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6 Commits

Author SHA1 Message Date
En Yi bf94a71f9d Refactor some systems
Changelog:
- Just break down bigger system so that they are manageable
- Move collision helper functions
2022-12-18 15:45:22 +08:00
En Yi 2c17b44b40 Add system to toggle blocks for testing
Changelog:
- Add system to toggle block
- Show the number of entities on blocks too
2022-12-18 14:34:50 +08:00
En Yi a4f4e2b170 Properly implement jump system
Changelog:
- Add Jump component
- Implement single jump and short hop
2022-12-17 15:45:41 +08:00
En Yi e665664316 Add simple jumping and gravity
Changelog:
- Combine player collision handling with screen bounce
- Add simple single jump
- Remove ceilf and just remove the -1 to achieve the same effect in
  broad-phase grid check
- Clip out small velocities
- Adjust general movement and friction
2022-12-17 12:59:51 +08:00
En Yi df0e0b39c8 Fix bug on collision system
Changelog:
- Fix missing grid check in broad-phase collision check due to
  float truncation. Use ceilf to fix this
- Cover a potential edge case of equal prev overlap. In this case,
  use min overlap.
- Recompute acceleration for player every start of frame.
- Add gravity for testing
2022-12-17 10:58:37 +08:00
En Yi 15a5f7c180 Implement narrow-phase collision detection
Changelog:
- Implement AABB collision detection and resolution
  - Resolve based on previous overlap
- Fix off-by-one error in broad-phase grid collision detection
- Update drawing function
2022-12-16 14:55:26 +08:00
5 changed files with 299 additions and 69 deletions

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@ -3,12 +3,13 @@
#include "raylib.h"
// TODO: Look at sc to use macros to auto generate functions
#define N_COMPONENTS 3
#define N_COMPONENTS 4
enum ComponentEnum
{
CBBOX_COMP_T,
CTRANSFORM_COMP_T,
CTILECOORD_COMP_T,
CJUMP_COMP_T,
};
typedef enum ComponentEnum ComponentEnum_t;
@ -23,6 +24,7 @@ typedef struct _CTransform_t
Vector2 position;
Vector2 velocity;
Vector2 accel;
bool on_ground;
}CTransform_t;
// This is to store the occupying tiles
@ -34,4 +36,12 @@ typedef struct _CTileCoord_t
unsigned int n_tiles;
}CTileCoord_t;
typedef struct _CJump_t
{
unsigned int jumps;
unsigned int max_jumps;
int jump_speed;
bool jumped;
bool short_hop;
}CJump_t;
#endif // __COMPONENTS_H

View File

@ -7,6 +7,7 @@ static Entity_t entity_buffer[MAX_COMP_POOL_SIZE];
static CBBox_t bbox_buffer[MAX_COMP_POOL_SIZE];
static CTransform_t ctransform_buffer[MAX_COMP_POOL_SIZE];
static CTileCoord_t ctilecoord_buffer[MAX_COMP_POOL_SIZE];
static CJump_t cjump_buffer[MAX_COMP_POOL_SIZE];
// Use hashmap as a Set
// Use list will be used to check if an object exist
@ -29,6 +30,7 @@ static MemPool_t comp_mempools[N_COMPONENTS] =
{bbox_buffer, MAX_COMP_POOL_SIZE, sizeof(CBBox_t), {0}, {0}},
{ctransform_buffer, MAX_COMP_POOL_SIZE, sizeof(CTransform_t), {0}, {0}},
{ctilecoord_buffer, MAX_COMP_POOL_SIZE, sizeof(CTileCoord_t), {0}, {0}},
{cjump_buffer, MAX_COMP_POOL_SIZE, sizeof(CJump_t), {0}, {0}},
};
static MemPool_t ent_mempool = {entity_buffer, MAX_COMP_POOL_SIZE, sizeof(Entity_t), {0}, {0}};

View File

@ -4,35 +4,102 @@
#include <stdio.h>
#define TILE_SIZE 32
static const Vector2 TILE_SZ = {TILE_SIZE, TILE_SIZE};
#define MAX_N_TILES 4096
static Tile_t all_tiles[MAX_N_TILES] = {0};
static const Vector2 GRAVITY = {0, 1500};
static bool find_1D_overlap(const Vector2 l1, const Vector2 l2, float* overlap)
{
// No Overlap
if (l1.y < l2.x || l2.y < l1.x) return false;
if (l1.x >= l2.x && l1.y <= l2.y)
{
// Complete Overlap, not sure what to do tbh
*overlap = l2.y-l2.x + l1.y-l1.x;
}
else
{
//Partial overlap
// x is p1, y is p2
*overlap = (l2.y >= l1.y)? l2.x - l1.y : l2.y - l1.x;
}
if (fabs(*overlap) < 0.01)
{
*overlap = 0;
return false;
}
return true;
}
static bool find_AABB_overlap(const Vector2 tl1, const Vector2 sz1, const Vector2 tl2, const Vector2 sz2, Vector2 * const overlap)
{
// Note that we include one extra pixel for checking
// This avoid overlapping on the border
Vector2 l1, l2;
bool overlap_x, overlap_y;
l1.x = tl1.x;
l1.y = tl1.x + sz1.x;
l2.x = tl2.x;
l2.y = tl2.x + sz2.x;
overlap_x = find_1D_overlap(l1, l2, &overlap->x);
l1.x = tl1.y;
l1.y = tl1.y + sz1.y;
l2.x = tl2.y;
l2.y = tl2.y + sz2.y;
overlap_y = find_1D_overlap(l1, l2, &overlap->y);
return overlap_x && overlap_y;
}
static bool check_on_ground(Vector2 pos, Vector2 bbox_sz, TileGrid_t* grid)
{
unsigned int tile_x1 = pos.x / TILE_SIZE;
unsigned int tile_x2 = (pos.x + bbox_sz.x - 1) / TILE_SIZE;
unsigned int tile_y = (pos.y + bbox_sz.y) / TILE_SIZE;
for(unsigned int tile_x = tile_x1; tile_x <= tile_x2; tile_x++)
{
if (grid->tiles[tile_y*grid->width + tile_x].solid) return true;
}
return false;
}
static void level_scene_render_func(Scene_t* scene)
{
LevelSceneData_t *data = (LevelSceneData_t *)scene->scene_data;
TileGrid_t tilemap = data->tilemap;
for (size_t i=0; i<tilemap.n_tiles;++i)
{
char buffer[6] = {0};
int x = (i % tilemap.width) * TILE_SIZE;
int y = (i / tilemap.width) * TILE_SIZE;
sprintf(buffer, "%u", sc_map_size_64(&tilemap.tiles[i].entities_set));
if (tilemap.tiles[i].solid)
{
DrawRectangle(x, y, TILE_SIZE, TILE_SIZE, BLACK);
DrawText(buffer, x, y, 10, WHITE);
}
else
{
DrawText(buffer, x, y, 10, BLACK);
}
}
Entity_t *p_ent;
sc_map_foreach_value(&scene->ent_manager.entities, p_ent)
{
CTransform_t* p_ct = get_component(&scene->ent_manager, p_ent, CTRANSFORM_COMP_T);
CBBox_t* p_bbox = get_component(&scene->ent_manager, p_ent, CBBOX_COMP_T);
CTileCoord_t* p_tilecoord = get_component(&scene->ent_manager, p_ent, CTILECOORD_COMP_T);
for (size_t i=0;i<p_tilecoord->n_tiles;++i)
{
// Use previously store tile position
// Clear from those positions
int x = (p_tilecoord->tiles[i] % tilemap.width) * TILE_SIZE;
int y = (p_tilecoord->tiles[i] / tilemap.width) * TILE_SIZE;
DrawRectangle(x, y, TILE_SIZE, TILE_SIZE, GREEN);
}
DrawRectangle(p_ct->position.x, p_ct->position.y, p_bbox->size.x, p_bbox->size.y, RED);
}
//Draw tile grid
// Draw tile grid
for (size_t i=0; i<tilemap.width;++i)
{
int x = (i+1)*TILE_SIZE;
@ -43,18 +110,19 @@ static void level_scene_render_func(Scene_t* scene)
int y = (i+1)*TILE_SIZE;
DrawLine(0, y, tilemap.width * TILE_SIZE, y, BLACK);
}
for (size_t i=0; i<tilemap.n_tiles;++i)
sc_map_foreach_value(&scene->ent_manager.entities_map[PLAYER_ENT_TAG], p_ent)
{
char buffer[6] = {0};
int x = (i % tilemap.width) * TILE_SIZE;
int y = (i / tilemap.width) * TILE_SIZE;
sprintf(buffer, "%u", sc_map_size_64(&tilemap.tiles[i].entities_set));
DrawText(buffer, x, y, 10, BLACK);
CTransform_t* p_ct = get_component(&scene->ent_manager, p_ent, CTRANSFORM_COMP_T);
CJump_t* p_cjump = get_component(&scene->ent_manager, p_ent, CJUMP_COMP_T);
char buffer[64];
sprintf(buffer, "Pos: %.3f\n %.3f", p_ct->position.x, p_ct->position.y);
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);
}
}
static void movement_update_system(Scene_t* scene)
static void player_movement_input_system(Scene_t* scene)
{
LevelSceneData_t *data = (LevelSceneData_t *)scene->scene_data;
@ -65,23 +133,61 @@ static void movement_update_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);
p_ctransform->accel = Vector2Scale(Vector2Normalize(data->player_dir), 600);
CJump_t* p_cjump = get_component(&scene->ent_manager, p_player, CJUMP_COMP_T);
p_ctransform->accel.x = 0;
p_ctransform->accel.y = 0;
p_ctransform->accel = Vector2Scale(Vector2Normalize(data->player_dir), 2000);
CBBox_t* p_bbox = get_component(&scene->ent_manager, p_player, CBBOX_COMP_T);
bool on_ground = check_on_ground(p_ctransform->position, p_bbox->size, &data->tilemap);
p_ctransform->on_ground = on_ground;
if (p_cjump->jumped && p_ctransform->velocity.y < 0)
{
if (!data->jumped_pressed && !p_cjump->short_hop)
{
p_cjump->short_hop = true;
p_ctransform->velocity.y /= 2;
}
}
if (!on_ground)
{
p_ctransform->accel = Vector2Add(p_ctransform->accel, GRAVITY);
}
else
{
if (data->jumped_pressed && p_cjump->jumps > 0)
{
p_ctransform->velocity.y -= p_cjump->jump_speed;
p_cjump->jumped = true;
p_cjump->jumps--;
}
}
}
data->player_dir.x = 0;
data->player_dir.y = 0;
}
static void movement_update_system(Scene_t* scene)
{
// Update movement
float delta_time = GetFrameTime();
float delta_time = 0.017;
CTransform_t * p_ctransform;
sc_map_foreach_value(&scene->ent_manager.component_map[CTRANSFORM_COMP_T], p_ctransform)
{
p_ctransform->velocity = Vector2Scale(
p_ctransform->velocity =
Vector2Add(
p_ctransform->velocity,
Vector2Scale(p_ctransform->accel, delta_time)
),
0.95
);
p_ctransform->velocity.x *= 0.85;
p_ctransform->velocity.y *= 0.98;
float mag = Vector2Length(p_ctransform->velocity);
p_ctransform->velocity = Vector2Scale(Vector2Normalize(p_ctransform->velocity), (mag > 1000)? 1000:mag);
if (fabs(p_ctransform->velocity.x) < 1e-3) p_ctransform->velocity.x = 0;
if (fabs(p_ctransform->velocity.y) < 1e-3) p_ctransform->velocity.y = 0;
// Store previous position before update
p_ctransform->prev_position.x = p_ctransform->position.x;
@ -90,11 +196,35 @@ static void movement_update_system(Scene_t* scene)
p_ctransform->position,
Vector2Scale(p_ctransform->velocity, delta_time)
);
}
}
static void player_ground_air_transition_system(Scene_t* scene)
{
LevelSceneData_t *data = (LevelSceneData_t *)scene->scene_data;
Entity_t *p_player;
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);
bool on_ground = check_on_ground(p_ctransform->position, p_bbox->size, &data->tilemap);
// Handle Ground<->Air Transition
if (!on_ground && p_ctransform->on_ground)
{
if (!p_cjump->jumped) p_cjump->jumps--;
}
else if (on_ground && !p_ctransform->on_ground)
{
p_cjump->jumps = p_cjump->max_jumps;
p_cjump->jumped = false;
p_cjump->short_hop = false;
}
}
}
static void update_tilemap_system(Scene_t *scene)
{
LevelSceneData_t *data = (LevelSceneData_t *)scene->scene_data;
@ -121,6 +251,7 @@ static void update_tilemap_system(Scene_t *scene)
p_tilecoord->n_tiles = 0;
// Compute new occupied tile positions and add
// Extend the check by a little to avoid missing
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;
@ -144,34 +275,60 @@ static void player_collision_system(Scene_t *scene)
TileGrid_t tilemap = data->tilemap;
Entity_t *p_player;
size_t tiles_to_check[8] = {0};
size_t n_tiles = 0;
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);
CTileCoord_t* p_tilecoord = get_component(&scene->ent_manager, p_player, CTILECOORD_COMP_T);
// Get the occupied tiles
// For each tile, loop through the entities and find overlaps
// exclude self
// find also previous overlap
// If there is collision, use previous overlap to determine direction
// Resolve collision via moving player by the overlap amount
Vector2 overlap = {0};
Vector2 prev_overlap = {0};
for (size_t i=0;i<p_tilecoord->n_tiles;++i)
{
unsigned int tile_idx = p_tilecoord->tiles[i];
Vector2 other;
if(tilemap.tiles[tile_idx].solid)
{
other.x = (tile_idx % tilemap.width) * TILE_SIZE;
other.y = (tile_idx / tilemap.width) * TILE_SIZE; // Precision loss is intentional
if (find_AABB_overlap(p_ctransform->position, p_bbox->size, other, TILE_SZ, &overlap))
{
find_AABB_overlap(p_ctransform->prev_position, p_bbox->size, other, TILE_SZ, &prev_overlap);
if (fabs(prev_overlap.y) > fabs(prev_overlap.x))
{
p_ctransform->position.x += overlap.x;
p_ctransform->velocity.x = 0;
}
else if (fabs(prev_overlap.x) > fabs(prev_overlap.y))
{
p_ctransform->position.y += overlap.y;
p_ctransform->velocity.y = 0;
}
else if (fabs(overlap.x) < fabs(overlap.y))
{
p_ctransform->position.x += overlap.x;
p_ctransform->velocity.x = 0;
}
else
{
p_ctransform->position.y += overlap.y;
p_ctransform->velocity.y = 0;
}
}
}
else
{
// TODO: check against the entities of each involved tiles
}
}
static void screen_bounce_system(Scene_t *scene)
{
LevelSceneData_t *data = (LevelSceneData_t *)scene->scene_data;
TileGrid_t tilemap = data->tilemap;
Entity_t* p_ent;
sc_map_foreach_value(&scene->ent_manager.entities, p_ent)
{
CBBox_t* p_bbox = get_component(&scene->ent_manager, p_ent, CBBOX_COMP_T);
CTransform_t* p_ctransform = get_component(&scene->ent_manager, p_ent, CTRANSFORM_COMP_T);
if (p_bbox == NULL || p_ctransform == NULL) continue;
// Level boundary collision
unsigned int level_width = tilemap.width * TILE_SIZE;
if(p_ctransform->position.x < 0 || p_ctransform->position.x + p_bbox->size.x > level_width)
{
@ -188,30 +345,74 @@ static void screen_bounce_system(Scene_t *scene)
p_ctransform->velocity.y *= -1;
}
}
// Deal with float precision, by rounding when it is near to an integer enough
float decimal;
float fractional = modff(p_ctransform->position.x, &decimal);
if (fractional > 0.99)
{
p_ctransform->position.x = decimal;
(p_ctransform->position.x > 0) ? p_ctransform->position.x++ : p_ctransform->position.x--;
}
else if (fractional < 0.01)
{
p_ctransform->position.x = decimal;
}
fractional = modff(p_ctransform->position.y, &decimal);
if (fractional > 0.99)
{
p_ctransform->position.y = decimal;
(p_ctransform->position.y > 0) ? p_ctransform->position.y++ : p_ctransform->position.y--;
}
else if (fractional < 0.01)
{
p_ctransform->position.y = decimal;
}
}
}
static void toggle_block_system(Scene_t *scene)
{
static unsigned int last_tile_idx = MAX_N_TILES;
LevelSceneData_t *data = (LevelSceneData_t *)scene->scene_data;
TileGrid_t tilemap = data->tilemap;
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON))
{
int mouse_x = GetMouseX() / TILE_SIZE;
int mouse_y = GetMouseY() / TILE_SIZE;
unsigned int tile_idx = mouse_y * tilemap.width + mouse_x;
if (tile_idx != last_tile_idx)
{
tilemap.tiles[tile_idx].solid = !tilemap.tiles[tile_idx].solid;
last_tile_idx = tile_idx;
}
}
else
{
last_tile_idx = MAX_N_TILES;
}
}
void level_do_action(Scene_t *scene, ActionType_t action, bool pressed)
{
LevelSceneData_t *data = (LevelSceneData_t *)scene->scene_data;
if (pressed)
{
switch(action)
{
case ACTION_UP:
data->player_dir.y = -1;
data->jumped_pressed = pressed;
break;
case ACTION_DOWN:
data->player_dir.y = 1;
// data->player_dir.y = 1;
break;
case ACTION_LEFT:
data->player_dir.x = -1;
data->player_dir.x = (pressed)? -1 : 0;
break;
case ACTION_RIGHT:
data->player_dir.x = 1;
data->player_dir.x = (pressed)? 1 : 0;
break;
}
}
}
@ -219,12 +420,19 @@ void init_level_scene(LevelScene_t *scene)
{
init_scene(&scene->scene, LEVEL_SCENE, &level_scene_render_func, &level_do_action);
scene->scene.scene_data = &scene->data;
scene->data.jumped_pressed = false;
memset(&scene->data.player_dir, 0, sizeof(Vector2));
// insert level scene systems
sc_array_add(&scene->scene.systems, &player_movement_input_system);
sc_array_add(&scene->scene.systems, &movement_update_system);
sc_array_add(&scene->scene.systems, &screen_bounce_system);
sc_array_add(&scene->scene.systems, &player_ground_air_transition_system);
sc_array_add(&scene->scene.systems, &update_tilemap_system);
sc_array_add(&scene->scene.systems, &player_collision_system);
sc_array_add(&scene->scene.systems, &toggle_block_system);
// This avoid graphical glitch, not essential
//sc_array_add(&scene->scene.systems, &update_tilemap_system);
sc_map_put_64(&scene->scene.action_map, KEY_UP, ACTION_UP);
sc_map_put_64(&scene->scene.action_map, KEY_DOWN, ACTION_DOWN);
@ -241,6 +449,10 @@ void init_level_scene(LevelScene_t *scene)
all_tiles[i].solid = 0;
sc_map_init_64(&all_tiles[i].entities_set, 8, 0);
}
for (size_t i=0; i<32; ++i)
{
all_tiles[15*32+i].solid = true; // for testing
}
}
void free_level_scene(LevelScene_t *scene)

View File

@ -23,6 +23,8 @@ typedef struct LevelSceneData
{
Vector2 player_dir;
TileGrid_t tilemap;
bool jumped_pressed;
bool jumped_released;
}LevelSceneData_t;
typedef struct LevelScene

View File

@ -21,6 +21,10 @@ int main(void)
p_bbox->size.y = 45;
add_component(&scene.scene.ent_manager, p_ent, CTRANSFORM_COMP_T);
add_component(&scene.scene.ent_manager, p_ent, CTILECOORD_COMP_T);
CJump_t *p_cjump = add_component(&scene.scene.ent_manager, p_ent, CJUMP_COMP_T);
p_cjump->jump_speed = 680;
p_cjump->jumps = 1;
p_cjump->max_jumps = 1;
update_entity_manager(&scene.scene.ent_manager);
//for (size_t step = 0; step < 6000; step++)
while(true)