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26fa9af6b8
Author | SHA1 | Date |
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26fa9af6b8 | |
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ce8284ab39 |
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@ -26,9 +26,10 @@ enum EntitySpawnSelection {
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SPAWN_CRATE_BOMB,
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SPAWN_BOULDER,
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SPAWN_WATER_RUNNER,
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SPAWN_LEVEL_END,
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};
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#define MAX_SPAWN_TYPE 15
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#define MAX_SPAWN_TYPE 16
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static unsigned int current_spawn_selection = 0;
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static bool metal_toggle = false;
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static bool crate_activation = false;
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@ -58,6 +59,7 @@ static char* get_spawn_selection_string(enum EntitySpawnSelection sel)
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case SPAWN_CRATE_BOMB: return (metal_toggle) ? "metal bomb crate" : "wooden bomb crate";
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case SPAWN_BOULDER: return "boulder";
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case SPAWN_WATER_RUNNER: return "water runner";
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case SPAWN_LEVEL_END: return "level end";
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default: return "unknown";
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}
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}
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@ -330,6 +332,12 @@ static void level_scene_render_func(Scene_t* scene)
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}
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}
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sc_map_foreach_value(&scene->ent_manager.entities_map[LEVEL_END_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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DrawCircleV(p_ct->position, tilemap.tile_size >> 1, (data->coins.current < data->coins.total)? RED : GREEN);
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}
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sc_map_foreach_value(&scene->ent_manager.entities_map[DYNMEM_ENT_TAG], p_ent)
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{
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CWaterRunner_t* p_runner = get_component(p_ent, CWATERRUNNER_T);
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@ -597,6 +605,17 @@ static void toggle_block_system(Scene_t* scene)
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}
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}
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break;
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case SPAWN_LEVEL_END:
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{
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Entity_t* p_ent = create_level_end(&scene->ent_manager, &scene->engine->assets);
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if (p_ent != NULL)
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{
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CTransform_t* p_ct = get_component(p_ent, CTRANSFORM_COMP_T);
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p_ct->position.x = (tile_idx % tilemap.width) * tilemap.tile_size + (tilemap.tile_size >> 1);
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p_ct->position.y = (tile_idx / tilemap.width) * tilemap.tile_size + (tilemap.tile_size >> 1);;
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}
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}
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break;
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case SPAWN_CHEST:
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if (data->coins.total < 65535)
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{
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@ -717,6 +736,11 @@ static void restart_editor_level(Scene_t* scene)
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}
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}
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}
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Entity_t* p_ent;
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sc_map_foreach_value(&scene->ent_manager.entities_map[LEVEL_END_TAG], p_ent)
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{
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remove_entity(&scene->ent_manager, p_ent->m_id);
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}
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update_entity_manager(&scene->ent_manager);
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for (size_t i = 0; i < tilemap.width; ++i)
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{
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@ -828,6 +852,7 @@ static void level_do_action(Scene_t* scene, ActionType_t action, bool pressed)
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change_scene(scene->engine, 0);
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}
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break;
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case ACTION_NEXTLEVEL:
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case ACTION_RESTART:
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restart_editor_level(scene);
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break;
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@ -862,7 +887,7 @@ void init_sandbox_scene(LevelScene_t* scene)
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BLACK, MAROON, ORANGE, ColorAlpha(RAYWHITE, 0.5), ColorAlpha(BLUE, 0.5),
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ColorAlpha(RAYWHITE, 0.5), YELLOW, crate_colour, crate_colour, crate_colour,
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crate_colour, crate_colour, crate_colour,
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ColorAlpha(RAYWHITE, 0.5), ColorAlpha(RAYWHITE, 0.5)
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ColorAlpha(RAYWHITE, 0.5), ColorAlpha(RAYWHITE, 0.5), ColorAlpha(RAYWHITE, 0.5)
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};
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for (uint8_t i = 0; i < MAX_SPAWN_TYPE; ++i)
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{
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@ -918,6 +943,9 @@ void init_sandbox_scene(LevelScene_t* scene)
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case SPAWN_WATER_RUNNER:
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DrawCircleV(Vector2Add(draw_pos, half_size), half_size.x, ColorAlpha(BLUE, 0.2));
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break;
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case SPAWN_LEVEL_END:
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DrawCircleV(Vector2Add(draw_pos, half_size), half_size.x, GREEN);
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break;
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case TOGGLE_AIR_POCKET:
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DrawRectangleLinesEx((Rectangle){draw_pos.x, draw_pos.y, SELECTION_TILE_SIZE, SELECTION_TILE_SIZE}, 2.0, ColorAlpha(BLUE, 0.5));
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break;
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@ -961,6 +989,7 @@ void init_sandbox_scene(LevelScene_t* scene)
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sc_array_add(&scene->scene.systems, &player_dir_reset_system);
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sc_array_add(&scene->scene.systems, &update_water_runner_system);
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sc_array_add(&scene->scene.systems, &player_respawn_system);
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sc_array_add(&scene->scene.systems, &level_end_detection_system);
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sc_array_add(&scene->scene.systems, &toggle_block_system);
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// This avoid graphical glitch, not essential
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@ -23,19 +23,21 @@ uint8_t find_AABB_overlap(const Vector2 tl1, const Vector2 sz1, const Vector2 tl
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// Note that we include one extra pixel for checking
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// This avoid overlapping on the border
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Vector2 l1, l2;
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Vector2 tmp;
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uint8_t overlap_x, overlap_y;
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l1.x = tl1.x;
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l1.y = tl1.x + sz1.x;
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l2.x = tl2.x;
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l2.y = tl2.x + sz2.x;
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overlap_x = find_1D_overlap(l1, l2, &overlap->x);
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overlap_x = find_1D_overlap(l1, l2, &tmp.x);
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l1.x = tl1.y;
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l1.y = tl1.y + sz1.y;
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l2.x = tl2.y;
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l2.y = tl2.y + sz2.y;
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overlap_y = find_1D_overlap(l1, l2, &overlap->y);
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overlap_y = find_1D_overlap(l1, l2, &tmp.y);
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if (overlap) *overlap = tmp;
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if (overlap_x == 2 && overlap_y == 2) return 2;
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return (overlap_x < overlap_y) ? overlap_x : overlap_y;
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}
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@ -6,7 +6,7 @@
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#include "sc/map/sc_map.h"
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#include "sc/queue/sc_queue.h"
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#define N_TAGS 8
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#define N_TAGS 10
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#define N_COMPONENTS 13
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#define MAX_COMP_POOL_SIZE 1024
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typedef struct EntityManager EntityManager_t;
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@ -9,6 +9,7 @@ typedef enum EntityTag {
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CRATES_ENT_TAG,
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CHEST_ENT_TAG,
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BOULDER_ENT_TAG,
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LEVEL_END_TAG,
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DESTRUCTABLE_ENT_TAG,
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DYNMEM_ENT_TAG,
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} EntityTag_t;
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@ -27,5 +28,6 @@ Entity_t* create_arrow(EntityManager_t* ent_manager, Assets_t* assets, uint8_t d
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Entity_t* create_bomb(EntityManager_t* ent_manager, Assets_t* assets, Vector2 launch_dir);
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Entity_t* create_explosion(EntityManager_t* ent_manager, Assets_t* assets);
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Entity_t* create_chest(EntityManager_t* ent_manager, Assets_t* assets);
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Entity_t* create_level_end(EntityManager_t* ent_manager, Assets_t* assets);
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#endif // __ENT_IMPL_H
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@ -569,7 +569,6 @@ void spike_collision_system(Scene_t* scene)
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tile_y1 = (tile_y1 < 0) ? 0 : tile_y1;
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tile_y2 = (tile_y2 >= tilemap.height) ? tilemap.height - 1 : tile_y2;
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Vector2 overlap;
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for (unsigned int tile_y = tile_y1; tile_y <= tile_y2; tile_y++)
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{
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for (unsigned int tile_x = tile_x1; tile_x <= tile_x2; tile_x++)
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@ -584,7 +583,7 @@ void spike_collision_system(Scene_t* scene)
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tile_y * TILE_SIZE + tilemap.tiles[tile_idx].offset.y
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},
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tilemap.tiles[tile_idx].size,
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&overlap);
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NULL);
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if (collide)
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{
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@ -1309,11 +1308,10 @@ void state_transition_update_system(Scene_t* scene)
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uint32_t water_height = data->tilemap.tiles[tile_idx].water_level * WATER_BBOX_STEP;
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Vector2 tl = {tile_x * data->tilemap.tile_size, (tile_y + 1) * data->tilemap.tile_size - water_height};
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Vector2 overlap;
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in_water |= find_AABB_overlap(
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p_ctransform->position, p_bbox->size,
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tl, (Vector2){data->tilemap.tile_size, water_height}
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, &overlap
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, NULL
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) > 0;
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}
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}
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@ -1422,7 +1420,6 @@ void hitbox_update_system(Scene_t* scene)
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if (tile_idx >= tilemap.n_tiles) break;
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unsigned int other_ent_idx;
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Entity_t* p_other_ent;
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Vector2 overlap;
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if (tilemap.tiles[tile_idx].tile_type != EMPTY_TILE)
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{
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@ -1431,7 +1428,7 @@ void hitbox_update_system(Scene_t* scene)
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if (
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find_AABB_overlap(
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hitbox_pos, (Vector2){p_hitbox->boxes[i].width, p_hitbox->boxes[i].height},
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tile_pos, tilemap.tiles[tile_idx].size, &overlap
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tile_pos, tilemap.tiles[tile_idx].size, NULL
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)
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)
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{
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@ -1462,7 +1459,7 @@ void hitbox_update_system(Scene_t* scene)
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if (
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find_AABB_overlap(
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hitbox_pos, (Vector2){p_hitbox->boxes[i].width, p_hitbox->boxes[i].height},
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hurtbox_pos, p_other_hurtbox->size, &overlap
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hurtbox_pos, p_other_hurtbox->size, NULL
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)
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)
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{
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@ -1732,3 +1729,43 @@ void camera_update_system(Scene_t* scene)
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if (min.x > 0) lvl_scene->data.cam.offset.x = width/2.0f - min.x;
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if (min.y > 0) lvl_scene->data.cam.offset.y = height/2.0f - min.y;
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}
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void level_end_detection_system(Scene_t* scene)
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{
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LevelScene_t* lvl_scene = CONTAINER_OF(scene, LevelScene_t, scene);
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if (lvl_scene->data.coins.current < lvl_scene->data.coins.total) return;
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Entity_t* p_flag;
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TileGrid_t tilemap = lvl_scene->data.tilemap;
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sc_map_foreach_value(&scene->ent_manager.entities_map[LEVEL_END_TAG], p_flag)
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{
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CTransform_t* p_ct = get_component(p_flag, CTRANSFORM_COMP_T);
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unsigned int tile_idx = get_tile_idx(
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p_ct->position.x,
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p_ct->position.y,
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tilemap.width
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);
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unsigned int other_ent_idx;
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Entity_t* p_other_ent;
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sc_map_foreach(&tilemap.tiles[tile_idx].entities_set, other_ent_idx, p_other_ent)
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{
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if (p_other_ent->m_tag != PLAYER_ENT_TAG) continue;
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CTransform_t* p_other_ct = get_component(p_other_ent, CTRANSFORM_COMP_T);
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CBBox_t* p_other_bbox = get_component(p_other_ent, CBBOX_COMP_T);
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Vector2 pos = Vector2Subtract(p_ct->position,(Vector2){tilemap.tile_size >> 1, tilemap.tile_size >> 1});
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if (
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find_AABB_overlap(
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pos, (Vector2){tilemap.tile_size, tilemap.tile_size},
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p_other_ct->position, p_other_bbox->size, NULL
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)
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)
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{
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do_action(scene, ACTION_NEXTLEVEL, true);
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}
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}
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}
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}
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@ -24,5 +24,6 @@ void player_dir_reset_system(Scene_t* scene);
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void player_respawn_system(Scene_t* scene);
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void lifetimer_update_system(Scene_t* scene);
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void spike_collision_system(Scene_t* scene);
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void level_end_detection_system(Scene_t* scene);
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#endif // __GAME_SYSTEMS_H
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@ -225,3 +225,12 @@ Entity_t* create_chest(EntityManager_t* ent_manager, Assets_t* assets)
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return p_chest;
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}
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Entity_t* create_level_end(EntityManager_t* ent_manager, Assets_t* assets)
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{
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Entity_t* p_flag = add_entity(ent_manager, LEVEL_END_TAG);
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if (p_flag == NULL) return NULL;
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add_component(p_flag, CTRANSFORM_COMP_T);
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return p_flag;
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}
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