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@ -9,6 +9,14 @@ static const Vector2 TILE_SZ = {TILE_SIZE, TILE_SIZE};
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static Tile_t all_tiles[MAX_N_TILES] = {0};
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static const Vector2 GRAVITY = {0, GRAV_ACCEL};
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static const Vector2 UPTHRUST = {0, -GRAV_ACCEL * 0.7};
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static inline unsigned int get_tile_idx(int x, int y, unsigned int tilemap_width)
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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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}
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static bool find_1D_overlap(const Vector2 l1, const Vector2 l2, float* overlap)
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{
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@ -86,6 +94,86 @@ static inline bool check_on_ground(Vector2 pos, Vector2 bbox_sz, TileGrid_t* gri
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return false;
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}
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typedef enum AnchorPoint
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{
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AP_TOP_LEFT,
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AP_TOP_CENTER,
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AP_TOP_RIGHT,
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AP_MID_LEFT,
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AP_MID_CENTER,
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AP_MID_RIGHT,
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AP_BOT_LEFT,
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AP_BOT_CENTER,
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AP_BOT_RIGHT,
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}AnchorPoint_t;
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static Vector2 shift_bbox(Vector2 bbox, Vector2 new_bbox, AnchorPoint_t anchor)
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{
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Vector2 p1;
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Vector2 p2;
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Vector2 offset = {0};
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switch (anchor)
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{
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case AP_TOP_LEFT:
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// When resizing bbox, it is implicitly assumed that to be already in topleft
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// due to the coordindate system (+ve towards right and downwards)
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// So do nothing
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return offset;
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case AP_TOP_CENTER:
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p1.x = bbox.x / 2;
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p1.y = 0;
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p2.x = new_bbox.x / 2;
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p2.y = 0;
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break;
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case AP_TOP_RIGHT:
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p1.x = bbox.x;
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p1.y = 0;
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p2.x = new_bbox.x;
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p2.y = 0;
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break;
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case AP_MID_LEFT:
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p1.x = 0;
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p1.y = bbox.y / 2;
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p2.x = 0;
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p2.y = new_bbox.y / 2;
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break;
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case AP_MID_CENTER:
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p1.x = bbox.x / 2;
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p1.y = bbox.y / 2;
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p2.x = new_bbox.x / 2;
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p2.y = new_bbox.y / 2;
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break;
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case AP_MID_RIGHT:
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p1.x = bbox.x;
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p1.y = bbox.y / 2;
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p2.x = new_bbox.x;
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p2.y = new_bbox.y / 2;
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break;
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case AP_BOT_LEFT:
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p1.x = 0;
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p1.y = bbox.y;
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p2.x = 0;
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p2.y = new_bbox.y;
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break;
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case AP_BOT_CENTER:
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p1.x = bbox.x / 2;
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p1.y = bbox.y;
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p2.x = new_bbox.x / 2;
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p2.y = new_bbox.y;
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break;
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case AP_BOT_RIGHT:
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p1.x = bbox.x;
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p1.y = bbox.y;
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p2.x = new_bbox.x;
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p2.y = new_bbox.y;
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break;
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}
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offset.x = p1.x - p2.x;
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offset.y = p1.y - p2.y;
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return offset;
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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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@ -105,6 +193,11 @@ static void level_scene_render_func(Scene_t* scene)
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}
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else
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{
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// Draw water tile
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if (tilemap.tiles[i].water_level > 0)
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{
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DrawRectangle(x, y, TILE_SIZE, TILE_SIZE, BLUE);
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}
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DrawText(buffer, x, y, 10, BLACK);
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}
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}
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@ -142,6 +235,8 @@ static void level_scene_render_func(Scene_t* scene)
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DrawText(buffer, tilemap.width * TILE_SIZE + 1, 60, 12, BLACK);
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sprintf(buffer, "Crouch: %s", p_pstate->is_crouch? "YES":"NO");
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DrawText(buffer, tilemap.width * TILE_SIZE + 1, 90, 12, BLACK);
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sprintf(buffer, "Water: %s", p_pstate->in_water? "YES":"NO");
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DrawText(buffer, tilemap.width * TILE_SIZE + 1, 120, 12, BLACK);
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}
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}
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@ -158,11 +253,19 @@ static void player_movement_input_system(Scene_t* scene)
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{
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CTransform_t* p_ctransform = get_component(&scene->ent_manager, p_player, CTRANSFORM_COMP_T);
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CJump_t* p_cjump = get_component(&scene->ent_manager, p_player, CJUMP_COMP_T);
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CBBox_t* p_bbox = get_component(&scene->ent_manager, p_player, CBBOX_COMP_T);
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CPlayerState_t* p_pstate = get_component(&scene->ent_manager, p_player, CPLAYERSTATE_T);
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p_pstate->is_crouch = data->crouch_pressed;
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p_ctransform->accel.x = 0;
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p_ctransform->accel.y = 0;
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p_ctransform->accel = Vector2Scale(Vector2Normalize(data->player_dir), MOVE_ACCEL);
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if (!p_pstate->in_water)
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{
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data->player_dir.y = 0;
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p_ctransform->accel = Vector2Scale(Vector2Normalize(data->player_dir), MOVE_ACCEL/1.2);
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}
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else
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{
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p_ctransform->accel = Vector2Scale(Vector2Normalize(data->player_dir), MOVE_ACCEL);
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}
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// Short Hop
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if (p_cjump->jumped && p_ctransform->velocity.y < 0)
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@ -174,23 +277,25 @@ static void player_movement_input_system(Scene_t* scene)
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}
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}
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if (!p_ctransform->on_ground)
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{
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p_ctransform->accel = Vector2Add(p_ctransform->accel, GRAVITY);
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if(p_pstate->is_crouch)
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if (p_pstate->in_water)
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{
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p_pstate->is_crouch = false;
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p_ctransform->position.x += PLAYER_C_XOFFSET;
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p_ctransform->position.y -= PLAYER_C_YOFFSET;
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p_bbox->size.y = PLAYER_HEIGHT;
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p_bbox->size.x = PLAYER_WIDTH;
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p_ctransform->accel = Vector2Add(p_ctransform->accel, UPTHRUST);
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}
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p_ctransform->accel = Vector2Add(p_ctransform->accel, GRAVITY);
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}
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else
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{
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// All these actions can only be done on ground
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// Check if possible to jump when jump is pressed
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if (data->jumped_pressed && p_cjump->jumps > 0)
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{
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bool jump_valid = true;
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// Check Jump from crouch
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if (p_pstate->is_crouch)
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{
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Vector2 test_pos = p_ctransform->position;
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@ -201,6 +306,7 @@ static void player_movement_input_system(Scene_t* scene)
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jump_valid = !check_collision_at(test_pos, test_bbox, &tilemap, top);
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}
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// Jump okay
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if (jump_valid)
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{
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p_ctransform->velocity.y -= p_cjump->jump_speed;
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@ -208,30 +314,26 @@ static void player_movement_input_system(Scene_t* scene)
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}
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}
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if (data->crouch_pressed && !p_pstate->is_crouch)
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{
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p_ctransform->position.x -= PLAYER_C_XOFFSET;
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p_ctransform->position.y += PLAYER_C_YOFFSET;
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p_bbox->size.x = PLAYER_C_WIDTH;
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p_bbox->size.y = PLAYER_C_HEIGHT;
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p_pstate->is_crouch = data->crouch_pressed;
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}
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else if (!data->crouch_pressed && p_pstate->is_crouch)
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{
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Vector2 test_pos = p_ctransform->position;
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Vector2 test_bbox = {PLAYER_WIDTH, PLAYER_HEIGHT};
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Vector2 top = {0, -1};
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test_pos.x += PLAYER_C_XOFFSET;
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test_pos.y -= PLAYER_C_YOFFSET;
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if (!check_collision_at(test_pos, test_bbox, &tilemap, top))
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{
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p_ctransform->position.x += PLAYER_C_XOFFSET;
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p_ctransform->position.y -= PLAYER_C_YOFFSET;
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p_bbox->size.x = PLAYER_WIDTH;
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p_bbox->size.y = PLAYER_HEIGHT;
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p_pstate->is_crouch = data->crouch_pressed;
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}
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}
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}
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// Friction
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if (p_pstate->in_water)
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{
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// Apply water friction
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// Consistent in all direction
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p_ctransform->accel = Vector2Add(
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p_ctransform->accel,
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Vector2Scale(p_ctransform->velocity, -5.5)
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);
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}
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else
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{
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// For game feel, y is set to air resistance only
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// x is set to ground resistance (even in air)
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// If not, then player is can go faster by bunny hopping
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// which is fun but not quite beneficial here
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p_ctransform->accel.x += p_ctransform->velocity.x * -3.3;
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p_ctransform->accel.y += p_ctransform->velocity.y * -1;
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}
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}
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data->player_dir.x = 0;
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@ -239,6 +341,74 @@ static void player_movement_input_system(Scene_t* scene)
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}
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static void player_bbox_update_system(Scene_t *scene)
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{
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LevelSceneData_t *data = (LevelSceneData_t *)scene->scene_data;
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TileGrid_t tilemap = data->tilemap;
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Entity_t *p_player;
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sc_map_foreach_value(&scene->ent_manager.entities_map[PLAYER_ENT_TAG], p_player)
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{
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CTransform_t* p_ctransform = get_component(&scene->ent_manager, p_player, CTRANSFORM_COMP_T);
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CBBox_t* p_bbox = get_component(&scene->ent_manager, p_player, CBBOX_COMP_T);
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CPlayerState_t* p_pstate = get_component(&scene->ent_manager, p_player, CPLAYERSTATE_T);
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if (p_ctransform->on_ground)
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{
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AnchorPoint_t anchor = AP_BOT_CENTER;
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int dx[3] = {1, 0, 2};
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for (size_t i=0; i<3; i++)
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{
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unsigned int tile_idx = get_tile_idx
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(
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p_ctransform->position.x + p_bbox->half_size.x * dx[i],
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p_ctransform->position.y + p_bbox->size.y,
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tilemap.width
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);
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if (tilemap.tiles[tile_idx].solid)
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{
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switch(i)
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{
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case 1: anchor = AP_BOT_LEFT;break;
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case 2: anchor = AP_BOT_RIGHT;break;
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}
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break;
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}
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}
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Vector2 new_bbox;
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if (p_pstate->is_crouch)
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{
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new_bbox.x = PLAYER_C_WIDTH;
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new_bbox.y = PLAYER_C_HEIGHT;
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}
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else
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{
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new_bbox.x = PLAYER_WIDTH;
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new_bbox.y = PLAYER_HEIGHT;
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}
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Vector2 offset = shift_bbox(p_bbox->size, new_bbox, anchor);
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set_bbox(p_bbox, new_bbox.x, new_bbox.y);
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p_ctransform->position = Vector2Add(p_ctransform->position, offset);
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}
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else
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{
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if (p_pstate->in_water)
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{
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Vector2 new_bbox = {PLAYER_C_WIDTH, PLAYER_C_HEIGHT};
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Vector2 offset = shift_bbox(p_bbox->size, new_bbox, AP_MID_CENTER);
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set_bbox(p_bbox, PLAYER_C_WIDTH, PLAYER_C_HEIGHT);
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p_ctransform->position = Vector2Add(p_ctransform->position, offset);
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}
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else
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{
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Vector2 new_bbox = {PLAYER_WIDTH, PLAYER_HEIGHT};
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Vector2 offset = shift_bbox(p_bbox->size, new_bbox, AP_MID_CENTER);
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set_bbox(p_bbox, PLAYER_WIDTH, PLAYER_HEIGHT);
|
|
|
|
|
p_ctransform->position = Vector2Add(p_ctransform->position, offset);
|
|
|
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|
}
|
|
|
|
|
}
|
|
|
|
|
}
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|
|
|
|
}
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|
|
|
|
|
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|
static void movement_update_system(Scene_t* scene)
|
|
|
|
|
{
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|
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|
// Update movement
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|
@ -251,8 +421,7 @@ static void movement_update_system(Scene_t* scene)
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p_ctransform->velocity,
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Vector2Scale(p_ctransform->accel, delta_time)
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);
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p_ctransform->velocity.x *= X_FRICTION;
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|
p_ctransform->velocity.y *= Y_FRICTION;
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|
float mag = Vector2Length(p_ctransform->velocity);
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|
p_ctransform->velocity = Vector2Scale(Vector2Normalize(p_ctransform->velocity), (mag > PLAYER_MAX_SPEED)? PLAYER_MAX_SPEED:mag);
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|
@ -280,63 +449,40 @@ static void player_ground_air_transition_system(Scene_t* scene)
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CTransform_t* p_ctransform = get_component(&scene->ent_manager, p_player, CTRANSFORM_COMP_T);
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|
CBBox_t* p_bbox = get_component(&scene->ent_manager, p_player, CBBOX_COMP_T);
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CJump_t* p_cjump = get_component(&scene->ent_manager, p_player, CJUMP_COMP_T);
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CPlayerState_t* p_pstate = get_component(&scene->ent_manager, p_player, CPLAYERSTATE_T);
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// State checks
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bool on_ground = check_on_ground(p_ctransform->position, p_bbox->size, &data->tilemap);
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bool in_water = false;
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unsigned int tile_x1 = (p_ctransform->position.x) / TILE_SIZE;
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unsigned int tile_y1 = (p_ctransform->position.y) / TILE_SIZE;
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unsigned int tile_x2 = (p_ctransform->position.x + p_bbox->size.x) / TILE_SIZE;
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|
unsigned int tile_y2 = (p_ctransform->position.y + p_bbox->size.y) / TILE_SIZE;
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|
for (unsigned int tile_y=tile_y1; tile_y <= tile_y2; tile_y++)
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|
{
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|
for (unsigned int tile_x=tile_x1; tile_x <= tile_x2; tile_x++)
|
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|
|
|
{
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|
unsigned int tile_idx = tile_y * data->tilemap.width + tile_x;
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|
in_water |= data->tilemap.tiles[tile_idx].water_level > 0;
|
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|
}
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|
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|
}
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|
|
// Handle Ground<->Air Transition
|
|
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|
|
if (!on_ground && p_ctransform->on_ground)
|
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|
|
|
{
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|
|
p_cjump->jumps--;
|
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|
|
|
}
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|
else if (on_ground && !p_ctransform->on_ground)
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|
else if ((on_ground && !p_ctransform->on_ground) || in_water)
|
|
|
|
|
{
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|
|
|
|
p_cjump->jumps = p_cjump->max_jumps;
|
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|
|
|
p_cjump->jumped = false;
|
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|
|
|
p_cjump->short_hop = false;
|
|
|
|
|
}
|
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|
|
|
|
|
|
// TODO: Handle in water <-> out of water transition
|
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|
|
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|
|
|
p_ctransform->on_ground = on_ground;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
static void update_tilemap_system(Scene_t *scene)
|
|
|
|
|
{
|
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|
|
|
LevelSceneData_t *data = (LevelSceneData_t *)scene->scene_data;
|
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|
|
|
TileGrid_t tilemap = data->tilemap;
|
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|
|
|
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|
|
|
|
Entity_t *p_ent;
|
|
|
|
|
sc_map_foreach_value(&scene->ent_manager.entities, p_ent)
|
|
|
|
|
{
|
|
|
|
|
CTileCoord_t * p_tilecoord = get_component(&scene->ent_manager, p_ent, CTILECOORD_COMP_T);
|
|
|
|
|
if (p_tilecoord == NULL) continue;
|
|
|
|
|
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);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
p_pstate->in_water = in_water;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
@ -351,7 +497,6 @@ static void player_collision_system(Scene_t *scene)
|
|
|
|
|
{
|
|
|
|
|
CTransform_t* p_ctransform = get_component(&scene->ent_manager, p_player, CTRANSFORM_COMP_T);
|
|
|
|
|
CBBox_t* p_bbox = get_component(&scene->ent_manager, p_player, CBBOX_COMP_T);
|
|
|
|
|
CTileCoord_t* p_tilecoord = get_component(&scene->ent_manager, p_player, CTILECOORD_COMP_T);
|
|
|
|
|
// Get the occupied tiles
|
|
|
|
|
// For each tile, loop through the entities and find overlaps
|
|
|
|
|
// exclude self
|
|
|
|
@ -360,60 +505,70 @@ static void player_collision_system(Scene_t *scene)
|
|
|
|
|
// Resolve collision via moving player by the overlap amount
|
|
|
|
|
Vector2 overlap = {0};
|
|
|
|
|
Vector2 prev_overlap = {0};
|
|
|
|
|
for (size_t i=0;i<p_tilecoord->n_tiles;++i)
|
|
|
|
|
unsigned int tile_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++)
|
|
|
|
|
{
|
|
|
|
|
unsigned int tile_idx = p_tilecoord->tiles[i];
|
|
|
|
|
Vector2 other;
|
|
|
|
|
if(tilemap.tiles[tile_idx].solid)
|
|
|
|
|
for (unsigned int tile_x=tile_x1; tile_x <= tile_x2; tile_x++)
|
|
|
|
|
{
|
|
|
|
|
|
|
|
|
|
other.x = (tile_idx % tilemap.width) * TILE_SIZE;
|
|
|
|
|
other.y = (tile_idx / tilemap.width) * TILE_SIZE; // Precision loss is intentional
|
|
|
|
|
if (find_AABB_overlap(p_ctransform->position, p_bbox->size, other, TILE_SZ, &overlap))
|
|
|
|
|
unsigned int tile_idx = tile_y * tilemap.width + tile_x;
|
|
|
|
|
//for (size_t i=0;i<p_tilecoord->n_tiles;++i)
|
|
|
|
|
//{
|
|
|
|
|
//unsigned int tile_idx = p_tilecoord->tiles[i];
|
|
|
|
|
Vector2 other;
|
|
|
|
|
if(tilemap.tiles[tile_idx].solid)
|
|
|
|
|
{
|
|
|
|
|
find_AABB_overlap(p_ctransform->prev_position, p_bbox->size, other, TILE_SZ, &prev_overlap);
|
|
|
|
|
if (fabs(prev_overlap.y) > fabs(prev_overlap.x))
|
|
|
|
|
|
|
|
|
|
other.x = (tile_idx % tilemap.width) * TILE_SIZE;
|
|
|
|
|
other.y = (tile_idx / tilemap.width) * TILE_SIZE; // Precision loss is intentional
|
|
|
|
|
if (find_AABB_overlap(p_ctransform->position, p_bbox->size, other, TILE_SZ, &overlap))
|
|
|
|
|
{
|
|
|
|
|
p_ctransform->position.x += overlap.x;
|
|
|
|
|
p_ctransform->velocity.x = 0;
|
|
|
|
|
}
|
|
|
|
|
else if (fabs(prev_overlap.x) > fabs(prev_overlap.y))
|
|
|
|
|
{
|
|
|
|
|
p_ctransform->position.y += overlap.y;
|
|
|
|
|
p_ctransform->velocity.y = 0;
|
|
|
|
|
}
|
|
|
|
|
else if (fabs(overlap.x) < fabs(overlap.y))
|
|
|
|
|
{
|
|
|
|
|
p_ctransform->position.x += overlap.x;
|
|
|
|
|
p_ctransform->velocity.x = 0;
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
p_ctransform->position.y += overlap.y;
|
|
|
|
|
p_ctransform->velocity.y = 0;
|
|
|
|
|
find_AABB_overlap(p_ctransform->prev_position, p_bbox->size, other, TILE_SZ, &prev_overlap);
|
|
|
|
|
if (fabs(prev_overlap.y) > fabs(prev_overlap.x))
|
|
|
|
|
{
|
|
|
|
|
p_ctransform->position.x += overlap.x;
|
|
|
|
|
p_ctransform->velocity.x = 0;
|
|
|
|
|
}
|
|
|
|
|
else if (fabs(prev_overlap.x) > fabs(prev_overlap.y))
|
|
|
|
|
{
|
|
|
|
|
p_ctransform->position.y += overlap.y;
|
|
|
|
|
p_ctransform->velocity.y = 0;
|
|
|
|
|
}
|
|
|
|
|
else if (fabs(overlap.x) < fabs(overlap.y))
|
|
|
|
|
{
|
|
|
|
|
p_ctransform->position.x += overlap.x;
|
|
|
|
|
p_ctransform->velocity.x = 0;
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
p_ctransform->position.y += overlap.y;
|
|
|
|
|
p_ctransform->velocity.y = 0;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
// TODO: check against the entities of each involved tiles
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
// TODO: check against the entities of each involved tiles
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Level boundary collision
|
|
|
|
|
unsigned int level_width = tilemap.width * TILE_SIZE;
|
|
|
|
|
if(p_ctransform->position.x < 0 || p_ctransform->position.x + p_bbox->size.x > level_width)
|
|
|
|
|
{
|
|
|
|
|
p_ctransform->position.x = (p_ctransform->position.x < 0) ? 0 : p_ctransform->position.x;
|
|
|
|
|
p_ctransform->position.x = (p_ctransform->position.x + p_bbox->size.x > level_width) ? level_width - p_bbox->size.x : p_ctransform->position.x;
|
|
|
|
|
p_ctransform->velocity.x *= -1;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
unsigned int level_height = tilemap.height * TILE_SIZE;
|
|
|
|
|
if(p_ctransform->position.y < 0 || p_ctransform->position.y + p_bbox->size.y > level_height)
|
|
|
|
|
{
|
|
|
|
|
p_ctransform->position.y = (p_ctransform->position.y < 0) ? 0 : p_ctransform->position.y;
|
|
|
|
|
p_ctransform->position.y = (p_ctransform->position.y + p_bbox->size.y > level_height) ? level_height - p_bbox->size.y : p_ctransform->position.y;
|
|
|
|
|
p_ctransform->velocity.y *= -1;
|
|
|
|
|
// Level boundary collision
|
|
|
|
|
unsigned int level_width = tilemap.width * TILE_SIZE;
|
|
|
|
|
if(p_ctransform->position.x < 0 || p_ctransform->position.x + p_bbox->size.x > level_width)
|
|
|
|
|
{
|
|
|
|
|
p_ctransform->position.x = (p_ctransform->position.x < 0) ? 0 : p_ctransform->position.x;
|
|
|
|
|
p_ctransform->position.x = (p_ctransform->position.x + p_bbox->size.x > level_width) ? level_width - p_bbox->size.x : p_ctransform->position.x;
|
|
|
|
|
p_ctransform->velocity.x *= -1;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
unsigned int level_height = tilemap.height * TILE_SIZE;
|
|
|
|
|
if(p_ctransform->position.y < 0 || p_ctransform->position.y + p_bbox->size.y > level_height)
|
|
|
|
|
{
|
|
|
|
|
p_ctransform->position.y = (p_ctransform->position.y < 0) ? 0 : p_ctransform->position.y;
|
|
|
|
|
p_ctransform->position.y = (p_ctransform->position.y + p_bbox->size.y > level_height) ? level_height - p_bbox->size.y : p_ctransform->position.y;
|
|
|
|
|
p_ctransform->velocity.y *= -1;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
// Deal with float precision, by rounding when it is near to an integer enough by 2 dp
|
|
|
|
@ -451,12 +606,28 @@ static void toggle_block_system(Scene_t *scene)
|
|
|
|
|
|
|
|
|
|
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON))
|
|
|
|
|
{
|
|
|
|
|
int mouse_x = GetMouseX() / TILE_SIZE;
|
|
|
|
|
int mouse_y = GetMouseY() / TILE_SIZE;
|
|
|
|
|
unsigned int tile_idx = mouse_y * tilemap.width + mouse_x;
|
|
|
|
|
unsigned int tile_idx = get_tile_idx(GetMouseX(), GetMouseY(), tilemap.width);
|
|
|
|
|
if (tile_idx != last_tile_idx)
|
|
|
|
|
{
|
|
|
|
|
tilemap.tiles[tile_idx].solid = !tilemap.tiles[tile_idx].solid;
|
|
|
|
|
tilemap.tiles[tile_idx].water_level = 0;
|
|
|
|
|
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 (tile_idx != last_tile_idx)
|
|
|
|
|
{
|
|
|
|
|
if (tilemap.tiles[tile_idx].water_level == 0)
|
|
|
|
|
{
|
|
|
|
|
tilemap.tiles[tile_idx].water_level = MAX_WATER_LEVEL;
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
tilemap.tiles[tile_idx].water_level = 0;
|
|
|
|
|
}
|
|
|
|
|
last_tile_idx = tile_idx;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
@ -472,9 +643,11 @@ void level_do_action(Scene_t *scene, ActionType_t action, bool pressed)
|
|
|
|
|
switch(action)
|
|
|
|
|
{
|
|
|
|
|
case ACTION_UP:
|
|
|
|
|
data->player_dir.y = (pressed)? -1 : 0;
|
|
|
|
|
data->jumped_pressed = pressed;
|
|
|
|
|
break;
|
|
|
|
|
case ACTION_DOWN:
|
|
|
|
|
data->player_dir.y = (pressed)? 1 : 0;
|
|
|
|
|
data->crouch_pressed = pressed;
|
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break;
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case ACTION_LEFT:
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@ -497,8 +670,9 @@ void init_level_scene(LevelScene_t *scene)
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// insert level scene systems
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sc_array_add(&scene->scene.systems, &player_movement_input_system);
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sc_array_add(&scene->scene.systems, &player_bbox_update_system);
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sc_array_add(&scene->scene.systems, &movement_update_system);
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sc_array_add(&scene->scene.systems, &update_tilemap_system);
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//sc_array_add(&scene->scene.systems, &update_tilemap_system);
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sc_array_add(&scene->scene.systems, &player_collision_system);
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sc_array_add(&scene->scene.systems, &player_ground_air_transition_system);
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sc_array_add(&scene->scene.systems, &toggle_block_system);
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