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
parent
aae61edda9
commit
ebffd48958
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@ -3,6 +3,7 @@ add_library(lib_scenes STATIC
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assets_loader.c
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player_ent.c
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items_ent.c
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water_flow.c
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editor_scene.c
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menu_scene.c
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game_systems.c
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@ -7,7 +7,7 @@
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#include "sc/queue/sc_queue.h"
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#define N_TAGS 8
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#define N_COMPONENTS 12
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#define N_COMPONENTS 13
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#define MAX_COMP_POOL_SIZE 1024
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typedef struct EntityManager EntityManager_t;
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typedef struct Entity Entity_t;
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@ -25,6 +25,7 @@ typedef enum ComponentEnum {
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CSPRITE_T,
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CMOVEABLE_T,
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CLIFETIMER_T,
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CWATERRUNNER_T,
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} ComponentEnum_t;
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typedef enum MovementMode {
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@ -127,6 +128,24 @@ typedef struct _CLifeTimer_t {
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uint8_t life_time;
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} CLifeTimer_t;
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typedef struct _BFSTile {
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int32_t to;
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int32_t from;
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bool reachable;
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}BFSTile_t;
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typedef struct _BFSTileMap {
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BFSTile_t* tilemap;
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uint32_t width;
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uint32_t height;
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uint32_t len;
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}BFSTileMap_t;
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typedef struct _CWaterRunner {
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int32_t current_tile;
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BFSTileMap_t bfs_tilemap;
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}CWaterRunner_t;
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// Credits to bedroomcoders.co.uk for this
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typedef struct Sprite {
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Texture2D* texture;
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@ -19,6 +19,7 @@ static CHurtbox_t churtbox_buffer[MAX_COMP_POOL_SIZE];
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static CSprite_t csprite_buffer[MAX_COMP_POOL_SIZE];
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static CMoveable_t cmoveable_buffer[MAX_COMP_POOL_SIZE];
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static CLifeTimer_t clifetimer_buffer[MAX_COMP_POOL_SIZE];
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static CWaterRunner_t cwaterrunner_buffer[4];
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typedef struct ULongCircBuffer {
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unsigned long* buffer; // data buffer
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@ -90,6 +91,7 @@ static MemPool_t comp_mempools[N_COMPONENTS] = {
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{csprite_buffer, MAX_COMP_POOL_SIZE, sizeof(CSprite_t), NULL, {0}},
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{cmoveable_buffer, MAX_COMP_POOL_SIZE, sizeof(CMoveable_t), NULL, {0}},
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{clifetimer_buffer, MAX_COMP_POOL_SIZE, sizeof(CLifeTimer_t), NULL, {0}},
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{cwaterrunner_buffer, 4, sizeof(CWaterRunner_t), NULL, {0}},
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};
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static MemPool_t ent_mempool = {
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.buffer = entity_buffer,
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@ -0,0 +1,58 @@
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#include "water_flow.h"
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Entity_t* create_water_runner(EntityManager_t* ent_manager, int32_t width, int32_t height, int32_t start_tile)
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{
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Entity_t* p_filler = add_entity(ent_manager, NO_ENT_TAG);
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if (p_filler == NULL) return NULL;
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CWaterRunner_t* p_crunner = add_component(p_filler, CWATERRUNNER_T);
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if (p_crunner == NULL)
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{
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remove_entity(ent_manager, p_filler->m_id);
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return NULL;
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}
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int32_t total = width * height;
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p_crunner->bfs_tilemap.tilemap = calloc(total, sizeof(BFSTile_t));
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if (p_crunner->bfs_tilemap.tilemap == NULL)
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{
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remove_entity(ent_manager, p_filler->m_id);
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return NULL;
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}
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p_crunner->bfs_tilemap.width = width;
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p_crunner->bfs_tilemap.height = height;
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p_crunner->bfs_tilemap.len = total;
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p_crunner->current_tile = start_tile;
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return p_filler;
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}
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void free_water_runner(Entity_t** ent, EntityManager_t* ent_manager)
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{
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CWaterRunner_t* p_crunner = get_component(*ent, CWATERRUNNER_T);
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free(p_crunner->bfs_tilemap.tilemap);
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remove_entity(ent_manager, (*ent)->m_id);
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*ent = NULL;
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}
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void update_water_runner_system(Scene_t* scene)
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{
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// The core of the water runner is to:
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// - Reach the lowest possible point in the tilemap
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// - Scanline fill
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// A runner is given an amount of movement cost
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// Within the movement cost, do the following logic
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// Perform a modified DFS to find the lowest point:
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// - Solid tiles are not reachable
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// - If bottom tile is non-solid, that is the only reachable tile,
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// - If bottom tile is filled with water fully, down+left+right are reachable
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// - If bottom tile is solid, left+right are reachable
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// - If bottom tile is OOB, terminate
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// Use a LIFO to deal with this.
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// On DFS completion, find the path to the lowest point. Keep track of this
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// The DFS should have figured out all reachable tiles, start scanline filling at the lowest point.
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// On completion, move up update tile reachability by DFS on the current level. (repeat first step)
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// - No need to recheck already reachable tiles
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// - If current tile is solid, scan left and right for reachable tile and start from there
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// Repeat scanline fill
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}
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@ -0,0 +1,10 @@
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#ifndef __WATER_FLOW_H
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#define __WATER_FLOW_H
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#include "scene_impl.h"
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#include "ent_impl.h"
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Entity_t* create_water_runner(EntityManager_t* ent_manager, int32_t width, int32_t height, int32_t start_tile);
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void free_water_runner(Entity_t** ent, EntityManager_t* ent_manager);
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void update_water_runner_system(Scene_t* scene);
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#endif // __WATER_FLOW_H
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@ -3,6 +3,7 @@
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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 "water_flow.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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@ -306,6 +307,8 @@ int main(void)
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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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Entity_t* p_runner = create_water_runner(&scene.scene.ent_manager, DEFAULT_MAP_WIDTH, DEFAULT_MAP_HEIGHT, 0);
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while(true)
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{
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@ -345,7 +348,8 @@ int main(void)
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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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}
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free_water_runner(&p_runner, &scene.scene.ent_manager);
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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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