Ready a water filler/runner entity

Changelog:
- Add new component: water runner component
    - specific for such an entity. Not general, but i dont really care
- Implement adding and freeing the water filler entity
    - Component involves dynamic memory allocation, so need custom
      function to add and free
    - May look into custom allocation for this part in the future.
scene_man
En Yi 2023-07-18 21:49:43 +08:00
parent aae61edda9
commit ebffd48958
6 changed files with 96 additions and 2 deletions

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@ -3,6 +3,7 @@ add_library(lib_scenes STATIC
assets_loader.c
player_ent.c
items_ent.c
water_flow.c
editor_scene.c
menu_scene.c
game_systems.c

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@ -7,7 +7,7 @@
#include "sc/queue/sc_queue.h"
#define N_TAGS 8
#define N_COMPONENTS 12
#define N_COMPONENTS 13
#define MAX_COMP_POOL_SIZE 1024
typedef struct EntityManager EntityManager_t;
typedef struct Entity Entity_t;
@ -25,6 +25,7 @@ typedef enum ComponentEnum {
CSPRITE_T,
CMOVEABLE_T,
CLIFETIMER_T,
CWATERRUNNER_T,
} ComponentEnum_t;
typedef enum MovementMode {
@ -127,6 +128,24 @@ typedef struct _CLifeTimer_t {
uint8_t life_time;
} CLifeTimer_t;
typedef struct _BFSTile {
int32_t to;
int32_t from;
bool reachable;
}BFSTile_t;
typedef struct _BFSTileMap {
BFSTile_t* tilemap;
uint32_t width;
uint32_t height;
uint32_t len;
}BFSTileMap_t;
typedef struct _CWaterRunner {
int32_t current_tile;
BFSTileMap_t bfs_tilemap;
}CWaterRunner_t;
// Credits to bedroomcoders.co.uk for this
typedef struct Sprite {
Texture2D* texture;

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@ -19,6 +19,7 @@ static CHurtbox_t churtbox_buffer[MAX_COMP_POOL_SIZE];
static CSprite_t csprite_buffer[MAX_COMP_POOL_SIZE];
static CMoveable_t cmoveable_buffer[MAX_COMP_POOL_SIZE];
static CLifeTimer_t clifetimer_buffer[MAX_COMP_POOL_SIZE];
static CWaterRunner_t cwaterrunner_buffer[4];
typedef struct ULongCircBuffer {
unsigned long* buffer; // data buffer
@ -90,6 +91,7 @@ static MemPool_t comp_mempools[N_COMPONENTS] = {
{csprite_buffer, MAX_COMP_POOL_SIZE, sizeof(CSprite_t), NULL, {0}},
{cmoveable_buffer, MAX_COMP_POOL_SIZE, sizeof(CMoveable_t), NULL, {0}},
{clifetimer_buffer, MAX_COMP_POOL_SIZE, sizeof(CLifeTimer_t), NULL, {0}},
{cwaterrunner_buffer, 4, sizeof(CWaterRunner_t), NULL, {0}},
};
static MemPool_t ent_mempool = {
.buffer = entity_buffer,

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@ -0,0 +1,58 @@
#include "water_flow.h"
Entity_t* create_water_runner(EntityManager_t* ent_manager, int32_t width, int32_t height, int32_t start_tile)
{
Entity_t* p_filler = add_entity(ent_manager, NO_ENT_TAG);
if (p_filler == NULL) return NULL;
CWaterRunner_t* p_crunner = add_component(p_filler, CWATERRUNNER_T);
if (p_crunner == NULL)
{
remove_entity(ent_manager, p_filler->m_id);
return NULL;
}
int32_t total = width * height;
p_crunner->bfs_tilemap.tilemap = calloc(total, sizeof(BFSTile_t));
if (p_crunner->bfs_tilemap.tilemap == NULL)
{
remove_entity(ent_manager, p_filler->m_id);
return NULL;
}
p_crunner->bfs_tilemap.width = width;
p_crunner->bfs_tilemap.height = height;
p_crunner->bfs_tilemap.len = total;
p_crunner->current_tile = start_tile;
return p_filler;
}
void free_water_runner(Entity_t** ent, EntityManager_t* ent_manager)
{
CWaterRunner_t* p_crunner = get_component(*ent, CWATERRUNNER_T);
free(p_crunner->bfs_tilemap.tilemap);
remove_entity(ent_manager, (*ent)->m_id);
*ent = NULL;
}
void update_water_runner_system(Scene_t* scene)
{
// The core of the water runner is to:
// - Reach the lowest possible point in the tilemap
// - Scanline fill
// A runner is given an amount of movement cost
// Within the movement cost, do the following logic
// Perform a modified DFS to find the lowest point:
// - Solid tiles are not reachable
// - If bottom tile is non-solid, that is the only reachable tile,
// - If bottom tile is filled with water fully, down+left+right are reachable
// - If bottom tile is solid, left+right are reachable
// - If bottom tile is OOB, terminate
// Use a LIFO to deal with this.
// On DFS completion, find the path to the lowest point. Keep track of this
// The DFS should have figured out all reachable tiles, start scanline filling at the lowest point.
// On completion, move up update tile reachability by DFS on the current level. (repeat first step)
// - No need to recheck already reachable tiles
// - If current tile is solid, scan left and right for reachable tile and start from there
// Repeat scanline fill
}

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@ -0,0 +1,10 @@
#ifndef __WATER_FLOW_H
#define __WATER_FLOW_H
#include "scene_impl.h"
#include "ent_impl.h"
Entity_t* create_water_runner(EntityManager_t* ent_manager, int32_t width, int32_t height, int32_t start_tile);
void free_water_runner(Entity_t** ent, EntityManager_t* ent_manager);
void update_water_runner_system(Scene_t* scene);
#endif // __WATER_FLOW_H

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@ -3,6 +3,7 @@
#include "raymath.h"
#include "scene_impl.h"
#include "ent_impl.h"
#include "water_flow.h"
#include "game_systems.h"
#include "assets_loader.h"
#include <stdio.h>
@ -306,6 +307,8 @@ int main(void)
sc_map_put_64(&scene.scene.action_map, KEY_LEFT, ACTION_LEFT);
sc_map_put_64(&scene.scene.action_map, KEY_RIGHT, ACTION_RIGHT);
Entity_t* p_runner = create_water_runner(&scene.scene.ent_manager, DEFAULT_MAP_WIDTH, DEFAULT_MAP_HEIGHT, 0);
while(true)
{
@ -345,7 +348,8 @@ int main(void)
// This is needed to advance time delta
render_scene(&scene.scene);
if (WindowShouldClose()) break;
}
}
free_water_runner(&p_runner, &scene.scene.ent_manager);
free_scene(&scene.scene);
for (size_t i = 0; i < scene.data.tilemap.n_tiles;i++)
{