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5 Commits
9eb46d0e57
...
64c3532305
Author | SHA1 | Date |
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64c3532305 | |
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49b5a19cad | |
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cd71dae730 | |
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7c94ecde89 | |
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d4dfe01182 |
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@ -56,6 +56,6 @@ int main(void)
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spr2->elapsed = 0;
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}
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}
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CloseWindow();
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term_assets(&assets);
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CloseWindow();
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}
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@ -3,12 +3,16 @@
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#define __CONSTANTS_H
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#ifndef TILE16_SIZE
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#define TILE_SIZE 32
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#define DEFAULT_MAP_WIDTH 32
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#define DEFAULT_MAP_WIDTH 48
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#define DEFAULT_MAP_HEIGHT 16
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#define VIEWABLE_MAP_WIDTH 32
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#define VIEWABLE_MAP_HEIGHT 16
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#else
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#define TILE_SIZE 16
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#define DEFAULT_MAP_WIDTH 64
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#define DEFAULT_MAP_HEIGHT 32
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#define VIEWABLE_MAP_WIDTH 32
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#define VIEWABLE_MAP_HEIGHT 16
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#endif
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#define GRAV_ACCEL 1500
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@ -16,168 +16,193 @@ enum EntitySpawnSelection {
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SPAWN_CRATE,
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SPAWN_METAL_CRATE,
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};
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#define MAX_SPAWN_TYPE 4
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#define MAX_SPAWN_TYPE 5
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static unsigned int current_spawn_selection = 0;
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static inline unsigned int get_tile_idx(int x, int y, unsigned int tilemap_width)
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static inline unsigned int get_tile_idx(int x, int y, const TileGrid_t* tilemap)
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{
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unsigned int tile_x = x / TILE_SIZE;
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unsigned int tile_y = y / TILE_SIZE;
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return tile_y * tilemap_width + tile_x;
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if (tile_x < tilemap->width && tile_y < tilemap->height)
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{
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return tile_y * tilemap->width + tile_x;
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}
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return MAX_N_TILES;
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}
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static void level_scene_render_func(Scene_t* scene)
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{
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LevelSceneData_t* data = (LevelSceneData_t *)scene->scene_data;
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LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data);
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TileGrid_t tilemap = data->tilemap;
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Entity_t* p_ent;
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for (size_t i = 0; i < tilemap.n_tiles; ++i)
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{
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char buffer[6] = {0};
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int x = (i % tilemap.width) * TILE_SIZE;
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int y = (i / tilemap.width) * TILE_SIZE;
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sprintf(buffer, "%u", sc_map_size_64(&tilemap.tiles[i].entities_set));
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BeginTextureMode(data->game_viewport);
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ClearBackground(RAYWHITE);
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BeginMode2D(data->cam);
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for (size_t i = 0; i < tilemap.n_tiles; ++i)
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{
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char buffer[6] = {0};
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int x = (i % tilemap.width) * TILE_SIZE;
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int y = (i / tilemap.width) * TILE_SIZE;
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sprintf(buffer, "%u", sc_map_size_64(&tilemap.tiles[i].entities_set));
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if (tilemap.tiles[i].tile_type == SOLID_TILE)
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{
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DrawRectangle(x, y, TILE_SIZE, TILE_SIZE, BLACK);
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}
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else if (tilemap.tiles[i].tile_type == ONEWAY_TILE)
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{
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DrawRectangle(x, y, TILE_SIZE, TILE_SIZE, MAROON);
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}
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else if (tilemap.tiles[i].tile_type == LADDER)
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{
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DrawRectangle(x, y, TILE_SIZE, TILE_SIZE, ORANGE);
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}
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if (tilemap.tiles[i].water_level > 0)
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{
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// Draw water tile
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Color water_colour = ColorAlpha(BLUE, 0.5);
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DrawRectangle(x, y, TILE_SIZE, TILE_SIZE, water_colour);
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}
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}
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char buffer[64] = {0};
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sc_map_foreach_value(&scene->ent_manager.entities, p_ent)
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{
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CTransform_t* p_ct = get_component(&scene->ent_manager, p_ent, CTRANSFORM_COMP_T);
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CBBox_t* p_bbox = get_component(&scene->ent_manager, p_ent, CBBOX_COMP_T);
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Color colour;
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switch(p_ent->m_tag)
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{
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case PLAYER_ENT_TAG:
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colour = RED;
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break;
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case CRATES_ENT_TAG:
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colour = p_bbox->fragile? BROWN : GRAY;
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break;
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default:
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colour = BLACK;
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}
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DrawRectangle(p_ct->position.x, p_ct->position.y, p_bbox->size.x, p_bbox->size.y, colour);
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CHurtbox_t* p_hurtbox = get_component(&scene->ent_manager, p_ent, CHURTBOX_T);
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CHitBoxes_t* p_hitbox = get_component(&scene->ent_manager, p_ent, CHITBOXES_T);
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if (p_hitbox != NULL)
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{
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for (uint8_t i = 0;i < p_hitbox->n_boxes; ++i)
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if (tilemap.tiles[i].tile_type == SOLID_TILE)
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{
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Rectangle rec = {
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.x = p_ct->position.x + p_hitbox->boxes[i].x,
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.y = p_ct->position.y + p_hitbox->boxes[i].y,
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.width = p_hitbox->boxes[i].width,
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.height = p_hitbox->boxes[i].height,
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};
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DrawRectangleLinesEx(rec, 1.5, ORANGE);
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DrawRectangle(x, y, TILE_SIZE, TILE_SIZE, BLACK);
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}
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else if (tilemap.tiles[i].tile_type == ONEWAY_TILE)
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{
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DrawRectangle(x, y, TILE_SIZE, TILE_SIZE, MAROON);
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}
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else if (tilemap.tiles[i].tile_type == LADDER)
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{
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DrawRectangle(x, y, TILE_SIZE, TILE_SIZE, ORANGE);
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}
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if (tilemap.tiles[i].water_level > 0)
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{
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// Draw water tile
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Color water_colour = ColorAlpha(BLUE, 0.5);
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DrawRectangle(x, y, TILE_SIZE, TILE_SIZE, water_colour);
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}
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}
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if (p_hurtbox != NULL)
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char buffer[64] = {0};
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sc_map_foreach_value(&scene->ent_manager.entities, p_ent)
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{
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Rectangle rec = {
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.x = p_ct->position.x + p_hurtbox->offset.x,
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.y = p_ct->position.y + p_hurtbox->offset.y,
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.width = p_hurtbox->size.x,
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.height = p_hurtbox->size.y,
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};
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DrawRectangleLinesEx(rec, 1.5, PURPLE);
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CTransform_t* p_ct = get_component(&scene->ent_manager, p_ent, CTRANSFORM_COMP_T);
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CBBox_t* p_bbox = get_component(&scene->ent_manager, p_ent, CBBOX_COMP_T);
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Color colour;
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switch(p_ent->m_tag)
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{
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case PLAYER_ENT_TAG:
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colour = RED;
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break;
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case CRATES_ENT_TAG:
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colour = p_bbox->fragile? BROWN : GRAY;
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break;
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default:
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colour = BLACK;
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}
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DrawRectangle(p_ct->position.x, p_ct->position.y, p_bbox->size.x, p_bbox->size.y, colour);
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CHurtbox_t* p_hurtbox = get_component(&scene->ent_manager, p_ent, CHURTBOX_T);
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CHitBoxes_t* p_hitbox = get_component(&scene->ent_manager, p_ent, CHITBOXES_T);
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if (p_hitbox != NULL)
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{
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for (uint8_t i = 0;i < p_hitbox->n_boxes; ++i)
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{
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Rectangle rec = {
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.x = p_ct->position.x + p_hitbox->boxes[i].x,
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.y = p_ct->position.y + p_hitbox->boxes[i].y,
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.width = p_hitbox->boxes[i].width,
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.height = p_hitbox->boxes[i].height,
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};
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DrawRectangleLinesEx(rec, 1.5, ORANGE);
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}
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}
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if (p_hurtbox != NULL)
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{
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Rectangle rec = {
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.x = p_ct->position.x + p_hurtbox->offset.x,
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.y = p_ct->position.y + p_hurtbox->offset.y,
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.width = p_hurtbox->size.x,
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.height = p_hurtbox->size.y,
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};
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DrawRectangleLinesEx(rec, 1.5, PURPLE);
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}
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CSprite_t* p_cspr = get_component(&scene->ent_manager, p_ent, CSPRITE_T);
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if (p_cspr != NULL)
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{
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Vector2 pos = Vector2Add(p_ct->position, p_cspr->offset);
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draw_sprite(p_cspr->sprite, pos);
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}
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}
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CSprite_t* p_cspr = get_component(&scene->ent_manager, p_ent, CSPRITE_T);
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if (p_cspr != NULL)
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for (size_t i = 0; i < tilemap.n_tiles; ++i)
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{
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Vector2 pos = Vector2Add(p_ct->position, p_cspr->offset);
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draw_sprite(p_cspr->sprite, pos);
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int x = (i % tilemap.width) * TILE_SIZE;
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int y = (i / tilemap.width) * TILE_SIZE;
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sprintf(buffer, "%u", sc_map_size_64(&tilemap.tiles[i].entities_set));
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if (tilemap.tiles[i].solid > 0)
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{
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DrawText(buffer, x, y, 10, WHITE);
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}
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else
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{
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// Draw water tile
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DrawText(buffer, x, y, 10, BLACK);
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}
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}
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}
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for (size_t i = 0; i < tilemap.n_tiles; ++i)
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{
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int x = (i % tilemap.width) * TILE_SIZE;
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int y = (i / tilemap.width) * TILE_SIZE;
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sprintf(buffer, "%u", sc_map_size_64(&tilemap.tiles[i].entities_set));
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if (tilemap.tiles[i].solid > 0)
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// Draw tile grid
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for (size_t i = 0; i < tilemap.width; ++i)
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{
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DrawText(buffer, x, y, 10, WHITE);
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int x = (i+1)*TILE_SIZE;
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DrawLine(x, 0, x, tilemap.height * TILE_SIZE, BLACK);
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}
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else
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for (size_t i = 0; i < tilemap.height;++i)
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{
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// Draw water tile
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DrawText(buffer, x, y, 10, BLACK);
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int y = (i+1)*TILE_SIZE;
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DrawLine(0, y, tilemap.width * TILE_SIZE, y, BLACK);
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}
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}
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EndMode2D();
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EndTextureMode();
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// Draw tile grid
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for (size_t i = 0; i < tilemap.width; ++i)
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{
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int x = (i+1)*TILE_SIZE;
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DrawLine(x, 0, x, tilemap.height * TILE_SIZE, BLACK);
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}
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for (size_t i = 0; i < tilemap.height;++i)
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{
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int y = (i+1)*TILE_SIZE;
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DrawLine(0, y, tilemap.width * TILE_SIZE, y, BLACK);
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}
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Rectangle draw_rec = data->game_rec;
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draw_rec.x = 0;
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draw_rec.y = 0;
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draw_rec.height *= -1;
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BeginDrawing();
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ClearBackground(LIGHTGRAY);
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DrawTextureRec(
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data->game_viewport.texture,
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draw_rec,
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(Vector2){data->game_rec.x, data->game_rec.y},
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WHITE
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);
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// For DEBUG
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const int gui_x = data->game_rec.x + data->game_rec.width + 10;
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sc_map_foreach_value(&scene->ent_manager.entities_map[PLAYER_ENT_TAG], p_ent)
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{
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CTransform_t* p_ct = get_component(&scene->ent_manager, p_ent, CTRANSFORM_COMP_T);
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CJump_t* p_cjump = get_component(&scene->ent_manager, p_ent, CJUMP_COMP_T);
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CPlayerState_t* p_pstate = get_component(&scene->ent_manager, p_ent, CPLAYERSTATE_T);
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CMovementState_t* p_mstate = get_component(&scene->ent_manager, p_ent, CMOVEMENTSTATE_T);
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sprintf(buffer, "Pos: %.3f\n %.3f", p_ct->position.x, p_ct->position.y);
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DrawText(buffer, gui_x, 15, 12, BLACK);
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sprintf(buffer, "Vel: %.3f\n %.3f", p_ct->velocity.x, p_ct->velocity.y);
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DrawText(buffer, gui_x + 80, 15, 12, BLACK);
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//sprintf(buffer, "Accel: %.3f\n %.3f", p_ct->accel.x, p_ct->accel.y);
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//DrawText(buffer, tilemap.width * TILE_SIZE + 128, 60, 12, BLACK);
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sprintf(buffer, "Jumps: %u", p_cjump->jumps);
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DrawText(buffer, gui_x, 60, 12, BLACK);
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sprintf(buffer, "Crouch: %u", p_pstate->is_crouch);
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DrawText(buffer, gui_x, 90, 12, BLACK);
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sprintf(buffer, "Water: %s", p_mstate->water_state & 1? "YES":"NO");
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DrawText(buffer, gui_x, 120, 12, BLACK);
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sprintf(buffer, "Ladder: %u", p_pstate->ladder_state);
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DrawText(buffer, gui_x, 150, 12, BLACK);
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}
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sprintf(buffer, "Spawn Entity: %u", current_spawn_selection);
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DrawText(buffer, gui_x, 240, 12, BLACK);
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sprintf(buffer, "Number of Entities: %u", sc_map_size_64v(&scene->ent_manager.entities));
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DrawText(buffer, gui_x, 270, 12, BLACK);
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sprintf(buffer, "FPS: %u", GetFPS());
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DrawText(buffer, gui_x, 320, 12, BLACK);
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// For DEBUG
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sc_map_foreach_value(&scene->ent_manager.entities_map[PLAYER_ENT_TAG], p_ent)
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{
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CTransform_t* p_ct = get_component(&scene->ent_manager, p_ent, CTRANSFORM_COMP_T);
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CJump_t* p_cjump = get_component(&scene->ent_manager, p_ent, CJUMP_COMP_T);
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CPlayerState_t* p_pstate = get_component(&scene->ent_manager, p_ent, CPLAYERSTATE_T);
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CMovementState_t* p_mstate = get_component(&scene->ent_manager, p_ent, CMOVEMENTSTATE_T);
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sprintf(buffer, "Pos: %.3f\n %.3f", p_ct->position.x, p_ct->position.y);
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DrawText(buffer, tilemap.width * TILE_SIZE + 1, 15, 12, BLACK);
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sprintf(buffer, "Vel: %.3f\n %.3f", p_ct->velocity.x, p_ct->velocity.y);
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DrawText(buffer, tilemap.width * TILE_SIZE + 128, 15, 12, BLACK);
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//sprintf(buffer, "Accel: %.3f\n %.3f", p_ct->accel.x, p_ct->accel.y);
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//DrawText(buffer, tilemap.width * TILE_SIZE + 128, 60, 12, BLACK);
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sprintf(buffer, "Jumps: %u", p_cjump->jumps);
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DrawText(buffer, tilemap.width * TILE_SIZE + 1, 60, 12, BLACK);
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sprintf(buffer, "Crouch: %u", p_pstate->is_crouch);
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DrawText(buffer, tilemap.width * TILE_SIZE + 1, 90, 12, BLACK);
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sprintf(buffer, "Water: %s", p_mstate->water_state & 1? "YES":"NO");
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DrawText(buffer, tilemap.width * TILE_SIZE + 1, 120, 12, BLACK);
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sprintf(buffer, "Ladder: %u", p_pstate->ladder_state);
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DrawText(buffer, tilemap.width * TILE_SIZE + 1, 150, 12, BLACK);
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}
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sprintf(buffer, "Spawn Entity: %u", current_spawn_selection);
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DrawText(buffer, tilemap.width * TILE_SIZE + 1, 240, 12, BLACK);
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sprintf(buffer, "Number of Entities: %u", sc_map_size_64v(&scene->ent_manager.entities));
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DrawText(buffer, tilemap.width * TILE_SIZE + 1, 270, 12, BLACK);
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sprintf(buffer, "FPS: %u", GetFPS());
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DrawText(buffer, tilemap.width * TILE_SIZE + 1, 320, 12, BLACK);
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static char mempool_stats[512];
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print_mempool_stats(mempool_stats);
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DrawText(mempool_stats, tilemap.width * TILE_SIZE + 1, 350, 12, BLACK);
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static char mempool_stats[512];
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print_mempool_stats(mempool_stats);
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DrawText(mempool_stats, gui_x, 350, 12, BLACK);
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EndDrawing();
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}
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static void spawn_crate(Scene_t* scene, unsigned int tile_idx, bool metal)
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{
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LevelSceneData_t* data = (LevelSceneData_t*)scene->scene_data;
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LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data);
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Entity_t* p_crate = add_entity(&scene->ent_manager, CRATES_ENT_TAG);
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CBBox_t* p_bbox = add_component(&scene->ent_manager, p_crate, CBBOX_COMP_T);
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@ -235,12 +260,21 @@ static void toggle_block_system(Scene_t* scene)
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{
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// TODO: This system is not good as the interface between raw input and actions is broken
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static unsigned int last_tile_idx = MAX_N_TILES;
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LevelSceneData_t *data = (LevelSceneData_t *)scene->scene_data;
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LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data);
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TileGrid_t tilemap = data->tilemap;
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Vector2 raw_mouse_pos = {GetMouseX(), GetMouseY()};
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raw_mouse_pos = Vector2Subtract(raw_mouse_pos, (Vector2){data->game_rec.x, data->game_rec.y});
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if (IsMouseButtonDown(MOUSE_LEFT_BUTTON))
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{
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unsigned int tile_idx = get_tile_idx(GetMouseX(), GetMouseY(), tilemap.width);
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if (
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raw_mouse_pos.x > data->game_rec.width
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|| raw_mouse_pos.y > data->game_rec.height
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) return;
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Vector2 mouse_pos = GetScreenToWorld2D(raw_mouse_pos, data->cam);
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unsigned int tile_idx = get_tile_idx(mouse_pos.x, mouse_pos.y, &tilemap);
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if (tile_idx >= MAX_N_TILES) return;
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enum EntitySpawnSelection sel = (enum EntitySpawnSelection)current_spawn_selection;
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if (tile_idx != last_tile_idx)
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{
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|
@ -306,10 +340,16 @@ static void toggle_block_system(Scene_t* scene)
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last_tile_idx = tile_idx;
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}
|
||||
}
|
||||
// TODO: Check for right click to change to water, also update above
|
||||
else if (IsMouseButtonDown(MOUSE_RIGHT_BUTTON))
|
||||
{
|
||||
unsigned int tile_idx = get_tile_idx(GetMouseX(), GetMouseY(), tilemap.width);
|
||||
if (
|
||||
raw_mouse_pos.x > data->game_rec.width
|
||||
|| raw_mouse_pos.y > data->game_rec.height
|
||||
) return;
|
||||
Vector2 mouse_pos = GetScreenToWorld2D(raw_mouse_pos, data->cam);
|
||||
|
||||
unsigned int tile_idx = get_tile_idx(mouse_pos.x, mouse_pos.y, &tilemap);
|
||||
if (tile_idx >= MAX_N_TILES) return;
|
||||
if (tile_idx != last_tile_idx)
|
||||
{
|
||||
if (tilemap.tiles[tile_idx].water_level == 0)
|
||||
|
@ -383,7 +423,6 @@ void level_do_action(Scene_t* scene, ActionType_t action, bool pressed)
|
|||
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;
|
||||
|
||||
init_level_scene_data(&scene->data);
|
||||
// insert level scene systems
|
||||
|
@ -399,6 +438,7 @@ void init_level_scene(LevelScene_t* scene)
|
|||
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, &sprite_animation_system);
|
||||
sc_array_add(&scene->scene.systems, &camera_update_system);
|
||||
sc_array_add(&scene->scene.systems, &toggle_block_system);
|
||||
|
||||
// This avoid graphical glitch, not essential
|
||||
|
|
|
@ -38,7 +38,6 @@ struct Scene {
|
|||
EntityManager_t ent_manager;
|
||||
SceneType_t scene_type;
|
||||
SceneState_t state;
|
||||
void * scene_data;
|
||||
GameEngine_t *engine;
|
||||
};
|
||||
|
||||
|
|
|
@ -299,7 +299,7 @@ static Vector2 shift_bbox(Vector2 bbox, Vector2 new_bbox, AnchorPoint_t anchor)
|
|||
|
||||
void player_movement_input_system(Scene_t* scene)
|
||||
{
|
||||
LevelSceneData_t* data = (LevelSceneData_t*)scene->scene_data;
|
||||
LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data);
|
||||
TileGrid_t tilemap = data->tilemap;
|
||||
|
||||
// Deal with player acceleration/velocity via inputs first
|
||||
|
@ -472,7 +472,7 @@ void player_movement_input_system(Scene_t* scene)
|
|||
|
||||
void player_bbox_update_system(Scene_t* scene)
|
||||
{
|
||||
LevelSceneData_t* data = (LevelSceneData_t*)scene->scene_data;
|
||||
LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data);
|
||||
TileGrid_t tilemap = data->tilemap;
|
||||
|
||||
Entity_t* p_player;
|
||||
|
@ -538,7 +538,7 @@ void tile_collision_system(Scene_t* scene)
|
|||
{
|
||||
static bool checked_entities[MAX_COMP_POOL_SIZE] = {0};
|
||||
|
||||
LevelSceneData_t* data = (LevelSceneData_t*)scene->scene_data;
|
||||
LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data);
|
||||
TileGrid_t tilemap = data->tilemap;
|
||||
|
||||
|
||||
|
@ -634,7 +634,7 @@ void tile_collision_system(Scene_t* scene)
|
|||
// Entity_t *p_other_ent = get_entity(&scene->ent_manager, other_ent_idx);
|
||||
// if (!p_ent->m_alive || !p_other_ent->m_alive) continue;
|
||||
//}
|
||||
sc_map_clear_32(&data->collision_events);
|
||||
//sc_map_clear_32(&data->collision_events);
|
||||
|
||||
// Level boundary collision
|
||||
unsigned int level_width = tilemap.width * TILE_SIZE;
|
||||
|
@ -728,7 +728,7 @@ void friction_coefficient_update_system(Scene_t* scene)
|
|||
|
||||
void global_external_forces_system(Scene_t* scene)
|
||||
{
|
||||
LevelSceneData_t* data = (LevelSceneData_t*)scene->scene_data;
|
||||
LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data);
|
||||
CMovementState_t* p_mstate;
|
||||
unsigned long ent_idx;
|
||||
sc_map_foreach(&scene->ent_manager.component_map[CMOVEMENTSTATE_T], ent_idx, p_mstate)
|
||||
|
@ -867,7 +867,7 @@ void player_ground_air_transition_system(Scene_t* scene)
|
|||
|
||||
void state_transition_update_system(Scene_t* scene)
|
||||
{
|
||||
LevelSceneData_t* data = (LevelSceneData_t*)scene->scene_data;
|
||||
LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data);
|
||||
//Entity_t* p_ent;
|
||||
|
||||
CMovementState_t* p_mstate;
|
||||
|
@ -920,7 +920,7 @@ void state_transition_update_system(Scene_t* scene)
|
|||
|
||||
void update_tilemap_system(Scene_t* scene)
|
||||
{
|
||||
LevelSceneData_t* data = (LevelSceneData_t*)scene->scene_data;
|
||||
LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data);
|
||||
TileGrid_t tilemap = data->tilemap;
|
||||
|
||||
CTileCoord_t* p_tilecoord;
|
||||
|
@ -966,7 +966,7 @@ void hitbox_update_system(Scene_t* scene)
|
|||
{
|
||||
static bool checked_entities[MAX_COMP_POOL_SIZE] = {0};
|
||||
|
||||
LevelSceneData_t* data = (LevelSceneData_t*)scene->scene_data;
|
||||
LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data);
|
||||
TileGrid_t tilemap = data->tilemap;
|
||||
|
||||
unsigned int ent_idx;
|
||||
|
@ -1092,14 +1092,47 @@ void sprite_animation_system(Scene_t* scene)
|
|||
}
|
||||
}
|
||||
|
||||
void camera_update_system(Scene_t* scene)
|
||||
{
|
||||
LevelScene_t* lvl_scene = CONTAINER_OF(scene, LevelScene_t, scene);
|
||||
Entity_t* p_player;
|
||||
const int width = lvl_scene->data.game_rec.width;
|
||||
const int height = lvl_scene->data.game_rec.height;
|
||||
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);
|
||||
lvl_scene->data.cam.offset = (Vector2){ width/2.0f, height/2.0f };
|
||||
lvl_scene->data.cam.target = p_ctransform->position;
|
||||
}
|
||||
Vector2 max = GetWorldToScreen2D(
|
||||
(Vector2){
|
||||
lvl_scene->data.tilemap.width * TILE_SIZE,
|
||||
lvl_scene->data.tilemap.height * TILE_SIZE
|
||||
},
|
||||
lvl_scene->data.cam
|
||||
);
|
||||
Vector2 min = GetWorldToScreen2D((Vector2){0, 0}, lvl_scene->data.cam);
|
||||
|
||||
if (max.x < width) lvl_scene->data.cam.offset.x = width - (max.x - width/2.0f);
|
||||
if (max.y < height) lvl_scene->data.cam.offset.y = height - (max.y - height/2.0f);
|
||||
if (min.x > 0) lvl_scene->data.cam.offset.x = width/2.0f - min.x;
|
||||
if (min.y > 0) lvl_scene->data.cam.offset.y = height/2.0f - min.y;
|
||||
}
|
||||
|
||||
void init_level_scene_data(LevelSceneData_t* data)
|
||||
{
|
||||
sc_map_init_32(&data->collision_events, 128, 0);
|
||||
//sc_map_init_32(&data->collision_events, 128, 0);
|
||||
data->game_viewport = LoadRenderTexture(VIEWABLE_MAP_WIDTH*TILE_SIZE, VIEWABLE_MAP_HEIGHT*TILE_SIZE);
|
||||
data->game_rec = (Rectangle){25, 25, VIEWABLE_MAP_WIDTH*TILE_SIZE, VIEWABLE_MAP_HEIGHT*TILE_SIZE};
|
||||
data->cam = (Camera2D){0};
|
||||
data->cam.rotation = 0.0f;
|
||||
data->cam.zoom = 1.0f;
|
||||
}
|
||||
|
||||
void term_level_scene_data(LevelSceneData_t* data)
|
||||
{
|
||||
sc_map_term_32(&data->collision_events);
|
||||
//sc_map_term_32(&data->collision_events);
|
||||
UnloadRenderTexture(data->game_viewport); // Unload render texture
|
||||
}
|
||||
|
||||
unsigned int player_sprite_transition_func(Entity_t* ent)
|
||||
|
|
|
@ -15,6 +15,7 @@ void state_transition_update_system(Scene_t* scene);
|
|||
void update_tilemap_system(Scene_t* scene);
|
||||
void hitbox_update_system(Scene_t* scene);
|
||||
void sprite_animation_system(Scene_t* scene);
|
||||
void camera_update_system(Scene_t* scene);
|
||||
|
||||
unsigned int player_sprite_transition_func(Entity_t* ent);
|
||||
#endif // __GAME_SYSTEMS_H
|
||||
|
|
|
@ -5,16 +5,19 @@
|
|||
|
||||
static void menu_scene_render_func(Scene_t* scene)
|
||||
{
|
||||
MenuSceneData_t* data = (MenuSceneData_t*)scene->scene_data;
|
||||
DrawText("This is a game", 25, 220, 12, BLACK);
|
||||
UI_button(data->buttons, "Start");
|
||||
UI_button(data->buttons + 1, "Continue");
|
||||
UI_button(data->buttons + 2, "Exit");
|
||||
MenuSceneData_t* data = &(CONTAINER_OF(scene, MenuScene_t, scene)->data);
|
||||
BeginDrawing();
|
||||
ClearBackground(RAYWHITE);
|
||||
DrawText("This is a game", 25, 220, 12, BLACK);
|
||||
UI_button(data->buttons, "Start");
|
||||
UI_button(data->buttons + 1, "Continue");
|
||||
UI_button(data->buttons + 2, "Exit");
|
||||
EndDrawing();
|
||||
}
|
||||
|
||||
static void menu_do_action(Scene_t* scene, ActionType_t action, bool pressed)
|
||||
{
|
||||
MenuSceneData_t* data = (MenuSceneData_t*)scene->scene_data;
|
||||
MenuSceneData_t* data = &(CONTAINER_OF(scene, MenuScene_t, scene)->data);
|
||||
int new_selection = data->selected_comp;
|
||||
if (!pressed)
|
||||
{
|
||||
|
@ -63,7 +66,7 @@ static void menu_do_action(Scene_t* scene, ActionType_t action, bool pressed)
|
|||
|
||||
static void gui_loop(Scene_t* scene)
|
||||
{
|
||||
MenuSceneData_t* data = (MenuSceneData_t*)scene->scene_data;
|
||||
MenuSceneData_t* data = &(CONTAINER_OF(scene, MenuScene_t, scene)->data);
|
||||
if (Vector2LengthSqr(GetMouseDelta()) > 1)
|
||||
{
|
||||
data->mode = MOUSE_MODE;
|
||||
|
@ -116,7 +119,6 @@ static void gui_loop(Scene_t* scene)
|
|||
void init_menu_scene(MenuScene_t* scene)
|
||||
{
|
||||
init_scene(&scene->scene, MENU_SCENE, &menu_scene_render_func, &menu_do_action);
|
||||
scene->scene.scene_data = &scene->data;
|
||||
|
||||
sc_array_add(&scene->scene.systems, &gui_loop);
|
||||
|
||||
|
|
|
@ -7,6 +7,10 @@
|
|||
#include "engine.h"
|
||||
#include "gui.h"
|
||||
|
||||
#define CONTAINER_OF(ptr, type, member) ({ \
|
||||
const typeof( ((type *)0)->member ) *__mptr = (ptr); \
|
||||
(type *)( (char *)__mptr - offsetof(type,member) );})
|
||||
|
||||
typedef enum TileType {
|
||||
EMPTY_TILE = 0,
|
||||
SOLID_TILE,
|
||||
|
@ -38,7 +42,9 @@ typedef struct TileGrid {
|
|||
|
||||
typedef struct LevelSceneData {
|
||||
TileGrid_t tilemap;
|
||||
struct sc_map_32 collision_events;
|
||||
RenderTexture2D game_viewport;
|
||||
Rectangle game_rec;
|
||||
Camera2D cam;
|
||||
}LevelSceneData_t;
|
||||
|
||||
typedef struct LevelScene {
|
||||
|
|
31
main.c
31
main.c
|
@ -7,7 +7,8 @@ Scene_t *scenes[N_SCENES];
|
|||
static GameEngine_t engine = {
|
||||
.scenes = scenes,
|
||||
.max_scenes = 2,
|
||||
.curr_scene = 0
|
||||
.curr_scene = 0,
|
||||
.assets = {0}
|
||||
};
|
||||
|
||||
const int screenWidth = 1280;
|
||||
|
@ -15,6 +16,16 @@ const int screenHeight = 640;
|
|||
|
||||
static void load_assets(void)
|
||||
{
|
||||
Texture2D* tex = add_texture(&engine.assets, "plr_tex", "res/test_tex.png");
|
||||
Sprite_t* spr = add_sprite(&engine.assets, "plr_stand", tex);
|
||||
spr->origin = (Vector2){0, 0};
|
||||
spr->frame_size = (Vector2){32, 32};
|
||||
|
||||
spr = add_sprite(&engine.assets, "plr_run", tex);
|
||||
spr->frame_count = 4;
|
||||
spr->origin = (Vector2){0, 0};
|
||||
spr->frame_size = (Vector2){32, 32};
|
||||
spr->speed = 15;
|
||||
}
|
||||
|
||||
// Maintain own queue to handle key presses
|
||||
|
@ -28,16 +39,20 @@ int main(void)
|
|||
InitWindow(screenWidth, screenHeight, "raylib");
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
init_memory_pools();
|
||||
|
||||
init_assets(&engine.assets);
|
||||
load_assets();
|
||||
|
||||
LevelScene_t level_scene;
|
||||
init_level_scene(&level_scene);
|
||||
level_scene.scene.engine = &engine;
|
||||
init_level_scene(&level_scene);
|
||||
MenuScene_t menu_scene;
|
||||
init_menu_scene(&menu_scene);
|
||||
menu_scene.scene.engine = &engine;
|
||||
init_menu_scene(&menu_scene);
|
||||
scenes[0] = &menu_scene.scene;
|
||||
scenes[1] = &level_scene.scene;
|
||||
load_assets();
|
||||
change_scene(&engine, 0);
|
||||
|
||||
//Camera2D camera = { 0 };
|
||||
//camera.offset = (Vector2){0,0};
|
||||
//camera.rotation = 0.0f;
|
||||
|
@ -79,18 +94,16 @@ int main(void)
|
|||
update_scene(curr_scene);
|
||||
update_entity_manager(&curr_scene->ent_manager);
|
||||
// This is needed to advance time delta
|
||||
BeginDrawing();
|
||||
render_scene(curr_scene);
|
||||
ClearBackground(RAYWHITE);
|
||||
EndDrawing();
|
||||
render_scene(curr_scene);
|
||||
|
||||
if (curr_scene->state != SCENE_PLAYING)
|
||||
{
|
||||
sc_queue_clear(&key_buffer);
|
||||
}
|
||||
}
|
||||
CloseWindow();
|
||||
free_level_scene(&level_scene);
|
||||
free_menu_scene(&menu_scene);
|
||||
sc_queue_term(&key_buffer);
|
||||
term_assets(&engine.assets);
|
||||
CloseWindow();
|
||||
}
|
||||
|
|
|
@ -57,7 +57,7 @@ int main(void)
|
|||
EndDrawing();
|
||||
if (WindowShouldClose()) break;
|
||||
}
|
||||
CloseWindow();
|
||||
free_menu_scene(&scene);
|
||||
sc_queue_term(&key_buffer);
|
||||
CloseWindow();
|
||||
}
|
||||
|
|
|
@ -77,13 +77,11 @@ int main(void)
|
|||
update_scene(&scene.scene);
|
||||
update_entity_manager(&scene.scene.ent_manager);
|
||||
// This is needed to advance time delta
|
||||
BeginDrawing();
|
||||
render_scene(&scene.scene);
|
||||
ClearBackground(RAYWHITE);
|
||||
EndDrawing();
|
||||
render_scene(&scene.scene);
|
||||
if (WindowShouldClose()) break;
|
||||
}
|
||||
CloseWindow();
|
||||
free_level_scene(&scene);
|
||||
sc_queue_term(&key_buffer);
|
||||
term_assets(&engine.assets);
|
||||
CloseWindow();
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue