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2 Commits

Author SHA1 Message Date
En Yi 68e8f7bf1c Allow jumping in one tile gaps
Changelog:
- With the change in bbox shifting, jumping in gaps is possible
2023-02-04 22:52:04 +08:00
En Yi 8606b595ab Add scene test for 16 pixels size tiles
Changelog:
- Add new compile profile for 16 pixels size tilemap
- Make game scene init less hardcoded
2023-02-04 22:31:28 +08:00
4 changed files with 40 additions and 44 deletions

View File

@ -6,6 +6,10 @@ project(${PROJECT_NAME} C)
set(CMAKE_C_STANDARD 99)
set(RAYLIB_DIR $ENV{HOME}/Documents/Coding/raylib/out/)
if (${CMAKE_BUILD_TYPE} STREQUAL tile16)
set_directory_properties(PROPERTIES COMPILE_DEFINITIONS TILE16_SIZE)
endif()
set(GAME_LIBS
lib_EC
lib_scenes
@ -82,43 +86,34 @@ target_link_libraries(scene_test
add_executable(scene_test_mem
scene_test.c
)
target_include_directories(scene_test_mem
PRIVATE
${CMAKE_CURRENT_LIST_DIR}
${RAYLIB_DIR}/include
)
target_link_options(scene_test_mem PRIVATE -Xlinker -Map=scene_test.map)
target_link_directories(scene_test_mem
PRIVATE
${RAYLIB_DIR}/lib
)
target_link_libraries(scene_test_mem
${GAME_LIBS}
)
target_link_options(scene_test PRIVATE -fsanitize=address -gdwarf-4 )
add_executable(menu_test
menu_test.c
)
target_include_directories(menu_test
PRIVATE
${CMAKE_CURRENT_LIST_DIR}
${RAYLIB_DIR}/include
)
target_compile_options(menu_test PRIVATE -fsanitize=address -gdwarf-4)
target_link_options(menu_test PRIVATE -fsanitize=address -gdwarf-4)
target_link_directories(menu_test
PRIVATE
${RAYLIB_DIR}/lib
)
target_link_libraries(menu_test
${GAME_LIBS}
)

View File

@ -1,22 +1,38 @@
// Constants to be used in game
#ifndef __CONSTANTS_H
#define __CONSTANTS_H
#ifndef TILE16_SIZE
#define TILE_SIZE 32
#define DEFAULT_MAP_WIDTH 32
#define DEFAULT_MAP_HEIGHT 16
#else
#define TILE_SIZE 16
#define DEFAULT_MAP_WIDTH 64
#define DEFAULT_MAP_HEIGHT 32
#endif
#define GRAV_ACCEL 1500
#define JUMP_SPEED 70
#define MOVE_ACCEL 1000
#define FRICTION 0.98
#define PLAYER_STAND_WIDTH 30
#ifndef TILE16_SIZE
#define PLAYER_WIDTH 30
#define PLAYER_HEIGHT 55
#define PLAYER_C_WIDTH 30
#define PLAYER_C_HEIGHT 30
#define PLAYER_C_YOFFSET 25
#define PLAYER_C_XOFFSET 0
#else
#define PLAYER_WIDTH 14
#define PLAYER_HEIGHT 30
#define PLAYER_C_WIDTH 14
#define PLAYER_C_HEIGHT 14
#endif
#define PLAYER_C_YOFFSET (PLAYER_HEIGHT - PLAYER_C_HEIGHT)
#define PLAYER_C_XOFFSET (PLAYER_WIDTH - PLAYER_C_WIDTH)
#define PLAYER_MAX_SPEED 1000
#define Y_FRICTION 0.98
#define X_FRICTION 0.85
#define MAX_WATER_LEVEL 4
#endif // __CONSTANTS_H

View File

@ -212,34 +212,18 @@ void player_movement_input_system(Scene_t* scene)
// Check if possible to jump when jump is pressed
if (p_pstate->jump_pressed && p_cjump->jumps > 0 && p_cjump->cooldown_timer == 0)
{
bool jump_valid = true;
// Check Jump from crouch
if(p_pstate->is_crouch & 1)
p_cjump->jumps--;
if (!in_water)
{
Vector2 test_pos = p_ctransform->position;
Vector2 test_bbox = {PLAYER_WIDTH, PLAYER_HEIGHT};
Vector2 top = {0, -1};
test_pos.x += PLAYER_C_XOFFSET;
test_pos.y -= PLAYER_C_YOFFSET;
jump_valid = !check_collision_at(test_pos, test_bbox, &tilemap, top, &scene->ent_manager);
p_ctransform->velocity.y -= p_cjump->jump_speed;
}
else
{
p_ctransform->velocity.y -= p_cjump->jump_speed / 1.75;
}
// Jump okay
if (jump_valid)
{
if (!in_water)
{
p_ctransform->velocity.y -= p_cjump->jump_speed;
}
else
{
p_ctransform->velocity.y -= p_cjump->jump_speed / 1.75;
}
p_cjump->jumped = true;
p_cjump->cooldown_timer = 15;
}
p_cjump->jumped = true;
p_cjump->cooldown_timer = 15;
}
}

View File

@ -273,19 +273,20 @@ void init_level_scene(LevelScene_t *scene)
sc_map_put_64(&scene->scene.action_map, KEY_O, ACTION_PREV_SPAWN);
sc_map_put_64(&scene->scene.action_map, KEY_P, ACTION_NEXT_SPAWN);
scene->data.tilemap.width = 32;
scene->data.tilemap.height = 16;
assert(32*16 <= MAX_N_TILES);
scene->data.tilemap.n_tiles = 32*16;
scene->data.tilemap.width = DEFAULT_MAP_WIDTH;
scene->data.tilemap.height = DEFAULT_MAP_HEIGHT;
scene->data.tilemap.n_tiles = scene->data.tilemap.width * scene->data.tilemap.height;
assert(scene->data.tilemap.n_tiles <= MAX_N_TILES);
scene->data.tilemap.tiles = all_tiles;
for (size_t i=0; i<MAX_N_TILES;i++)
{
all_tiles[i].solid = 0;
sc_map_init_64(&all_tiles[i].entities_set, 16, 0);
}
for (size_t i=0; i<32; ++i)
for (size_t i=0; i<scene->data.tilemap.width; ++i)
{
all_tiles[15*32+i].solid = true; // for testing
unsigned int tile_idx = (scene->data.tilemap.height - 1) * scene->data.tilemap.width + i;
all_tiles[tile_idx].solid = true; // for testing
}
spawn_player(&scene->scene);