Commit Graph

22 Commits (a8e0d99870260d83e08e9865d48e04703a3c8fa5)

Author SHA1 Message Date
En Yi 963ba34164 Make water runner travel faster
Changelog:
- introduce travel speed: how many move can the water runner make
    - normal movement cost : 2
    - water movement cost : 1
2023-08-19 13:03:13 +08:00
En Yi 0c52718695 Update water flow rendering logic 2023-07-26 23:16:50 +08:00
En Yi 2e368704ce Fix water runner interaction
- Add null check for bbox for moveable check
- Null after free when freeing runner
2023-07-25 20:43:39 +08:00
En Yi f6c5fa10fd Add simple water flowing visual 2023-07-24 23:59:19 +08:00
En Yi 478dea2d9c Add air pocket tile
Air pockets are just tiles with a max water level lower than the
absolute maximum

Also, make air pockets not reachable by water runners
2023-07-24 22:15:13 +08:00
En Yi 7d00d348f6 Put max water level into each tile
This is to create air pockets
2023-07-24 21:58:50 +08:00
En Yi 0a76826c27 Modify player collision with water blocks
Collision now handles different water level
2023-07-24 21:19:16 +08:00
En Yi 62c74fe545 Add water levels proper 2023-07-22 21:09:12 +08:00
En Yi eed785162e Update scanline fill function
Changelog:
- Fill only a range of reachable tiles instead
- Tweak fill complete check
    - Count tiles filled, if zero: complete
- Allow multiple runner to fill without breaking the game
2023-07-22 20:29:20 +08:00
En Yi cf807be7a2 Remove unnecessary state 2023-07-22 20:07:05 +08:00
En Yi 6097ec6e0d Complete basic water flow algorithm
Changelog:
- Add in scanline filling process
- Use signed integer for calculation
- Generalise BFS to only depend on the current cell
    - During the search for the lowest reachable tile, allow a single
      tile equal or higher to the starting tile
      This is to allow moving upwards when no valid lower tile exists
2023-07-22 15:52:55 +08:00
En Yi 89d962d2bc Fix runner bug of not reaching water surface
Also fix bound checking in runner
2023-07-21 21:19:38 +08:00
En Yi 6e2ccfa875 Improve reachability search for scanline filling
Just do a second BFS from the current position, reset the current
scanline reachability.
2023-07-20 23:25:32 +08:00
En Yi 7607827420 Split out state for resetting and starting BFS 2023-07-20 22:58:09 +08:00
En Yi 34655d5c0a Visualine reachable scanline
Also tweak logic for lowest point
2023-07-20 22:51:15 +08:00
En Yi dc20a6b992 Fix lowest point check and movement delay
- This allows separte movement delay for each runner
- Lowest point has to be not in water
2023-07-20 22:25:57 +08:00
En Yi a080b5ee0a Add water checks in BFS
Also refactor the BFS logic to generalise the next tiles to go
after the tile checks
2023-07-20 21:23:43 +08:00
En Yi 7af75b8366 Implement runner movement to lowest position
Changelog:
- Add new state for when runner reaches target position
- Skip movement if already on target position
- Add extra handling for spawning on solid tile
- Fix tile toggling bug on the same tile
2023-07-19 23:32:53 +08:00
En Yi a0f6cf3471 Visualise path from BFS + Improving BFS
Changelog:
- Avoid continuous BFS by changing state after BFS completion
- Reset to BFS state on tile change
2023-07-19 22:44:49 +08:00
En Yi 5b3cbd1bba Implement BFS into water runner 2023-07-19 19:16:35 +08:00
En Yi b52b662da9 Add water runner entity into game loop
Changelog:
- water runner needs ctransform + ctilecoord at least to be in the tile
  update system
    - Update the tilemap update system as well
- Update rendering function for water runner
- Update water runner creation to handle failure to create
- Add a tag for water runner (pending proper tag)
2023-07-19 11:15:34 +08:00
En Yi ebffd48958 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.
2023-07-18 21:49:43 +08:00