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3 Commits
b7a6c11b77
...
7c86e0b3c5
Author | SHA1 | Date |
---|---|---|
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7c86e0b3c5 | |
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290dafdf86 | |
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7b2c48524d |
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@ -139,6 +139,19 @@ target_link_libraries(assets_test
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${GAME_LIBS}
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)
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add_executable(particle_test
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particle_test.c
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)
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target_include_directories(particle_test
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PRIVATE
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${CMAKE_CURRENT_LIST_DIR}
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)
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target_compile_options(particle_test PRIVATE -fsanitize=address -gdwarf-4)
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target_link_options(particle_test PRIVATE -fsanitize=address -gdwarf-4)
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target_link_libraries(particle_test
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${GAME_LIBS}
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)
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if (BUILD_TESTING)
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find_package(cmocka 1.1.0 REQUIRED)
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add_subdirectory(tests)
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@ -8,6 +8,7 @@ add_library(lib_engine STATIC
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rres.c
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mempool.c
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entManager.c
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particle_sys.c
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${LIBZSTD_DIR}/lib/libzstd.a
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)
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target_include_directories(lib_engine
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|
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@ -119,7 +119,9 @@ inline void update_scene(Scene_t* scene)
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inline void render_scene(Scene_t* scene)
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{
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BeginDrawing();
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scene->render_function(scene);
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EndDrawing();
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}
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inline void do_action(Scene_t* scene, ActionType_t action, bool pressed)
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|
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@ -4,6 +4,7 @@
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#include "collisions.h"
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#include "sc/array/sc_array.h"
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#include "assets.h"
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#include "particle_sys.h"
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typedef struct Scene Scene_t;
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@ -21,6 +22,7 @@ typedef struct GameEngine {
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unsigned int curr_scene;
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Assets_t assets;
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SFXList_t sfx_list;
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ParticleSystem_t part_sys;
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// Maintain own queue to handle key presses
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struct sc_queue_32 key_buffer;
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} GameEngine_t;
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|
|
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@ -9,6 +9,9 @@
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#define MAX_NAME_LEN 32
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#define MAX_LEVEL_PACK 4
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#define N_SFX 18
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#define MAX_PARTICLE_CONF 8
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#define MAX_PARTICLE_EMITTER 16
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#define MAX_PARTICLES 10
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#define MAX_TILE_TYPES 16
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@ -0,0 +1,126 @@
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#include "particle_sys.h"
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#include <string.h>
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#include <stdlib.h>
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#include <math.h>
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// TEMPORARY VARIABLE: NEED TO FIND A WAY TO DEAL WITH THIS
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#define DELTA_T 0.017
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void init_particle_system(ParticleSystem_t* system)
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{
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memset(system, 0, sizeof(ParticleSystem_t));
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sc_queue_init(&system->free_list);
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for ( uint32_t i = 1; i <= MAX_PARTICLE_EMITTER; ++i)
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{
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sc_queue_add_last(&system->free_list, i);
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}
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system->tail_idx = 0;
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}
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void add_particle_emitter(ParticleSystem_t* system, const ParticleEmitter_t* in_emitter)
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{
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if (sc_queue_empty(&system->free_list)) return;
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uint32_t idx = sc_queue_del_first(&system->free_list);
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system->emitter_list[system->tail_idx].next = idx;
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system->tail_idx = idx;
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system->emitter_list[idx].next = 0;
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system->emitters[idx] = *in_emitter;
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system->emitters[idx].active = true;
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if (system->emitters[idx].n_particles > MAX_PARTICLES)
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{
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system->emitters[idx].n_particles = MAX_PARTICLES;
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}
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ParticleEmitter_t* emitter = system->emitters + idx;
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// Generate particles based on type
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for (uint32_t i = 0; i < emitter->n_particles; ++i)
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{
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uint32_t lifetime = (emitter->config.particle_lifetime[1] - emitter->config.particle_lifetime[0]);
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emitter->particles[i].timer = emitter->config.particle_lifetime[0];
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emitter->particles[i].timer += rand() % lifetime;
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emitter->particles[i].alive = true;
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float angle = emitter->config.launch_range[1] - emitter->config.launch_range[0];
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angle *= (float)rand() / (float)RAND_MAX;
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angle += emitter->config.launch_range[0];
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if(angle > 360) angle -= 360;
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if(angle < -360) angle += 360;
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angle *= PI / 180;
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float speed = emitter->config.speed_range[1] - emitter->config.speed_range[0];
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speed *= (float)rand() / (float)RAND_MAX;
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speed += emitter->config.speed_range[0];
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emitter->particles[i].velocity.x = speed * cos(angle);
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emitter->particles[i].velocity.y = speed * sin(angle);
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emitter->particles[i].position = emitter->position;
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}
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}
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void update_particle_system(ParticleSystem_t* system)
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{
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uint32_t emitter_idx = system->emitter_list[0].next;
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uint32_t last_idx = 0;
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while (emitter_idx != 0)
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{
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uint32_t next_idx = system->emitter_list[emitter_idx].next;
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ParticleEmitter_t* emitter = system->emitters + emitter_idx;
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uint32_t inactive_count = 0;
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for (uint32_t i = 0; i < emitter->n_particles; ++i)
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{
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if (emitter->particles[i].alive)
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{
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if (emitter->config.update_func != NULL)
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{
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emitter->config.update_func(emitter->particles + i, emitter->config.user_data);
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}
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// Lifetime update
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if (emitter->particles[i].timer > 0) emitter->particles[i].timer--;
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if (emitter->particles[i].timer == 0)
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{
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emitter->particles[i].alive = false;
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inactive_count++;
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}
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}
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else
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{
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inactive_count++;
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}
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}
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if (inactive_count == emitter->n_particles)
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{
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emitter->active = false;
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system->emitter_list[last_idx].next = system->emitter_list[emitter_idx].next;
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system->emitter_list[emitter_idx].next = 0;
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if (system->tail_idx == emitter_idx)
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{
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system->tail_idx = last_idx;
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}
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sc_queue_add_last(&system->free_list, emitter_idx);
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emitter_idx = last_idx;
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}
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last_idx = emitter_idx;
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emitter_idx = next_idx;
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}
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}
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void draw_particle_system(ParticleSystem_t* system)
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{
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uint32_t emitter_idx = system->emitter_list[0].next;
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while (emitter_idx != 0)
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{
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ParticleEmitter_t* emitter = system->emitters + emitter_idx;
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for (uint32_t i = 0; i < emitter->n_particles; ++i)
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{
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if (emitter->particles[i].alive)
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{
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DrawCircleV(emitter->particles[i].position, 5, BLACK);
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}
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}
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emitter_idx = system->emitter_list[emitter_idx].next;
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}
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}
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void deinit_particle_system(ParticleSystem_t* system)
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{
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sc_queue_term(&system->free_list);
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}
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@ -0,0 +1,70 @@
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#ifndef _PARTICLE_SYSTEM_H
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#define _PARTICLE_SYSTEM_H
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#include "raylib.h"
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#include "engine_conf.h"
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#include "sc_queue.h"
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#include <stdint.h>
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#include <stdbool.h>
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typedef enum PartEmitterType
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{
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EMITTER_BURST = 0,
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} PartEmitterType_t;
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typedef struct Particle
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{
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Texture2D* tex;
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Vector2 position;
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Vector2 velocity;
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Vector2 accleration;
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float rotation;
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float size;
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uint32_t timer;
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bool alive;
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}Particle_t;
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typedef void (*particle_update_func_t)(Particle_t* part, void* user_data);
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typedef struct EmitterConfig
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{
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float launch_range[2];
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float speed_range[2];
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uint32_t particle_lifetime[2];
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PartEmitterType_t type;
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void* user_data;
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particle_update_func_t update_func;
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}EmitterConfig_t;
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typedef struct ParticleEmitter
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{
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EmitterConfig_t config;
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Vector2 position;
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Particle_t particles[MAX_PARTICLES];
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uint32_t n_particles;
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uint32_t timer;
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bool one_shot;
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bool finished;
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bool active;
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}ParticleEmitter_t;
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typedef struct IndexList
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{
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uint32_t next;
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}IndexList_t;
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typedef struct ParticleSystem
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{
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ParticleEmitter_t emitters[MAX_PARTICLE_EMITTER + 1];
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IndexList_t emitter_list[MAX_PARTICLE_EMITTER + 1];
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struct sc_queue_64 free_list;
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uint32_t tail_idx;
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uint32_t n_configs;
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uint32_t n_emitters;
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}ParticleSystem_t;
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void init_particle_system(ParticleSystem_t* system);
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void add_particle_emitter(ParticleSystem_t* system, const ParticleEmitter_t* in_emitter);
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void update_particle_system(ParticleSystem_t* system);
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void draw_particle_system(ParticleSystem_t* system);
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void deinit_particle_system(ParticleSystem_t* system);
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#endif // _PARTICLE_SYSTEM_H
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@ -0,0 +1,87 @@
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#include "particle_sys.h"
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#include <stdio.h>
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#include <unistd.h>
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#include "raylib.h"
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#include "raymath.h"
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#include "constants.h"
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static const Vector2 GRAVITY = {0, GRAV_ACCEL};
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void simple_particle_system_update(Particle_t* part, void* user_data)
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{
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float delta_time = DELTA_T; // TODO: Will need to think about delta time handling
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part->velocity =
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Vector2Add(
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part->velocity,
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Vector2Scale(GRAVITY, delta_time)
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);
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float mag = Vector2Length(part->velocity);
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part->velocity = Vector2Scale(
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Vector2Normalize(part->velocity),
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(mag > PLAYER_MAX_SPEED)? PLAYER_MAX_SPEED:mag
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);
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// 3 dp precision
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if (fabs(part->velocity.x) < 1e-3) part->velocity.x = 0;
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if (fabs(part->velocity.y) < 1e-3) part->velocity.y = 0;
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part->position = Vector2Add(
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part->position,
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Vector2Scale(part->velocity, delta_time)
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);
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// Level boundary collision
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{
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if(
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part->position.x + part->size < 0 || part->position.x - part->size > 1280
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|| part->position.y + part->size < 0 || part->position.y - part->size > 640
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)
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{
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part->timer = 0;
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}
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}
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}
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int main(void)
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{
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InitWindow(1280, 640, "raylib");
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SetTargetFPS(60);
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static ParticleSystem_t part_sys = {0};
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init_particle_system(&part_sys);
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EmitterConfig_t conf ={
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.launch_range = {0, 360},
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.speed_range = {400, 2000},
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.particle_lifetime = {30, 110},
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.update_func = &simple_particle_system_update
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};
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ParticleEmitter_t emitter = {
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.config = conf,
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.n_particles = MAX_PARTICLES,
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.one_shot = true,
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};
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bool key_press = false;
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while(!WindowShouldClose())
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{
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if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
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{
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key_press = true;
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}
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else if (key_press && IsMouseButtonReleased(MOUSE_BUTTON_LEFT))
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{
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emitter.position = GetMousePosition();
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add_particle_emitter(&part_sys, &emitter);
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key_press = false;
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}
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update_particle_system(&part_sys);
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BeginDrawing();
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ClearBackground(RAYWHITE);
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draw_particle_system(&part_sys);
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EndDrawing();
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}
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CloseWindow();
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}
|
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@ -81,6 +81,106 @@ static inline unsigned int get_tile_idx(int x, int y, const TileGrid_t* tilemap)
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static RenderTexture2D selection_section;
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static void level_scene_render_func(Scene_t* scene)
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{
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LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data);
|
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|
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Entity_t* p_ent;
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Rectangle draw_rec = data->game_rec;
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draw_rec.x = 0;
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draw_rec.y = 0;
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draw_rec.height *= -1;
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static char buffer[512];
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ClearBackground(LIGHTGRAY);
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DrawTextureRec(
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data->game_viewport.texture,
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draw_rec,
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(Vector2){data->game_rec.x, data->game_rec.y},
|
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WHITE
|
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);
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draw_rec.width = SELECTION_REGION_WIDTH;
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draw_rec.height = -(SELECTION_REGION_HEIGHT * 2 + 10);
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|
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|
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Vector2 draw_pos = {data->game_rec.x, data->game_rec.y + data->game_rec.height + SELECTION_GAP};
|
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DrawTextureRec(
|
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selection_section.texture,
|
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draw_rec,
|
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draw_pos,
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WHITE
|
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);
|
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draw_pos.x = data->game_rec.x + current_spawn_selection * SELECTION_TILE_SIZE;
|
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DrawRectangleLines(
|
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draw_pos.x, draw_pos.y,
|
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SELECTION_TILE_SIZE, SELECTION_TILE_SIZE, GREEN
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);
|
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|
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draw_pos.x = data->game_rec.x + (MAX_SPAWN_TYPE + 1) * SELECTION_TILE_SIZE;
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sprintf(buffer, "Selection: %s", get_spawn_selection_string(current_spawn_selection));
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DrawText(buffer, draw_pos.x, draw_pos.y, 20, BLACK);
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draw_pos.y += SELECTION_TILE_SIZE + 5;
|
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sprintf(buffer, "Crate %s on spawn", crate_activation? "active" : "inactive");
|
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DrawText(buffer, draw_pos.x, draw_pos.y, 20, BLACK);
|
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|
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// For DEBUG
|
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const int gui_x = data->game_rec.x + data->game_rec.width + 10;
|
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int gui_y = 15;
|
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|
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#if !defined(PLATFORM_WEB)
|
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sc_map_foreach_value(&scene->ent_manager.entities_map[PLAYER_ENT_TAG], p_ent)
|
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{
|
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CTransform_t* p_ct = get_component(p_ent, CTRANSFORM_COMP_T);
|
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CJump_t* p_cjump = get_component(p_ent, CJUMP_COMP_T);
|
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CPlayerState_t* p_pstate = get_component(p_ent, CPLAYERSTATE_T);
|
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CMovementState_t* p_mstate = get_component(p_ent, CMOVEMENTSTATE_T);
|
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|
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CAirTimer_t* p_air = get_component(p_ent, CAIRTIMER_T);
|
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|
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sprintf(buffer, "Pos: %.3f\n %.3f", p_ct->position.x, p_ct->position.y);
|
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DrawText(buffer, gui_x, gui_y, 12, BLACK);
|
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sprintf(buffer, "Vel: %.3f\n %.3f", p_ct->velocity.x, p_ct->velocity.y);
|
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DrawText(buffer, gui_x + 80, gui_y, 12, BLACK);
|
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|
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gui_y += 45;
|
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sprintf(buffer, "Jumps: %u, %u, %u", p_cjump->jumps, p_cjump->jump_released, p_cjump->coyote_timer);
|
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DrawText(buffer, gui_x, gui_y, 12, BLACK);
|
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gui_y += 30;
|
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sprintf(buffer, "Crouch: %u", p_pstate->is_crouch);
|
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DrawText(buffer, gui_x, gui_y, 12, BLACK);
|
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gui_y += 30;
|
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sprintf(buffer, "Water: %s", p_mstate->water_state & 1? "YES":"NO");
|
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DrawText(buffer, gui_x, gui_y, 12, BLACK);
|
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gui_y += 30;
|
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sprintf(buffer, "Ladder: %u", p_pstate->ladder_state);
|
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DrawText(buffer, gui_x, gui_y, 12, BLACK);
|
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gui_y += 30;
|
||||
|
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Vector2 air_pos = {data->game_rec.x + data->game_rec.width - 16, data->game_rec.y + data->game_rec.height - 16};
|
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for (uint8_t i = 0; i < p_air->curr_count; i++)
|
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{
|
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DrawCircleV(air_pos, 16, BLUE);
|
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air_pos.x -= 32;
|
||||
}
|
||||
}
|
||||
#endif
|
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//sprintf(buffer, "Spawn Entity: %s", get_spawn_selection_string(current_spawn_selection));
|
||||
//DrawText(buffer, gui_x, 240, 12, BLACK);
|
||||
sprintf(buffer, "Number of Entities: %u", sc_map_size_64v(&scene->ent_manager.entities));
|
||||
DrawText(buffer, gui_x, gui_y, 12, BLACK);
|
||||
gui_y += 30;
|
||||
sprintf(buffer, "FPS: %u", GetFPS());
|
||||
DrawText(buffer, gui_x, gui_y, 12, BLACK);
|
||||
|
||||
gui_y += 30;
|
||||
print_mempool_stats(buffer);
|
||||
DrawText(buffer, gui_x, gui_y, 12, BLACK);
|
||||
|
||||
gui_y += 300;
|
||||
sprintf(buffer, "Chests: %u / %u", data->coins.current, data->coins.total);
|
||||
DrawText(buffer, gui_x, gui_y, 24, BLACK);
|
||||
}
|
||||
|
||||
static void render_editor_game_scene(Scene_t* scene)
|
||||
{
|
||||
LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data);
|
||||
TileGrid_t tilemap = data->tilemap;
|
||||
|
@ -383,102 +483,6 @@ static void level_scene_render_func(Scene_t* scene)
|
|||
}
|
||||
EndMode2D();
|
||||
EndTextureMode();
|
||||
|
||||
Rectangle draw_rec = data->game_rec;
|
||||
draw_rec.x = 0;
|
||||
draw_rec.y = 0;
|
||||
draw_rec.height *= -1;
|
||||
BeginDrawing();
|
||||
ClearBackground(LIGHTGRAY);
|
||||
DrawTextureRec(
|
||||
data->game_viewport.texture,
|
||||
draw_rec,
|
||||
(Vector2){data->game_rec.x, data->game_rec.y},
|
||||
WHITE
|
||||
);
|
||||
draw_rec.width = SELECTION_REGION_WIDTH;
|
||||
draw_rec.height = -(SELECTION_REGION_HEIGHT * 2 + 10);
|
||||
|
||||
|
||||
Vector2 draw_pos = {data->game_rec.x, data->game_rec.y + data->game_rec.height + SELECTION_GAP};
|
||||
DrawTextureRec(
|
||||
selection_section.texture,
|
||||
draw_rec,
|
||||
draw_pos,
|
||||
WHITE
|
||||
);
|
||||
|
||||
draw_pos.x = data->game_rec.x + current_spawn_selection * SELECTION_TILE_SIZE;
|
||||
DrawRectangleLines(
|
||||
draw_pos.x, draw_pos.y,
|
||||
SELECTION_TILE_SIZE, SELECTION_TILE_SIZE, GREEN
|
||||
);
|
||||
|
||||
draw_pos.x = data->game_rec.x + (MAX_SPAWN_TYPE + 1) * SELECTION_TILE_SIZE;
|
||||
sprintf(buffer, "Selection: %s", get_spawn_selection_string(current_spawn_selection));
|
||||
DrawText(buffer, draw_pos.x, draw_pos.y, 20, BLACK);
|
||||
draw_pos.y += SELECTION_TILE_SIZE + 5;
|
||||
sprintf(buffer, "Crate %s on spawn", crate_activation? "active" : "inactive");
|
||||
DrawText(buffer, draw_pos.x, draw_pos.y, 20, BLACK);
|
||||
|
||||
// For DEBUG
|
||||
const int gui_x = data->game_rec.x + data->game_rec.width + 10;
|
||||
int gui_y = 15;
|
||||
|
||||
#if !defined(PLATFORM_WEB)
|
||||
sc_map_foreach_value(&scene->ent_manager.entities_map[PLAYER_ENT_TAG], p_ent)
|
||||
{
|
||||
CTransform_t* p_ct = get_component(p_ent, CTRANSFORM_COMP_T);
|
||||
CJump_t* p_cjump = get_component(p_ent, CJUMP_COMP_T);
|
||||
CPlayerState_t* p_pstate = get_component(p_ent, CPLAYERSTATE_T);
|
||||
CMovementState_t* p_mstate = get_component(p_ent, CMOVEMENTSTATE_T);
|
||||
|
||||
CAirTimer_t* p_air = get_component(p_ent, CAIRTIMER_T);
|
||||
|
||||
sprintf(buffer, "Pos: %.3f\n %.3f", p_ct->position.x, p_ct->position.y);
|
||||
DrawText(buffer, gui_x, gui_y, 12, BLACK);
|
||||
sprintf(buffer, "Vel: %.3f\n %.3f", p_ct->velocity.x, p_ct->velocity.y);
|
||||
DrawText(buffer, gui_x + 80, gui_y, 12, BLACK);
|
||||
|
||||
gui_y += 45;
|
||||
sprintf(buffer, "Jumps: %u, %u, %u", p_cjump->jumps, p_cjump->jump_released, p_cjump->coyote_timer);
|
||||
DrawText(buffer, gui_x, gui_y, 12, BLACK);
|
||||
gui_y += 30;
|
||||
sprintf(buffer, "Crouch: %u", p_pstate->is_crouch);
|
||||
DrawText(buffer, gui_x, gui_y, 12, BLACK);
|
||||
gui_y += 30;
|
||||
sprintf(buffer, "Water: %s", p_mstate->water_state & 1? "YES":"NO");
|
||||
DrawText(buffer, gui_x, gui_y, 12, BLACK);
|
||||
gui_y += 30;
|
||||
sprintf(buffer, "Ladder: %u", p_pstate->ladder_state);
|
||||
DrawText(buffer, gui_x, gui_y, 12, BLACK);
|
||||
gui_y += 30;
|
||||
|
||||
Vector2 air_pos = {data->game_rec.x + data->game_rec.width - 16, data->game_rec.y + data->game_rec.height - 16};
|
||||
for (uint8_t i = 0; i < p_air->curr_count; i++)
|
||||
{
|
||||
DrawCircleV(air_pos, 16, BLUE);
|
||||
air_pos.x -= 32;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
//sprintf(buffer, "Spawn Entity: %s", get_spawn_selection_string(current_spawn_selection));
|
||||
//DrawText(buffer, gui_x, 240, 12, BLACK);
|
||||
sprintf(buffer, "Number of Entities: %u", sc_map_size_64v(&scene->ent_manager.entities));
|
||||
DrawText(buffer, gui_x, gui_y, 12, BLACK);
|
||||
gui_y += 30;
|
||||
sprintf(buffer, "FPS: %u", GetFPS());
|
||||
DrawText(buffer, gui_x, gui_y, 12, BLACK);
|
||||
|
||||
gui_y += 30;
|
||||
static char mempool_stats[512];
|
||||
print_mempool_stats(mempool_stats);
|
||||
DrawText(mempool_stats, gui_x, gui_y, 12, BLACK);
|
||||
|
||||
gui_y += 300;
|
||||
sprintf(buffer, "Chests: %u / %u", data->coins.current, data->coins.total);
|
||||
DrawText(buffer, gui_x, gui_y, 24, BLACK);
|
||||
EndDrawing();
|
||||
}
|
||||
|
||||
static void spawn_chest(Scene_t* scene, unsigned int tile_idx)
|
||||
|
@ -1004,6 +1008,7 @@ void init_sandbox_scene(LevelScene_t* scene)
|
|||
sc_array_add(&scene->scene.systems, &player_respawn_system);
|
||||
sc_array_add(&scene->scene.systems, &level_end_detection_system);
|
||||
sc_array_add(&scene->scene.systems, &toggle_block_system);
|
||||
sc_array_add(&scene->scene.systems, &render_editor_game_scene);
|
||||
|
||||
// This avoid graphical glitch, not essential
|
||||
//sc_array_add(&scene->scene.systems, &update_tilemap_system);
|
||||
|
|
|
@ -13,6 +13,92 @@ static Tile_t all_tiles[MAX_N_TILES] = {0};
|
|||
static void level_scene_render_func(Scene_t* scene)
|
||||
{
|
||||
LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data);
|
||||
|
||||
Rectangle draw_rec = data->game_rec;
|
||||
draw_rec.x = 0;
|
||||
draw_rec.y = 0;
|
||||
draw_rec.height *= -1;
|
||||
|
||||
static char buffer[512];
|
||||
ClearBackground(LIGHTGRAY);
|
||||
DrawTextureRec(
|
||||
data->game_viewport.texture,
|
||||
draw_rec,
|
||||
(Vector2){data->game_rec.x, data->game_rec.y},
|
||||
WHITE
|
||||
);
|
||||
|
||||
// For DEBUG
|
||||
const int gui_x = data->game_rec.x + data->game_rec.width + 10;
|
||||
//sprintf(buffer, "Spawn Entity: %s", get_spawn_selection_string(current_spawn_selection));
|
||||
//DrawText(buffer, gui_x, 240, 12, BLACK);
|
||||
sprintf(buffer, "Number of Entities: %u", sc_map_size_64v(&scene->ent_manager.entities));
|
||||
DrawText(buffer, gui_x, 270, 12, BLACK);
|
||||
sprintf(buffer, "FPS: %u", GetFPS());
|
||||
DrawText(buffer, gui_x, 320, 12, BLACK);
|
||||
|
||||
print_mempool_stats(buffer);
|
||||
DrawText(buffer, gui_x, 350, 12, BLACK);
|
||||
}
|
||||
|
||||
static void level_do_action(Scene_t* scene, ActionType_t action, bool pressed)
|
||||
{
|
||||
CPlayerState_t* p_playerstate;
|
||||
sc_map_foreach_value(&scene->ent_manager.component_map[CPLAYERSTATE_T], p_playerstate)
|
||||
{
|
||||
switch(action)
|
||||
{
|
||||
case ACTION_UP:
|
||||
p_playerstate->player_dir.y = (pressed)? -1 : 0;
|
||||
break;
|
||||
case ACTION_DOWN:
|
||||
p_playerstate->player_dir.y = (pressed)? 1 : 0;
|
||||
break;
|
||||
case ACTION_LEFT:
|
||||
p_playerstate->player_dir.x = (pressed)? -1 : 0;
|
||||
break;
|
||||
case ACTION_RIGHT:
|
||||
p_playerstate->player_dir.x = (pressed)? 1 : 0;
|
||||
break;
|
||||
case ACTION_JUMP:
|
||||
p_playerstate->jump_pressed = pressed;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
if (!pressed)
|
||||
{
|
||||
switch (action)
|
||||
{
|
||||
case ACTION_RESTART:
|
||||
reload_level_tilemap((LevelScene_t*)scene);
|
||||
break;
|
||||
case ACTION_NEXTLEVEL:
|
||||
load_next_level_tilemap((LevelScene_t*)scene);
|
||||
break;
|
||||
case ACTION_PREVLEVEL:
|
||||
load_prev_level_tilemap((LevelScene_t*)scene);
|
||||
break;
|
||||
case ACTION_EXIT:
|
||||
if(scene->engine != NULL)
|
||||
{
|
||||
change_scene(scene->engine, 0);
|
||||
}
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void render_regular_game_scene(Scene_t* scene)
|
||||
{
|
||||
// This function will render the game scene outside of the intended draw function
|
||||
// Just for clarity and separation of logic
|
||||
LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data);
|
||||
TileGrid_t tilemap = data->tilemap;
|
||||
|
||||
Entity_t* p_ent;
|
||||
|
@ -31,7 +117,6 @@ static void level_scene_render_func(Scene_t* scene)
|
|||
max.x = (int)fmin(tilemap.width, max.x + 1);
|
||||
max.y = (int)fmin(tilemap.height, max.y + 1);
|
||||
|
||||
|
||||
BeginTextureMode(data->game_viewport);
|
||||
ClearBackground(WHITE);
|
||||
BeginMode2D(data->camera.cam);
|
||||
|
@ -115,7 +200,6 @@ static void level_scene_render_func(Scene_t* scene)
|
|||
}
|
||||
}
|
||||
|
||||
char buffer[64] = {0};
|
||||
sc_map_foreach_value(&scene->ent_manager.entities, p_ent)
|
||||
{
|
||||
CTransform_t* p_ct = get_component(p_ent, CTRANSFORM_COMP_T);
|
||||
|
@ -245,115 +329,6 @@ static void level_scene_render_func(Scene_t* scene)
|
|||
DrawLine(0, val, tilemap.width * TILE_SIZE, val, BLACK);
|
||||
EndMode2D();
|
||||
EndTextureMode();
|
||||
|
||||
Rectangle draw_rec = data->game_rec;
|
||||
draw_rec.x = 0;
|
||||
draw_rec.y = 0;
|
||||
draw_rec.height *= -1;
|
||||
BeginDrawing();
|
||||
ClearBackground(LIGHTGRAY);
|
||||
DrawTextureRec(
|
||||
data->game_viewport.texture,
|
||||
draw_rec,
|
||||
(Vector2){data->game_rec.x, data->game_rec.y},
|
||||
WHITE
|
||||
);
|
||||
|
||||
// For DEBUG
|
||||
const int gui_x = data->game_rec.x + data->game_rec.width + 10;
|
||||
sc_map_foreach_value(&scene->ent_manager.entities_map[PLAYER_ENT_TAG], p_ent)
|
||||
{
|
||||
CTransform_t* p_ct = get_component(p_ent, CTRANSFORM_COMP_T);
|
||||
CJump_t* p_cjump = get_component(p_ent, CJUMP_COMP_T);
|
||||
CPlayerState_t* p_pstate = get_component(p_ent, CPLAYERSTATE_T);
|
||||
CMovementState_t* p_mstate = get_component(p_ent, CMOVEMENTSTATE_T);
|
||||
CAirTimer_t* p_air = get_component(p_ent, CAIRTIMER_T);
|
||||
sprintf(buffer, "Pos: %.3f\n %.3f", p_ct->position.x, p_ct->position.y);
|
||||
DrawText(buffer, gui_x, 15, 12, BLACK);
|
||||
sprintf(buffer, "Vel: %.3f\n %.3f", p_ct->velocity.x, p_ct->velocity.y);
|
||||
DrawText(buffer, gui_x + 80, 15, 12, BLACK);
|
||||
//sprintf(buffer, "Accel: %.3f\n %.3f", p_ct->accel.x, p_ct->accel.y);
|
||||
//DrawText(buffer, tilemap.width * TILE_SIZE + 128, 60, 12, BLACK);
|
||||
sprintf(buffer, "Jumps: %u", p_cjump->jumps);
|
||||
DrawText(buffer, gui_x, 60, 12, BLACK);
|
||||
sprintf(buffer, "Crouch: %u", p_pstate->is_crouch);
|
||||
DrawText(buffer, gui_x, 90, 12, BLACK);
|
||||
sprintf(buffer, "Water: %s", p_mstate->water_state & 1? "YES":"NO");
|
||||
DrawText(buffer, gui_x, 120, 12, BLACK);
|
||||
sprintf(buffer, "Ladder: %u", p_pstate->ladder_state);
|
||||
DrawText(buffer, gui_x, 150, 12, BLACK);
|
||||
|
||||
Vector2 air_pos = {data->game_rec.x + data->game_rec.width - 16, data->game_rec.y + data->game_rec.height - 16};
|
||||
for (uint8_t i = 0; i < p_air->curr_count; i++)
|
||||
{
|
||||
DrawCircleV(air_pos, 16, BLUE);
|
||||
air_pos.x -= 32;
|
||||
}
|
||||
}
|
||||
//sprintf(buffer, "Spawn Entity: %s", get_spawn_selection_string(current_spawn_selection));
|
||||
//DrawText(buffer, gui_x, 240, 12, BLACK);
|
||||
sprintf(buffer, "Number of Entities: %u", sc_map_size_64v(&scene->ent_manager.entities));
|
||||
DrawText(buffer, gui_x, 270, 12, BLACK);
|
||||
sprintf(buffer, "FPS: %u", GetFPS());
|
||||
DrawText(buffer, gui_x, 320, 12, BLACK);
|
||||
|
||||
static char mempool_stats[512];
|
||||
print_mempool_stats(mempool_stats);
|
||||
DrawText(mempool_stats, gui_x, 350, 12, BLACK);
|
||||
EndDrawing();
|
||||
}
|
||||
|
||||
static void level_do_action(Scene_t* scene, ActionType_t action, bool pressed)
|
||||
{
|
||||
CPlayerState_t* p_playerstate;
|
||||
sc_map_foreach_value(&scene->ent_manager.component_map[CPLAYERSTATE_T], p_playerstate)
|
||||
{
|
||||
switch(action)
|
||||
{
|
||||
case ACTION_UP:
|
||||
p_playerstate->player_dir.y = (pressed)? -1 : 0;
|
||||
break;
|
||||
case ACTION_DOWN:
|
||||
p_playerstate->player_dir.y = (pressed)? 1 : 0;
|
||||
break;
|
||||
case ACTION_LEFT:
|
||||
p_playerstate->player_dir.x = (pressed)? -1 : 0;
|
||||
break;
|
||||
case ACTION_RIGHT:
|
||||
p_playerstate->player_dir.x = (pressed)? 1 : 0;
|
||||
break;
|
||||
case ACTION_JUMP:
|
||||
p_playerstate->jump_pressed = pressed;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
if (!pressed)
|
||||
{
|
||||
switch (action)
|
||||
{
|
||||
case ACTION_RESTART:
|
||||
reload_level_tilemap((LevelScene_t*)scene);
|
||||
break;
|
||||
case ACTION_NEXTLEVEL:
|
||||
load_next_level_tilemap((LevelScene_t*)scene);
|
||||
break;
|
||||
case ACTION_PREVLEVEL:
|
||||
load_prev_level_tilemap((LevelScene_t*)scene);
|
||||
break;
|
||||
case ACTION_EXIT:
|
||||
if(scene->engine != NULL)
|
||||
{
|
||||
change_scene(scene->engine, 0);
|
||||
}
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void init_game_scene(LevelScene_t* scene)
|
||||
|
@ -397,7 +372,7 @@ void init_game_scene(LevelScene_t* scene)
|
|||
sc_array_add(&scene->scene.systems, &player_dir_reset_system);
|
||||
sc_array_add(&scene->scene.systems, &player_respawn_system);
|
||||
sc_array_add(&scene->scene.systems, &update_water_runner_system);
|
||||
|
||||
sc_array_add(&scene->scene.systems, &render_regular_game_scene);
|
||||
// This avoid graphical glitch, not essential
|
||||
//sc_array_add(&scene->scene.systems, &update_tilemap_system);
|
||||
|
||||
|
|
|
@ -6,14 +6,12 @@
|
|||
static void menu_scene_render_func(Scene_t* scene)
|
||||
{
|
||||
MenuSceneData_t* data = &(CONTAINER_OF(scene, MenuScene_t, scene)->data);
|
||||
BeginDrawing();
|
||||
ClearBackground(RAYWHITE);
|
||||
DrawText("This is a game", 25, 220, 12, BLACK);
|
||||
UI_button(data->buttons, "Start");
|
||||
UI_button(data->buttons + 1, "Sandbox");
|
||||
UI_button(data->buttons + 2, "Continue");
|
||||
UI_button(data->buttons + 3, "Exit");
|
||||
EndDrawing();
|
||||
}
|
||||
|
||||
static void exec_component_function(Scene_t* scene, int sel)
|
||||
|
|
Loading…
Reference in New Issue