Improve collision and render functions
Changelog: - Render entity after tile, display numbers after entity - Add array to avoid re-checking collision against the same entity - Increase maximum entityscene_man
parent
a485922d5d
commit
fa58a3239c
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@ -2,7 +2,7 @@
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#define __MEMPOOL_H
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#include "entity.h"
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#include "components.h"
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#define MAX_COMP_POOL_SIZE 256
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#define MAX_COMP_POOL_SIZE 1024
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void init_memory_pools(void);
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void free_memory_pools(void);
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35
scene_impl.c
35
scene_impl.c
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@ -214,16 +214,11 @@ static void level_scene_render_func(Scene_t* scene)
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if (tilemap.tiles[i].solid)
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{
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DrawRectangle(x, y, TILE_SIZE, TILE_SIZE, BLACK);
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DrawText(buffer, x, y, 10, WHITE);
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}
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else
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else if (tilemap.tiles[i].water_level > 0)
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{
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// Draw water tile
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if (tilemap.tiles[i].water_level > 0)
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{
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DrawRectangle(x, y, TILE_SIZE, TILE_SIZE, BLUE);
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}
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DrawText(buffer, x, y, 10, BLACK);
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DrawRectangle(x, y, TILE_SIZE, TILE_SIZE, BLUE);
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}
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}
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@ -246,6 +241,24 @@ static void level_scene_render_func(Scene_t* scene)
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DrawRectangle(p_ct->position.x, p_ct->position.y, p_bbox->size.x, p_bbox->size.y, colour);
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}
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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_64(&tilemap.tiles[i].entities_set));
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if (tilemap.tiles[i].solid)
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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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@ -566,8 +579,11 @@ static void player_ground_air_transition_system(Scene_t* scene)
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}
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}
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static void tile_collision_system(Scene_t *scene)
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{
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static bool checked_entities[MAX_COMP_POOL_SIZE] = {0};
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LevelSceneData_t *data = (LevelSceneData_t *)scene->scene_data;
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TileGrid_t tilemap = data->tilemap;
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@ -632,11 +648,16 @@ static void tile_collision_system(Scene_t *scene)
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else
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{
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unsigned int other_ent_idx;
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memset(checked_entities, 0, sizeof(checked_entities));
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// TODO: check against the entities of each involved tiles
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sc_map_foreach_key(&tilemap.tiles[tile_idx].entities_set, other_ent_idx)
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{
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if (other_ent_idx == ent_idx) continue;
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if (checked_entities[other_ent_idx]) continue;
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checked_entities[other_ent_idx] = true;
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Entity_t *p_other_ent = get_entity(&scene->ent_manager, other_ent_idx);
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if (p_other_ent->m_tag < p_ent->m_tag) continue; // To only allow one way collision check
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CBBox_t *p_other_bbox = get_component(&scene->ent_manager, p_other_ent, CBBOX_COMP_T);
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if (p_other_bbox == NULL || !p_other_bbox->solid) continue;
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