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3 Commits

Author SHA1 Message Date
En Yi b5da3f216c Implement anchoring for bbox shifting
Changelog:
- Add function to calculate offset needed to maintain anchor when
  changing bbox size
- Simplify down bbox changing for player
- Some minor fix from last commit
2022-12-28 17:36:07 +08:00
En Yi c6ed46c6e7 Refactor out bounding box handling
Changelog:
- Make bbox handling a separate system
- Simplify crouch handling
- Remove grid update system as it is not useful
  - As there is too many factors influencing the grid positioning,
    it is not useful to pre-store the grids to check, might as
    well compute it during checks
  - Remove tilecoords component
2022-12-28 10:54:06 +08:00
En Yi 64466128bc Implement water tiles and movement
Changelog:
- Adjust Gravity and movement accelaration
- Replace friction with acceleration instead of fractions of velocity
- Add upthrust in water
- Cut movement acceleration in water
2022-12-27 13:16:05 +08:00
6 changed files with 342 additions and 139 deletions

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@ -3,12 +3,11 @@
#include "raylib.h" #include "raylib.h"
// TODO: Look at sc to use macros to auto generate functions // TODO: Look at sc to use macros to auto generate functions
#define N_COMPONENTS 5 #define N_COMPONENTS 4
enum ComponentEnum enum ComponentEnum
{ {
CBBOX_COMP_T, CBBOX_COMP_T,
CTRANSFORM_COMP_T, CTRANSFORM_COMP_T,
CTILECOORD_COMP_T,
CJUMP_COMP_T, CJUMP_COMP_T,
CPLAYERSTATE_T CPLAYERSTATE_T
}; };
@ -59,4 +58,13 @@ typedef struct _CPlayerState_t
unsigned int is_crouch: 1; unsigned int is_crouch: 1;
unsigned int in_water:1; unsigned int in_water:1;
}CPlayerState_t; }CPlayerState_t;
static inline void set_bbox(CBBox_t* p_bbox, unsigned int x, unsigned int y)
{
p_bbox->size.x = x;
p_bbox->size.y = y;
p_bbox->half_size.x = (unsigned int)(x / 2);
p_bbox->half_size.y = (unsigned int)(y / 2);
}
#endif // __COMPONENTS_H #endif // __COMPONENTS_H

22
constants.h 100644
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@ -0,0 +1,22 @@
// Constants to be used in game
#define TILE_SIZE 32
#define GRAV_ACCEL 1500
#define JUMP_SPEED 70
#define MOVE_ACCEL 1000
#define FRICTION 0.98
#define PLAYER_STAND_WIDTH 30
#define PLAYER_WIDTH 30
#define PLAYER_HEIGHT 55
#define PLAYER_C_WIDTH 48
#define PLAYER_C_HEIGHT 30
#define PLAYER_C_YOFFSET 25
#define PLAYER_C_XOFFSET 9
#define PLAYER_MAX_SPEED 1000
#define Y_FRICTION 0.98
#define X_FRICTION 0.85
#define MAX_WATER_LEVEL 4

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

View File

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

View File

@ -8,6 +8,7 @@
typedef struct Tile typedef struct Tile
{ {
bool solid; bool solid;
unsigned int water_level;
struct sc_map_64 entities_set; struct sc_map_64 entities_set;
}Tile_t; }Tile_t;

View File

@ -17,10 +17,8 @@ int main(void)
Entity_t *p_ent = add_entity(&scene.scene.ent_manager, PLAYER_ENT_TAG); Entity_t *p_ent = add_entity(&scene.scene.ent_manager, PLAYER_ENT_TAG);
CBBox_t *p_bbox = add_component(&scene.scene.ent_manager, p_ent, CBBOX_COMP_T); CBBox_t *p_bbox = add_component(&scene.scene.ent_manager, p_ent, CBBOX_COMP_T);
p_bbox->size.x = 30; set_bbox(p_bbox, 30, 45);
p_bbox->size.y = 45;
add_component(&scene.scene.ent_manager, p_ent, CTRANSFORM_COMP_T); add_component(&scene.scene.ent_manager, p_ent, CTRANSFORM_COMP_T);
add_component(&scene.scene.ent_manager, p_ent, CTILECOORD_COMP_T);
CJump_t *p_cjump = add_component(&scene.scene.ent_manager, p_ent, CJUMP_COMP_T); CJump_t *p_cjump = add_component(&scene.scene.ent_manager, p_ent, CJUMP_COMP_T);
p_cjump->jump_speed = 680; p_cjump->jump_speed = 680;
p_cjump->jumps = 1; p_cjump->jumps = 1;