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acb1b7858c
Author | SHA1 | Date |
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acb1b7858c | |
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90bbad09ae | |
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5d8385f9ff | |
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9fdb8296ff |
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@ -91,6 +91,7 @@ typedef struct _CPlayerState_t {
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uint8_t jump_pressed;
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uint8_t is_crouch;
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bool ladder_state;
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bool locked; // Whether to respond to inputs
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} CPlayerState_t;
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typedef enum ContainerItem {
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@ -23,5 +23,6 @@ typedef enum ActionType
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ACTION_SPAWN_TILE,
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ACTION_REMOVE_TILE,
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ACTION_SWITCH_TILESET,
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ACTION_LOOKAHEAD,
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}ActionType_t;
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#endif // __ACTIONS_H
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@ -9,6 +9,7 @@ add_library(lib_scenes STATIC
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game_scene.c
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game_systems.c
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scene_systems.c
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camera_systems.c
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)
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target_include_directories(lib_scenes
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PUBLIC
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@ -0,0 +1,102 @@
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#include "game_systems.h"
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#include "ent_impl.h"
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#include "raymath.h"
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void camera_update_system(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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Entity_t* p_player;
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const int width = data->game_rec.width;
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const int height =data->game_rec.height;
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data->camera.cam.offset = (Vector2){ width/2.0f, height/2.0f };
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if (data->camera.mode == CAMERA_FOLLOW_PLAYER)
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{
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Vector2 target_vel = {0};
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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(p_player, CTRANSFORM_COMP_T);
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data->camera.target_pos.x = p_player->position.x;
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target_vel = p_ctransform->velocity;
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CMovementState_t* p_movement = get_component(p_player, CMOVEMENTSTATE_T);
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CPlayerState_t* p_pstate = get_component(p_player, CPLAYERSTATE_T);
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data->camera.target_pos.x += (p_movement->x_dir == 1) ? width/6: -width/6;
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if (p_movement->ground_state == 0b01
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|| (p_movement->water_state & 1)
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|| (p_pstate->ladder_state & 1)
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)
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{
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data->camera.base_y = p_player->position.y;
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}
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if (p_player->position.y >= data->camera.base_y)
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{
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data->camera.target_pos.y = p_player->position.y;
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data->camera.target_pos.y += p_ctransform->velocity.y * 0.2;
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}
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}
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data->camera.target_pos.x = Clamp(data->camera.target_pos.x, data->game_rec.width / 2,
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fmax(data->tilemap.width * data->tilemap.tile_size, data->game_rec.width) - data->game_rec.width / 2);
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data->camera.target_pos.y = Clamp(data->camera.target_pos.y, data->game_rec.height / 2,
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fmax(data->tilemap.height * data->tilemap.tile_size, data->game_rec.width) - data->game_rec.height / 2);
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// Mass-Spring damper update in x direction
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float x = data->camera.target_pos.x - data->camera.cam.target.x;
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float v = data->camera.current_vel.x - target_vel.x;
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float F = data->camera.k * x - data->camera.c * v;
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// Kinematics update
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const float dt = scene->delta_time;
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float a_dt = F * dt / data->camera.mass;
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data->camera.cam.target.x += (data->camera.current_vel.x + a_dt * 0.5) * dt;
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data->camera.current_vel.x += a_dt;
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// Simple lerp for y direction
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float dy = (data->camera.target_pos.y - data->camera.cam.target.y);
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data->camera.cam.target.y += dy * 0.1f;
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}
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else
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{
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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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// break;
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//}
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}
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// Bound camera within level limits
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Vector2 max = GetWorldToScreen2D(
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(Vector2){
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fmax(data->tilemap.width * data->tilemap.tile_size, data->game_rec.width),
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fmax(data->tilemap.height * data->tilemap.tile_size, data->game_rec.height)
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},
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data->camera.cam
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);
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Vector2 min = GetWorldToScreen2D((Vector2){0, 0}, data->camera.cam);
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if (max.x < width)
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{
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//data->camera.cam.offset.x = width - (max.x - width/2.0f);
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data->camera.cam.target.x = fmax(data->tilemap.width * data->tilemap.tile_size, data->game_rec.width) - (width >> 1);
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data->camera.current_vel.x = 0;
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}
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if (min.x > 0)
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{
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//data->camera.cam.offset.x = (width >> 1) - min.x;
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data->camera.cam.target.x = (width >> 1);
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data->camera.current_vel.x = 0;
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}
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if (max.y < height)
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{
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//data->camera.cam.offset.y = height - (max.y - height/2.0f);
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data->camera.cam.target.y = fmax(data->tilemap.height * data->tilemap.tile_size, data->game_rec.height) - (height >> 1);
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data->camera.current_vel.y = 0;
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}
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if (min.y > 0)
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{
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//data->camera.cam.offset.y = (height >> 1) - min.y;
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data->camera.cam.target.y = (height >> 1);
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data->camera.current_vel.y = 0;
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}
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}
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@ -842,15 +842,19 @@ static void level_do_action(Scene_t* scene, ActionType_t action, bool pressed)
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{
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case ACTION_UP:
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p_playerstate->player_dir.y = (pressed)? -1 : 0;
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if (data->camera.mode == CAMERA_RANGED_MOVEMENT) data->camera.cam.target.y -= 20;
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break;
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case ACTION_DOWN:
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p_playerstate->player_dir.y = (pressed)? 1 : 0;
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if (data->camera.mode == CAMERA_RANGED_MOVEMENT) data->camera.cam.target.y += 20;
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break;
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case ACTION_LEFT:
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p_playerstate->player_dir.x = (pressed)? -1 : 0;
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if (data->camera.mode == CAMERA_RANGED_MOVEMENT) data->camera.cam.target.x -= 20;
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break;
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case ACTION_RIGHT:
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p_playerstate->player_dir.x = (pressed)? 1 : 0;
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if (data->camera.mode == CAMERA_RANGED_MOVEMENT) data->camera.cam.target.x += 20;
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break;
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case ACTION_JUMP:
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p_playerstate->jump_pressed = pressed;
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@ -1022,7 +1026,6 @@ static void level_do_action(Scene_t* scene, ActionType_t action, bool pressed)
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case ACTION_REMOVE_TILE:
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toggle_block_system(scene, action, pressed);
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update_entity_manager(&scene->ent_manager);
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default:
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break;
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case ACTION_SWITCH_TILESET:
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if (!pressed)
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@ -1033,6 +1036,12 @@ static void level_do_action(Scene_t* scene, ActionType_t action, bool pressed)
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data->solid_tile_sprites = get_sprite(&scene->engine->assets, SOLID_TILE_SELECTIONS[data->selected_solid_tilemap]);
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}
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break;
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case ACTION_LOOKAHEAD:
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p_playerstate->locked = pressed;
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data->camera.mode = pressed ? CAMERA_RANGED_MOVEMENT : CAMERA_FOLLOW_PLAYER;
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break;
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default:
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break;
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}
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}
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}
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@ -1321,10 +1330,11 @@ void init_sandbox_scene(LevelScene_t* scene)
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sc_map_put_64(&scene->scene.action_map, KEY_T, ACTION_CRATE_ACTIVATION);
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sc_map_put_64(&scene->scene.action_map, KEY_L, ACTION_EXIT);
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sc_map_put_64(&scene->scene.action_map, KEY_R, ACTION_RESTART);
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sc_map_put_64(&scene->scene.action_map, KEY_B, ACTION_TOGGLE_GRID);
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sc_map_put_64(&scene->scene.action_map, KEY_Z, ACTION_SWITCH_TILESET);
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sc_map_put_64(&scene->scene.action_map, KEY_V, ACTION_SET_SPAWNPOINT);
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sc_map_put_64(&scene->scene.action_map, KEY_X, ACTION_TOGGLE_GRID);
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sc_map_put_64(&scene->scene.action_map, KEY_C, ACTION_SET_SPAWNPOINT);
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sc_map_put_64(&scene->scene.action_map, KEY_U, ACTION_TOGGLE_TIMESLOW);
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sc_map_put_64(&scene->scene.action_map, KEY_V, ACTION_LOOKAHEAD);
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sc_map_put_64(&scene->scene.action_map, MOUSE_LEFT_BUTTON, ACTION_SPAWN_TILE);
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sc_map_put_64(&scene->scene.action_map, MOUSE_RIGHT_BUTTON, ACTION_REMOVE_TILE);
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@ -56,6 +56,7 @@ static void level_scene_render_func(Scene_t* scene)
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static void level_do_action(Scene_t* scene, ActionType_t action, bool pressed)
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{
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LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data);
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CPlayerState_t* p_playerstate;
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sc_map_foreach_value(&scene->ent_manager.component_map[CPLAYERSTATE_T], p_playerstate)
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{
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@ -63,19 +64,27 @@ static void level_do_action(Scene_t* scene, ActionType_t action, bool pressed)
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{
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case ACTION_UP:
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p_playerstate->player_dir.y = (pressed)? -1 : 0;
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if (data->camera.mode == CAMERA_RANGED_MOVEMENT) data->camera.cam.target.y -= 20;
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break;
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case ACTION_DOWN:
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p_playerstate->player_dir.y = (pressed)? 1 : 0;
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if (data->camera.mode == CAMERA_RANGED_MOVEMENT) data->camera.cam.target.y += 20;
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break;
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case ACTION_LEFT:
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p_playerstate->player_dir.x = (pressed)? -1 : 0;
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if (data->camera.mode == CAMERA_RANGED_MOVEMENT) data->camera.cam.target.x -= 20;
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break;
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case ACTION_RIGHT:
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p_playerstate->player_dir.x = (pressed)? 1 : 0;
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if (data->camera.mode == CAMERA_RANGED_MOVEMENT) data->camera.cam.target.x += 20;
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break;
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case ACTION_JUMP:
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p_playerstate->jump_pressed = pressed;
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break;
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case ACTION_LOOKAHEAD:
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p_playerstate->locked = pressed;
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data->camera.mode = pressed ? CAMERA_RANGED_MOVEMENT : CAMERA_FOLLOW_PLAYER;
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break;
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default:
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break;
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}
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@ -488,6 +497,7 @@ void init_game_scene(LevelScene_t* scene)
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sc_map_put_64(&scene->scene.action_map, KEY_R, ACTION_RESTART);
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sc_map_put_64(&scene->scene.action_map, KEY_RIGHT_BRACKET, ACTION_NEXTLEVEL);
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sc_map_put_64(&scene->scene.action_map, KEY_LEFT_BRACKET, ACTION_PREVLEVEL);
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sc_map_put_64(&scene->scene.action_map, KEY_Z, ACTION_LOOKAHEAD);
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}
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@ -298,43 +298,47 @@ void player_movement_input_system(Scene_t* scene)
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// Ladder handling
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if (!p_pstate->ladder_state)
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{
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if (p_pstate->player_dir.y < 0)
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// Transit into ladder state if possible
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if (!p_pstate->locked)
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{
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unsigned int tile_idx = get_tile_idx(
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p_player->position.x + p_bbox->half_size.x,
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p_player->position.y + p_bbox->half_size.y,
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data->tilemap
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);
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if (tilemap.tiles[tile_idx].tile_type == LADDER && p_ctransform->velocity.y >= 0)
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if (p_pstate->player_dir.y < 0)
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{
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p_pstate->ladder_state = true;
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p_player->position.y--;
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}
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}
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else if (p_pstate->player_dir.y > 0)
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{
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unsigned int tile_idx;
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if (p_mstate->ground_state & 1)
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{
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tile_idx = get_tile_idx(
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p_player->position.x + p_bbox->half_size.x,
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p_player->position.y + p_bbox->size.y,
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data->tilemap
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);
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}
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else
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{
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tile_idx = get_tile_idx(
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unsigned int tile_idx = get_tile_idx(
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p_player->position.x + p_bbox->half_size.x,
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p_player->position.y + p_bbox->half_size.y,
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data->tilemap
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);
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if (tilemap.tiles[tile_idx].tile_type == LADDER && p_ctransform->velocity.y >= 0)
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{
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p_pstate->ladder_state = true;
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p_player->position.y--;
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}
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}
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if (tile_idx < tilemap.n_tiles && tilemap.tiles[tile_idx].tile_type == LADDER)
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else if (p_pstate->player_dir.y > 0)
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{
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p_pstate->ladder_state = true;
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p_player->position.y++;
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unsigned int tile_idx;
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if (p_mstate->ground_state & 1)
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{
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tile_idx = get_tile_idx(
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p_player->position.x + p_bbox->half_size.x,
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p_player->position.y + p_bbox->size.y,
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data->tilemap
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);
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}
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else
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{
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tile_idx = get_tile_idx(
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p_player->position.x + p_bbox->half_size.x,
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p_player->position.y + p_bbox->half_size.y,
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data->tilemap
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);
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}
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if (tile_idx < tilemap.n_tiles && tilemap.tiles[tile_idx].tile_type == LADDER)
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{
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p_pstate->ladder_state = true;
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p_player->position.y++;
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}
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}
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}
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}
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@ -353,10 +357,11 @@ void player_movement_input_system(Scene_t* scene)
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p_pstate->ladder_state |= tilemap.tiles[tile_idx].tile_type == LADDER;
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}
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}
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if (p_pstate->ladder_state)
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{
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p_ctransform->velocity.y = p_pstate->player_dir.y * 150;
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p_ctransform->velocity.x = p_pstate->player_dir.x * 40;
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p_ctransform->velocity.y = p_pstate->player_dir.y * 150 * (p_pstate->locked ? 0 : 1);
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p_ctransform->velocity.x = p_pstate->player_dir.x * 40 * (p_pstate->locked ? 0 : 1);
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if (p_pstate->player_dir.y != 0)
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{
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p_player->position.x = tile_x * TILE_SIZE + 1;
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@ -365,30 +370,50 @@ void player_movement_input_system(Scene_t* scene)
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}
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bool in_water = (p_mstate->water_state & 1);
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p_pstate->is_crouch |= (p_pstate->player_dir.y > 0)? 0b10 : 0;
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if (!in_water)
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if (p_pstate->locked)
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{
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p_pstate->player_dir.y = 0;
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p_ctransform->accel = Vector2Scale(Vector2Normalize(p_pstate->player_dir), MOVE_ACCEL);
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p_pstate->is_crouch |= (p_pstate->is_crouch & 1)? 0b10 : 0;
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}
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else
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{
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// Although this can be achieved via higher friction, i'll explain away as the player is not
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// good with swimming, resulting in lower movement acceleration
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p_ctransform->accel = Vector2Scale(Vector2Normalize(p_pstate->player_dir), MOVE_ACCEL/1.2);
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p_pstate->is_crouch |= (p_pstate->player_dir.y > 0)? 0b10 : 0;
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Vector2 point_to_check = Vector2Add(
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p_player->position,
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(Vector2){0, p_bbox->size.y - PLAYER_HEIGHT}
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);
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uint8_t collide_type = check_collision_at(
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p_player, point_to_check, p_bbox->size, &tilemap
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);
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if (collide_type == 1)
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{
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p_pstate->is_crouch |= 0b10;
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}
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if (!(p_mstate->ground_state & 1)) p_pstate->is_crouch &= 0b01;
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}
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if (p_pstate->is_crouch & 1)
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if (!in_water)
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{
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p_ctransform->accel = Vector2Scale(p_ctransform->accel, 0.5);
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p_pstate->player_dir.y = 0;
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}
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if (!p_pstate->locked)
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{
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// Although this can be achieved via higher friction, i'll explain away as the player is not
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// good with swimming, resulting in lower movement acceleration
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p_ctransform->accel = Vector2Scale(Vector2Normalize(p_pstate->player_dir), MOVE_ACCEL / (in_water ? 1.2f : 1.0f));
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if (p_pstate->is_crouch & 1)
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{
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p_ctransform->accel = Vector2Scale(p_ctransform->accel, 0.5);
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}
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}
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// Short Hop
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// Jumped check is needed to make sure it is applied on jumps, not generally
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// One issue caused is lower velocity in water
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if (p_cjump->jumped)
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{
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if (!p_pstate->jump_pressed)
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if (!p_pstate->jump_pressed || p_pstate->locked)
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{
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p_cjump->jump_released = true;
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if (!p_cjump->short_hop && p_ctransform->velocity.y < 0)
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|
@ -399,57 +424,50 @@ void player_movement_input_system(Scene_t* scene)
|
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}
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}
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Vector2 point_to_check = Vector2Add(
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p_player->position,
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(Vector2){0, p_bbox->size.y - PLAYER_HEIGHT}
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);
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uint8_t collide_type = check_collision_at(
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p_player, point_to_check, p_bbox->size, &tilemap
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);
|
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if (collide_type == 1)
|
||||
{
|
||||
p_pstate->is_crouch |= 0b10;
|
||||
}
|
||||
if (!(p_mstate->ground_state & 1)) p_pstate->is_crouch &= 0b01;
|
||||
p_pstate->is_crouch >>= 1;
|
||||
|
||||
// Jumps is possible as long as you have a jump
|
||||
|
||||
// Check if possible to jump when jump is pressed
|
||||
if (p_cjump->jump_released && p_pstate->jump_pressed && p_cjump->jumps > 0 && p_cjump->jump_ready)
|
||||
if (!p_pstate->locked)
|
||||
{
|
||||
play_sfx(scene->engine, PLAYER_JMP_SFX);
|
||||
p_cjump->jumps--;
|
||||
if (!in_water)
|
||||
if (p_cjump->jump_released && p_pstate->jump_pressed && p_cjump->jumps > 0 && p_cjump->jump_ready)
|
||||
{
|
||||
if (p_mstate->ground_state & 1 || p_cjump->coyote_timer > 0)
|
||||
play_sfx(scene->engine, PLAYER_JMP_SFX);
|
||||
p_cjump->jumps--;
|
||||
if (!in_water)
|
||||
{
|
||||
p_ctransform->velocity.y = -p_cjump->jump_speed;
|
||||
if (p_mstate->ground_state & 1 || p_cjump->coyote_timer > 0)
|
||||
{
|
||||
p_ctransform->velocity.y = -p_cjump->jump_speed;
|
||||
}
|
||||
else if (p_pstate->ladder_state)
|
||||
{
|
||||
p_ctransform->velocity.y = -p_cjump->jump_speed / 1.4;
|
||||
}
|
||||
}
|
||||
else if (p_pstate->ladder_state)
|
||||
else
|
||||
{
|
||||
p_ctransform->velocity.y = -p_cjump->jump_speed / 1.4;
|
||||
p_ctransform->velocity.y = -p_cjump->jump_speed / 1.75;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
p_ctransform->velocity.y = -p_cjump->jump_speed / 1.75;
|
||||
}
|
||||
|
||||
p_pstate->ladder_state = false;
|
||||
p_cjump->coyote_timer = 0;
|
||||
p_cjump->jumped = true;
|
||||
p_cjump->jump_ready = false;
|
||||
p_cjump->jump_released = false;
|
||||
}
|
||||
else if (p_mstate->ground_state == 0b01)
|
||||
{
|
||||
// the else if check is to prevent playing the landing sfx
|
||||
// on first frame jumps
|
||||
// This is also why this is done here instead of in the
|
||||
// state transition function
|
||||
play_sfx_pitched(scene->engine, PLAYER_LAND_SFX, 0.8f + rand() * 0.4f / (float)RAND_MAX);
|
||||
p_pstate->ladder_state = false;
|
||||
p_cjump->coyote_timer = 0;
|
||||
p_cjump->jumped = true;
|
||||
p_cjump->jump_ready = false;
|
||||
p_cjump->jump_released = false;
|
||||
}
|
||||
else if (p_mstate->ground_state == 0b01)
|
||||
{
|
||||
// the else if check is to prevent playing the landing sfx
|
||||
// on first frame jumps
|
||||
// This is also why this is done here instead of in the
|
||||
// state transition function
|
||||
play_sfx_pitched(scene->engine, PLAYER_LAND_SFX, 0.8f + rand() * 0.4f / (float)RAND_MAX);
|
||||
}
|
||||
}
|
||||
|
||||
// Post movement state update
|
||||
p_pstate->is_crouch >>= 1;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1989,81 +2007,6 @@ void sprite_animation_system(Scene_t* scene)
|
|||
}
|
||||
}
|
||||
|
||||
void camera_update_system(Scene_t* scene)
|
||||
{
|
||||
LevelSceneData_t* data = &CONTAINER_OF(scene, LevelScene_t, scene)->data;
|
||||
Entity_t* p_player;
|
||||
const int width = data->game_rec.width;
|
||||
const int height =data->game_rec.height;
|
||||
data->camera.cam.offset = (Vector2){ width/2.0f, height/2.0f };
|
||||
|
||||
Vector2 target_vel = {0};
|
||||
sc_map_foreach_value(&scene->ent_manager.entities_map[PLAYER_ENT_TAG], p_player)
|
||||
{
|
||||
CTransform_t* p_ctransform = get_component(p_player, CTRANSFORM_COMP_T);
|
||||
data->camera.target_pos.x = p_player->position.x;
|
||||
target_vel = p_ctransform->velocity;
|
||||
CMovementState_t* p_movement = get_component(p_player, CMOVEMENTSTATE_T);
|
||||
CPlayerState_t* p_pstate = get_component(p_player, CPLAYERSTATE_T);
|
||||
data->camera.target_pos.x += (p_movement->x_dir == 1) ? width/6: -width/6;
|
||||
|
||||
if (p_movement->ground_state == 0b01
|
||||
|| (p_movement->water_state & 1)
|
||||
|| (p_pstate->ladder_state & 1)
|
||||
)
|
||||
{
|
||||
data->camera.base_y = p_player->position.y;
|
||||
}
|
||||
if (p_player->position.y >= data->camera.base_y)
|
||||
{
|
||||
data->camera.target_pos.y = p_player->position.y;
|
||||
data->camera.target_pos.y += p_ctransform->velocity.y * 0.2;
|
||||
}
|
||||
}
|
||||
data->camera.target_pos.x = Clamp(data->camera.target_pos.x, data->game_rec.width / 2,
|
||||
fmax(data->tilemap.width * TILE_SIZE, data->game_rec.width) - data->game_rec.width / 2);
|
||||
data->camera.target_pos.y = Clamp(data->camera.target_pos.y, data->game_rec.height / 2,
|
||||
fmax(data->tilemap.height * TILE_SIZE, data->game_rec.width) - data->game_rec.height / 2);
|
||||
|
||||
// Mass-Spring damper update in x direction
|
||||
float x = data->camera.target_pos.x - data->camera.cam.target.x;
|
||||
float v = data->camera.current_vel.x - target_vel.x;
|
||||
float F = data->camera.k * x - data->camera.c * v;
|
||||
// Kinematics update
|
||||
const float dt = scene->delta_time;
|
||||
float a_dt = F * dt / data->camera.mass;
|
||||
data->camera.cam.target.x += (data->camera.current_vel.x + a_dt * 0.5) * dt;
|
||||
|
||||
data->camera.current_vel.x += a_dt;
|
||||
|
||||
// Simple lerp for y direction
|
||||
float dy = (data->camera.target_pos.y - data->camera.cam.target.y);
|
||||
data->camera.cam.target.y += dy * 0.1f;
|
||||
|
||||
Vector2 max = GetWorldToScreen2D(
|
||||
(Vector2){
|
||||
fmax(data->tilemap.width * TILE_SIZE, data->game_rec.width),
|
||||
fmax(data->tilemap.height * TILE_SIZE, data->game_rec.height)
|
||||
},
|
||||
data->camera.cam
|
||||
);
|
||||
Vector2 min = GetWorldToScreen2D((Vector2){0, 0}, data->camera.cam);
|
||||
|
||||
if (max.x < width)
|
||||
{
|
||||
data->camera.cam.offset.x = width - (max.x - width/2.0f);
|
||||
data->camera.cam.target.x = fmax(data->tilemap.width * TILE_SIZE, data->game_rec.width) - width / 2;
|
||||
data->camera.current_vel.x = 0;
|
||||
}
|
||||
if (min.x > 0)
|
||||
{
|
||||
data->camera.cam.offset.x = width/2.0f - min.x;
|
||||
data->camera.cam.target.x = width / 2;
|
||||
data->camera.current_vel.x = 0;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void level_end_detection_system(Scene_t* scene)
|
||||
{
|
||||
LevelScene_t* lvl_scene = CONTAINER_OF(scene, LevelScene_t, scene);
|
||||
|
|
|
@ -27,8 +27,14 @@ typedef struct CoinCounter
|
|||
uint16_t total;
|
||||
}CoinCounter_t;
|
||||
|
||||
typedef enum CameraMode {
|
||||
CAMERA_FOLLOW_PLAYER = 0,
|
||||
CAMERA_RANGED_MOVEMENT,
|
||||
} CameraMode_t;
|
||||
|
||||
typedef struct LevelCamera {
|
||||
Camera2D cam;
|
||||
CameraMode_t mode;
|
||||
Vector2 target_pos;
|
||||
float base_y;
|
||||
//Vector2 prev_pos;
|
||||
|
@ -36,6 +42,7 @@ typedef struct LevelCamera {
|
|||
float mass;
|
||||
float c; // damping factor
|
||||
float k; // spring constant
|
||||
float range_limit;
|
||||
}LevelCamera_t;
|
||||
|
||||
typedef struct LevelSceneData {
|
||||
|
|
|
@ -12,6 +12,7 @@ void init_level_scene_data(LevelSceneData_t* data, uint32_t max_tiles, Tile_t* t
|
|||
data->camera.mass = 0.2f;
|
||||
data->camera.k = 6.2f;
|
||||
data->camera.c = 2.2f;
|
||||
data->camera.range_limit = 200.0f;
|
||||
|
||||
data->tilemap.max_tiles = max_tiles;
|
||||
if (tiles != NULL)
|
||||
|
|
Loading…
Reference in New Issue