Commit Graph

163 Commits (a8e0d99870260d83e08e9865d48e04703a3c8fa5)

Author SHA1 Message Date
En Yi 494c9e9e46 Fix incorrect line test
By this project convention, the line extend will start from p1 and
end at p2, but not including p2 [p1, p2). Thus, existing tests are
testing a zero-length line, which should assert no collision.

Add test to properly test AABB edge collision with a line

Also update existing collision function to account for this
2023-08-13 12:34:27 +08:00
En Yi 7929178411 Add sprite loading from empty crates
Also adjust the gravity delay, bomb timing + size to allow
vertical chain explosion
2023-08-08 23:55:46 +08:00
En Yi c6b1e4e4b7 Add function to restart editor level 2023-07-29 17:47:18 +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 f81029b482 Add shape factor to control upthrust and friction 2023-07-25 20:39:42 +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 ec8f8b6a36 Integrate water runner into main scene 2023-07-24 21:46:53 +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 4a09550c0b Update main scene to do multiple water levels
Note: Player collisions not updated yet
2023-07-24 19:44:39 +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 917fdeba9b Fix incorrect entity deletion process
Changelog:
- Components of an entity are now freed on the spot
2023-07-19 19:15:16 +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 cf6dbcf481 Fix incorrect update of entity manager
Changelog:
- Clear to_update queue correctly
- Move entity deletion after adding
    - This is to allow deletion immediately after adding
    - Should be okay
- Fix incorrect null checking when adding entity
- Queue deletion when removing entity even if not found at removal time
    - The update function should handle such case
2023-07-19 10:55:16 +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
En Yi aae61edda9 Refactor out broad phase grid collision functions 2023-07-17 21:14:02 +08:00
En Yi eaf75ec8ae Create test scene for water flow
Changelog:
- Nothing here yet
2023-07-08 21:05:00 +08:00
En Yi 06dd1d8be9 Add more tilemap bound checks 2023-07-06 21:54:16 +08:00
En Yi 39ff3313e8 Fix incorrect offset to check for uncrouching 2023-07-06 21:53:34 +08:00
En Yi 8c924956a8 Fix array out-of-bound error in tile collision 2023-07-06 21:43:48 +08:00
En Yi 5bbbaa19e2 Fix ladder not switching to one_way solid 2023-07-05 23:20:16 +08:00
En Yi 82efc711d0 Allow uncrouching under wooden crates 2023-07-04 23:46:42 +08:00
En Yi 4414747c79 Improve auto-crouch detection
Changelog:
- Move tilemap update to be at the start
    - This is to account for new entities being created
    - The post tile collision is not used for now
- Change auto-crouch collision check to check for entities as well
2023-07-03 22:57:13 +08:00
En Yi 966432867f Add delay in crate destruction
Changelog:
- Add Lifetimer and remove hurtbox on hit
    - Still insta-remove on player hit
- Fix adding a component to an entity that already has that component
- Reorder lifetimer update system
2023-07-03 22:18:35 +08:00
En Yi 5049efb952 Allow hitboxes to hit multiple hurtboxes 2023-07-03 20:57:17 +08:00
En Yi 256ea02d0b Add player interaction with bomb crates
Changelog:
- Add damage source for hurtboxes
- Add logic to handle player as damage source for bomb crates
2023-07-02 22:18:38 +08:00
En Yi ab582e723c Implement bomb's explosion 2023-07-02 21:52:19 +08:00
En Yi c4d8256767 Rework component addition/deletion procedure
Changelog:
- Defer component updates as iterator invalidation can occur
    - Add new struct for this + queue on entity manager
- Add new component: CLifeTimer
    - Basically a timer to live for entity
2023-07-02 21:49:15 +08:00
En Yi a4900a001b Add bomb crates
Changelog:
- Crates can spawn bombs
- bombs does nothing now
2023-07-02 20:37:16 +08:00
En Yi fe2bcdf8cd Add metal crate toggling
Changelog:
- Remove spawn option for metal crate
- Use M to toggle metal crate, applicable for arrow crates
2023-06-28 22:58:51 +08:00
En Yi 7dcff39864 Add direction to arrow spawning 2023-06-28 22:50:09 +08:00
En Yi e74f523b7f Handle arrow collision with tilemap
Changelog:
- Refactor function to change a tile type
- Destroy entities without bbox when OOB
- Add hitbox collision checking with tiles
- Add defense point on tiles
2023-06-28 22:19:20 +08:00
En Yi b578dd95f7 Add arrow spawning from crates
Changelog:
- Add function spawn arrow
- Update game system to handle null components
    - enough for the arrow to work
- Render arrow, sort of
- Initial implementation, definitely need more work
2023-06-27 22:11:14 +08:00
En Yi 9859854baa Add spawn entity selection via mouse
Changelog:
- Add row below game scene to select spawning entity
- Add mouse release logic to select spawning entity
- Update render order for tile
    - order: 'moveable' -> tile -> water level
2023-06-26 22:57:59 +08:00
En Yi f206d3c981 Update entity spawn + despawn function
Changelog:
- Check for mouse in game pos before mouse click check
- Right click will also remove entities now! Hooray!
2023-06-26 21:27:22 +08:00
En Yi dab8303cbe Update tile spawning
Changelog:
- Right click now removes tiles
- Water has its own spawn selection
2023-06-26 21:08:44 +08:00
En Yi b70dcc1e98 Add activeness to ctransform
Changelog:
- Activeness determines whether to start moving or not
- Tile collision will skip inactive objects
- Crates are inactive on spawn
2023-06-26 20:42:32 +08:00
En Yi bb6da04e74 Change rendering for not 'moveable' tile 2023-06-26 20:19:38 +08:00
En Yi b5790ef00b Update spike orientation logic
Changelog:
- Remove redundant checks
- Add downwards tile check first
- Fix incorrect rightward tile check
2023-06-23 22:17:59 +08:00
En Yi 491f0bcbef Add extra check in crushing function
Changelog:
- Extra check to avoid just fringing the player bbox edges.
  Crushing requires actual overlap on at least one of the edges.
2023-06-23 22:12:20 +08:00
En Yi 7a670f85fc Extend one pixel outwards for tile collision check 2023-06-23 21:52:06 +08:00
En Yi e79fb249d2 Fix regression in one-way tile edge check 2023-06-23 21:33:40 +08:00
En Yi c7ef3f473f Add spike destruction
Changelog:
- Spike collision is now checked against all bboxes
    - Non player will destroy it
- Add moveable flag for each tile to determine whether a boulder can
  move into it
2023-06-22 23:14:07 +08:00
En Yi 3ee14d5f47 Add bbox check even for solid tile 2023-06-22 22:44:07 +08:00
En Yi 0f5a347cec Ignore fragile bbox when during player crush check 2023-06-22 22:38:22 +08:00
En Yi bb4a9a8f3c Improve crushing response
Changelog:
- Fix incomplete line-AABB collision check
- Add line-AABB check for grid
- Change len_reduction to 0
- Set tiles to check once during edge checking
2023-06-22 22:19:39 +08:00
En Yi 5267c318f2 Give display name when selecting entity to spawn 2023-06-21 23:40:08 +08:00
En Yi 2b878ae784 Add player collision with spikes 2023-06-21 22:32:14 +08:00
En Yi 451b241460 Correct AABB tests
Changelog:
- Figure out why the previous AABB behaviour was correct: continuum
    [0, 5) does not collide with [5, 10)
    For tile check however, need to subtract one to avoid extra tile
    check. Exception is the tile collision
2023-06-21 22:11:32 +08:00
En Yi c8d2ee5408 Improve crushing using edge testing
Changelog:
- Add len reduction to edge checking to give leeway in crushing
2023-06-21 21:27:13 +08:00
En Yi 4b91ab5667 Integrate line check into edge check function
Internal Changelog:
- Weird issue when using the new AABB functions, revert the off-by-one
  fix
2023-06-21 21:13:02 +08:00
En Yi 7767b38221 Add line-AABB collision check function 2023-06-20 22:23:32 +08:00
En Yi c27fa632a2 Add spikes spawning
Changelog:
- Add new tile: spikes
- Change bbox of tile of spikes depending on solid tiles position
2023-06-19 22:32:18 +08:00
En Yi 81da536e8e Add bounding box info in tiles
Changelog:
- Use more memory, but should help out in implementing spikes
2023-06-19 21:08:42 +08:00
En Yi a719c73c50 Remove dead code and add const 2023-06-17 13:53:21 +08:00
En Yi 63930fbe7d Update hitbox-hurtbox system
Changelog:
- Use atk and def values to determine whether a hitbox destroys a
  hurtbox
2023-06-17 13:08:07 +08:00
En Yi fc2001e428 Add system to destroy one-way tile with boulder 2023-06-17 11:50:23 +08:00
En Yi 21dafd1b6d Add kinematic mode to movement
Changelog:
- Kinematic mode ignores accelerations, that's all
- Update moveable to use kinematic mode and set accel & velocity to zero
  when entering gridmove mode
2023-06-16 16:28:19 +08:00
En Yi d39461cff1 Do two-pass for grid update 2023-06-16 16:26:20 +08:00
En Yi d455cbc6b9 Add test for AABB collision functions
Internal Changelog:
- Fix some off-by-one errors
2023-06-16 15:18:03 +08:00
En Yi 6005d3f490 Allow boulder to gridmove after a gridmove 2023-06-16 09:37:10 +08:00
En Yi a63daa2f81 Adjust movement to be a little 'responsive' 2023-06-16 09:17:35 +08:00
En Yi efa0035351 Add a point check for moveables before gridmoving 2023-06-16 08:55:58 +08:00
En Yi 371e6fcbdf Add delay to global external forces for entities
Changelog:
- Apply delay to crates and boulder
2023-06-14 21:00:14 +08:00
En Yi a1101cd951 Add player respawn system 2023-06-14 20:36:50 +08:00
En Yi 9e60d0fb89 Improve crushing logic
Changelog:
- Do edge checking in both direction on each axis. If either axis has a
  collision on both directions, crush the player
2023-06-14 20:29:23 +08:00
En Yi ae67ba4710 Improve ladder mechanics
Changelog:
- Ladder transition occurs only at falling
- Add tile snapping when going up and down
- Going down ladder from ground state no longer shift player's y
  position significantly
2023-06-14 19:09:24 +08:00
En Yi 7ce3894c79 Fix regression in collision system
Changelog:
- Revert tile collision checking to extend one pixel out rightwards
  and downwards
- Fix off-by-one error in complete overlap handling
- Remove check for empty space before moving as it causes more issue
  than solving them.
2023-06-06 22:07:30 +08:00
En Yi bab18dd5e9 Prevent crush by wooden crates
Changelog:
- collision check return status for:
    0 - no collision
    1 - non-fragile collision
    2 - fragile collision
- Update crushing function
2023-06-05 22:21:48 +08:00
En Yi 57cb3ef07a Improve collision system
Changelog:
- Add handling for complete overlap
    - It will attempt to move into an empty space near the checked
      entity. If no free space, it will move up. Ripe for exploit!
- Move boundary collision check into movement update
- AABB check now returns overlap mode:
    - 0: no overlap
    - 1: partial overlap
    - 2: complete overlap
2023-06-05 21:56:57 +08:00
En Yi dbf80508ec Integrate in player crushing system 2023-06-05 20:09:22 +08:00
En Yi 99112e3a7c Add better handling for complete AABB overlap 2023-06-05 20:05:20 +08:00
En Yi 023536f7c0 Update collision system
Changelog:
- Update collision functions to omit entity_manager
    - Change tile entity set to use map 64v to store entity pointer
- For complete overlap, return the smaller magnitude
    - Still incorrect though
- Add a check for empty space before moving the entity during collision
  check
2023-06-05 17:40:56 +08:00
En Yi aae8811cc1 Add movement to boulder for grid movement 2023-06-05 15:11:06 +08:00
En Yi c84ef5d5ee Update moveable movement system
Changelog:
- Before entering grid movement, check if any solid entities exist.
    - This allow rolling over the player, who is not solid
2023-06-05 13:40:19 +08:00
En Yi 8bc14b17b1 Add boulder-boulder interaction when landing
Changelog:
- Add previous velocity in ctransform component
- Add functions to check if a boulder can move left or right when
  landing on a boulder
- Adjust system execution order
2023-06-04 23:51:02 +08:00
En Yi 0d58ffd79a Tweak tile collision function logic
Changelog:
- Remove check for same tag, seems to be the cause for unaligned crates
- Remove dead code: collision event collection
    - Will rethink this if necessary
2023-06-04 14:54:53 +08:00
En Yi 0e94e64a6a Add solid entity check to boulder movement
Changelog:
- Prevent Boulder going into grid movement if there is an entity in
  the movement when pushed
2023-06-04 14:28:08 +08:00
En Yi 20ec3f6395 Improve on the boulder pushing mechan
Changelog:
- Implement point to AABB check function
- Change moveable check to use point-AABB check
- Allow boulder pushing from standing still
2023-06-03 14:01:10 +08:00
En Yi 62dc51d45e Implement simple systems for pushing boulder 2023-05-30 21:32:04 +08:00
En Yi b5f026c96b Refactor Entity Tag out of EC
Tags are game-specific things. So, move out of EC
2023-05-29 21:41:17 +08:00
En Yi 29c9b4eec7 Add boulder entity and moveable component 2023-05-29 21:36:06 +08:00
En Yi 332fe33e8e Prevent crashing when no sprites is supplied 2023-05-27 17:01:20 +08:00
En Yi 542c7cf57c Add crouch sprite transition 2023-05-27 16:39:17 +08:00
En Yi 937f63b0ca Add pause feature on sprite animation
Ladder animation now pauses on no movement
2023-05-24 21:54:59 +08:00
En Yi c0aa37886f Add Player Ladder, Crouch, and Swim transitions 2023-05-24 21:34:50 +08:00