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3 Commits

Author SHA1 Message Date
En Yi b5e31519a6 Add a direct level player for faster playtest 2024-12-08 15:39:22 +08:00
En Yi ee64133de7 Fix jump sfx incorrectly played 2024-12-08 15:39:06 +08:00
En Yi 518c2def93 Fix crawlspace death glitch 2024-12-08 15:38:51 +08:00
3 changed files with 153 additions and 6 deletions

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@ -46,6 +46,24 @@ target_link_libraries(${PROJECT_NAME}
${GAME_LIBS}
)
add_executable(level_player
level_test.c
)
# Use Heaptrack to profile the main application
# Do not compile in ASAN
target_include_directories(level_player
PRIVATE
${CMAKE_CURRENT_LIST_DIR}
)
target_link_libraries(level_player
${GAME_LIBS}
)
add_executable(sandbox_trace
scene_test.c
tracy/public/TracyClient.cpp

122
level_test.c 100644
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@ -0,0 +1,122 @@
#include "raylib.h"
#include "assets_loader.h"
#include "scene_impl.h"
#include "ent_impl.h"
#include "mempool.h"
#include "constants.h"
#include <stdio.h>
#include <math.h>
#include <stdlib.h>
#define N_SCENES 1
Scene_t *scenes[N_SCENES];
static GameEngine_t engine = {
.scenes = scenes,
.max_scenes = 1,
.curr_scene = 0,
.assets = {0}
};
const int screenWidth = VIEWABLE_MAP_WIDTH * TILE_SIZE;
const int screenHeight = VIEWABLE_MAP_HEIGHT * TILE_SIZE;
// Maintain own queue to handle key presses
struct sc_queue_32 key_buffer;
int main(int argc, char** argv)
{
// Initialization
//--------------------------------------------------------------------------------------
SetConfigFlags(FLAG_WINDOW_RESIZABLE);
init_engine(&engine, (Vector2){screenWidth, screenHeight});
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
#ifndef NDEBUG
load_from_infofile("res/assets.info.raw", &engine.assets);
init_player_creation("res/player_spr.info", &engine.assets);
#else
load_from_rres("res/myresources.rres", &engine.assets);
init_player_creation_rres("res/myresources.rres", "player_spr.info", &engine.assets);
#endif
init_item_creation(&engine.assets);
load_sfx(&engine, "snd_jump", PLAYER_JMP_SFX);
load_sfx(&engine, "snd_land", PLAYER_LAND_SFX);
load_sfx(&engine, "snd_wdrop", WATER_IN_SFX);
load_sfx(&engine, "snd_bland", BOULDER_LAND_SFX);
load_sfx(&engine, "snd_bubble", BUBBLE_SFX);
load_sfx(&engine, "snd_mdestroy", METAL_DESTROY_SFX);
load_sfx(&engine, "snd_wdestroy", WOOD_DESTROY_SFX);
load_sfx(&engine, "snd_cland", WOOD_LAND_SFX);
load_sfx(&engine, "snd_explsn", EXPLOSION_SFX);
load_sfx(&engine, "snd_coin", COIN_SFX);
load_sfx(&engine, "snd_arrhit", ARROW_DESTROY_SFX);
load_sfx(&engine, "snd_launch", ARROW_RELEASE_SFX);
load_sfx(&engine, "snd_launch", BOMB_RELEASE_SFX);
LevelScene_t level_scene;
level_scene.scene.engine = &engine;
init_game_scene(&level_scene);
level_scene.data.tile_sprites[ONEWAY_TILE] = get_sprite(&engine.assets, "tl_owp");
level_scene.data.tile_sprites[LADDER] = get_sprite(&engine.assets, "tl_ldr");
level_scene.data.tile_sprites[SPIKES] = get_sprite(&engine.assets, "d_spikes");
level_scene.data.tile_sprites[SPIKES + TILE_90CWROT] = get_sprite(&engine.assets, "l_spikes");
level_scene.data.tile_sprites[SPIKES + TILE_90CCWROT] = get_sprite(&engine.assets, "r_spikes");
level_scene.data.tile_sprites[SPIKES + TILE_180ROT] = get_sprite(&engine.assets, "u_spikes");
Texture2D* tex = get_texture(&engine.assets, "bg_tex");
SetTextureWrap(*tex, TEXTURE_WRAP_REPEAT);
sc_map_del_64(&level_scene.scene.action_map, ACTION_EXIT);
// Load level
LevelPack_t* pack = get_level_pack(&engine.assets, "DefLevels");
if (pack == NULL)
{
puts("Default level pack not found!");
return 1;
}
unsigned int selected_level = 0;
if (argc == 2) {
selected_level = strtoul(argv[1], NULL, 10);
printf("Selected level: %u", selected_level);
}
if (selected_level >= pack->n_levels) {
printf("Level numbers out of bound. Picking 0");
selected_level = 0;
}
level_scene.data.level_pack = pack;
level_scene.data.current_level = selected_level;
scenes[0] = &level_scene.scene;
reload_level_tilemap(&level_scene);
change_scene(&engine, 0);
const float DT = 1.0f/60.0f;
while (!WindowShouldClose())
{
// This entire key processing relies on the assumption that a pressed key will
// appear in the polling of raylib
Scene_t* curr_scene = engine.scenes[engine.curr_scene];
if (curr_scene->state == 0 && engine.curr_scene == 0)
{
break;
}
process_inputs(&engine, curr_scene);
float frame_time = GetFrameTime();
float delta_time = fminf(frame_time, DT);
update_scene(curr_scene, delta_time);
update_entity_manager(&curr_scene->ent_manager);
// This is needed to advance time delta
render_scene(curr_scene);
update_sfx_list(&engine);
if (curr_scene->state != 0)
{
sc_queue_clear(&key_buffer);
}
}
free_game_scene(&level_scene);
deinit_engine(&engine);
}

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@ -464,21 +464,23 @@ void player_movement_input_system(Scene_t* scene)
{
if (p_cjump->jump_released && p_pstate->jump_pressed && p_cjump->jumps > 0 && p_cjump->jump_ready)
{
play_sfx(scene->engine, PLAYER_JMP_SFX);
p_cjump->jumps--;
if (!in_water)
{
if (p_mstate->ground_state & 1 || p_cjump->coyote_timer > 0)
{
play_sfx(scene->engine, PLAYER_JMP_SFX);
p_ctransform->velocity.y = -p_cjump->jump_speed;
}
else if (p_pstate->ladder_state)
{
play_sfx(scene->engine, PLAYER_JMP_SFX);
p_ctransform->velocity.y = -p_cjump->jump_speed / 1.4;
}
}
else
{
play_sfx(scene->engine, PLAYER_JMP_SFX);
p_ctransform->velocity.y = -p_cjump->jump_speed
/ (
((p_mstate->ground_state & 1) ? 1 : 1.2)
@ -552,11 +554,16 @@ void player_bbox_update_system(Scene_t* scene)
}
}
// As long as the change in hitbox is less than a tile size,
// it should be fine
set_bbox(p_bbox, new_bbox.x, new_bbox.y);
p_player->position = Vector2Add(p_player->position, offset);
Vector2 point_to_check = Vector2Add(p_player->position, offset);
if (
check_collision_at(
p_player, point_to_check, new_bbox, &tilemap
) != 1
)
{
set_bbox(p_bbox, new_bbox.x, new_bbox.y);
p_player->position = Vector2Add(p_player->position, offset);
}
CHitBoxes_t* p_hitbox = get_component(p_player, CHITBOXES_T);
p_hitbox->boxes[0].height = p_bbox->size.y + 4;