link_libraries(scene_test_mem
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${GAME_LIBS}
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)
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add_executable(water_test
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water_test.c
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)
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target_include_directories(water_test
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PRIVATE
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${CMAKE_CURRENT_LIST_DIR}
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)
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target_link_libraries(water_test
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${GAME_LIBS}
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)
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target_compile_options(water_test PRIVATE -fsanitize=address -gdwarf-4)
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target_link_options(water_test PRIVATE -fsanitize=address -gdwarf-4)
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add_executable(menu_test
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menu_test.c
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)
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@ -12,5 +12,6 @@ typedef enum ActionType
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ACTION_METAL_TOGGLE,
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ACTION_CONFIRM,
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ACTION_EXIT,
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ACTION_RESTART,
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}ActionType_t;
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#endif // __ACTIONS_H
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@ -0,0 +1,359 @@
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#include "constants.h"
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#include "mempool.h"
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#include "raymath.h"
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#include "scene_impl.h"
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#include "ent_impl.h"
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#include "game_systems.h"
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#include "assets_loader.h"
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#include <stdio.h>
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#include <unistd.h>
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#define MAX_N_TILES 4096
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static Tile_t all_tiles[MAX_N_TILES] = {0};
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// Maintain own queue to handle key presses
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struct sc_queue_32 key_buffer;
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Scene_t* scenes[1];
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static GameEngine_t engine =
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{
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.scenes = scenes,
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.max_scenes = 1,
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.curr_scene = 0,
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.assets = {0}
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};
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static void level_scene_render_func(Scene_t* scene)
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{
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LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data);
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TileGrid_t tilemap = data->tilemap;
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Entity_t* p_ent;
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BeginTextureMode(data->game_viewport);
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ClearBackground(WHITE);
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BeginMode2D(data->cam);
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for (size_t i = 0; i < tilemap.n_tiles; ++i)
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{
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char buffer[6] = {0};
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int x = (i % tilemap.width) * TILE_SIZE;
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int y = (i / tilemap.width) * TILE_SIZE;
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sprintf(buffer, "%u", sc_map_size_64v(&tilemap.tiles[i].entities_set));
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if (!tilemap.tiles[i].moveable)
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{
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// Draw water tile
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Color water_colour = ColorAlpha(RED, 0.2);
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DrawRectangle(x, y, TILE_SIZE, TILE_SIZE, water_colour);
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}
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if (tilemap.tiles[i].tile_type == SOLID_TILE)
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{
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DrawRectangle(x, y, TILE_SIZE, TILE_SIZE, BLACK);
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}
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if (tilemap.tiles[i].water_level > 0)
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{
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// Draw water tile
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Color water_colour = ColorAlpha(BLUE, 0.5);
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DrawRectangle(x, y, TILE_SIZE, TILE_SIZE, water_colour);
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}
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}
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sc_map_foreach_value(&scene->ent_manager.entities, p_ent)
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{
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CTransform_t* p_ct = get_component(p_ent, CTRANSFORM_COMP_T);
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CBBox_t* p_bbox = get_component(p_ent, CBBOX_COMP_T);
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Color colour;
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switch(p_ent->m_tag)
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{
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case PLAYER_ENT_TAG:
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colour = RED;
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break;
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default:
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colour = BLACK;
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break;
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}
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CSprite_t* p_cspr = get_component(p_ent, CSPRITE_T);
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if (p_cspr != NULL)
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{
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const SpriteRenderInfo_t spr = p_cspr->sprites[p_cspr->current_idx];
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if (spr.sprite != NULL)
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{
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Vector2 pos = Vector2Add(p_ct->position, spr.offset);
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draw_sprite(spr.sprite, pos, p_cspr->flip_x);
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}
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}
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}
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char buffer[64] = {0};
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for (size_t i = 0; i < tilemap.n_tiles; ++i)
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{
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int x = (i % tilemap.width) * TILE_SIZE;
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int y = (i / tilemap.width) * TILE_SIZE;
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sprintf(buffer, "%u", sc_map_size_64v(&tilemap.tiles[i].entities_set));
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if (tilemap.tiles[i].solid > 0)
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{
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DrawText(buffer, x, y, 10, WHITE);
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}
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else
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{
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// Draw water tile
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DrawText(buffer, x, y, 10, BLACK);
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}
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}
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// Draw tile grid
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for (size_t i = 0; i < tilemap.width; ++i)
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{
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int x = (i+1)*TILE_SIZE;
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DrawLine(x, 0, x, tilemap.height * TILE_SIZE, BLACK);
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}
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for (size_t i = 0; i < tilemap.height;++i)
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{
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int y = (i+1)*TILE_SIZE;
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DrawLine(0, y, tilemap.width * TILE_SIZE, y, BLACK);
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}
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EndMode2D();
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EndTextureMode();
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Rectangle draw_rec = data->game_rec;
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draw_rec.x = 0;
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draw_rec.y = 0;
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draw_rec.height *= -1;
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BeginDrawing();
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ClearBackground(LIGHTGRAY);
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DrawTextureRec(
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data->game_viewport.texture,
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draw_rec,
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(Vector2){data->game_rec.x, data->game_rec.y},
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WHITE
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);
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EndDrawing();
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}
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#define MAX_N_TILES 4096
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static inline unsigned int get_tile_idx(int x, int y, const TileGrid_t* tilemap)
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{
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unsigned int tile_x = x / TILE_SIZE;
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unsigned int tile_y = y / TILE_SIZE;
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if (tile_x < tilemap->width && tile_y < tilemap->height)
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{
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return tile_y * tilemap->width + tile_x;
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}
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return MAX_N_TILES;
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}
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static void simple_friction_system(Scene_t* scene)
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{
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//LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data);
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CMovementState_t* p_mstate;
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unsigned long ent_idx;
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sc_map_foreach(&scene->ent_manager.component_map[CMOVEMENTSTATE_T], ent_idx, p_mstate)
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{
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Entity_t* p_ent = get_entity(&scene->ent_manager, ent_idx);
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CTransform_t* p_ctransform = get_component(p_ent, CTRANSFORM_COMP_T);
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//CBBox_t* p_bbox = get_component(p_ent, CBBOX_COMP_T);
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// Friction
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p_ctransform->fric_coeff = (Vector2){-4.5, -4.5};
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p_ctransform->accel = Vector2Add(
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p_ctransform->accel,
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Vector2Multiply((Vector2){-3.0,-3.0}, p_ctransform->velocity)
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);
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}
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}
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static void toggle_block_system(Scene_t* scene)
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{
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// TODO: This system is not good as the interface between raw input and actions is broken
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static unsigned int last_tile_idx = MAX_N_TILES;
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LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data);
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TileGrid_t tilemap = data->tilemap;
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Vector2 raw_mouse_pos = {GetMouseX(), GetMouseY()};
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raw_mouse_pos = Vector2Subtract(raw_mouse_pos, (Vector2){data->game_rec.x, data->game_rec.y});
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if (
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raw_mouse_pos.x < data->game_rec.width
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&& raw_mouse_pos.y < data->game_rec.height
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)
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{
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Vector2 mouse_pos = GetScreenToWorld2D(raw_mouse_pos, data->cam);
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unsigned int tile_idx = get_tile_idx(mouse_pos.x, mouse_pos.y, &tilemap);
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if (tile_idx >= MAX_N_TILES) return;
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if (tile_idx == last_tile_idx) return;
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if (IsMouseButtonDown(MOUSE_LEFT_BUTTON))
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{
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TileType_t new_type = EMPTY_TILE;
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new_type = (tilemap.tiles[tile_idx].tile_type == SOLID_TILE)? EMPTY_TILE : SOLID_TILE;
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if (new_type == SOLID_TILE) tilemap.tiles[tile_idx].water_level = 0;
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change_a_tile(&tilemap, tile_idx, new_type);
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last_tile_idx = tile_idx;
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}
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else if (IsMouseButtonDown(MOUSE_RIGHT_BUTTON))
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{
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}
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}
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}
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static void level_do_action(Scene_t* scene, ActionType_t action, bool pressed)
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{
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CPlayerState_t* p_playerstate;
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sc_map_foreach_value(&scene->ent_manager.component_map[CPLAYERSTATE_T], p_playerstate)
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{
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switch(action)
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{
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case ACTION_UP:
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p_playerstate->player_dir.y = (pressed)? -1 : 0;
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break;
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case ACTION_DOWN:
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p_playerstate->player_dir.y = (pressed)? 1 : 0;
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break;
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case ACTION_LEFT:
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p_playerstate->player_dir.x = (pressed)? -1 : 0;
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break;
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case ACTION_RIGHT:
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p_playerstate->player_dir.x = (pressed)? 1 : 0;
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break;
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default:
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break;
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}
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}
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switch (action)
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{
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case ACTION_RESTART:
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puts("Restarting!");
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break;
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default:
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break;
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}
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}
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static void player_simple_movement_system(Scene_t* scene)
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{
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LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data);
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TileGrid_t tilemap = data->tilemap;
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// Deal with player acceleration/velocity via inputs first
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CPlayerState_t* p_pstate;
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unsigned int ent_idx;
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sc_map_foreach(&scene->ent_manager.component_map[CPLAYERSTATE_T], ent_idx, p_pstate)
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{
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Entity_t* p_player = get_entity(&scene->ent_manager, ent_idx);
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CTransform_t* p_ctransform = get_component(p_player, CTRANSFORM_COMP_T);
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p_ctransform->accel = Vector2Scale(Vector2Normalize(p_pstate->player_dir), MOVE_ACCEL);
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}
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}
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int main(void)
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{
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sc_queue_init(&key_buffer);
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InitWindow(1280, 640, "raylib");
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SetTargetFPS(60);
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init_memory_pools();
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init_assets(&engine.assets);
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load_from_infofile("res/assets.info", &engine.assets);
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init_player_creation("res/player_spr.info", &engine.assets);
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LevelScene_t scene;
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scene.scene.engine = &engine;
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init_scene(&scene.scene, &level_scene_render_func, &level_do_action);
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init_level_scene_data(&scene.data);
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scene.data.tilemap.width = DEFAULT_MAP_WIDTH;
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scene.data.tilemap.height = DEFAULT_MAP_HEIGHT;
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scene.data.tilemap.n_tiles = scene.data.tilemap.width * scene.data.tilemap.height;
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assert(scene.data.tilemap.n_tiles <= MAX_N_TILES);
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scene.data.tilemap.tiles = all_tiles;
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memset(scene.data.tile_sprites, 0, sizeof(scene.data.tile_sprites));
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for (size_t i = 0; i < scene.data.tilemap.n_tiles;i++)
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{
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all_tiles[i].solid = NOT_SOLID;
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all_tiles[i].tile_type = EMPTY_TILE;
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all_tiles[i].moveable = true;
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sc_map_init_64v(&all_tiles[i].entities_set, 16, 0);
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all_tiles[i].size = (Vector2){TILE_SIZE, TILE_SIZE};
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}
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for (size_t i = 0; i < scene.data.tilemap.width; ++i)
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{
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unsigned int tile_idx = (scene.data.tilemap.height - 1) * scene.data.tilemap.width + i;
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change_a_tile(&scene.data.tilemap, tile_idx, SOLID_TILE);
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}
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create_player(&scene.scene.ent_manager, &scene.scene.engine->assets);
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update_entity_manager(&scene.scene.ent_manager);
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scene.data.tile_sprites[ONEWAY_TILE] = get_sprite(&engine.assets, "tl_owp");
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scene.data.tile_sprites[LADDER] = get_sprite(&engine.assets, "tl_ldr");
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scenes[0] = &scene.scene;
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change_scene(&engine, 0);
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sc_array_add(&scene.scene.systems, &player_simple_movement_system);
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//sc_array_add(&scene.scene.systems, &player_bbox_update_system);
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sc_array_add(&scene.scene.systems, &simple_friction_system);
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sc_array_add(&scene.scene.systems, &movement_update_system);
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sc_array_add(&scene.scene.systems, &toggle_block_system);
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sc_array_add(&scene.scene.systems, &camera_update_system);
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sc_array_add(&scene.scene.systems, &player_dir_reset_system);
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sc_map_put_64(&scene.scene.action_map, KEY_R, ACTION_RESTART);
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sc_map_put_64(&scene.scene.action_map, KEY_UP, ACTION_UP);
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sc_map_put_64(&scene.scene.action_map, KEY_DOWN, ACTION_DOWN);
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sc_map_put_64(&scene.scene.action_map, KEY_LEFT, ACTION_LEFT);
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sc_map_put_64(&scene.scene.action_map, KEY_RIGHT, ACTION_RIGHT);
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while(true)
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{
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// This entire key processing relies on the assumption that a pressed key will
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// appear in the polling of raylib
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unsigned int sz = sc_queue_size(&key_buffer);
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// Process any existing pressed key
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for (size_t i = 0; i < sz; i++)
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{
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int button = sc_queue_del_first(&key_buffer);
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ActionType_t action = sc_map_get_64(&scene.scene.action_map, button);
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if (IsKeyReleased(button))
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{
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do_action(&scene.scene, action, false);
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}
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else
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{
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do_action(&scene.scene, action, true);
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sc_queue_add_last(&key_buffer, button);
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}
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}
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// Detect new key presses
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while(true)
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{
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int button = GetKeyPressed();
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if (button == 0) break;
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ActionType_t action = sc_map_get_64(&scene.scene.action_map, button);
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if (!sc_map_found(&scene.scene.action_map)) continue;
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do_action(&scene.scene, action, true);
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sc_queue_add_last(&key_buffer, button);
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}
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update_scene(&scene.scene);
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update_entity_manager(&scene.scene.ent_manager);
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// This is needed to advance time delta
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render_scene(&scene.scene);
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if (WindowShouldClose()) break;
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}
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free_scene(&scene.scene);
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for (size_t i = 0; i < scene.data.tilemap.n_tiles;i++)
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{
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all_tiles[i].solid = 0;
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sc_map_term_64v(&all_tiles[i].entities_set);
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}
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term_level_scene_data(&scene.data);
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sc_queue_term(&key_buffer);
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term_assets(&engine.assets);
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CloseWindow();
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}
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Reference in New Issue