From f7057bd56c8661d6c85da8592f60fc62ac72f15c Mon Sep 17 00:00:00 2001 From: En Yi Date: Thu, 29 Dec 2022 11:21:10 +0800 Subject: [PATCH] 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 water --- actions.h | 1 + components.h | 1 + scene_impl.c | 83 +++++++++++++++++++++++++++++++++++++++------------- 3 files changed, 65 insertions(+), 20 deletions(-) diff --git a/actions.h b/actions.h index 6668700..cc5a21e 100644 --- a/actions.h +++ b/actions.h @@ -6,5 +6,6 @@ typedef enum ActionType ACTION_DOWN, ACTION_LEFT, ACTION_RIGHT, + ACTION_JUMP, }ActionType_t; #endif // __ACTIONS_H diff --git a/components.h b/components.h index c76c011..d9a7622 100644 --- a/components.h +++ b/components.h @@ -45,6 +45,7 @@ typedef struct _CJump_t int jump_speed; bool jumped; bool short_hop; + unsigned int cooldown_timer; }CJump_t; typedef enum PlayerState diff --git a/scene_impl.c b/scene_impl.c index aeed22e..ee4a8ce 100644 --- a/scene_impl.c +++ b/scene_impl.c @@ -233,6 +233,8 @@ static void level_scene_render_func(Scene_t* scene) DrawText(buffer, tilemap.width * TILE_SIZE + 1, 15, 12, BLACK); sprintf(buffer, "Jumps: %u", p_cjump->jumps); DrawText(buffer, tilemap.width * TILE_SIZE + 1, 60, 12, BLACK); + sprintf(buffer, "Cooldown: %u", p_cjump->cooldown_timer); + DrawText(buffer, (tilemap.width + 3) * TILE_SIZE + 1, 60, 12, BLACK); sprintf(buffer, "Crouch: %s", p_pstate->is_crouch? "YES":"NO"); DrawText(buffer, tilemap.width * TILE_SIZE + 1, 90, 12, BLACK); sprintf(buffer, "Water: %s", p_pstate->in_water? "YES":"NO"); @@ -252,6 +254,7 @@ static void player_movement_input_system(Scene_t* scene) sc_map_foreach_value(&scene->ent_manager.entities_map[PLAYER_ENT_TAG], p_player) { CTransform_t* p_ctransform = get_component(&scene->ent_manager, p_player, CTRANSFORM_COMP_T); + CBBox_t* p_bbox = get_component(&scene->ent_manager, p_player, CBBOX_COMP_T); CJump_t* p_cjump = get_component(&scene->ent_manager, p_player, CJUMP_COMP_T); CPlayerState_t* p_pstate = get_component(&scene->ent_manager, p_player, CPLAYERSTATE_T); p_pstate->is_crouch = data->crouch_pressed; @@ -280,18 +283,30 @@ static void player_movement_input_system(Scene_t* scene) if (!p_ctransform->on_ground) { + // Only apply upthrust if center is in water + // If need more accuracy, need to find area of overlap if (p_pstate->in_water) { - p_ctransform->accel = Vector2Add(p_ctransform->accel, UPTHRUST); + unsigned int tile_idx = get_tile_idx( + p_ctransform->position.x + p_bbox->size.x / 2, + p_ctransform->position.y + p_bbox->size.y / 2, + tilemap.width + ); + + if (tilemap.tiles[tile_idx].water_level > 0) + { + p_ctransform->accel = Vector2Add(p_ctransform->accel, UPTHRUST); + } } p_ctransform->accel = Vector2Add(p_ctransform->accel, GRAVITY); } - else + //else { - // All these actions can only be done on ground + if (p_cjump->cooldown_timer > 0) p_cjump->cooldown_timer--; + // Jumps is possible as long as you have a jump // Check if possible to jump when jump is pressed - if (data->jumped_pressed && p_cjump->jumps > 0) + if (data->jumped_pressed && p_cjump->jumps > 0 && p_cjump->cooldown_timer == 0) { bool jump_valid = true; @@ -309,8 +324,18 @@ static void player_movement_input_system(Scene_t* scene) // Jump okay if (jump_valid) { - p_ctransform->velocity.y -= p_cjump->jump_speed; + if (!p_pstate->in_water) + { + p_ctransform->velocity.y -= p_cjump->jump_speed; + } + else + { + p_ctransform->velocity.y -= p_cjump->jump_speed / 1.75; + } + p_cjump->jumped = true; + p_cjump->jumps--; + p_cjump->cooldown_timer = 15; } } @@ -454,32 +479,48 @@ static void player_ground_air_transition_system(Scene_t* scene) // State checks bool on_ground = check_on_ground(p_ctransform->position, p_bbox->size, &data->tilemap); bool in_water = false; - 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++) + if (!p_pstate->in_water) { - for (unsigned int tile_x=tile_x1; tile_x <= tile_x2; tile_x++) + unsigned int tile_idx = get_tile_idx( + p_ctransform->position.x + p_bbox->size.x / 2, + p_ctransform->position.y + p_bbox->size.y / 2, + data->tilemap.width + ); + + in_water = (data->tilemap.tiles[tile_idx].water_level > 0); + } + else + { + 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++) { - unsigned int tile_idx = tile_y * data->tilemap.width + tile_x; - in_water |= data->tilemap.tiles[tile_idx].water_level > 0; + for (unsigned int tile_x=tile_x1; tile_x <= tile_x2; tile_x++) + { + unsigned int tile_idx = tile_y * data->tilemap.width + tile_x; + in_water |= data->tilemap.tiles[tile_idx].water_level > 0; + } } } // Handle Ground<->Air Transition - if (!on_ground && p_ctransform->on_ground) - { - p_cjump->jumps--; - } - else if ((on_ground && !p_ctransform->on_ground) || in_water) + //if (!on_ground && p_ctransform->on_ground) + if ((on_ground && !p_ctransform->on_ground) || in_water) { p_cjump->jumps = p_cjump->max_jumps; p_cjump->jumped = false; p_cjump->short_hop = false; + if (!in_water) + p_cjump->cooldown_timer = 0; } // TODO: Handle in water <-> out of water transition + if (p_pstate->in_water && !in_water) + { + p_cjump->jumps -= (p_cjump->jumps > 0)? 1:0; + } p_ctransform->on_ground = on_ground; p_pstate->in_water = in_water; @@ -644,7 +685,6 @@ void level_do_action(Scene_t *scene, ActionType_t action, bool pressed) { case ACTION_UP: data->player_dir.y = (pressed)? -1 : 0; - data->jumped_pressed = pressed; break; case ACTION_DOWN: data->player_dir.y = (pressed)? 1 : 0; @@ -656,8 +696,10 @@ void level_do_action(Scene_t *scene, ActionType_t action, bool pressed) case ACTION_RIGHT: data->player_dir.x = (pressed)? 1 : 0; break; + case ACTION_JUMP: + data->jumped_pressed = pressed; + break; } - } void init_level_scene(LevelScene_t *scene) @@ -684,6 +726,7 @@ void init_level_scene(LevelScene_t *scene) sc_map_put_64(&scene->scene.action_map, KEY_DOWN, ACTION_DOWN); sc_map_put_64(&scene->scene.action_map, KEY_LEFT, ACTION_LEFT); sc_map_put_64(&scene->scene.action_map, KEY_RIGHT, ACTION_RIGHT); + sc_map_put_64(&scene->scene.action_map, KEY_SPACE, ACTION_JUMP); scene->data.tilemap.width = 32; scene->data.tilemap.height = 16;