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5 Commits

Author SHA1 Message Date
En Yi 64c3532305 Replace method to get Scene specific data
Changelog:
- Use CONTAINER_OF macros to get scene specific data
- Remove unnecessary scene_data from Scene_t
- Still use pointer to scene specific data as these data could be
  quite heavy on memory
2023-05-07 21:04:24 +08:00
En Yi 49b5a19cad Fix Out of buffer access in tilemap
Others:
- Change HUD BG colour to lightgray
- Use CONTAINER_OF macros to access specific scene data in editor scene
2023-05-07 19:29:35 +08:00
En Yi cd71dae730 Add camera and game viewport
Changelog:
- Add 2D camera to level scene
- Add camera update system to level systems
- Add viewport to draw the level
    - This allows larger level to fit inside the window
- Update mouse handling to account for camera and viewport
2023-05-07 19:15:15 +08:00
En Yi 7c94ecde89 Fix main program crash
Changelog:
- Init asset management and pass into scene inits
2023-05-07 16:27:14 +08:00
En Yi d4dfe01182 Slightly rework scene rendering
Changelog:
- Draw calls are now in rendering function of a scene
    - This is to allow flexibility on how a scene is rendered
- Modify level scene to render level using RenderTexture
    - This is to prepare for camera implementation later
- CloseWindow is called after all de-init functions is called
2023-05-07 16:25:03 +08:00
11 changed files with 268 additions and 172 deletions

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@ -56,6 +56,6 @@ int main(void)
spr2->elapsed = 0;
}
}
CloseWindow();
term_assets(&assets);
CloseWindow();
}

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@ -3,12 +3,16 @@
#define __CONSTANTS_H
#ifndef TILE16_SIZE
#define TILE_SIZE 32
#define DEFAULT_MAP_WIDTH 32
#define DEFAULT_MAP_WIDTH 48
#define DEFAULT_MAP_HEIGHT 16
#define VIEWABLE_MAP_WIDTH 32
#define VIEWABLE_MAP_HEIGHT 16
#else
#define TILE_SIZE 16
#define DEFAULT_MAP_WIDTH 64
#define DEFAULT_MAP_HEIGHT 32
#define VIEWABLE_MAP_WIDTH 32
#define VIEWABLE_MAP_HEIGHT 16
#endif
#define GRAV_ACCEL 1500

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@ -16,168 +16,193 @@ enum EntitySpawnSelection {
SPAWN_CRATE,
SPAWN_METAL_CRATE,
};
#define MAX_SPAWN_TYPE 4
#define MAX_SPAWN_TYPE 5
static unsigned int current_spawn_selection = 0;
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, const TileGrid_t* tilemap)
{
unsigned int tile_x = x / TILE_SIZE;
unsigned int tile_y = y / TILE_SIZE;
return tile_y * tilemap_width + tile_x;
if (tile_x < tilemap->width && tile_y < tilemap->height)
{
return tile_y * tilemap->width + tile_x;
}
return MAX_N_TILES;
}
static void level_scene_render_func(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_ent;
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));
BeginTextureMode(data->game_viewport);
ClearBackground(RAYWHITE);
BeginMode2D(data->cam);
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].tile_type == SOLID_TILE)
{
DrawRectangle(x, y, TILE_SIZE, TILE_SIZE, BLACK);
}
else if (tilemap.tiles[i].tile_type == ONEWAY_TILE)
{
DrawRectangle(x, y, TILE_SIZE, TILE_SIZE, MAROON);
}
else if (tilemap.tiles[i].tile_type == LADDER)
{
DrawRectangle(x, y, TILE_SIZE, TILE_SIZE, ORANGE);
}
if (tilemap.tiles[i].water_level > 0)
{
// Draw water tile
Color water_colour = ColorAlpha(BLUE, 0.5);
DrawRectangle(x, y, TILE_SIZE, TILE_SIZE, water_colour);
}
}
char buffer[64] = {0};
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);
Color colour;
switch(p_ent->m_tag)
{
case PLAYER_ENT_TAG:
colour = RED;
break;
case CRATES_ENT_TAG:
colour = p_bbox->fragile? BROWN : GRAY;
break;
default:
colour = BLACK;
}
DrawRectangle(p_ct->position.x, p_ct->position.y, p_bbox->size.x, p_bbox->size.y, colour);
CHurtbox_t* p_hurtbox = get_component(&scene->ent_manager, p_ent, CHURTBOX_T);
CHitBoxes_t* p_hitbox = get_component(&scene->ent_manager, p_ent, CHITBOXES_T);
if (p_hitbox != NULL)
{
for (uint8_t i = 0;i < p_hitbox->n_boxes; ++i)
if (tilemap.tiles[i].tile_type == SOLID_TILE)
{
Rectangle rec = {
.x = p_ct->position.x + p_hitbox->boxes[i].x,
.y = p_ct->position.y + p_hitbox->boxes[i].y,
.width = p_hitbox->boxes[i].width,
.height = p_hitbox->boxes[i].height,
};
DrawRectangleLinesEx(rec, 1.5, ORANGE);
DrawRectangle(x, y, TILE_SIZE, TILE_SIZE, BLACK);
}
else if (tilemap.tiles[i].tile_type == ONEWAY_TILE)
{
DrawRectangle(x, y, TILE_SIZE, TILE_SIZE, MAROON);
}
else if (tilemap.tiles[i].tile_type == LADDER)
{
DrawRectangle(x, y, TILE_SIZE, TILE_SIZE, ORANGE);
}
if (tilemap.tiles[i].water_level > 0)
{
// Draw water tile
Color water_colour = ColorAlpha(BLUE, 0.5);
DrawRectangle(x, y, TILE_SIZE, TILE_SIZE, water_colour);
}
}
if (p_hurtbox != NULL)
char buffer[64] = {0};
sc_map_foreach_value(&scene->ent_manager.entities, p_ent)
{
Rectangle rec = {
.x = p_ct->position.x + p_hurtbox->offset.x,
.y = p_ct->position.y + p_hurtbox->offset.y,
.width = p_hurtbox->size.x,
.height = p_hurtbox->size.y,
};
DrawRectangleLinesEx(rec, 1.5, PURPLE);
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);
Color colour;
switch(p_ent->m_tag)
{
case PLAYER_ENT_TAG:
colour = RED;
break;
case CRATES_ENT_TAG:
colour = p_bbox->fragile? BROWN : GRAY;
break;
default:
colour = BLACK;
}
DrawRectangle(p_ct->position.x, p_ct->position.y, p_bbox->size.x, p_bbox->size.y, colour);
CHurtbox_t* p_hurtbox = get_component(&scene->ent_manager, p_ent, CHURTBOX_T);
CHitBoxes_t* p_hitbox = get_component(&scene->ent_manager, p_ent, CHITBOXES_T);
if (p_hitbox != NULL)
{
for (uint8_t i = 0;i < p_hitbox->n_boxes; ++i)
{
Rectangle rec = {
.x = p_ct->position.x + p_hitbox->boxes[i].x,
.y = p_ct->position.y + p_hitbox->boxes[i].y,
.width = p_hitbox->boxes[i].width,
.height = p_hitbox->boxes[i].height,
};
DrawRectangleLinesEx(rec, 1.5, ORANGE);
}
}
if (p_hurtbox != NULL)
{
Rectangle rec = {
.x = p_ct->position.x + p_hurtbox->offset.x,
.y = p_ct->position.y + p_hurtbox->offset.y,
.width = p_hurtbox->size.x,
.height = p_hurtbox->size.y,
};
DrawRectangleLinesEx(rec, 1.5, PURPLE);
}
CSprite_t* p_cspr = get_component(&scene->ent_manager, p_ent, CSPRITE_T);
if (p_cspr != NULL)
{
Vector2 pos = Vector2Add(p_ct->position, p_cspr->offset);
draw_sprite(p_cspr->sprite, pos);
}
}
CSprite_t* p_cspr = get_component(&scene->ent_manager, p_ent, CSPRITE_T);
if (p_cspr != NULL)
for (size_t i = 0; i < tilemap.n_tiles; ++i)
{
Vector2 pos = Vector2Add(p_ct->position, p_cspr->offset);
draw_sprite(p_cspr->sprite, pos);
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 > 0)
{
DrawText(buffer, x, y, 10, WHITE);
}
else
{
// Draw water tile
DrawText(buffer, x, y, 10, BLACK);
}
}
}
for (size_t i = 0; i < tilemap.n_tiles; ++i)
{
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 > 0)
// Draw tile grid
for (size_t i = 0; i < tilemap.width; ++i)
{
DrawText(buffer, x, y, 10, WHITE);
int x = (i+1)*TILE_SIZE;
DrawLine(x, 0, x, tilemap.height * TILE_SIZE, BLACK);
}
else
for (size_t i = 0; i < tilemap.height;++i)
{
// Draw water tile
DrawText(buffer, x, y, 10, BLACK);
int y = (i+1)*TILE_SIZE;
DrawLine(0, y, tilemap.width * TILE_SIZE, y, BLACK);
}
}
EndMode2D();
EndTextureMode();
// Draw tile grid
for (size_t i = 0; i < tilemap.width; ++i)
{
int x = (i+1)*TILE_SIZE;
DrawLine(x, 0, x, tilemap.height * TILE_SIZE, BLACK);
}
for (size_t i = 0; i < tilemap.height;++i)
{
int y = (i+1)*TILE_SIZE;
DrawLine(0, y, tilemap.width * TILE_SIZE, y, BLACK);
}
Rectangle draw_rec = data->game_rec;
draw_rec.x = 0;
draw_rec.y = 0;
draw_rec.height *= -1;
BeginDrawing();
ClearBackground(LIGHTGRAY);
DrawTextureRec(
data->game_viewport.texture,
draw_rec,
(Vector2){data->game_rec.x, data->game_rec.y},
WHITE
);
// For DEBUG
const int gui_x = data->game_rec.x + data->game_rec.width + 10;
sc_map_foreach_value(&scene->ent_manager.entities_map[PLAYER_ENT_TAG], p_ent)
{
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);
CPlayerState_t* p_pstate = get_component(&scene->ent_manager, p_ent, CPLAYERSTATE_T);
CMovementState_t* p_mstate = get_component(&scene->ent_manager, p_ent, CMOVEMENTSTATE_T);
sprintf(buffer, "Pos: %.3f\n %.3f", p_ct->position.x, p_ct->position.y);
DrawText(buffer, gui_x, 15, 12, BLACK);
sprintf(buffer, "Vel: %.3f\n %.3f", p_ct->velocity.x, p_ct->velocity.y);
DrawText(buffer, gui_x + 80, 15, 12, BLACK);
//sprintf(buffer, "Accel: %.3f\n %.3f", p_ct->accel.x, p_ct->accel.y);
//DrawText(buffer, tilemap.width * TILE_SIZE + 128, 60, 12, BLACK);
sprintf(buffer, "Jumps: %u", p_cjump->jumps);
DrawText(buffer, gui_x, 60, 12, BLACK);
sprintf(buffer, "Crouch: %u", p_pstate->is_crouch);
DrawText(buffer, gui_x, 90, 12, BLACK);
sprintf(buffer, "Water: %s", p_mstate->water_state & 1? "YES":"NO");
DrawText(buffer, gui_x, 120, 12, BLACK);
sprintf(buffer, "Ladder: %u", p_pstate->ladder_state);
DrawText(buffer, gui_x, 150, 12, BLACK);
}
sprintf(buffer, "Spawn Entity: %u", current_spawn_selection);
DrawText(buffer, gui_x, 240, 12, BLACK);
sprintf(buffer, "Number of Entities: %u", sc_map_size_64v(&scene->ent_manager.entities));
DrawText(buffer, gui_x, 270, 12, BLACK);
sprintf(buffer, "FPS: %u", GetFPS());
DrawText(buffer, gui_x, 320, 12, BLACK);
// For DEBUG
sc_map_foreach_value(&scene->ent_manager.entities_map[PLAYER_ENT_TAG], p_ent)
{
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);
CPlayerState_t* p_pstate = get_component(&scene->ent_manager, p_ent, CPLAYERSTATE_T);
CMovementState_t* p_mstate = get_component(&scene->ent_manager, p_ent, CMOVEMENTSTATE_T);
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, "Vel: %.3f\n %.3f", p_ct->velocity.x, p_ct->velocity.y);
DrawText(buffer, tilemap.width * TILE_SIZE + 128, 15, 12, BLACK);
//sprintf(buffer, "Accel: %.3f\n %.3f", p_ct->accel.x, p_ct->accel.y);
//DrawText(buffer, tilemap.width * TILE_SIZE + 128, 60, 12, BLACK);
sprintf(buffer, "Jumps: %u", p_cjump->jumps);
DrawText(buffer, tilemap.width * TILE_SIZE + 1, 60, 12, BLACK);
sprintf(buffer, "Crouch: %u", p_pstate->is_crouch);
DrawText(buffer, tilemap.width * TILE_SIZE + 1, 90, 12, BLACK);
sprintf(buffer, "Water: %s", p_mstate->water_state & 1? "YES":"NO");
DrawText(buffer, tilemap.width * TILE_SIZE + 1, 120, 12, BLACK);
sprintf(buffer, "Ladder: %u", p_pstate->ladder_state);
DrawText(buffer, tilemap.width * TILE_SIZE + 1, 150, 12, BLACK);
}
sprintf(buffer, "Spawn Entity: %u", current_spawn_selection);
DrawText(buffer, tilemap.width * TILE_SIZE + 1, 240, 12, BLACK);
sprintf(buffer, "Number of Entities: %u", sc_map_size_64v(&scene->ent_manager.entities));
DrawText(buffer, tilemap.width * TILE_SIZE + 1, 270, 12, BLACK);
sprintf(buffer, "FPS: %u", GetFPS());
DrawText(buffer, tilemap.width * TILE_SIZE + 1, 320, 12, BLACK);
static char mempool_stats[512];
print_mempool_stats(mempool_stats);
DrawText(mempool_stats, tilemap.width * TILE_SIZE + 1, 350, 12, BLACK);
static char mempool_stats[512];
print_mempool_stats(mempool_stats);
DrawText(mempool_stats, gui_x, 350, 12, BLACK);
EndDrawing();
}
static void spawn_crate(Scene_t* scene, unsigned int tile_idx, bool metal)
{
LevelSceneData_t* data = (LevelSceneData_t*)scene->scene_data;
LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data);
Entity_t* p_crate = add_entity(&scene->ent_manager, CRATES_ENT_TAG);
CBBox_t* p_bbox = add_component(&scene->ent_manager, p_crate, CBBOX_COMP_T);
@ -235,12 +260,21 @@ 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;
LevelSceneData_t *data = (LevelSceneData_t *)scene->scene_data;
LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data);
TileGrid_t tilemap = data->tilemap;
Vector2 raw_mouse_pos = {GetMouseX(), GetMouseY()};
raw_mouse_pos = Vector2Subtract(raw_mouse_pos, (Vector2){data->game_rec.x, data->game_rec.y});
if (IsMouseButtonDown(MOUSE_LEFT_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;
enum EntitySpawnSelection sel = (enum EntitySpawnSelection)current_spawn_selection;
if (tile_idx != last_tile_idx)
{
@ -306,10 +340,16 @@ static void toggle_block_system(Scene_t* scene)
last_tile_idx = tile_idx;
}
}
// 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

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@ -38,7 +38,6 @@ struct Scene {
EntityManager_t ent_manager;
SceneType_t scene_type;
SceneState_t state;
void * scene_data;
GameEngine_t *engine;
};

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@ -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)

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@ -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

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@ -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);

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@ -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
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@ -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();
}

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@ -57,7 +57,7 @@ int main(void)
EndDrawing();
if (WindowShouldClose()) break;
}
CloseWindow();
free_menu_scene(&scene);
sc_queue_term(&key_buffer);
CloseWindow();
}

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@ -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();
}