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b5da3f216c
...
a057835e65
12
components.h
12
components.h
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@ -3,11 +3,12 @@
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#include "raylib.h"
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// TODO: Look at sc to use macros to auto generate functions
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#define N_COMPONENTS 4
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#define N_COMPONENTS 5
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enum ComponentEnum
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{
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CBBOX_COMP_T,
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CTRANSFORM_COMP_T,
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CTILECOORD_COMP_T,
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CJUMP_COMP_T,
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CPLAYERSTATE_T
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};
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@ -58,13 +59,4 @@ typedef struct _CPlayerState_t
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unsigned int is_crouch: 1;
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unsigned int in_water:1;
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}CPlayerState_t;
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static inline void set_bbox(CBBox_t* p_bbox, unsigned int x, unsigned int y)
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{
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p_bbox->size.x = x;
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p_bbox->size.y = y;
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p_bbox->half_size.x = (unsigned int)(x / 2);
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p_bbox->half_size.y = (unsigned int)(y / 2);
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}
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#endif // __COMPONENTS_H
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22
constants.h
22
constants.h
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@ -1,22 +0,0 @@
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// Constants to be used in game
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#define TILE_SIZE 32
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#define GRAV_ACCEL 1500
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#define JUMP_SPEED 70
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#define MOVE_ACCEL 1000
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#define FRICTION 0.98
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#define PLAYER_STAND_WIDTH 30
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#define PLAYER_WIDTH 30
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#define PLAYER_HEIGHT 55
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#define PLAYER_C_WIDTH 48
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#define PLAYER_C_HEIGHT 30
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#define PLAYER_C_YOFFSET 25
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#define PLAYER_C_XOFFSET 9
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#define PLAYER_MAX_SPEED 1000
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#define Y_FRICTION 0.98
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#define X_FRICTION 0.85
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#define MAX_WATER_LEVEL 4
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@ -6,7 +6,7 @@
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static Entity_t entity_buffer[MAX_COMP_POOL_SIZE];
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static CBBox_t bbox_buffer[MAX_COMP_POOL_SIZE];
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static CTransform_t ctransform_buffer[MAX_COMP_POOL_SIZE];
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//static CTileCoord_t ctilecoord_buffer[MAX_COMP_POOL_SIZE];
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static CTileCoord_t ctilecoord_buffer[MAX_COMP_POOL_SIZE];
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static CJump_t cjump_buffer[1]; // Only player is expected to have this
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static CPlayerState_t cplayerstate_buffer[1]; // Only player is expected to have this
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@ -30,7 +30,7 @@ static MemPool_t comp_mempools[N_COMPONENTS] =
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{
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{bbox_buffer, MAX_COMP_POOL_SIZE, sizeof(CBBox_t), {0}, {0}},
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{ctransform_buffer, MAX_COMP_POOL_SIZE, sizeof(CTransform_t), {0}, {0}},
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//{ctilecoord_buffer, MAX_COMP_POOL_SIZE, sizeof(CTileCoord_t), {0}, {0}},
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{ctilecoord_buffer, MAX_COMP_POOL_SIZE, sizeof(CTileCoord_t), {0}, {0}},
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{cjump_buffer, 1, sizeof(CJump_t), {0}, {0}},
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{cplayerstate_buffer, 1, sizeof(CPlayerState_t), {0}, {0}},
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};
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342
scene_impl.c
342
scene_impl.c
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@ -9,14 +9,6 @@ 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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@ -94,86 +86,6 @@ 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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@ -193,11 +105,6 @@ 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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@ -235,8 +142,6 @@ 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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@ -253,19 +158,11 @@ 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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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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@ -277,25 +174,23 @@ 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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if (p_pstate->in_water)
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{
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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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if(p_pstate->is_crouch)
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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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}
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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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@ -306,7 +201,6 @@ 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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@ -314,26 +208,30 @@ static void player_movement_input_system(Scene_t* scene)
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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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if (data->crouch_pressed && !p_pstate->is_crouch)
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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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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
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else if (!data->crouch_pressed && p_pstate->is_crouch)
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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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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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}
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data->player_dir.x = 0;
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|
@ -341,74 +239,6 @@ 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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|
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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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}
|
||||
else
|
||||
{
|
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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);
|
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p_ctransform->position = Vector2Add(p_ctransform->position, offset);
|
||||
}
|
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}
|
||||
}
|
||||
}
|
||||
|
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static void movement_update_system(Scene_t* scene)
|
||||
{
|
||||
// Update movement
|
||||
|
@ -421,7 +251,8 @@ static void movement_update_system(Scene_t* scene)
|
|||
p_ctransform->velocity,
|
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Vector2Scale(p_ctransform->accel, delta_time)
|
||||
);
|
||||
|
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p_ctransform->velocity.x *= X_FRICTION;
|
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p_ctransform->velocity.y *= Y_FRICTION;
|
||||
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);
|
||||
|
||||
|
@ -449,40 +280,63 @@ static void player_ground_air_transition_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);
|
||||
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 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
|
||||
if (!on_ground && p_ctransform->on_ground)
|
||||
{
|
||||
p_cjump->jumps--;
|
||||
}
|
||||
else if ((on_ground && !p_ctransform->on_ground) || in_water)
|
||||
else if (on_ground && !p_ctransform->on_ground)
|
||||
{
|
||||
p_cjump->jumps = p_cjump->max_jumps;
|
||||
p_cjump->jumped = false;
|
||||
p_cjump->short_hop = false;
|
||||
}
|
||||
|
||||
// TODO: Handle in water <-> out of water transition
|
||||
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -497,6 +351,7 @@ 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
|
||||
|
@ -505,18 +360,9 @@ static void player_collision_system(Scene_t *scene)
|
|||
// Resolve collision via moving player by the overlap amount
|
||||
Vector2 overlap = {0};
|
||||
Vector2 prev_overlap = {0};
|
||||
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 (size_t i=0;i<p_tilecoord->n_tiles;++i)
|
||||
{
|
||||
for (unsigned int tile_x=tile_x1; tile_x <= tile_x2; tile_x++)
|
||||
{
|
||||
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];
|
||||
unsigned int tile_idx = p_tilecoord->tiles[i];
|
||||
Vector2 other;
|
||||
if(tilemap.tiles[tile_idx].solid)
|
||||
{
|
||||
|
@ -570,7 +416,6 @@ static void player_collision_system(Scene_t *scene)
|
|||
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);
|
||||
|
@ -606,28 +451,12 @@ static void toggle_block_system(Scene_t *scene)
|
|||
|
||||
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON))
|
||||
{
|
||||
unsigned int tile_idx = get_tile_idx(GetMouseX(), GetMouseY(), tilemap.width);
|
||||
int mouse_x = GetMouseX() / TILE_SIZE;
|
||||
int mouse_y = GetMouseY() / TILE_SIZE;
|
||||
unsigned int tile_idx = mouse_y * tilemap.width + mouse_x;
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
@ -643,11 +472,9 @@ 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;
|
||||
break;
|
||||
case ACTION_LEFT:
|
||||
|
@ -670,9 +497,8 @@ 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, &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_ground_air_transition_system);
|
||||
sc_array_add(&scene->scene.systems, &toggle_block_system);
|
||||
|
|
|
@ -8,7 +8,6 @@
|
|||
typedef struct Tile
|
||||
{
|
||||
bool solid;
|
||||
unsigned int water_level;
|
||||
struct sc_map_64 entities_set;
|
||||
}Tile_t;
|
||||
|
||||
|
|
|
@ -17,8 +17,10 @@ int main(void)
|
|||
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);
|
||||
set_bbox(p_bbox, 30, 45);
|
||||
p_bbox->size.x = 30;
|
||||
p_bbox->size.y = 45;
|
||||
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);
|
||||
p_cjump->jump_speed = 680;
|
||||
p_cjump->jumps = 1;
|
||||
|
|
Loading…
Reference in New Issue