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6 Commits

Author SHA1 Message Date
En Yi 68bb9f941c Move fields to player state component
Changelog:
- Move level scene data related to player to playerstate component
- Update system related to player state to use the playerstate
  component
2023-01-05 21:55:25 +08:00
En Yi 25870309c0 Update Entity Manager component management
Changelog:
- Store entity idx for component map as key. This allows reference
  to the entity for related components in a system
- Modify systems to iterate over components instead following the
  above change. This follows closer to the intended ECS architecture
2023-01-05 21:09:06 +08:00
En Yi 3c02068ca6 Fix jump not decremented in air
Changelog:
- Remove jumps when transition from ground to air as well
- Use half size at approriate places
2023-01-03 22:41:54 +08:00
En Yi 0169a90ee8 Generalise movement update system
Changelog:
- Apply gravity and upthrust to all entities
- Refactor out state transition update check as a separate system
2023-01-03 21:58:06 +08:00
En Yi b2a5e29ce4 Rework water, ground, and air state transition
Changelog:
- Move ground and water states into CTransform
- Update state in movement update system
- Use 2 bits to check state transition for water and ground
2023-01-03 21:16:52 +08:00
En Yi 1ba786a91e Re-add back TileComponent
Changelog:
- Remember the purpose of this component, which is to assist
  updating which tiles is containing the entity
2023-01-03 19:41:07 +08:00
7 changed files with 199 additions and 117 deletions

View File

@ -1,13 +1,15 @@
#ifndef __COMPONENTS_H #ifndef __COMPONENTS_H
#define __COMPONENTS_H #define __COMPONENTS_H
#include "raylib.h" #include "raylib.h"
#include <stdint.h>
// TODO: Look at sc to use macros to auto generate functions // TODO: Look at sc to use macros to auto generate functions
#define N_COMPONENTS 4 #define N_COMPONENTS 5
enum ComponentEnum enum ComponentEnum
{ {
CBBOX_COMP_T, CBBOX_COMP_T,
CTRANSFORM_COMP_T, CTRANSFORM_COMP_T,
CTILECOORD_COMP_T,
CJUMP_COMP_T, CJUMP_COMP_T,
CPLAYERSTATE_T CPLAYERSTATE_T
}; };
@ -26,7 +28,8 @@ typedef struct _CTransform_t
Vector2 position; Vector2 position;
Vector2 velocity; Vector2 velocity;
Vector2 accel; Vector2 accel;
bool on_ground; uint8_t ground_state:2;
uint8_t water_state:2;
}CTransform_t; }CTransform_t;
// This is to store the occupying tiles // This is to store the occupying tiles
@ -56,8 +59,9 @@ typedef enum PlayerState
typedef struct _CPlayerState_t typedef struct _CPlayerState_t
{ {
unsigned int is_crouch: 1; Vector2 player_dir;
unsigned int in_water:1; uint8_t jump_pressed: 1;
uint8_t is_crouch: 1;
}CPlayerState_t; }CPlayerState_t;

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@ -97,6 +97,13 @@ void remove_entity(EntityManager_t *p_manager, unsigned long id)
sc_queue_add_last(&p_manager->to_remove, id); sc_queue_add_last(&p_manager->to_remove, id);
} }
Entity_t *get_entity(EntityManager_t *p_manager, unsigned long id)
{
Entity_t *p_entity = sc_map_get_64v(&p_manager->entities, id);
if(!sc_map_found(&p_manager->entities)) return NULL;
return p_entity;
}
// Components are not expected to be removed // Components are not expected to be removed
// So, no need to extra steps to deal with iterator invalidation // So, no need to extra steps to deal with iterator invalidation
void *add_component(EntityManager_t *p_manager, Entity_t *p_entity, ComponentEnum_t comp_type) void *add_component(EntityManager_t *p_manager, Entity_t *p_entity, ComponentEnum_t comp_type)
@ -107,7 +114,7 @@ void *add_component(EntityManager_t *p_manager, Entity_t *p_entity, ComponentEnu
if (p_comp) if (p_comp)
{ {
sc_map_put_64(&p_entity->components, comp_type_idx, comp_idx); sc_map_put_64(&p_entity->components, comp_type_idx, comp_idx);
sc_map_put_64v(&p_manager->component_map[comp_type_idx], comp_idx, p_comp); sc_map_put_64v(&p_manager->component_map[comp_type_idx], p_entity->m_id, p_comp);
} }
return p_comp; return p_comp;
} }
@ -115,9 +122,10 @@ void *add_component(EntityManager_t *p_manager, Entity_t *p_entity, ComponentEnu
void *get_component(EntityManager_t *p_manager, Entity_t *p_entity, ComponentEnum_t comp_type) void *get_component(EntityManager_t *p_manager, Entity_t *p_entity, ComponentEnum_t comp_type)
{ {
unsigned long comp_type_idx = (unsigned long)comp_type; unsigned long comp_type_idx = (unsigned long)comp_type;
unsigned long comp_idx = sc_map_get_64(&p_entity->components, comp_type_idx); void * p_comp = sc_map_get_64v(&p_manager->component_map[comp_type_idx], p_entity->m_id);
if (!sc_map_found(&p_entity->components)) return NULL; //unsigned long comp_idx = sc_map_get_64(&p_entity->components, comp_type_idx);
return sc_map_get_64v(&p_manager->component_map[comp_type_idx], comp_idx); if (!sc_map_found(&p_manager->component_map[comp_type_idx])) return NULL;
return p_comp;
} }
void remove_component(EntityManager_t *p_manager, Entity_t *p_entity, ComponentEnum_t comp_type) void remove_component(EntityManager_t *p_manager, Entity_t *p_entity, ComponentEnum_t comp_type)
@ -125,6 +133,6 @@ void remove_component(EntityManager_t *p_manager, Entity_t *p_entity, ComponentE
unsigned long comp_type_idx = (unsigned long)comp_type; unsigned long comp_type_idx = (unsigned long)comp_type;
unsigned long comp_idx = sc_map_del_64(&p_entity->components, comp_type_idx); unsigned long comp_idx = sc_map_del_64(&p_entity->components, comp_type_idx);
if (!sc_map_found(&p_entity->components)) return; if (!sc_map_found(&p_entity->components)) return;
sc_map_del_64v(&p_manager->component_map[comp_type_idx], comp_idx); sc_map_del_64v(&p_manager->component_map[comp_type_idx], p_entity->m_id);
free_component_to_mempool(comp_type, comp_idx); free_component_to_mempool(comp_type, comp_idx);
} }

View File

@ -21,6 +21,7 @@ void free_entity_manager(EntityManager_t *p_manager);
Entity_t *add_entity(EntityManager_t *p_manager, EntityTag_t tag); Entity_t *add_entity(EntityManager_t *p_manager, EntityTag_t tag);
void remove_entity(EntityManager_t *p_manager, unsigned long id); void remove_entity(EntityManager_t *p_manager, unsigned long id);
Entity_t *get_entity(EntityManager_t *p_manager, unsigned long id);
void *add_component(EntityManager_t *p_manager, Entity_t *entity, ComponentEnum_t comp_type); void *add_component(EntityManager_t *p_manager, Entity_t *entity, ComponentEnum_t comp_type);
void *get_component(EntityManager_t *p_manager, Entity_t *entity, ComponentEnum_t comp_type); void *get_component(EntityManager_t *p_manager, Entity_t *entity, ComponentEnum_t comp_type);

View File

@ -6,6 +6,7 @@
static Entity_t entity_buffer[MAX_COMP_POOL_SIZE]; static Entity_t entity_buffer[MAX_COMP_POOL_SIZE];
static CBBox_t bbox_buffer[MAX_COMP_POOL_SIZE]; static CBBox_t bbox_buffer[MAX_COMP_POOL_SIZE];
static CTransform_t ctransform_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[1]; // Only player is expected to have this static CJump_t cjump_buffer[1]; // Only player is expected to have this
static CPlayerState_t cplayerstate_buffer[1]; // Only player is expected to have this static CPlayerState_t cplayerstate_buffer[1]; // Only player is expected to have this
@ -29,6 +30,7 @@ static MemPool_t comp_mempools[N_COMPONENTS] =
{ {
{bbox_buffer, MAX_COMP_POOL_SIZE, sizeof(CBBox_t), NULL, {0}}, {bbox_buffer, MAX_COMP_POOL_SIZE, sizeof(CBBox_t), NULL, {0}},
{ctransform_buffer, MAX_COMP_POOL_SIZE, sizeof(CTransform_t), NULL, {0}}, {ctransform_buffer, MAX_COMP_POOL_SIZE, sizeof(CTransform_t), NULL, {0}},
{ctilecoord_buffer, MAX_COMP_POOL_SIZE, sizeof(CTileCoord_t), NULL, {0}},
{cjump_buffer, 1, sizeof(CJump_t), NULL, {0}}, {cjump_buffer, 1, sizeof(CJump_t), NULL, {0}},
{cplayerstate_buffer, 1, sizeof(CPlayerState_t), NULL, {0}}, {cplayerstate_buffer, 1, sizeof(CPlayerState_t), NULL, {0}},
}; };

View File

@ -9,7 +9,7 @@ static const Vector2 TILE_SZ = {TILE_SIZE, TILE_SIZE};
static Tile_t all_tiles[MAX_N_TILES] = {0}; static Tile_t all_tiles[MAX_N_TILES] = {0};
static const Vector2 GRAVITY = {0, GRAV_ACCEL}; static const Vector2 GRAVITY = {0, GRAV_ACCEL};
static const Vector2 UPTHRUST = {0, -GRAV_ACCEL * 0.7}; static const Vector2 UPTHRUST = {0, -GRAV_ACCEL * 1.1};
static inline unsigned int get_tile_idx(int x, int y, unsigned int tilemap_width) static inline unsigned int get_tile_idx(int x, int y, unsigned int tilemap_width)
{ {
@ -237,7 +237,7 @@ static void level_scene_render_func(Scene_t* scene)
DrawText(buffer, (tilemap.width + 3) * TILE_SIZE + 1, 60, 12, BLACK); DrawText(buffer, (tilemap.width + 3) * TILE_SIZE + 1, 60, 12, BLACK);
sprintf(buffer, "Crouch: %s", p_pstate->is_crouch? "YES":"NO"); sprintf(buffer, "Crouch: %s", p_pstate->is_crouch? "YES":"NO");
DrawText(buffer, tilemap.width * TILE_SIZE + 1, 90, 12, BLACK); DrawText(buffer, tilemap.width * TILE_SIZE + 1, 90, 12, BLACK);
sprintf(buffer, "Water: %s", p_pstate->in_water? "YES":"NO"); sprintf(buffer, "Water: %s", p_ct->water_state & 1? "YES":"NO");
DrawText(buffer, tilemap.width * TILE_SIZE + 1, 120, 12, BLACK); DrawText(buffer, tilemap.width * TILE_SIZE + 1, 120, 12, BLACK);
} }
} }
@ -248,32 +248,33 @@ static void player_movement_input_system(Scene_t* scene)
TileGrid_t tilemap = data->tilemap; TileGrid_t tilemap = data->tilemap;
// Deal with player acceleration/velocity via inputs first // Deal with player acceleration/velocity via inputs first
float mag = Vector2Length(data->player_dir); CPlayerState_t* p_pstate;
mag = (mag == 0)? 1 : mag; unsigned int ent_idx;
Entity_t * p_player; sc_map_foreach(&scene->ent_manager.component_map[CPLAYERSTATE_T], ent_idx, p_pstate)
sc_map_foreach_value(&scene->ent_manager.entities_map[PLAYER_ENT_TAG], p_player)
{ {
float mag = Vector2Length(p_pstate->player_dir);
mag = (mag == 0)? 1 : mag;
Entity_t * p_player = get_entity(&scene->ent_manager, ent_idx);
CTransform_t* p_ctransform = get_component(&scene->ent_manager, p_player, CTRANSFORM_COMP_T); 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); CJump_t* p_cjump = get_component(&scene->ent_manager, p_player, CJUMP_COMP_T);
CPlayerState_t* p_pstate = get_component(&scene->ent_manager, p_player, CPLAYERSTATE_T);
p_pstate->is_crouch = data->crouch_pressed;
p_ctransform->accel.x = 0; p_ctransform->accel.x = 0;
p_ctransform->accel.y = 0; p_ctransform->accel.y = 0;
if (!p_pstate->in_water)
bool in_water = (p_ctransform->water_state & 1);
if (!in_water)
{ {
data->player_dir.y = 0; p_pstate->player_dir.y = 0;
p_ctransform->accel = Vector2Scale(Vector2Normalize(data->player_dir), MOVE_ACCEL/1.2); p_ctransform->accel = Vector2Scale(Vector2Normalize(p_pstate->player_dir), MOVE_ACCEL/1.2);
} }
else else
{ {
p_ctransform->accel = Vector2Scale(Vector2Normalize(data->player_dir), MOVE_ACCEL); p_ctransform->accel = Vector2Scale(Vector2Normalize(p_pstate->player_dir), MOVE_ACCEL);
} }
// Short Hop // Short Hop
if (p_cjump->jumped && p_ctransform->velocity.y < 0) if (p_cjump->jumped && p_ctransform->velocity.y < 0)
{ {
if (!data->jumped_pressed && !p_cjump->short_hop) if (!p_pstate->jump_pressed && !p_cjump->short_hop)
{ {
p_cjump->short_hop = true; p_cjump->short_hop = true;
p_ctransform->velocity.y /= 2; p_ctransform->velocity.y /= 2;
@ -281,37 +282,18 @@ static void player_movement_input_system(Scene_t* scene)
} }
if (!p_ctransform->on_ground)
{
// Only apply upthrust if center is in water
// If need more accuracy, need to find area of overlap
if (p_pstate->in_water)
{
unsigned int tile_idx = get_tile_idx(
p_ctransform->position.x + p_bbox->size.x / 2,
p_ctransform->position.y + p_bbox->size.y / 2,
tilemap.width
);
if (tilemap.tiles[tile_idx].water_level > 0)
{
p_ctransform->accel = Vector2Add(p_ctransform->accel, UPTHRUST);
}
}
p_ctransform->accel = Vector2Add(p_ctransform->accel, GRAVITY);
}
//else //else
{ {
if (p_cjump->cooldown_timer > 0) p_cjump->cooldown_timer--; if (p_cjump->cooldown_timer > 0) p_cjump->cooldown_timer--;
// Jumps is possible as long as you have a jump // Jumps is possible as long as you have a jump
// Check if possible to jump when jump is pressed // Check if possible to jump when jump is pressed
if (data->jumped_pressed && p_cjump->jumps > 0 && p_cjump->cooldown_timer == 0) if (p_pstate->jump_pressed && p_cjump->jumps > 0 && p_cjump->cooldown_timer == 0)
{ {
bool jump_valid = true; bool jump_valid = true;
// Check Jump from crouch // Check Jump from crouch
if (p_pstate->is_crouch) if(p_pstate->is_crouch)
{ {
Vector2 test_pos = p_ctransform->position; Vector2 test_pos = p_ctransform->position;
Vector2 test_bbox = {PLAYER_WIDTH, PLAYER_HEIGHT}; Vector2 test_bbox = {PLAYER_WIDTH, PLAYER_HEIGHT};
@ -324,7 +306,7 @@ static void player_movement_input_system(Scene_t* scene)
// Jump okay // Jump okay
if (jump_valid) if (jump_valid)
{ {
if (!p_pstate->in_water) if (!in_water)
{ {
p_ctransform->velocity.y -= p_cjump->jump_speed; p_ctransform->velocity.y -= p_cjump->jump_speed;
} }
@ -334,7 +316,6 @@ static void player_movement_input_system(Scene_t* scene)
} }
p_cjump->jumped = true; p_cjump->jumped = true;
p_cjump->jumps--;
p_cjump->cooldown_timer = 15; p_cjump->cooldown_timer = 15;
} }
} }
@ -342,7 +323,7 @@ static void player_movement_input_system(Scene_t* scene)
} }
// Friction // Friction
if (p_pstate->in_water) if (in_water)
{ {
// Apply water friction // Apply water friction
// Consistent in all direction // Consistent in all direction
@ -360,10 +341,9 @@ static void player_movement_input_system(Scene_t* scene)
p_ctransform->accel.x += p_ctransform->velocity.x * -3.3; p_ctransform->accel.x += p_ctransform->velocity.x * -3.3;
p_ctransform->accel.y += p_ctransform->velocity.y * -1; p_ctransform->accel.y += p_ctransform->velocity.y * -1;
} }
p_pstate->player_dir.x = 0;
p_pstate->player_dir.y = 0;
} }
data->player_dir.x = 0;
data->player_dir.y = 0;
} }
static void player_bbox_update_system(Scene_t *scene) static void player_bbox_update_system(Scene_t *scene)
@ -377,7 +357,7 @@ static void player_bbox_update_system(Scene_t *scene)
CTransform_t* p_ctransform = get_component(&scene->ent_manager, p_player, CTRANSFORM_COMP_T); 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); CBBox_t* p_bbox = get_component(&scene->ent_manager, p_player, CBBOX_COMP_T);
CPlayerState_t* p_pstate = get_component(&scene->ent_manager, p_player, CPLAYERSTATE_T); CPlayerState_t* p_pstate = get_component(&scene->ent_manager, p_player, CPLAYERSTATE_T);
if (p_ctransform->on_ground) if (p_ctransform->ground_state & 1)
{ {
AnchorPoint_t anchor = AP_BOT_CENTER; AnchorPoint_t anchor = AP_BOT_CENTER;
int dx[3] = {1, 0, 2}; int dx[3] = {1, 0, 2};
@ -400,7 +380,7 @@ static void player_bbox_update_system(Scene_t *scene)
} }
} }
Vector2 new_bbox; Vector2 new_bbox;
if (p_pstate->is_crouch) if(p_pstate->is_crouch)
{ {
new_bbox.x = PLAYER_C_WIDTH; new_bbox.x = PLAYER_C_WIDTH;
new_bbox.y = PLAYER_C_HEIGHT; new_bbox.y = PLAYER_C_HEIGHT;
@ -416,7 +396,7 @@ static void player_bbox_update_system(Scene_t *scene)
} }
else else
{ {
if (p_pstate->in_water) if (p_ctransform->water_state & 1)
{ {
Vector2 new_bbox = {PLAYER_C_WIDTH, PLAYER_C_HEIGHT}; Vector2 new_bbox = {PLAYER_C_WIDTH, PLAYER_C_HEIGHT};
Vector2 offset = shift_bbox(p_bbox->size, new_bbox, AP_MID_CENTER); Vector2 offset = shift_bbox(p_bbox->size, new_bbox, AP_MID_CENTER);
@ -436,11 +416,38 @@ static void player_bbox_update_system(Scene_t *scene)
static void movement_update_system(Scene_t* scene) static void movement_update_system(Scene_t* scene)
{ {
LevelSceneData_t *data = (LevelSceneData_t *)scene->scene_data;
// Update movement // Update movement
float delta_time = 0.017; // TODO: Will need to think about delta time handling float delta_time = 0.017; // TODO: Will need to think about delta time handling
CTransform_t * p_ctransform; CTransform_t * p_ctransform;
sc_map_foreach_value(&scene->ent_manager.component_map[CTRANSFORM_COMP_T], p_ctransform) unsigned long ent_idx;
sc_map_foreach(&scene->ent_manager.component_map[CTRANSFORM_COMP_T], ent_idx, p_ctransform)
{ {
Entity_t *p_ent = get_entity(&scene->ent_manager, ent_idx);
CBBox_t * p_bbox = get_component(&scene->ent_manager, p_ent, CBBOX_COMP_T);
if (p_ctransform == NULL) continue;
if (!(p_ctransform->ground_state & 1))
{
// Only apply upthrust if center is in water
// If need more accuracy, need to find area of overlap
if (p_ctransform->water_state & 1)
{
unsigned int tile_idx = get_tile_idx(
p_ctransform->position.x + p_bbox->half_size.x,
p_ctransform->position.y + p_bbox->half_size.y,
data->tilemap.width
);
if (data->tilemap.tiles[tile_idx].water_level > 0)
{
p_ctransform->accel = Vector2Add(p_ctransform->accel, UPTHRUST);
}
}
p_ctransform->accel = Vector2Add(p_ctransform->accel, GRAVITY);
}
p_ctransform->velocity = p_ctransform->velocity =
Vector2Add( Vector2Add(
p_ctransform->velocity, p_ctransform->velocity,
@ -461,54 +468,25 @@ static void movement_update_system(Scene_t* scene)
p_ctransform->position, p_ctransform->position,
Vector2Scale(p_ctransform->velocity, delta_time) Vector2Scale(p_ctransform->velocity, delta_time)
); );
} }
} }
static void player_ground_air_transition_system(Scene_t* scene) static void player_ground_air_transition_system(Scene_t* scene)
{ {
LevelSceneData_t *data = (LevelSceneData_t *)scene->scene_data;
Entity_t *p_player; Entity_t *p_player;
sc_map_foreach_value(&scene->ent_manager.entities_map[PLAYER_ENT_TAG], 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); 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); CJump_t* p_cjump = get_component(&scene->ent_manager, p_player, CJUMP_COMP_T);
CPlayerState_t* p_pstate = get_component(&scene->ent_manager, p_player, CPLAYERSTATE_T);
// State checks
bool on_ground = check_on_ground(p_ctransform->position, p_bbox->size, &data->tilemap);
bool in_water = false;
if (!p_pstate->in_water)
{
unsigned int tile_idx = get_tile_idx(
p_ctransform->position.x + p_bbox->size.x / 2,
p_ctransform->position.y + p_bbox->size.y / 2,
data->tilemap.width
);
in_water = (data->tilemap.tiles[tile_idx].water_level > 0);
}
else
{
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;
unsigned int tile_y2 = (p_ctransform->position.y + p_bbox->size.y) / TILE_SIZE;
for (unsigned int tile_y=tile_y1; tile_y <= tile_y2; tile_y++)
{
for (unsigned int tile_x=tile_x1; tile_x <= tile_x2; tile_x++)
{
unsigned int tile_idx = tile_y * data->tilemap.width + tile_x;
in_water |= data->tilemap.tiles[tile_idx].water_level > 0;
}
}
}
// Handle Ground<->Air Transition // Handle Ground<->Air Transition
//if (!on_ground && p_ctransform->on_ground) bool in_water = (p_ctransform->water_state & 1);
if ((on_ground && !p_ctransform->on_ground) || in_water) // Landing or in water
if (p_ctransform->ground_state == 0b01 || in_water)
{ {
// Recover jumps
p_cjump->jumps = p_cjump->max_jumps; p_cjump->jumps = p_cjump->max_jumps;
p_cjump->jumped = false; p_cjump->jumped = false;
p_cjump->short_hop = false; p_cjump->short_hop = false;
@ -517,13 +495,10 @@ static void player_ground_air_transition_system(Scene_t* scene)
} }
// TODO: Handle in water <-> out of water transition // TODO: Handle in water <-> out of water transition
if (p_pstate->in_water && !in_water) if (p_ctransform->water_state == 0b10 || p_ctransform->ground_state == 0b10)
{ {
p_cjump->jumps -= (p_cjump->jumps > 0)? 1:0; p_cjump->jumps -= (p_cjump->jumps > 0)? 1:0;
} }
p_ctransform->on_ground = on_ground;
p_pstate->in_water = in_water;
} }
} }
@ -636,11 +611,104 @@ static void player_collision_system(Scene_t *scene)
p_ctransform->position.y = decimal; p_ctransform->position.y = decimal;
} }
} }
}
static void state_transition_update_system(Scene_t *scene)
{
LevelSceneData_t *data = (LevelSceneData_t *)scene->scene_data;
//Entity_t* p_ent;
CBBox_t *p_bbox;
unsigned long ent_idx;
sc_map_foreach(&scene->ent_manager.component_map[CBBOX_COMP_T], ent_idx, p_bbox)
{
Entity_t *p_ent = get_entity(&scene->ent_manager, ent_idx);
CTransform_t *p_ctransform = get_component(&scene->ent_manager, p_ent, CTRANSFORM_COMP_T);
if (p_ctransform == NULL) continue;
bool on_ground = check_on_ground(p_ctransform->position, p_bbox->size, &data->tilemap);
bool in_water = false;
if (!(p_ctransform->water_state & 1))
{
unsigned int tile_idx = get_tile_idx(
p_ctransform->position.x + p_bbox->half_size.x,
p_ctransform->position.y + p_bbox->half_size.y,
data->tilemap.width
);
in_water = (data->tilemap.tiles[tile_idx].water_level > 0);
}
else
{
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;
unsigned int tile_y2 = (p_ctransform->position.y + p_bbox->size.y) / TILE_SIZE;
for (unsigned int tile_y=tile_y1; tile_y <= tile_y2; tile_y++)
{
for (unsigned int tile_x=tile_x1; tile_x <= tile_x2; tile_x++)
{
unsigned int tile_idx = tile_y * data->tilemap.width + tile_x;
in_water |= data->tilemap.tiles[tile_idx].water_level > 0;
}
}
}
p_ctransform->ground_state <<= 1;
p_ctransform->ground_state |= on_ground? 1:0;
p_ctransform->ground_state &= 3;
p_ctransform->water_state <<= 1;
p_ctransform->water_state |= in_water? 1:0;
p_ctransform->water_state &= 3;
}
}
static void update_tilemap_system(Scene_t *scene)
{
LevelSceneData_t *data = (LevelSceneData_t *)scene->scene_data;
TileGrid_t tilemap = data->tilemap;
CTileCoord_t *p_tilecoord;
unsigned long ent_idx;
sc_map_foreach(&scene->ent_manager.component_map[CTILECOORD_COMP_T], ent_idx, p_tilecoord)
{
Entity_t *p_ent = get_entity(&scene->ent_manager, ent_idx);
CTransform_t * p_ctransform = get_component(&scene->ent_manager, p_ent, CTRANSFORM_COMP_T);
if (p_ctransform == NULL) continue;
CBBox_t * p_bbox = get_component(&scene->ent_manager, p_ent, CBBOX_COMP_T);
if (p_bbox == NULL) continue;
// Update tilemap position
for (size_t i=0;i<p_tilecoord->n_tiles;++i)
{
// Use previously store tile position
// Clear from those positions
unsigned int tile_idx = p_tilecoord->tiles[i];
sc_map_del_64(&(tilemap.tiles[tile_idx].entities_set), p_ent->m_id);
}
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;
unsigned int tile_y2 = (p_ctransform->position.y + p_bbox->size.y) / TILE_SIZE;
for (unsigned int tile_y=tile_y1; tile_y <= tile_y2; tile_y++)
{
for (unsigned int tile_x=tile_x1; tile_x <= tile_x2; tile_x++)
{
unsigned int tile_idx = tile_y * tilemap.width + tile_x;
p_tilecoord->tiles[p_tilecoord->n_tiles++] = tile_idx;
sc_map_put_64(&(tilemap.tiles[tile_idx].entities_set), p_ent->m_id, 0);
}
}
}
} }
static void toggle_block_system(Scene_t *scene) static void toggle_block_system(Scene_t *scene)
{ {
// TODO: This system is not good as the interface between raw input and actions is broken
static unsigned int last_tile_idx = MAX_N_TILES; static unsigned int last_tile_idx = MAX_N_TILES;
LevelSceneData_t *data = (LevelSceneData_t *)scene->scene_data; LevelSceneData_t *data = (LevelSceneData_t *)scene->scene_data;
TileGrid_t tilemap = data->tilemap; TileGrid_t tilemap = data->tilemap;
@ -680,25 +748,28 @@ static void toggle_block_system(Scene_t *scene)
void level_do_action(Scene_t *scene, ActionType_t action, bool pressed) void level_do_action(Scene_t *scene, ActionType_t action, bool pressed)
{ {
LevelSceneData_t *data = (LevelSceneData_t *)scene->scene_data; CPlayerState_t *p_playerstate;
switch(action) sc_map_foreach_value(&scene->ent_manager.component_map[CPLAYERSTATE_T], p_playerstate)
{ {
case ACTION_UP: switch(action)
data->player_dir.y = (pressed)? -1 : 0; {
break; case ACTION_UP:
case ACTION_DOWN: p_playerstate->player_dir.y = (pressed)? -1 : 0;
data->player_dir.y = (pressed)? 1 : 0; break;
data->crouch_pressed = pressed; case ACTION_DOWN:
break; p_playerstate->player_dir.y = (pressed)? 1 : 0;
case ACTION_LEFT: p_playerstate->is_crouch = pressed;
data->player_dir.x = (pressed)? -1 : 0; break;
break; case ACTION_LEFT:
case ACTION_RIGHT: p_playerstate->player_dir.x = (pressed)? -1 : 0;
data->player_dir.x = (pressed)? 1 : 0; break;
break; case ACTION_RIGHT:
case ACTION_JUMP: p_playerstate->player_dir.x = (pressed)? 1 : 0;
data->jumped_pressed = pressed; break;
break; case ACTION_JUMP:
p_playerstate->jump_pressed = pressed;
break;
}
} }
} }
@ -706,16 +777,14 @@ void init_level_scene(LevelScene_t *scene)
{ {
init_scene(&scene->scene, LEVEL_SCENE, &level_scene_render_func, &level_do_action); init_scene(&scene->scene, LEVEL_SCENE, &level_scene_render_func, &level_do_action);
scene->scene.scene_data = &scene->data; scene->scene.scene_data = &scene->data;
scene->data.jumped_pressed = false;
scene->data.crouch_pressed = false;
memset(&scene->data.player_dir, 0, sizeof(Vector2));
// insert level scene systems // insert level scene systems
sc_array_add(&scene->scene.systems, &player_movement_input_system); sc_array_add(&scene->scene.systems, &player_movement_input_system);
sc_array_add(&scene->scene.systems, &player_bbox_update_system); sc_array_add(&scene->scene.systems, &player_bbox_update_system);
sc_array_add(&scene->scene.systems, &movement_update_system); sc_array_add(&scene->scene.systems, &movement_update_system);
//sc_array_add(&scene->scene.systems, &update_tilemap_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, &player_collision_system);
sc_array_add(&scene->scene.systems, &state_transition_update_system);
sc_array_add(&scene->scene.systems, &player_ground_air_transition_system); sc_array_add(&scene->scene.systems, &player_ground_air_transition_system);
sc_array_add(&scene->scene.systems, &toggle_block_system); sc_array_add(&scene->scene.systems, &toggle_block_system);

View File

@ -22,10 +22,7 @@ typedef struct TileGrid
typedef struct LevelSceneData typedef struct LevelSceneData
{ {
Vector2 player_dir;
TileGrid_t tilemap; TileGrid_t tilemap;
bool jumped_pressed;
bool crouch_pressed;
}LevelSceneData_t; }LevelSceneData_t;
typedef struct LevelScene typedef struct LevelScene

View File

@ -24,6 +24,7 @@ int main(void)
p_cjump->jumps = 1; p_cjump->jumps = 1;
p_cjump->max_jumps = 1; p_cjump->max_jumps = 1;
add_component(&scene.scene.ent_manager, p_ent, CPLAYERSTATE_T); add_component(&scene.scene.ent_manager, p_ent, CPLAYERSTATE_T);
add_component(&scene.scene.ent_manager, p_ent, CTILECOORD_COMP_T);
update_entity_manager(&scene.scene.ent_manager); update_entity_manager(&scene.scene.ent_manager);
//for (size_t step = 0; step < 6000; step++) //for (size_t step = 0; step < 6000; step++)
while(true) while(true)