Implement jumps in water
Changelog: - Map space to jumping - Allow jumps in water but lowered speed and with cooldown - Update out<->in water transition logic and jumps handling - Out->in water: if player center is in water - In->out water: if player bbox is not in water - Apply upthrust conditionally in waterscene_man
parent
b5da3f216c
commit
f7057bd56c
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@ -6,5 +6,6 @@ typedef enum ActionType
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ACTION_DOWN,
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ACTION_LEFT,
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ACTION_RIGHT,
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ACTION_JUMP,
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}ActionType_t;
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#endif // __ACTIONS_H
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@ -45,6 +45,7 @@ typedef struct _CJump_t
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int jump_speed;
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bool jumped;
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bool short_hop;
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unsigned int cooldown_timer;
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}CJump_t;
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typedef enum PlayerState
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83
scene_impl.c
83
scene_impl.c
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@ -233,6 +233,8 @@ static void level_scene_render_func(Scene_t* scene)
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DrawText(buffer, tilemap.width * TILE_SIZE + 1, 15, 12, BLACK);
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sprintf(buffer, "Jumps: %u", p_cjump->jumps);
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DrawText(buffer, tilemap.width * TILE_SIZE + 1, 60, 12, BLACK);
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sprintf(buffer, "Cooldown: %u", p_cjump->cooldown_timer);
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DrawText(buffer, (tilemap.width + 3) * TILE_SIZE + 1, 60, 12, BLACK);
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sprintf(buffer, "Crouch: %s", p_pstate->is_crouch? "YES":"NO");
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DrawText(buffer, tilemap.width * TILE_SIZE + 1, 90, 12, BLACK);
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sprintf(buffer, "Water: %s", p_pstate->in_water? "YES":"NO");
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@ -252,6 +254,7 @@ static void player_movement_input_system(Scene_t* scene)
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sc_map_foreach_value(&scene->ent_manager.entities_map[PLAYER_ENT_TAG], p_player)
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{
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CTransform_t* p_ctransform = get_component(&scene->ent_manager, p_player, CTRANSFORM_COMP_T);
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CBBox_t* p_bbox = get_component(&scene->ent_manager, p_player, CBBOX_COMP_T);
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CJump_t* p_cjump = get_component(&scene->ent_manager, p_player, CJUMP_COMP_T);
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CPlayerState_t* p_pstate = get_component(&scene->ent_manager, p_player, CPLAYERSTATE_T);
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p_pstate->is_crouch = data->crouch_pressed;
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@ -280,18 +283,30 @@ static void player_movement_input_system(Scene_t* scene)
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if (!p_ctransform->on_ground)
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{
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// Only apply upthrust if center is in water
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// If need more accuracy, need to find area of overlap
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if (p_pstate->in_water)
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{
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p_ctransform->accel = Vector2Add(p_ctransform->accel, UPTHRUST);
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unsigned int tile_idx = get_tile_idx(
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p_ctransform->position.x + p_bbox->size.x / 2,
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p_ctransform->position.y + p_bbox->size.y / 2,
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tilemap.width
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);
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if (tilemap.tiles[tile_idx].water_level > 0)
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{
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p_ctransform->accel = Vector2Add(p_ctransform->accel, UPTHRUST);
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}
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}
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p_ctransform->accel = Vector2Add(p_ctransform->accel, GRAVITY);
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}
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else
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//else
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{
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// All these actions can only be done on ground
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if (p_cjump->cooldown_timer > 0) p_cjump->cooldown_timer--;
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// Jumps is possible as long as you have a jump
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// Check if possible to jump when jump is pressed
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if (data->jumped_pressed && p_cjump->jumps > 0)
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if (data->jumped_pressed && p_cjump->jumps > 0 && p_cjump->cooldown_timer == 0)
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{
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bool jump_valid = true;
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@ -309,8 +324,18 @@ static void player_movement_input_system(Scene_t* scene)
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// Jump okay
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if (jump_valid)
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{
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p_ctransform->velocity.y -= p_cjump->jump_speed;
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if (!p_pstate->in_water)
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{
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p_ctransform->velocity.y -= p_cjump->jump_speed;
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}
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else
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{
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p_ctransform->velocity.y -= p_cjump->jump_speed / 1.75;
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}
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p_cjump->jumped = true;
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p_cjump->jumps--;
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p_cjump->cooldown_timer = 15;
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}
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}
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@ -454,32 +479,48 @@ static void player_ground_air_transition_system(Scene_t* scene)
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// State checks
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bool on_ground = check_on_ground(p_ctransform->position, p_bbox->size, &data->tilemap);
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bool in_water = false;
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unsigned int tile_x1 = (p_ctransform->position.x) / TILE_SIZE;
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unsigned int tile_y1 = (p_ctransform->position.y) / TILE_SIZE;
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unsigned int tile_x2 = (p_ctransform->position.x + p_bbox->size.x) / TILE_SIZE;
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unsigned int tile_y2 = (p_ctransform->position.y + p_bbox->size.y) / TILE_SIZE;
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for (unsigned int tile_y=tile_y1; tile_y <= tile_y2; tile_y++)
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if (!p_pstate->in_water)
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{
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for (unsigned int tile_x=tile_x1; tile_x <= tile_x2; tile_x++)
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unsigned int tile_idx = get_tile_idx(
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p_ctransform->position.x + p_bbox->size.x / 2,
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p_ctransform->position.y + p_bbox->size.y / 2,
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data->tilemap.width
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);
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in_water = (data->tilemap.tiles[tile_idx].water_level > 0);
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}
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else
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{
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unsigned int tile_x1 = (p_ctransform->position.x) / TILE_SIZE;
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unsigned int tile_y1 = (p_ctransform->position.y) / TILE_SIZE;
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unsigned int tile_x2 = (p_ctransform->position.x + p_bbox->size.x) / TILE_SIZE;
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unsigned int tile_y2 = (p_ctransform->position.y + p_bbox->size.y) / TILE_SIZE;
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for (unsigned int tile_y=tile_y1; tile_y <= tile_y2; tile_y++)
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{
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unsigned int tile_idx = tile_y * data->tilemap.width + tile_x;
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in_water |= data->tilemap.tiles[tile_idx].water_level > 0;
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for (unsigned int tile_x=tile_x1; tile_x <= tile_x2; tile_x++)
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{
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unsigned int tile_idx = tile_y * data->tilemap.width + tile_x;
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in_water |= data->tilemap.tiles[tile_idx].water_level > 0;
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}
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}
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}
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// Handle Ground<->Air Transition
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if (!on_ground && p_ctransform->on_ground)
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{
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p_cjump->jumps--;
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}
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else if ((on_ground && !p_ctransform->on_ground) || in_water)
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//if (!on_ground && p_ctransform->on_ground)
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if ((on_ground && !p_ctransform->on_ground) || in_water)
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{
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p_cjump->jumps = p_cjump->max_jumps;
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p_cjump->jumped = false;
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p_cjump->short_hop = false;
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if (!in_water)
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p_cjump->cooldown_timer = 0;
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}
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// TODO: Handle in water <-> out of water transition
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if (p_pstate->in_water && !in_water)
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{
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p_cjump->jumps -= (p_cjump->jumps > 0)? 1:0;
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}
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p_ctransform->on_ground = on_ground;
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p_pstate->in_water = in_water;
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@ -644,7 +685,6 @@ void level_do_action(Scene_t *scene, ActionType_t action, bool pressed)
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{
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case ACTION_UP:
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data->player_dir.y = (pressed)? -1 : 0;
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data->jumped_pressed = pressed;
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break;
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case ACTION_DOWN:
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data->player_dir.y = (pressed)? 1 : 0;
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@ -656,8 +696,10 @@ void level_do_action(Scene_t *scene, ActionType_t action, bool pressed)
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case ACTION_RIGHT:
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data->player_dir.x = (pressed)? 1 : 0;
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break;
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case ACTION_JUMP:
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data->jumped_pressed = pressed;
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break;
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}
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}
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void init_level_scene(LevelScene_t *scene)
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@ -684,6 +726,7 @@ void init_level_scene(LevelScene_t *scene)
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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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sc_map_put_64(&scene->scene.action_map, KEY_SPACE, ACTION_JUMP);
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scene->data.tilemap.width = 32;
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scene->data.tilemap.height = 16;
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