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8a39f85c45
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8a39f85c45 | |
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f3d48281f5 | |
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d5c6d05558 |
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@ -17,5 +17,6 @@ typedef enum ActionType
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ACTION_NEXTLEVEL,
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ACTION_PREVLEVEL,
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ACTION_TOGGLE_GRID,
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ACTION_SET_SPAWNPOINT,
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}ActionType_t;
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#endif // __ACTIONS_H
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@ -79,7 +79,9 @@ static inline unsigned int get_tile_idx(int x, int y, const TileGrid_t* tilemap)
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return MAX_N_TILES;
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}
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// This means you might be able to have two editor scene without running into problems
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static RenderTexture2D selection_section;
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#define SELECTION_RENDER_HEIGHT (SELECTION_REGION_HEIGHT * 3)
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static void level_scene_render_func(Scene_t* scene)
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{
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LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data);
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@ -98,7 +100,7 @@ static void level_scene_render_func(Scene_t* scene)
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WHITE
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);
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draw_rec.width = SELECTION_REGION_WIDTH;
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draw_rec.height = -(SELECTION_REGION_HEIGHT * 2 + 10);
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draw_rec.height = -SELECTION_RENDER_HEIGHT;
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Vector2 draw_pos = {data->game_rec.x, data->game_rec.y + data->game_rec.height + SELECTION_GAP};
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@ -291,6 +293,12 @@ static void render_editor_game_scene(Scene_t* scene)
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CTransform_t* p_ct = get_component(p_ent, CTRANSFORM_COMP_T);
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CBBox_t* p_bbox = get_component(p_ent, CBBOX_COMP_T);
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// Draw the spawn point
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if (p_ent->m_tag == PLAYER_ENT_TAG)
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{
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DrawCircleV(p_ent->spawn_pos, 6, PURPLE);
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}
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// Entity culling
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Vector2 box_size = {0};
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if (p_bbox != NULL) box_size = p_bbox->size;
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@ -787,9 +795,11 @@ static void restart_editor_level(Scene_t* scene)
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static void level_do_action(Scene_t* scene, ActionType_t action, bool pressed)
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{
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LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data);
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CPlayerState_t* p_playerstate;
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sc_map_foreach_value(&scene->ent_manager.component_map[CPLAYERSTATE_T], p_playerstate)
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Entity_t* p_player;
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//sc_map_foreach_value(&scene->ent_manager.component_map[CPLAYERSTATE_T], p_playerstate)
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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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CPlayerState_t* p_playerstate = get_component(p_player, CPLAYERSTATE_T);
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switch(action)
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{
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case ACTION_UP:
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@ -898,6 +908,12 @@ static void level_do_action(Scene_t* scene, ActionType_t action, bool pressed)
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data->show_grid = !data->show_grid;
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}
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break;
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case ACTION_SET_SPAWNPOINT:
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{
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CTransform_t* p_ct = get_component(p_player, CTRANSFORM_COMP_T);
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p_player->spawn_pos = p_ct->position;
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}
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break;
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default:
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break;
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}
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@ -923,7 +939,7 @@ void init_sandbox_scene(LevelScene_t* scene)
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unsigned int tile_idx = (scene->data.tilemap.height - 1) * scene->data.tilemap.width + i;
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change_a_tile(&scene->data.tilemap, tile_idx, SOLID_TILE);
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}
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selection_section = LoadRenderTexture(SELECTION_REGION_WIDTH, SELECTION_REGION_HEIGHT * 2 + 10);
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selection_section = LoadRenderTexture(SELECTION_REGION_WIDTH, SELECTION_RENDER_HEIGHT);
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BeginTextureMode(selection_section);
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ClearBackground(LIGHTGRAY);
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@ -1000,7 +1016,7 @@ void init_sandbox_scene(LevelScene_t* scene)
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}
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draw_pos.y += SELECTION_TILE_SIZE + 2;
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DrawText("R to reset the map, Q/E to cycle the selection,\nF to toggle metal crates. T to toggle crate spawn behaviour", 0, draw_pos.y, 14, BLACK);
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DrawText("R to reset the map, Q/E to cycle the selection,\nF to toggle metal crates. T to toggle crate spawn behaviour\nB to toggle grid, V to set spawn point", 0, draw_pos.y, 14, BLACK);
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EndTextureMode();
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@ -1060,7 +1076,8 @@ void init_sandbox_scene(LevelScene_t* scene)
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sc_map_put_64(&scene->scene.action_map, KEY_T, ACTION_CRATE_ACTIVATION);
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sc_map_put_64(&scene->scene.action_map, KEY_L, ACTION_EXIT);
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sc_map_put_64(&scene->scene.action_map, KEY_R, ACTION_RESTART);
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sc_map_put_64(&scene->scene.action_map, KEY_H, ACTION_TOGGLE_GRID);
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sc_map_put_64(&scene->scene.action_map, KEY_B, ACTION_TOGGLE_GRID);
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sc_map_put_64(&scene->scene.action_map, KEY_V, ACTION_SET_SPAWNPOINT);
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}
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@ -1504,9 +1504,9 @@ void update_entity_emitter_system(Scene_t* scene)
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{
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Entity_t* p_ent = get_entity(&scene->ent_manager, ent_idx);
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CTransform_t* p_ctransform = get_component(p_ent, CTRANSFORM_COMP_T);
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CBBox_t* p_bbox = get_component(p_ent, CBBOX_COMP_T);
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Vector2 new_pos = p_ctransform->position;
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new_pos.y += p_bbox->half_size.y;
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//CBBox_t* p_bbox = get_component(p_ent, CBBOX_COMP_T);
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Vector2 new_pos = Vector2Add(p_ctransform->position,p_emitter->offset);
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//new_pos.y += p_bbox->half_size.y;
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if (is_emitter_handle_alive(&scene->part_sys, p_emitter->handle))
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{
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update_emitter_handle_position(&scene->part_sys, p_emitter->handle, new_pos);
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@ -1936,13 +1936,14 @@ void airtimer_update_system(Scene_t* scene)
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{
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if (!is_emitter_handle_alive(&scene->part_sys, p_emitter->handle))
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{
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Vector2 new_pos = p_ctransform->position;
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new_pos.y += p_bbox->half_size.y;
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//Vector2 new_pos = p_ctransform->position;
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//new_pos.y += p_bbox->half_size.y;
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ParticleEmitter_t emitter = {
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.spr = get_sprite(&scene->engine->assets, "p_water"),
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.config = get_emitter_conf(&scene->engine->assets, "pe_bubbling"),
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.position = new_pos,
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//.position = new_pos,
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.position = p_ctransform->position,
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.n_particles = 5,
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.user_data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data),
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.update_func = &floating_particle_system_update,
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@ -105,7 +105,8 @@ Entity_t* create_player(EntityManager_t* ent_manager)
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p_cspr->sprites = player_sprite_map;
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p_cspr->transition_func = &player_sprite_transition_func;
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add_component(p_ent, CEMITTER_T);
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CEmitter_t* p_emitter = add_component(p_ent, CEMITTER_T);
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p_emitter->offset = (Vector2){7,0};
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return p_ent;
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}
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