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10 Commits

Author SHA1 Message Date
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
4 changed files with 332 additions and 10 deletions

View File

@ -141,9 +141,27 @@ typedef struct _BFSTileMap {
uint32_t len;
}BFSTileMap_t;
typedef enum _WaterRunnerState
{
BFS_RESET = 0,
BFS_START,
LOWEST_POINT_SEARCH,
LOWEST_POINT_MOVEMENT,
REACHABILITY_SEARCH,
SCANLINE_FILL,
FILL_COMPLETE,
}WaterRunerState_t;
typedef struct _CWaterRunner {
int32_t current_tile;
BFSTileMap_t bfs_tilemap;
WaterRunerState_t state;
struct sc_queue_32 bfs_queue;
bool* visited;
int32_t current_tile;
int32_t target_tile;
int32_t fill_idx;
uint8_t movement_delay;
int16_t counter;
}CWaterRunner_t;
// Credits to bedroomcoders.co.uk for this

View File

@ -27,6 +27,7 @@ typedef struct TileGrid
unsigned int height;
unsigned int n_tiles;
unsigned int tile_size;
unsigned int max_water_level;
Tile_t* tiles;
}TileGrid_t;

View File

@ -1,6 +1,6 @@
#include "water_flow.h"
#include "sc/queue/sc_queue.h"
#include <stdio.h>
Entity_t* create_water_runner(EntityManager_t* ent_manager, int32_t width, int32_t height, int32_t start_tile)
{
Entity_t* p_filler = add_entity(ent_manager, DYNMEM_ENT_TAG);
@ -21,8 +21,13 @@ Entity_t* create_water_runner(EntityManager_t* ent_manager, int32_t width, int32
p_crunner->bfs_tilemap.width = width;
p_crunner->bfs_tilemap.height = height;
p_crunner->bfs_tilemap.len = total;
p_crunner->movement_delay = 5;
sc_queue_init(&p_crunner->bfs_queue);
p_crunner->visited = calloc(total, sizeof(bool));
p_crunner->current_tile = start_tile;
p_crunner->target_tile = total;
CTransform_t* p_ct = add_component(p_filler, CTRANSFORM_COMP_T);
p_ct->movement_mode = KINEMATIC_MOVEMENT;
@ -34,9 +39,95 @@ void free_water_runner(Entity_t* ent, EntityManager_t* ent_manager)
{
CWaterRunner_t* p_crunner = get_component(ent, CWATERRUNNER_T);
free(p_crunner->bfs_tilemap.tilemap);
free(p_crunner->visited);
sc_queue_term(&p_crunner->bfs_queue);
remove_entity(ent_manager, ent->m_id);
}
static void runner_BFS(const TileGrid_t* tilemap, CWaterRunner_t* p_crunner, int32_t* lowest_tile, int32_t start_tile)
{
memset(p_crunner->visited, 0, p_crunner->bfs_tilemap.len * sizeof(bool));
p_crunner->visited[start_tile] = true;
p_crunner->bfs_tilemap.tilemap[start_tile].reachable = true;
sc_queue_add_last(&p_crunner->bfs_queue, start_tile);
int init_height = start_tile / p_crunner->bfs_tilemap.width;
bool first_reached = false;
while (!sc_queue_empty(&p_crunner->bfs_queue))
{
const int curr_idx = sc_queue_peek_first(&p_crunner->bfs_queue);
sc_queue_del_first(&p_crunner->bfs_queue);
int curr_height = curr_idx / p_crunner->bfs_tilemap.width;
int curr_low = *lowest_tile / p_crunner->bfs_tilemap.width;
// Possible optimisation to avoid repeated BFS, dunno how possible
bool to_go[4] = {false, false, false, false};
Tile_t* curr_tile = tilemap->tiles + curr_idx;
int next = curr_idx + p_crunner->bfs_tilemap.width;
Tile_t* next_tile = tilemap->tiles + next;
if (
((curr_height <= init_height && !first_reached) || curr_height > curr_low)
&& curr_tile->water_level < tilemap->max_water_level
)
{
first_reached = true;
*lowest_tile = curr_idx;
}
if (next < p_crunner->bfs_tilemap.len)
{
to_go[0] = next_tile->solid != SOLID;
if (
next_tile->solid == SOLID
|| next_tile->water_level == tilemap->max_water_level
|| curr_tile->water_level == tilemap->max_water_level
)
{
if (curr_idx % p_crunner->bfs_tilemap.width != 0)
{
next = curr_idx - 1;
next_tile = tilemap->tiles + next;
to_go[1] = next_tile->solid != SOLID;
}
next = curr_idx + 1;
if (next % p_crunner->bfs_tilemap.width != 0)
{
next_tile = tilemap->tiles + next;
to_go[2] = next_tile->solid != SOLID;
}
}
}
if (curr_tile->water_level == tilemap->max_water_level)
{
next = curr_idx - p_crunner->bfs_tilemap.width;
if (next >= 0)
{
next_tile = tilemap->tiles + next;
to_go[3] = next_tile->solid != SOLID;
}
}
const int8_t offsets[4] = {p_crunner->bfs_tilemap.width, -1, 1, -p_crunner->bfs_tilemap.width};
for (uint8_t i = 0; i < 4; ++i)
{
next = curr_idx + offsets[i];
if (to_go[i] && !p_crunner->visited[next])
{
sc_queue_add_last(&p_crunner->bfs_queue, next);
p_crunner->bfs_tilemap.tilemap[next].from = curr_idx;
p_crunner->visited[next] = true;
p_crunner->bfs_tilemap.tilemap[next].reachable = true;
}
}
}
}
void update_water_runner_system(Scene_t* scene)
{
@ -45,17 +136,169 @@ void update_water_runner_system(Scene_t* scene)
// - Scanline fill
// A runner is given an amount of movement cost
// Within the movement cost, do the following logic
// Perform a modified DFS to find the lowest point:
// Perform a modified BFS to find the lowest point:
// - Solid tiles are not reachable
// - If bottom tile is non-solid, that is the only reachable tile,
// - If bottom tile is filled with water fully, down+left+right are reachable
// - If bottom tile is solid, left+right are reachable
// - If bottom tile is OOB, terminate
// Use a LIFO to deal with this.
// Use a FIFO to deal with this.
// On DFS completion, find the path to the lowest point. Keep track of this
// The DFS should have figured out all reachable tiles, start scanline filling at the lowest point.
// On completion, move up update tile reachability by DFS on the current level. (repeat first step)
// - No need to recheck already reachable tiles
// - If current tile is solid, scan left and right for reachable tile and start from there
// Repeat scanline fill
LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data);
TileGrid_t tilemap = data->tilemap;
CWaterRunner_t* p_crunner;
unsigned int ent_idx;
sc_map_foreach(&scene->ent_manager.component_map[CWATERRUNNER_T], ent_idx, p_crunner)
{
Entity_t* ent = get_entity(&scene->ent_manager, ent_idx);
if (tilemap.tiles[p_crunner->current_tile].solid == SOLID)
{
CTileCoord_t* p_tilecoord = get_component(
ent, CTILECOORD_COMP_T
);
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_64v(&(tilemap.tiles[tile_idx].entities_set), ent_idx);
}
free_water_runner(ent, &scene->ent_manager);
continue;
}
switch (p_crunner->state)
{
case BFS_RESET:
for (size_t i = 0; i < p_crunner->bfs_tilemap.len; ++i)
{
//p_crunner->bfs_tilemap.tilemap[i].to = -1;
p_crunner->bfs_tilemap.tilemap[i].from = -1;
p_crunner->bfs_tilemap.tilemap[i].reachable = false;
}
p_crunner->state = BFS_START;
// Want the fallthough
case BFS_START:
p_crunner->state = LOWEST_POINT_SEARCH;
// Want the fallthough
case LOWEST_POINT_SEARCH:
{
int32_t lowest_tile = p_crunner->current_tile - p_crunner->bfs_tilemap.width;
if (lowest_tile <= 0) lowest_tile = p_crunner->current_tile;
runner_BFS(&tilemap, p_crunner, &lowest_tile, p_crunner->current_tile);
p_crunner->target_tile = lowest_tile;
// Trace path from lowest_tile
unsigned int prev_idx = lowest_tile;
unsigned int curr_idx = p_crunner->bfs_tilemap.tilemap[prev_idx].from;
while (p_crunner->bfs_tilemap.tilemap[prev_idx].from >= 0)
{
p_crunner->bfs_tilemap.tilemap[curr_idx].to = prev_idx;
prev_idx = curr_idx;
curr_idx = p_crunner->bfs_tilemap.tilemap[prev_idx].from;
}
p_crunner->bfs_tilemap.tilemap[lowest_tile].to = -1;
if (prev_idx == lowest_tile)
{
p_crunner->state = REACHABILITY_SEARCH;
break;
}
p_crunner->counter = p_crunner->movement_delay;
p_crunner->state = LOWEST_POINT_MOVEMENT;
}
break;
case LOWEST_POINT_MOVEMENT:
p_crunner->counter--;
if (p_crunner->counter == 0)
{
p_crunner->current_tile = p_crunner->bfs_tilemap.tilemap[p_crunner->current_tile].to;
CTransform_t* p_ct = get_component(ent, CTRANSFORM_COMP_T);
p_ct->position.x = (p_crunner->current_tile % tilemap.width) * tilemap.tile_size;
p_ct->position.y = (p_crunner->current_tile / tilemap.width) * tilemap.tile_size;
if (p_crunner->current_tile == p_crunner->target_tile)
{
p_crunner->state = REACHABILITY_SEARCH;
}
p_crunner->counter = p_crunner->movement_delay;
}
break;
case REACHABILITY_SEARCH:
{
if (tilemap.tiles[p_crunner->current_tile].water_level == tilemap.max_water_level)
{
p_crunner->state = FILL_COMPLETE;
break;
}
int start_tile =
(p_crunner->current_tile / p_crunner->bfs_tilemap.width) * p_crunner->bfs_tilemap.width;
for (size_t i = 0; i < p_crunner->bfs_tilemap.width; ++i)
{
p_crunner->bfs_tilemap.tilemap[start_tile + i].reachable = false;
}
int32_t lowest_tile = p_crunner->current_tile;
runner_BFS(&tilemap, p_crunner, &lowest_tile, p_crunner->current_tile);
p_crunner->counter = 0;
for (int i = 0; i < p_crunner->bfs_tilemap.width; ++i)
{
Tile_t* curr_tile = tilemap.tiles + start_tile + i;
if (
p_crunner->bfs_tilemap.tilemap[start_tile + i].reachable
&& curr_tile->water_level < tilemap.max_water_level
)
{
p_crunner->counter++;
}
}
p_crunner->fill_idx = 0;
p_crunner->state = SCANLINE_FILL;
}
break;
case SCANLINE_FILL:
{
unsigned int start_tile =
(p_crunner->current_tile / p_crunner->bfs_tilemap.width) * p_crunner->bfs_tilemap.width;
//for (size_t i = 0; i < 10; ++i)
{
unsigned int curr_idx = start_tile + p_crunner->fill_idx;
Tile_t* curr_tile = tilemap.tiles + curr_idx;
if (
p_crunner->bfs_tilemap.tilemap[curr_idx].reachable
&& curr_tile->water_level < tilemap.max_water_level
)
{
curr_tile->water_level++;
if (curr_tile->water_level == tilemap.max_water_level)
{
p_crunner->counter--;
}
}
if (p_crunner->counter == 0)
{
p_crunner->state = BFS_RESET;
break;
}
p_crunner->fill_idx++;
p_crunner->fill_idx %= p_crunner->bfs_tilemap.width;
}
}
break;
default:
break;
}
}
}
void init_water_runner_system(void)
{
}

View File

@ -24,6 +24,8 @@ static GameEngine_t engine =
.assets = {0}
};
static bool water_toggle = false;
static void level_scene_render_func(Scene_t* scene)
{
LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data);
@ -85,6 +87,29 @@ static void level_scene_render_func(Scene_t* scene)
unsigned int x = ((p_runner->current_tile) % tilemap.width) * tilemap.tile_size;
unsigned int y = ((p_runner->current_tile) / tilemap.width) * tilemap.tile_size;
DrawCircle(x+16, y+16, 8, ColorAlpha(BLACK, 0.2));
if (p_runner->target_tile < p_runner->bfs_tilemap.len)
{
unsigned int x = ((p_runner->target_tile) % tilemap.width) * tilemap.tile_size;
unsigned int y = ((p_runner->target_tile) / tilemap.width) * tilemap.tile_size;
DrawCircle(x+16, y+16, 8, ColorAlpha(BLUE, 0.2));
}
if (p_runner->state == LOWEST_POINT_MOVEMENT)
{
int curr_idx = p_runner->current_tile;
int next_idx = p_runner->bfs_tilemap.tilemap[curr_idx].to;
while(curr_idx != p_runner->target_tile || curr_idx == next_idx)
while(next_idx >= 0)
{
unsigned int x1 = (curr_idx % tilemap.width) * tilemap.tile_size + tilemap.tile_size / 2;
unsigned int y1 = (curr_idx / tilemap.width) * tilemap.tile_size + tilemap.tile_size / 2;
unsigned int x2 = (next_idx % tilemap.width) * tilemap.tile_size + tilemap.tile_size / 2;
unsigned int y2 = (next_idx / tilemap.width) * tilemap.tile_size + tilemap.tile_size / 2;
DrawLine(x1, y1, x2, y2, BLACK);
curr_idx = next_idx;
next_idx = p_runner->bfs_tilemap.tilemap[curr_idx].to;
}
}
}
char buffer[64] = {0};
@ -124,7 +149,7 @@ static void level_scene_render_func(Scene_t* scene)
draw_rec.y = 0;
draw_rec.height *= -1;
BeginDrawing();
ClearBackground(LIGHTGRAY);
ClearBackground( water_toggle? ColorAlpha(BLUE, 0.2) : LIGHTGRAY);
DrawTextureRec(
data->game_viewport.texture,
draw_rec,
@ -173,6 +198,10 @@ static void toggle_block_system(Scene_t* scene)
Vector2 raw_mouse_pos = {GetMouseX(), GetMouseY()};
raw_mouse_pos = Vector2Subtract(raw_mouse_pos, (Vector2){data->game_rec.x, data->game_rec.y});
if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON))
{
last_tile_idx = MAX_N_TILES;
}
if (
raw_mouse_pos.x < data->game_rec.width
&& raw_mouse_pos.y < data->game_rec.height
@ -183,12 +212,35 @@ static void toggle_block_system(Scene_t* scene)
if (tile_idx >= MAX_N_TILES) return;
if (tile_idx == last_tile_idx) return;
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON))
{
if (!water_toggle)
{
TileType_t new_type = EMPTY_TILE;
new_type = (tilemap.tiles[tile_idx].tile_type == SOLID_TILE)? EMPTY_TILE : SOLID_TILE;
if (new_type == SOLID_TILE) tilemap.tiles[tile_idx].water_level = 0;
change_a_tile(&tilemap, tile_idx, new_type);
}
else
{
if (tilemap.tiles[tile_idx].tile_type != SOLID_TILE)
{
if (tilemap.tiles[tile_idx].water_level > 0)
{
tilemap.tiles[tile_idx].water_level = 0;
}
else
{
tilemap.tiles[tile_idx].water_level = tilemap.max_water_level;
}
}
}
last_tile_idx = tile_idx;
CWaterRunner_t* p_crunner;
sc_map_foreach_value(&scene->ent_manager.component_map[CWATERRUNNER_T], p_crunner)
{
p_crunner->state = BFS_RESET;
}
}
else if (IsMouseButtonReleased(MOUSE_RIGHT_BUTTON))
{
@ -253,6 +305,9 @@ static void level_do_action(Scene_t* scene, ActionType_t action, bool pressed)
case ACTION_RIGHT:
p_playerstate->player_dir.x = (pressed)? 1 : 0;
break;
case ACTION_METAL_TOGGLE:
if (!pressed) water_toggle = !water_toggle;
break;
default:
break;
}
@ -300,6 +355,7 @@ int main(void)
scene.data.tilemap.width = DEFAULT_MAP_WIDTH;
scene.data.tilemap.height = DEFAULT_MAP_HEIGHT;
scene.data.tilemap.tile_size = TILE_SIZE;
scene.data.tilemap.max_water_level = 1;
scene.data.tilemap.n_tiles = scene.data.tilemap.width * scene.data.tilemap.height;
assert(scene.data.tilemap.n_tiles <= MAX_N_TILES);
scene.data.tilemap.tiles = all_tiles;
@ -330,14 +386,18 @@ int main(void)
sc_array_add(&scene.scene.systems, &simple_friction_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_water_runner_system);
sc_array_add(&scene.scene.systems, &toggle_block_system);
sc_array_add(&scene.scene.systems, &camera_update_system);
sc_array_add(&scene.scene.systems, &player_dir_reset_system);
sc_map_put_64(&scene.scene.action_map, KEY_R, ACTION_RESTART);
sc_map_put_64(&scene.scene.action_map, KEY_UP, ACTION_UP);
sc_map_put_64(&scene.scene.action_map, KEY_DOWN, ACTION_DOWN);
sc_map_put_64(&scene.scene.action_map, KEY_LEFT, ACTION_LEFT);
sc_map_put_64(&scene.scene.action_map, KEY_RIGHT, ACTION_RIGHT);
sc_map_put_64(&scene.scene.action_map, KEY_P, ACTION_METAL_TOGGLE);
while(true)