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5 Commits

Author SHA1 Message Date
En Yi a719c73c50 Remove dead code and add const 2023-06-17 13:53:21 +08:00
En Yi 63930fbe7d Update hitbox-hurtbox system
Changelog:
- Use atk and def values to determine whether a hitbox destroys a
  hurtbox
2023-06-17 13:08:07 +08:00
En Yi fc2001e428 Add system to destroy one-way tile with boulder 2023-06-17 11:50:23 +08:00
En Yi 21dafd1b6d Add kinematic mode to movement
Changelog:
- Kinematic mode ignores accelerations, that's all
- Update moveable to use kinematic mode and set accel & velocity to zero
  when entering gridmove mode
2023-06-16 16:28:19 +08:00
En Yi d39461cff1 Do two-pass for grid update 2023-06-16 16:26:20 +08:00
6 changed files with 73 additions and 22 deletions

View File

@ -425,11 +425,12 @@ void init_level_scene(LevelScene_t* scene)
sc_array_add(&scene->scene.systems, &moveable_update_system);
sc_array_add(&scene->scene.systems, &movement_update_system);
sc_array_add(&scene->scene.systems, &boulder_destroy_wooden_tile_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, &update_tilemap_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);

View File

@ -26,6 +26,11 @@ typedef enum ComponentEnum {
CMOVEABLE_T,
} ComponentEnum_t;
typedef enum MovementMode {
REGULAR_MOVEMENT = 0,
KINEMATIC_MOVEMENT,
}MovementMode_t;
typedef struct _CBBox_t {
Vector2 size;
Vector2 offset;
@ -36,13 +41,14 @@ typedef struct _CBBox_t {
typedef struct _CTransform_t {
Vector2 prev_position;
Vector2 prev_velocity;
Vector2 position;
Vector2 velocity;
Vector2 prev_velocity;
Vector2 accel;
Vector2 fric_coeff;
int8_t grav_delay;
int8_t grav_timer;
MovementMode_t movement_mode;
} CTransform_t;
typedef struct _CMovementState_t {
@ -102,13 +108,13 @@ typedef struct _CContainer_t {
typedef struct _CHitBoxes_t {
Rectangle boxes[2];
uint8_t n_boxes;
bool strong;
uint8_t atk;
} CHitBoxes_t;
typedef struct _CHurtbox_t {
Vector2 offset;
Vector2 size;
bool fragile;
uint8_t def;
} CHurtbox_t;
// Credits to bedroomcoders.co.uk for this

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@ -912,8 +912,6 @@ void moveable_update_system(Scene_t* scene)
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)
{
@ -921,6 +919,7 @@ void moveable_update_system(Scene_t* scene)
p_ctransform->position = p_moveable->target_pos;
p_moveable->gridmove = false;
p_bbox->solid = true;
p_ctransform->movement_mode = REGULAR_MOVEMENT;
}
else if (remaining_distance > 0.1)
{
@ -929,6 +928,7 @@ void moveable_update_system(Scene_t* scene)
else
{
p_ctransform->position.x += (remaining_distance < -p_moveable->move_speed) ? -p_moveable->move_speed : remaining_distance;
memset(&p_ctransform->velocity, 0, sizeof(p_ctransform->velocity));
}
}
@ -1035,6 +1035,9 @@ void moveable_update_system(Scene_t* scene)
p_bbox->solid = false;
p_moveable->prev_pos = p_ctransform->position;
p_moveable->target_pos = Vector2Scale((Vector2){tile_x,tile_y2}, TILE_SIZE);
memset(&p_ctransform->velocity, 0, sizeof(p_ctransform->velocity));
memset(&p_ctransform->accel, 0, sizeof(p_ctransform->accel));
p_ctransform->movement_mode = KINEMATIC_MOVEMENT;
}
}
@ -1119,6 +1122,9 @@ void player_pushing_system(Scene_t* scene)
p_other_moveable->gridmove = true;
p_other_moveable->prev_pos = p_other_ct->position;
p_other_moveable->target_pos = target_pos;
memset(&p_ctransform->velocity, 0, sizeof(p_ctransform->velocity));
memset(&p_ctransform->accel, 0, sizeof(p_ctransform->accel));
p_other_ct->movement_mode = KINEMATIC_MOVEMENT;
}
}
}
@ -1137,11 +1143,15 @@ void movement_update_system(Scene_t* scene)
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,
Vector2Scale(p_ctransform->accel, delta_time)
);
if (p_ctransform->movement_mode == REGULAR_MOVEMENT)
{
p_ctransform->velocity =
Vector2Add(
p_ctransform->velocity,
Vector2Scale(p_ctransform->accel, delta_time)
);
}
float mag = Vector2Length(p_ctransform->velocity);
p_ctransform->velocity = Vector2Scale(
@ -1159,8 +1169,7 @@ void movement_update_system(Scene_t* scene)
p_ctransform->position,
Vector2Scale(p_ctransform->velocity, delta_time)
);
p_ctransform->accel.x = 0;
p_ctransform->accel.y = 0;
memset(&p_ctransform->accel, 0, sizeof(p_ctransform->accel));
// Level boundary collision
Entity_t* p_ent = get_entity(&scene->ent_manager, ent_idx);
@ -1203,8 +1212,8 @@ void player_ground_air_transition_system(Scene_t* scene)
sc_map_foreach_value(&scene->ent_manager.entities_map[PLAYER_ENT_TAG], p_player)
{
CJump_t* p_cjump = get_component(p_player, CJUMP_COMP_T);
CMovementState_t* p_mstate = get_component(p_player, CMOVEMENTSTATE_T);
CPlayerState_t* p_pstate = get_component(p_player, CPLAYERSTATE_T);
const CMovementState_t* p_mstate = get_component(p_player, CMOVEMENTSTATE_T);
const CPlayerState_t* p_pstate = get_component(p_player, CPLAYERSTATE_T);
// Handle Ground<->Air Transition
bool in_water = (p_mstate->water_state & 1);
@ -1231,7 +1240,6 @@ void player_ground_air_transition_system(Scene_t* scene)
void state_transition_update_system(Scene_t* scene)
{
LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data);
//Entity_t* p_ent;
CMovementState_t* p_mstate;
unsigned long ent_idx;
@ -1377,6 +1385,7 @@ void hitbox_update_system(Scene_t* scene)
if (p_other_hurtbox == NULL) continue;
CTransform_t* p_other_ct = get_component(p_other_ent, CTRANSFORM_COMP_T);
Vector2 hurtbox_pos = Vector2Add(p_other_ct->position, p_other_hurtbox->offset);
if (p_hitbox->atk <= p_other_hurtbox->def) continue;
Vector2 overlap;
if (
@ -1386,14 +1395,12 @@ void hitbox_update_system(Scene_t* scene)
)
)
{
if (!p_other_hurtbox->fragile) continue;
//if (p_other_ent->m_tag == CRATES_ENT_TAG)
{
CBBox_t* p_bbox = get_component(p_ent, CBBOX_COMP_T);
CPlayerState_t* p_pstate = get_component(p_ent, CPLAYERSTATE_T);
if (
// TODO: Check Material of the crates
p_ctransform->position.y + p_bbox->size.y <= p_other_ct->position.y
)
{
@ -1428,6 +1435,43 @@ void hitbox_update_system(Scene_t* scene)
}
}
void boulder_destroy_wooden_tile_system(Scene_t* scene)
{
LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data);
TileGrid_t tilemap = data->tilemap;
Entity_t* p_boulder;
sc_map_foreach_value(&scene->ent_manager.entities_map[BOULDER_ENT_TAG], p_boulder)
{
const CTransform_t* p_ctransform = get_component(p_boulder, CTRANSFORM_COMP_T);
const CBBox_t* p_bbox = get_component(p_boulder, CBBOX_COMP_T);
if (p_ctransform->velocity.y <= 0) continue;
unsigned int tile_idx = get_tile_idx(
p_ctransform->position.x + p_bbox->half_size.x,
p_ctransform->position.y + p_bbox->size.y,
tilemap.width
);
unsigned int tile_x = (p_ctransform->position.x + p_bbox->half_size.x) / TILE_SIZE;
if (tilemap.tiles[tile_idx].tile_type == ONEWAY_TILE)
{
tilemap.tiles[tile_idx].tile_type = EMPTY_TILE;
tilemap.tiles[tile_idx].solid = NOT_SOLID;
if (tile_x > 0 && tilemap.tiles[tile_idx - 1].tile_type == ONEWAY_TILE)
{
tilemap.tiles[tile_idx - 1].tile_type = EMPTY_TILE;
tilemap.tiles[tile_idx - 1].solid = NOT_SOLID;
}
if (tile_x < tilemap.width && tilemap.tiles[tile_idx + 1].tile_type == ONEWAY_TILE)
{
tilemap.tiles[tile_idx + 1].tile_type = EMPTY_TILE;
tilemap.tiles[tile_idx + 1].solid = NOT_SOLID;
}
}
}
}
void sprite_animation_system(Scene_t* scene)
{
unsigned int ent_idx;
@ -1491,7 +1535,6 @@ void camera_update_system(Scene_t* scene)
void init_level_scene_data(LevelSceneData_t* data)
{
//sc_map_init_32(&data->collision_events, 128, 0);
data->game_viewport = LoadRenderTexture(VIEWABLE_MAP_WIDTH*TILE_SIZE, VIEWABLE_MAP_HEIGHT*TILE_SIZE);
data->game_rec = (Rectangle){25, 25, VIEWABLE_MAP_WIDTH*TILE_SIZE, VIEWABLE_MAP_HEIGHT*TILE_SIZE};
data->cam = (Camera2D){0};
@ -1501,6 +1544,5 @@ void init_level_scene_data(LevelSceneData_t* data)
void term_level_scene_data(LevelSceneData_t* data)
{
//sc_map_term_32(&data->collision_events);
UnloadRenderTexture(data->game_viewport); // Unload render texture
}

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@ -18,6 +18,7 @@ void state_transition_update_system(Scene_t* scene);
void update_tilemap_system(Scene_t* scene);
void hitbox_update_system(Scene_t* scene);
void sprite_animation_system(Scene_t* scene);
void boulder_destroy_wooden_tile_system(Scene_t* scene);
void camera_update_system(Scene_t* scene);
void player_dir_reset_system(Scene_t* scene);
void player_respawn_system(Scene_t* scene);

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@ -16,7 +16,7 @@ Entity_t* create_crate(EntityManager_t* ent_manager, Assets_t* assets, bool meta
add_component(p_crate, CTILECOORD_COMP_T);
CHurtbox_t* p_hurtbox = add_component(p_crate, CHURTBOX_T);
p_hurtbox->size = p_bbox->size;
p_hurtbox->fragile = !metal;
p_hurtbox->def = metal ? 2 : 1;
return p_crate;
}
@ -37,6 +37,6 @@ Entity_t* create_boulder(EntityManager_t* ent_manager, Assets_t* assets)
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;
p_hurtbox->def = 2;
return p_boulder;
}

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@ -83,6 +83,7 @@ Entity_t* create_player(EntityManager_t* ent_manager, Assets_t* assets)
.width = p_bbox->size.x + 2,
.height = p_bbox->size.y - 1,
};
p_hitbox->atk = 2;
CSprite_t* p_cspr = add_component(p_ent, CSPRITE_T);
p_cspr->sprites = player_sprite_map;
p_cspr->transition_func = &player_sprite_transition_func;