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14 Commits

Author SHA1 Message Date
En Yi bab18dd5e9 Prevent crush by wooden crates
Changelog:
- collision check return status for:
    0 - no collision
    1 - non-fragile collision
    2 - fragile collision
- Update crushing function
2023-06-05 22:21:48 +08:00
En Yi 57cb3ef07a Improve collision system
Changelog:
- Add handling for complete overlap
    - It will attempt to move into an empty space near the checked
      entity. If no free space, it will move up. Ripe for exploit!
- Move boundary collision check into movement update
- AABB check now returns overlap mode:
    - 0: no overlap
    - 1: partial overlap
    - 2: complete overlap
2023-06-05 21:56:57 +08:00
En Yi dbf80508ec Integrate in player crushing system 2023-06-05 20:09:22 +08:00
En Yi 99112e3a7c Add better handling for complete AABB overlap 2023-06-05 20:05:20 +08:00
En Yi 023536f7c0 Update collision system
Changelog:
- Update collision functions to omit entity_manager
    - Change tile entity set to use map 64v to store entity pointer
- For complete overlap, return the smaller magnitude
    - Still incorrect though
- Add a check for empty space before moving the entity during collision
  check
2023-06-05 17:40:56 +08:00
En Yi aae8811cc1 Add movement to boulder for grid movement 2023-06-05 15:11:06 +08:00
En Yi c84ef5d5ee Update moveable movement system
Changelog:
- Before entering grid movement, check if any solid entities exist.
    - This allow rolling over the player, who is not solid
2023-06-05 13:40:19 +08:00
En Yi 8bc14b17b1 Add boulder-boulder interaction when landing
Changelog:
- Add previous velocity in ctransform component
- Add functions to check if a boulder can move left or right when
  landing on a boulder
- Adjust system execution order
2023-06-04 23:51:02 +08:00
En Yi 0d58ffd79a Tweak tile collision function logic
Changelog:
- Remove check for same tag, seems to be the cause for unaligned crates
- Remove dead code: collision event collection
    - Will rethink this if necessary
2023-06-04 14:54:53 +08:00
En Yi 0e94e64a6a Add solid entity check to boulder movement
Changelog:
- Prevent Boulder going into grid movement if there is an entity in
  the movement when pushed
2023-06-04 14:28:08 +08:00
En Yi 20ec3f6395 Improve on the boulder pushing mechan
Changelog:
- Implement point to AABB check function
- Change moveable check to use point-AABB check
- Allow boulder pushing from standing still
2023-06-03 14:01:10 +08:00
En Yi 62dc51d45e Implement simple systems for pushing boulder 2023-05-30 21:32:04 +08:00
En Yi b5f026c96b Refactor Entity Tag out of EC
Tags are game-specific things. So, move out of EC
2023-05-29 21:41:17 +08:00
En Yi 29c9b4eec7 Add boulder entity and moveable component 2023-05-29 21:36:06 +08:00
12 changed files with 527 additions and 150 deletions

View File

@ -1,4 +1,5 @@
#include "mempool.h"
#include "ent_impl.h"
#include <stdio.h>
int main(void)

View File

@ -16,9 +16,10 @@ enum EntitySpawnSelection {
TOGGLE_LADDER,
SPAWN_CRATE,
SPAWN_METAL_CRATE,
SPAWN_BOULDER,
};
#define MAX_SPAWN_TYPE 5
#define MAX_SPAWN_TYPE 6
static unsigned int current_spawn_selection = 0;
static inline unsigned int get_tile_idx(int x, int y, const TileGrid_t* tilemap)
@ -49,7 +50,7 @@ static void level_scene_render_func(Scene_t* scene)
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));
sprintf(buffer, "%u", sc_map_size_64v(&tilemap.tiles[i].entities_set));
if (data->tile_sprites[tilemap.tiles[i].tile_type] != NULL)
{
@ -90,10 +91,22 @@ static void level_scene_render_func(Scene_t* scene)
case CRATES_ENT_TAG:
colour = p_bbox->fragile? BROWN : GRAY;
break;
case BOULDER_ENT_TAG:
colour = GRAY;
break;
default:
colour = BLACK;
break;
}
if (p_ent->m_tag == BOULDER_ENT_TAG)
{
DrawCircleV(Vector2Add(p_ct->position, p_bbox->half_size), p_bbox->half_size.x, colour);
}
else
{
DrawRectangle(p_ct->position.x, p_ct->position.y, p_bbox->size.x, p_bbox->size.y, colour);
}
DrawRectangle(p_ct->position.x, p_ct->position.y, p_bbox->size.x, p_bbox->size.y, colour);
CHurtbox_t* p_hurtbox = get_component(p_ent, CHURTBOX_T);
CHitBoxes_t* p_hitbox = get_component(p_ent, CHITBOXES_T);
if (p_hitbox != NULL)
@ -135,7 +148,7 @@ static void level_scene_render_func(Scene_t* scene)
{
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));
sprintf(buffer, "%u", sc_map_size_64v(&tilemap.tiles[i].entities_set));
if (tilemap.tiles[i].solid > 0)
{
@ -220,6 +233,16 @@ static void spawn_crate(Scene_t* scene, unsigned int tile_idx, bool metal)
p_ctransform->position.y = (tile_idx / data->tilemap.width) * TILE_SIZE;
}
static void spawn_boulder(Scene_t* scene, unsigned int tile_idx)
{
LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data);
Entity_t* p_boulder = create_boulder(&scene->ent_manager, &scene->engine->assets);
CTransform_t* p_ctransform = get_component(p_boulder, CTRANSFORM_COMP_T);
p_ctransform->position.x = (tile_idx % data->tilemap.width) * TILE_SIZE;
p_ctransform->position.y = (tile_idx / data->tilemap.width) * TILE_SIZE;
}
static void toggle_block_system(Scene_t* scene)
{
// TODO: This system is not good as the interface between raw input and actions is broken
@ -300,6 +323,9 @@ static void toggle_block_system(Scene_t* scene)
case SPAWN_METAL_CRATE:
spawn_crate(scene, tile_idx, true);
break;
case SPAWN_BOULDER:
spawn_boulder(scene, tile_idx);
break;
}
last_tile_idx = tile_idx;
}
@ -393,17 +419,22 @@ void init_level_scene(LevelScene_t* scene)
// insert level scene systems
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, &player_pushing_system);
sc_array_add(&scene->scene.systems, &friction_coefficient_update_system);
sc_array_add(&scene->scene.systems, &global_external_forces_system);
sc_array_add(&scene->scene.systems, &moveable_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, &tile_collision_system);
sc_array_add(&scene->scene.systems, &hitbox_update_system);
sc_array_add(&scene->scene.systems, &player_crushing_system);
//sc_array_add(&scene->scene.systems, &update_tilemap_system);
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, &player_dir_reset_system);
sc_array_add(&scene->scene.systems, &toggle_block_system);
// This avoid graphical glitch, not essential
@ -428,7 +459,7 @@ void init_level_scene(LevelScene_t* scene)
{
all_tiles[i].solid = NOT_SOLID;
all_tiles[i].tile_type = EMPTY_TILE;
sc_map_init_64(&all_tiles[i].entities_set, 16, 0);
sc_map_init_64v(&all_tiles[i].entities_set, 16, 0);
}
for (size_t i = 0; i < scene->data.tilemap.width; ++i)
{
@ -447,7 +478,7 @@ void free_level_scene(LevelScene_t* scene)
for (size_t i = 0; i < MAX_N_TILES;i++)
{
all_tiles[i].solid = 0;
sc_map_term_64(&all_tiles[i].entities_set);
sc_map_term_64v(&all_tiles[i].entities_set);
}
term_level_scene_data(&scene->data);
}

View File

@ -1,35 +1,29 @@
#include "AABB.h"
bool find_1D_overlap(Vector2 l1, Vector2 l2, float* overlap)
uint8_t find_1D_overlap(Vector2 l1, Vector2 l2, float* overlap)
{
// No Overlap
if (l1.y < l2.x || l2.y < l1.x) return false;
if (l1.y < l2.x || l2.y < l1.x) return 0;
if (l1.x >= l2.x && l1.y <= l2.y)
{
// Complete Overlap, not sure what to do tbh
// Complete Overlap, any direction is possible
// Cannot give a singular value, but return something anyways
*overlap = l2.y-l2.x + l1.y-l1.x;
return 2;
}
else
{
//Partial overlap
// x is p1, y is p2
*overlap = (l2.y >= l1.y)? l2.x - l1.y : l2.y - l1.x;
}
//if (fabs(*overlap) < 0.01) // Use 2 dp precision
//{
// *overlap = 0;
// return false;
//}
return true;
//Partial overlap
// x is p1, y is p2
*overlap = (l2.y >= l1.y)? l2.x - l1.y : l2.y - l1.x;
return 1;
}
bool find_AABB_overlap(const Vector2 tl1, const Vector2 sz1, const Vector2 tl2, const Vector2 sz2, Vector2* overlap)
uint8_t find_AABB_overlap(const Vector2 tl1, const Vector2 sz1, const Vector2 tl2, const Vector2 sz2, Vector2* overlap)
{
// Note that we include one extra pixel for checking
// This avoid overlapping on the border
Vector2 l1, l2;
bool overlap_x, overlap_y;
uint8_t overlap_x, overlap_y;
l1.x = tl1.x;
l1.y = tl1.x + sz1.x;
l2.x = tl2.x;
@ -42,5 +36,16 @@ bool find_AABB_overlap(const Vector2 tl1, const Vector2 sz1, const Vector2 tl2,
l2.y = tl2.y + sz2.y;
overlap_y = find_1D_overlap(l1, l2, &overlap->y);
return overlap_x && overlap_y;
if (overlap_x == 2 && overlap_y == 2) return 2;
return (overlap_x < overlap_y) ? overlap_x : overlap_y;
}
bool point_in_AABB(Vector2 point, Rectangle box)
{
return (
point.x > box.x
&& point.y > box.y
&& point.x < box.x + box.width
&& point.y < box.y + box.height
);
}

View File

@ -2,6 +2,8 @@
#define __AABB_H
#include "raylib.h"
#include "raymath.h"
bool find_1D_overlap(Vector2 l1, Vector2 l2, float* overlap);
bool find_AABB_overlap(const Vector2 tl1, const Vector2 sz1, const Vector2 tl2, const Vector2 sz2, Vector2* overlap);
#include <stdint.h>
uint8_t find_1D_overlap(Vector2 l1, Vector2 l2, float* overlap);
uint8_t find_AABB_overlap(const Vector2 tl1, const Vector2 sz1, const Vector2 tl2, const Vector2 sz2, Vector2* overlap);
bool point_in_AABB(Vector2 point, Rectangle box);
#endif // __AABB_H

View File

@ -6,8 +6,8 @@
#include "sc/map/sc_map.h"
#include "sc/queue/sc_queue.h"
#define N_TAGS 4
#define N_COMPONENTS 10
#define N_TAGS 5
#define N_COMPONENTS 11
#define MAX_COMP_POOL_SIZE 1024
typedef struct EntityManager EntityManager_t;
typedef struct Entity Entity_t;
@ -23,6 +23,7 @@ typedef enum ComponentEnum {
CHITBOXES_T,
CHURTBOX_T,
CSPRITE_T,
CMOVEABLE_T,
} ComponentEnum_t;
typedef struct _CBBox_t {
@ -37,6 +38,7 @@ typedef struct _CTransform_t {
Vector2 prev_position;
Vector2 position;
Vector2 velocity;
Vector2 prev_velocity;
Vector2 accel;
Vector2 fric_coeff;
} CTransform_t;
@ -135,6 +137,13 @@ typedef struct _CSprite_t {
bool pause;
} CSprite_t;
typedef struct _CMoveable_t {
uint16_t move_speed;
Vector2 prev_pos;
Vector2 target_pos;
bool gridmove;
} CMoveable_t;
static inline void set_bbox(CBBox_t* p_bbox, unsigned int x, unsigned int y)
{
p_bbox->size.x = x;
@ -143,16 +152,9 @@ static inline void set_bbox(CBBox_t* p_bbox, unsigned int x, unsigned int y)
p_bbox->half_size.y = (unsigned int)(y / 2);
}
typedef enum EntityTag {
NO_ENT_TAG,
PLAYER_ENT_TAG,
ENEMY_ENT_TAG,
CRATES_ENT_TAG,
} EntityTag_t;
struct Entity {
unsigned long m_id;
EntityTag_t m_tag;
unsigned int m_tag;
bool m_alive;
unsigned long components[N_COMPONENTS];
EntityManager_t* manager;
@ -172,7 +174,7 @@ void update_entity_manager(EntityManager_t* p_manager);
void clear_entity_manager(EntityManager_t* p_manager);
void free_entity_manager(EntityManager_t* p_manager);
Entity_t* add_entity(EntityManager_t* p_manager, EntityTag_t tag);
Entity_t* add_entity(EntityManager_t* p_manager, unsigned int tag);
void remove_entity(EntityManager_t* p_manager, unsigned long id);
Entity_t *get_entity(EntityManager_t* p_manager, unsigned long id);

View File

@ -74,7 +74,7 @@ void free_entity_manager(EntityManager_t* p_manager)
sc_queue_term(&p_manager->to_remove);
}
Entity_t *add_entity(EntityManager_t* p_manager, EntityTag_t tag)
Entity_t *add_entity(EntityManager_t* p_manager, unsigned int tag)
{
unsigned long e_idx = 0;
Entity_t* p_ent = new_entity_from_mempool(&e_idx);

View File

@ -17,6 +17,7 @@ static CContainer_t ccontainer_buffer[MAX_COMP_POOL_SIZE];
static CHitBoxes_t chitboxes_buffer[MAX_COMP_POOL_SIZE];
static CHurtbox_t churtbox_buffer[MAX_COMP_POOL_SIZE];
static CSprite_t csprite_buffer[MAX_COMP_POOL_SIZE];
static CMoveable_t cmoveable_buffer[MAX_COMP_POOL_SIZE];
typedef struct ULongCircBuffer {
unsigned long* buffer; // data buffer
@ -86,6 +87,7 @@ static MemPool_t comp_mempools[N_COMPONENTS] = {
{chitboxes_buffer, MAX_COMP_POOL_SIZE, sizeof(CHitBoxes_t), NULL, {0}},
{churtbox_buffer, MAX_COMP_POOL_SIZE, sizeof(CHurtbox_t), NULL, {0}},
{csprite_buffer, MAX_COMP_POOL_SIZE, sizeof(CSprite_t), NULL, {0}},
{cmoveable_buffer, MAX_COMP_POOL_SIZE, sizeof(CMoveable_t), NULL, {0}},
};
static MemPool_t ent_mempool = {
.buffer = entity_buffer,
@ -155,7 +157,7 @@ Entity_t* new_entity_from_mempool(unsigned long* e_idx_ptr)
ent->components[j] = MAX_COMP_POOL_SIZE;
}
ent->m_alive = true;
ent->m_tag = NO_ENT_TAG;
ent->m_tag = 0;
return ent;
}

View File

@ -2,8 +2,18 @@
#define __ENT_IMPL_H
#include "assets.h"
typedef enum EntityTag {
NO_ENT_TAG = 0,
PLAYER_ENT_TAG,
ENEMY_ENT_TAG,
CRATES_ENT_TAG,
BOULDER_ENT_TAG,
} EntityTag_t;
bool init_player_creation(const char* info_file, Assets_t* assets);
Entity_t* create_player(EntityManager_t* ent_manager, Assets_t* assets);
Entity_t* create_crate(EntityManager_t* ent_manager, Assets_t* assets, bool metal);
Entity_t* create_boulder(EntityManager_t* ent_manager, Assets_t* assets);
#endif // __ENT_IMPL_H

View File

@ -1,4 +1,5 @@
#include "game_systems.h"
#include "ent_impl.h"
#include "AABB.h"
#include "EC.h"
#include "constants.h"
@ -34,21 +35,24 @@ typedef struct TileArea {
} TileArea_t;
typedef struct CollideEntity {
unsigned int idx;
Entity_t* p_ent;
Rectangle bbox;
Rectangle prev_bbox;
TileArea_t area;
} CollideEntity_t;
// ------------------------- Collision functions ------------------------------------
static bool check_collision(const CollideEntity_t* ent, TileGrid_t* grid, EntityManager_t* p_manager, bool check_oneway)
// Do not subtract one for the size for any collision check, just pass normally. The extra one is important for AABB test
static uint8_t check_collision(const CollideEntity_t* ent, TileGrid_t* grid, bool check_oneway)
{
for(unsigned int tile_y = ent->area.tile_y1; tile_y <= ent->area.tile_y2; tile_y++)
{
if (tile_y >= grid->height) return 0;
for(unsigned int tile_x = ent->area.tile_x1; tile_x <= ent->area.tile_x2; tile_x++)
{
if (tile_x >= grid->width) return 0;
unsigned int tile_idx = tile_y*grid->width + tile_x;
if (grid->tiles[tile_idx].solid == SOLID) return true;
if (grid->tiles[tile_idx].solid == SOLID) return 1;
Vector2 overlap;
if (check_oneway && grid->tiles[tile_idx].solid == ONE_WAY)
@ -60,15 +64,16 @@ static bool check_collision(const CollideEntity_t* ent, TileGrid_t* grid, Entity
);
//For one-way platform, check for vectical collision, only return true for up direction
if (overlap.y != 0 && ent->prev_bbox.y + ent->prev_bbox.height - 1 < tile_y * TILE_SIZE) return true;
if (overlap.y != 0 && ent->prev_bbox.y + ent->prev_bbox.height - 1 < tile_y * TILE_SIZE) return 1;
}
unsigned int ent_idx;
sc_map_foreach_value(&grid->tiles[tile_idx].entities_set, ent_idx)
Entity_t* p_other_ent;
sc_map_foreach_value(&grid->tiles[tile_idx].entities_set, p_other_ent)
{
if (ent->idx == ent_idx) continue;
Entity_t * p_ent = get_entity(p_manager, ent_idx);
CTransform_t *p_ctransform = get_component(p_ent, CTRANSFORM_COMP_T);
CBBox_t *p_bbox = get_component(p_ent, CBBOX_COMP_T);
if (ent->p_ent->m_id == p_other_ent->m_id) continue;
if (!ent->p_ent->m_alive) continue;
CTransform_t *p_ctransform = get_component(p_other_ent, CTRANSFORM_COMP_T);
CBBox_t *p_bbox = get_component(p_other_ent, CBBOX_COMP_T);
if (p_bbox == NULL || p_ctransform == NULL) continue;
//if (p_bbox->solid && !p_bbox->fragile)
if (p_bbox->solid)
@ -81,25 +86,24 @@ static bool check_collision(const CollideEntity_t* ent, TileGrid_t* grid, Entity
)
)
{
return true;
return (p_bbox->fragile) ? 2 : 1;
}
}
}
}
}
return false;
return 0;
}
// TODO: This should be a point collision check, not an AABB check
static bool check_collision_at(
unsigned int ent_idx, Vector2 pos, Vector2 bbox_sz,
TileGrid_t* grid, Vector2 point, EntityManager_t* p_manager
Entity_t* p_ent, Vector2 pos, Vector2 bbox_sz,
TileGrid_t* grid, Vector2 offset
)
{
Vector2 new_pos = Vector2Add(pos, point);
Vector2 new_pos = Vector2Add(pos, offset);
CollideEntity_t ent = {
.idx = ent_idx,
.p_ent = p_ent,
.bbox = (Rectangle){new_pos.x, new_pos.y, bbox_sz.x, bbox_sz.y},
.prev_bbox = (Rectangle){pos.x, pos.y, bbox_sz.x, bbox_sz.y},
.area = (TileArea_t){
@ -110,18 +114,18 @@ static bool check_collision_at(
}
};
return check_collision(&ent, grid, p_manager, false);
return check_collision(&ent, grid, false);
}
static inline bool check_on_ground(
unsigned int ent_idx, Vector2 pos, Vector2 prev_pos, Vector2 bbox_sz,
TileGrid_t* grid, EntityManager_t* p_manager
Entity_t* p_ent, Vector2 pos, Vector2 prev_pos, Vector2 bbox_sz,
TileGrid_t* grid
)
{
//return check_collision_at(ent_idx, pos, bbox_sz, grid, (Vector2){0, 1}, p_manager);
Vector2 new_pos = Vector2Add(pos, (Vector2){0, 1});
CollideEntity_t ent = {
.idx = ent_idx,
.p_ent = p_ent,
.bbox = (Rectangle){new_pos.x, new_pos.y + bbox_sz.y - 1, bbox_sz.x, 1},
.prev_bbox = (Rectangle){prev_pos.x, prev_pos.y, bbox_sz.x, bbox_sz.y},
.area = (TileArea_t){
@ -132,21 +136,23 @@ static inline bool check_on_ground(
}
};
return check_collision(&ent, grid, p_manager, true);
return check_collision(&ent, grid, true);
}
static bool check_collision_and_move(
EntityManager_t* p_manager, TileGrid_t* tilemap,
unsigned int ent_idx, CTransform_t* p_ct, Vector2 sz,
Vector2 other_pos, Vector2 other_sz, SolidType_t other_solid
TileGrid_t* tilemap,
Entity_t* ent, Vector2* other_pos, Vector2 other_bbox,
SolidType_t other_solid
)
{
CTransform_t* p_ct = get_component(ent, CTRANSFORM_COMP_T);
CBBox_t* p_bbox = get_component(ent, CBBOX_COMP_T);
Vector2 overlap = {0,0};
Vector2 prev_overlap = {0,0};
if (find_AABB_overlap(p_ct->position, sz, other_pos, other_sz, &overlap))
uint8_t overlap_mode = find_AABB_overlap(p_ct->position, p_bbox->size, *other_pos, other_bbox, &overlap);
if (overlap_mode == 1)
{
// If there is collision, use previous overlap to determine direction
find_AABB_overlap(p_ct->prev_position, sz, other_pos, other_sz, &prev_overlap);
find_AABB_overlap(p_ct->prev_position, p_bbox->size, *other_pos, other_bbox, &prev_overlap);
// Store collision event here
// Check collision on x or y axis
@ -173,25 +179,75 @@ static bool check_collision_and_move(
// also check for empty to prevent creating new collision. Not fool-proof, but good enough
//if (other_solid && !check_collision_at(ent_idx, p_ct->position, sz, tilemap, offset, p_manager))
if ( other_solid == SOLID
|| (other_solid == ONE_WAY && offset.y < 0 && (p_ct->prev_position.y + sz.y - 1 < other_pos.y))
|| (
other_solid == ONE_WAY && offset.y < 0
&& (p_ct->prev_position.y + p_bbox->size.y - 1 < other_pos->y))
)
{
p_ct->position = Vector2Add(p_ct->position, offset);
return true;
if (!check_collision_at(ent, p_ct->position, p_bbox->size, tilemap, offset))
{
p_ct->position = Vector2Add(p_ct->position, offset);
}
else
{
//*other_pos = Vector2Subtract(*other_pos, offset);
}
}
}
return false;
else if (overlap_mode == 2)
{
if ( other_solid != SOLID ) goto collision_end;
// On complete overlap, find a free space in this order: top, left, right, bottom
Vector2 point_to_test = {0};
point_to_test.x = p_ct->position.x;
point_to_test.y = other_pos->y - p_bbox->size.y;
if (!check_collision_at(ent, point_to_test, p_bbox->size, tilemap, (Vector2){0}))
{
p_ct->position = point_to_test;
goto collision_end;
}
point_to_test.x = other_pos->x - p_bbox->size.x;
point_to_test.y = p_ct->position.y;
if (!check_collision_at(ent, point_to_test, p_bbox->size, tilemap, (Vector2){0}))
{
p_ct->position = point_to_test;
goto collision_end;
}
point_to_test.x = other_pos->x + other_bbox.x;
point_to_test.y = p_ct->position.y;
if (!check_collision_at(ent, point_to_test, p_bbox->size, tilemap, (Vector2){0}))
{
p_ct->position = point_to_test;
goto collision_end;
}
point_to_test.x = p_ct->position.x;
point_to_test.y = other_pos->y + other_bbox.y;
if (!check_collision_at(ent, point_to_test, p_bbox->size, tilemap, (Vector2){0}))
{
p_ct->position = point_to_test;
goto collision_end;
}
// If no free space, Move up no matter what
p_ct->position.x = p_ct->position.x;
p_ct->position.y = other_pos->y - p_bbox->size.y;
}
collision_end:
return overlap_mode > 0;
}
static uint8_t check_bbox_edges(
EntityManager_t* p_manager, TileGrid_t* tilemap,
unsigned int ent_idx, Vector2 pos, Vector2 prev_pos, Vector2 bbox
TileGrid_t* tilemap,
Entity_t* p_ent, Vector2 pos, Vector2 prev_pos, Vector2 bbox
)
{
uint8_t detected = 0;
CollideEntity_t ent =
{
.idx = ent_idx,
.p_ent = p_ent,
.bbox = (Rectangle){pos.x - 1, pos.y, bbox.x, bbox.y},
.prev_bbox = (Rectangle){pos.x, pos.y, bbox.x, bbox.y},
.area = (TileArea_t){
@ -205,13 +261,13 @@ static uint8_t check_bbox_edges(
// TODO: Handle one-way platform
// Left
detected |= (check_collision(&ent, tilemap, p_manager, false) ? 1 : 0) << 3;
detected |= (check_collision(&ent, tilemap, false) ? 1 : 0) << 3;
//Right
ent.bbox.x += 2; // 2 to account for the previous subtraction
ent.area.tile_x1 = (pos.x + bbox.x) / TILE_SIZE;
ent.area.tile_x2 = ent.area.tile_x1;
detected |= (check_collision(&ent, tilemap, p_manager, false) ? 1 : 0) << 2;
detected |= (check_collision(&ent, tilemap, false) ? 1 : 0) << 2;
// Up
ent.bbox.x -= 2;
@ -220,13 +276,13 @@ static uint8_t check_bbox_edges(
ent.area.tile_x2 = (pos.x + bbox.x - 1) / TILE_SIZE,
ent.area.tile_y1 = (pos.y - 1) / TILE_SIZE,
ent.area.tile_y2 = ent.area.tile_y1;
detected |= (check_collision(&ent, tilemap, p_manager, false) ? 1 : 0) << 1;
detected |= (check_collision(&ent, tilemap, false) ? 1 : 0) << 1;
// Down
ent.bbox.y += 2;
ent.area.tile_y1 = (pos.y + bbox.y) / TILE_SIZE,
ent.area.tile_y2 = ent.area.tile_y1;
detected |= (check_collision(&ent, tilemap, p_manager, true) ? 1 : 0);
detected |= (check_collision(&ent, tilemap, true) ? 1 : 0);
return detected;
}
@ -297,6 +353,17 @@ static Vector2 shift_bbox(Vector2 bbox, Vector2 new_bbox, AnchorPoint_t anchor)
return offset;
}
void player_dir_reset_system(Scene_t* scene)
{
CPlayerState_t* p_pstate;
unsigned int ent_idx;
sc_map_foreach(&scene->ent_manager.component_map[CPLAYERSTATE_T], ent_idx, p_pstate)
{
p_pstate->player_dir.x = 0;
p_pstate->player_dir.y = 0;
}
}
void player_movement_input_system(Scene_t* scene)
{
LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data);
@ -465,8 +532,6 @@ void player_movement_input_system(Scene_t* scene)
p_cjump->jump_ready = false;
}
p_pstate->player_dir.x = 0;
p_pstate->player_dir.y = 0;
}
}
@ -518,8 +583,8 @@ void player_bbox_update_system(Scene_t* scene)
if (
!check_collision_at(
p_player->m_id, p_ctransform->position, new_bbox,
&tilemap, offset, &scene->ent_manager
p_player, p_ctransform->position, new_bbox,
&tilemap, offset
)
)
{
@ -534,6 +599,38 @@ void player_bbox_update_system(Scene_t* scene)
}
}
void player_crushing_system(Scene_t* scene)
{
LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, 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(p_player, CTRANSFORM_COMP_T);
CBBox_t* p_bbox = get_component(p_player, CBBOX_COMP_T);
CollideEntity_t ent =
{
.p_ent = p_player,
.bbox = (Rectangle){p_ctransform->position.x, p_ctransform->position.y, p_bbox->size.x, p_bbox->size.y},
.prev_bbox = (Rectangle){p_ctransform->prev_velocity.x, p_ctransform->prev_position.y, p_bbox->size.x, p_bbox->size.y},
.area = (TileArea_t){
.tile_x1 = (p_ctransform->position.x) / TILE_SIZE,
.tile_y1 = (p_ctransform->position.y) / TILE_SIZE,
.tile_x2 = (p_ctransform->position.x + p_bbox->size.x - 1) / TILE_SIZE,
.tile_y2 = (p_ctransform->position.y + p_bbox->size.y - 1) / TILE_SIZE,
},
};
if (check_collision(&ent, &tilemap, false) == 1)
{
memset(&p_ctransform->position, 0, sizeof(p_ctransform->position));
memset(&p_ctransform->velocity, 0, sizeof(p_ctransform->velocity));
memset(&p_ctransform->accel, 0, sizeof(p_ctransform->accel));
return;
}
}
}
void tile_collision_system(Scene_t* scene)
{
static bool checked_entities[MAX_COMP_POOL_SIZE] = {0};
@ -554,8 +651,8 @@ void tile_collision_system(Scene_t* scene)
// exclude self
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;
unsigned int tile_x2 = (p_ctransform->position.x + p_bbox->size.x - 1) / TILE_SIZE;
unsigned int tile_y2 = (p_ctransform->position.y + p_bbox->size.y - 1) / TILE_SIZE;
for (unsigned int tile_y = tile_y1; tile_y <= tile_y2; tile_y++)
{
@ -569,33 +666,31 @@ void tile_collision_system(Scene_t* scene)
other.y = (tile_idx / tilemap.width) * TILE_SIZE; // Precision loss is intentional
check_collision_and_move(
&scene->ent_manager, &tilemap, ent_idx,
p_ctransform, p_bbox->size, other,
TILE_SZ, tilemap.tiles[tile_idx].solid
&tilemap, p_ent,
&other, TILE_SZ, tilemap.tiles[tile_idx].solid
);
}
else
{
unsigned int other_ent_idx;
Entity_t* p_other_ent;
memset(checked_entities, 0, sizeof(checked_entities));
sc_map_foreach_key(&tilemap.tiles[tile_idx].entities_set, other_ent_idx)
sc_map_foreach(&tilemap.tiles[tile_idx].entities_set, other_ent_idx, p_other_ent)
{
if (other_ent_idx == ent_idx) continue;
if (checked_entities[other_ent_idx]) continue;
checked_entities[other_ent_idx] = true;
Entity_t *p_other_ent = get_entity(&scene->ent_manager, other_ent_idx);
if (!p_other_ent->m_alive) continue; // To only allow one way collision check
if (p_other_ent->m_tag < p_ent->m_tag) continue; // To only allow one way collision check
if (!p_other_ent->m_alive) continue; // No need to move if other is dead
CBBox_t *p_other_bbox = get_component(p_other_ent, CBBOX_COMP_T);
if (p_other_bbox == NULL) continue;
CTransform_t *p_other_ct = get_component(p_other_ent, CTRANSFORM_COMP_T);
check_collision_and_move(
&scene->ent_manager, &tilemap, ent_idx,
p_ctransform, p_bbox->size, p_other_ct->position,
p_other_bbox->size, p_other_bbox->solid? SOLID : NOT_SOLID
&tilemap, p_ent,
&p_other_ct->position, p_other_bbox->size,
p_other_bbox->solid? SOLID : NOT_SOLID
);
}
}
@ -604,7 +699,7 @@ void tile_collision_system(Scene_t* scene)
// Post movement edge check to zero out velocity
uint8_t edges = check_bbox_edges(
&scene->ent_manager, &data->tilemap, ent_idx,
&data->tilemap, p_ent,
p_ctransform->position, p_ctransform->prev_position, p_bbox->size
);
if (edges & (1<<3))
@ -624,48 +719,6 @@ void tile_collision_system(Scene_t* scene)
if (p_ctransform->velocity.y > 0) p_ctransform->velocity.y = 0;
}
// TODO: Resolve all collision events
//uint32_t collision_key;
//sc_map_foreach(&data->collision_events, collision_key, collision_value)
//{
// ent_idx = (collision_key >> 16);
// uint other_ent_idx = (collision_key & 0xFFFF);
// Entity_t *p_ent = get_entity(&scene->ent_manager, ent_idx);
// 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);
// 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;
if (p_ctransform->position.x + p_bbox->size.x > level_width)
{
p_ctransform->position.x = level_width - p_bbox->size.x;
}
else
{
p_ctransform->position.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;
if (p_ctransform->position.y + p_bbox->size.y > level_height)
{
p_ctransform->position.y = level_height - p_bbox->size.y;
}
else
{
p_ctransform->position.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
float decimal;
float fractional = modff(p_ctransform->position.x, &decimal);
@ -766,7 +819,7 @@ void global_external_forces_system(Scene_t* scene)
// Zero out acceleration for contacts with sturdy entites and tiles
uint8_t edges = check_bbox_edges(
&scene->ent_manager, &data->tilemap, ent_idx,
&data->tilemap, p_ent,
p_ctransform->position, p_ctransform->prev_position, p_bbox->size
);
if (edges & (1<<3))
@ -799,13 +852,228 @@ void global_external_forces_system(Scene_t* scene)
}
}
void moveable_update_system(Scene_t* scene)
{
CMoveable_t* p_moveable;
unsigned long ent_idx;
sc_map_foreach(&scene->ent_manager.component_map[CMOVEABLE_T], ent_idx, p_moveable)
{
Entity_t* p_ent = get_entity(&scene->ent_manager, ent_idx);
CTransform_t* p_ctransform = get_component(p_ent, CTRANSFORM_COMP_T);
CBBox_t* p_bbox = get_component(p_ent, CBBOX_COMP_T);
if (p_moveable->gridmove)
{
memset(&p_ctransform->velocity, 0, sizeof(p_ctransform->velocity));
memset(&p_ctransform->accel, 0, sizeof(p_ctransform->velocity));
float remaining_distance = p_moveable->target_pos.x - p_ctransform->position.x;
if (fabs(remaining_distance) < 0.1)
{
p_ctransform->position = p_moveable->target_pos;
p_moveable->gridmove = false;
p_bbox->solid = true;
}
else if (remaining_distance > 0.1)
{
p_ctransform->position.x += (remaining_distance > p_moveable->move_speed) ? p_moveable->move_speed : remaining_distance;
}
else
{
p_ctransform->position.x += (remaining_distance < -p_moveable->move_speed) ? -p_moveable->move_speed : remaining_distance;
}
}
else
{
if (p_ctransform->prev_velocity.y <= 0) continue;
TileGrid_t tilemap = (CONTAINER_OF(scene, LevelScene_t, scene)->data).tilemap;
int tile_x = (p_ctransform->position.x + p_bbox->half_size.x) / TILE_SIZE;
int tile_y = (p_ctransform->position.y + p_bbox->size.y) / TILE_SIZE;
if (tile_y >= tilemap.height) continue;
int tile_idx = tile_y * tilemap.width + tile_x;
unsigned int other_ent_idx;
bool can_move = false;
int tile_y2 = tile_y - 1;
sc_map_foreach_key(&tilemap.tiles[tile_idx].entities_set, other_ent_idx)
{
if (other_ent_idx == ent_idx) continue;
sc_map_get_64v(&scene->ent_manager.component_map[CMOVEABLE_T], other_ent_idx);
if (!sc_map_found(&scene->ent_manager.component_map[CMOVEABLE_T])) continue;
tile_x = (p_ctransform->position.x) / TILE_SIZE - 1;
if (tile_x >= 0 && tile_x < tilemap.width)
{
unsigned int tile_idx1 = tile_y * tilemap.width + tile_x;
unsigned int tile_idx2 = tile_y2 * tilemap.width + tile_x;
if (
tilemap.tiles[tile_idx1].tile_type == EMPTY_TILE
&& tilemap.tiles[tile_idx2].tile_type == EMPTY_TILE
)
{
bool any_solid = false;
unsigned int idx_to_check;
sc_map_foreach_key(&tilemap.tiles[tile_idx1].entities_set, idx_to_check)
{
Entity_t* other_ent = get_entity(&scene->ent_manager, idx_to_check);
CBBox_t* p_other_bbox = get_component(other_ent, CBBOX_COMP_T);
any_solid |= p_other_bbox->solid;
}
sc_map_foreach_key(&tilemap.tiles[tile_idx2].entities_set, idx_to_check)
{
Entity_t* other_ent = get_entity(&scene->ent_manager, idx_to_check);
CBBox_t* p_other_bbox = get_component(other_ent, CBBOX_COMP_T);
any_solid |= p_other_bbox->solid;
}
if (!any_solid)
{
can_move = true;
break;
}
}
}
tile_x += 2;
if (tile_x >= 0 && tile_x < tilemap.width)
{
unsigned int tile_idx1 = tile_y * tilemap.width + tile_x;
unsigned int tile_idx2 = tile_y2 * tilemap.width + tile_x;
if (tilemap.tiles[tile_idx1].tile_type == EMPTY_TILE
&& tilemap.tiles[tile_idx2].tile_type == EMPTY_TILE
)
{
bool any_solid = false;
unsigned int idx_to_check;
sc_map_foreach_key(&tilemap.tiles[tile_idx1].entities_set, idx_to_check)
{
Entity_t* other_ent = get_entity(&scene->ent_manager, idx_to_check);
CBBox_t* p_other_bbox = get_component(other_ent, CBBOX_COMP_T);
any_solid |= p_other_bbox->solid;
}
sc_map_foreach_key(&tilemap.tiles[tile_idx2].entities_set, idx_to_check)
{
Entity_t* other_ent = get_entity(&scene->ent_manager, idx_to_check);
CBBox_t* p_other_bbox = get_component(other_ent, CBBOX_COMP_T);
any_solid |= p_other_bbox->solid;
}
if (!any_solid)
{
can_move = true;
break;
}
}
}
break;
}
if (can_move)
{
p_moveable->gridmove = true;
p_bbox->solid = false;
p_moveable->prev_pos = p_ctransform->position;
p_moveable->target_pos = Vector2Scale((Vector2){tile_x,tile_y2}, TILE_SIZE);
}
}
}
}
void player_pushing_system(Scene_t* scene)
{
LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, 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)
{
CMovementState_t* p_movement = get_component(p_player, CMOVEMENTSTATE_T);
CPlayerState_t* p_pstate = get_component(p_player, CPLAYERSTATE_T);
if (!(p_movement->ground_state & 1) || p_pstate->player_dir.x == 0) continue;
CTransform_t* p_ctransform = get_component(p_player, CTRANSFORM_COMP_T);
CBBox_t* p_bbox = get_component(p_player, CBBOX_COMP_T);
Vector2 point_to_check = p_ctransform->position;
point_to_check.y += p_bbox->half_size.y;
if (p_pstate->player_dir.x > 0)
{
point_to_check.x += p_bbox->size.x + 1;
}
else
{
point_to_check.x -= 1;
}
//CHitBoxes_t* p_hitbox = get_component(p_player, CHITBOXES_T);
// Get the occupied tiles
// For each tile, loop through the entities, check collision and move
// exclude self
unsigned int tile_x = (point_to_check.x) / TILE_SIZE;
unsigned int tile_y = (point_to_check.y) / TILE_SIZE;
unsigned int tile_idx = tile_y * tilemap.width + tile_x;
if(tilemap.tiles[tile_idx].tile_type != EMPTY_TILE) continue;
Entity_t* p_other_ent;
sc_map_foreach_value(&tilemap.tiles[tile_idx].entities_set, p_other_ent)
{
if (p_other_ent->m_id == p_player->m_id) continue;
if (!p_other_ent->m_alive) continue;
CMoveable_t *p_other_moveable = get_component(p_other_ent, CMOVEABLE_T);
if (p_other_moveable == NULL) continue;
CTransform_t *p_other_ct = get_component(p_other_ent, CTRANSFORM_COMP_T);
CBBox_t *p_other_bbox = get_component(p_other_ent, CBBOX_COMP_T);
Rectangle box = {
.x = p_other_ct->position.x,
.y = p_other_ct->position.y,
.width = p_other_bbox->size.x,
.height = p_other_bbox->size.y
};
if (point_in_AABB(point_to_check, box))
{
Vector2 target_pos = p_other_ct->position;
if (p_ctransform->position.x < p_other_ct->position.x)
{
target_pos.x += TILE_SIZE;
tile_x++;
}
else
{
target_pos.x -= TILE_SIZE;
tile_x--;
}
if (tile_x >= 0 && tile_x < tilemap.width)
{
unsigned int target_tile_idx = tile_y * tilemap.width + tile_x;
if (
tilemap.tiles[target_tile_idx].tile_type == EMPTY_TILE
&& sc_map_size_64v(&tilemap.tiles[target_tile_idx].entities_set) == 0
)
{
p_other_moveable->gridmove = true;
p_other_moveable->prev_pos = p_other_ct->position;
p_other_moveable->target_pos = target_pos;
}
}
}
}
}
}
void movement_update_system(Scene_t* scene)
{
LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data);
TileGrid_t tilemap = data->tilemap;
// Update movement
float delta_time = 0.017; // TODO: Will need to think about delta time handling
CTransform_t * p_ctransform;
sc_map_foreach_value(&scene->ent_manager.component_map[CTRANSFORM_COMP_T], p_ctransform)
unsigned long ent_idx;
sc_map_foreach(&scene->ent_manager.component_map[CTRANSFORM_COMP_T], ent_idx, p_ctransform)
{
p_ctransform->prev_velocity = p_ctransform->velocity;
p_ctransform->velocity =
Vector2Add(
p_ctransform->velocity,
@ -823,14 +1091,46 @@ void movement_update_system(Scene_t* scene)
if (fabs(p_ctransform->velocity.y) < 1e-3) p_ctransform->velocity.y = 0;
// Store previous position before update
p_ctransform->prev_position.x = p_ctransform->position.x;
p_ctransform->prev_position.y = p_ctransform->position.y;
p_ctransform->prev_position = p_ctransform->position;
p_ctransform->position = Vector2Add(
p_ctransform->position,
Vector2Scale(p_ctransform->velocity, delta_time)
);
p_ctransform->accel.x = 0;
p_ctransform->accel.y = 0;
// Level boundary collision
Entity_t* p_ent = get_entity(&scene->ent_manager, ent_idx);
CBBox_t* p_bbox = get_component(p_ent, CBBOX_COMP_T);
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;
if (p_ctransform->position.x + p_bbox->size.x > level_width)
{
p_ctransform->position.x = level_width - p_bbox->size.x;
}
else
{
p_ctransform->position.x = p_ctransform->position.x;
}
p_ctransform->velocity.x = 0;
}
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;
if (p_ctransform->position.y + p_bbox->size.y > level_height)
{
p_ctransform->position.y = level_height - p_bbox->size.y;
}
else
{
p_ctransform->position.y = p_ctransform->position.y;
}
p_ctransform->velocity.y = 0;
}
}
}
@ -880,8 +1180,8 @@ void state_transition_update_system(Scene_t* scene)
if (p_ctransform == NULL || p_bbox == NULL) continue;
bool on_ground = check_on_ground(
ent_idx, p_ctransform->position, p_ctransform->prev_position, p_bbox->size,
&data->tilemap, &scene->ent_manager
p_ent, p_ctransform->position, p_ctransform->prev_position, p_bbox->size,
&data->tilemap
);
bool in_water = false;
if (!(p_mstate->water_state & 1))
@ -891,7 +1191,6 @@ void state_transition_update_system(Scene_t* scene)
p_ctransform->position.y + p_bbox->half_size.y,
data->tilemap.width
);
in_water = (data->tilemap.tiles[tile_idx].water_level > 0);
}
else
@ -939,7 +1238,7 @@ void update_tilemap_system(Scene_t* scene)
// 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);
sc_map_del_64v(&(tilemap.tiles[tile_idx].entities_set), p_ent->m_id);
}
p_tilecoord->n_tiles = 0;
@ -956,7 +1255,7 @@ void update_tilemap_system(Scene_t* scene)
{
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, p_ent->m_id);
sc_map_put_64v(&(tilemap.tiles[tile_idx].entities_set), p_ent->m_id, (void *)p_ent);
}
}
}
@ -994,8 +1293,9 @@ void hitbox_update_system(Scene_t* scene)
{
unsigned int tile_idx = tile_y * tilemap.width + tile_x;
unsigned int other_ent_idx;
Entity_t* p_other_ent;
memset(checked_entities, 0, sizeof(checked_entities));
sc_map_foreach_key(&tilemap.tiles[tile_idx].entities_set, other_ent_idx)
sc_map_foreach(&tilemap.tiles[tile_idx].entities_set, other_ent_idx, p_other_ent)
{
if (other_ent_idx == ent_idx) continue;
if (checked_entities[other_ent_idx]) continue;
@ -1018,7 +1318,7 @@ void hitbox_update_system(Scene_t* scene)
)
{
if (!p_other_hurtbox->fragile) continue;
if (p_other_ent->m_tag == CRATES_ENT_TAG)
//if (p_other_ent->m_tag == CRATES_ENT_TAG)
{
CBBox_t* p_bbox = get_component(p_ent, CBBOX_COMP_T);
@ -1047,7 +1347,7 @@ void hitbox_update_system(Scene_t* scene)
// 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), other_ent_idx);
sc_map_del_64v(&(tilemap.tiles[tile_idx].entities_set), other_ent_idx);
}
remove_entity(&scene->ent_manager, other_ent_idx);
}

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@ -6,8 +6,11 @@ void term_level_scene_data(LevelSceneData_t* data);
void player_movement_input_system(Scene_t* scene);
void player_bbox_update_system(Scene_t* scene);
void player_pushing_system(Scene_t* scene);
void player_crushing_system(Scene_t* scene);
void tile_collision_system(Scene_t* scene);
void friction_coefficient_update_system(Scene_t* scene);
void moveable_update_system(Scene_t* scene);
void global_external_forces_system(Scene_t* scene);
void movement_update_system(Scene_t* scene);
void player_ground_air_transition_system(Scene_t* scene);
@ -16,4 +19,5 @@ 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);
void player_dir_reset_system(Scene_t* scene);
#endif // __GAME_SYSTEMS_H

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@ -18,3 +18,23 @@ Entity_t* create_crate(EntityManager_t* ent_manager, Assets_t* assets, bool meta
p_hurtbox->fragile = !metal;
return p_crate;
}
Entity_t* create_boulder(EntityManager_t* ent_manager, Assets_t* assets)
{
Entity_t* p_boulder = add_entity(ent_manager, BOULDER_ENT_TAG);
CBBox_t* p_bbox = add_component(p_boulder, CBBOX_COMP_T);
set_bbox(p_bbox, TILE_SIZE, TILE_SIZE);
p_bbox->solid = true;
p_bbox->fragile = false;
add_component(p_boulder, CTRANSFORM_COMP_T);
add_component(p_boulder, CMOVEMENTSTATE_T);
add_component(p_boulder, CTILECOORD_COMP_T);
CMoveable_t* p_cmove = add_component(p_boulder, CMOVEABLE_T);
p_cmove->move_speed = 8;
CHurtbox_t* p_hurtbox = add_component(p_boulder, CHURTBOX_T);
p_hurtbox->size = p_bbox->size;
p_hurtbox->fragile = false;
return p_boulder;
}

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@ -30,7 +30,7 @@ typedef struct Tile {
TileType_t tile_type;
SolidType_t solid;
unsigned int water_level;
struct sc_map_64 entities_set;
struct sc_map_64v entities_set;
}Tile_t;
typedef struct TileGrid {