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6 Commits

Author SHA1 Message Date
En Yi f8277b304c Add SFX to main program 2023-11-22 00:13:15 +08:00
En Yi 9a9f77c7b2 Fix issue with web build
Changelog:
- Update SFX
- Draw air meter
2023-11-22 00:13:05 +08:00
En Yi dbf5b30366 Add coin and bubble emitter 2023-11-22 00:12:29 +08:00
En Yi 637319cfd0 Fix one-shot stream emitter 2023-11-22 00:12:09 +08:00
En Yi ec9e21dc8a Update web build
Changelog:
- preload assets
- increase heap and stack memory
2023-11-22 00:11:01 +08:00
En Yi 799941ed80 Draw particles before water 2023-11-21 21:01:47 +08:00
7 changed files with 113 additions and 40 deletions

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@ -8,10 +8,11 @@ set(RAYLIB_DIR /usr/local/lib CACHE FILEPATH "directory to Raylib")
set(LIBZSTD_DIR /usr/local/lib CACHE FILEPATH "directory to zstd") set(LIBZSTD_DIR /usr/local/lib CACHE FILEPATH "directory to zstd")
if (EMSCRIPTEN) if (EMSCRIPTEN)
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -s USE_GLFW=3 -s ASSERTIONS=1 -s WASM=1 -s ASYNCIFY") set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS}")
set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -DPLATFORM_WEB") set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -DPLATFORM_WEB")
set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -s USE_GLFW=3 -s ASSERTIONS=1 -s WASM=1 -s ASYNCIFY") set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -s USE_GLFW=3 -s ASSERTIONS=1 -s WASM=1 -s ASYNCIFY -s TOTAL_MEMORY=16777216 -s TOTAL_STACK=1048576 --preload-file ./res ")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -s USE_GLFW=3 -s ASSERTIONS=1 -s WASM=1 -s ASYNCIFY") set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS}")
set(CMAKE_EXECUTABLE_SUFFIX ".html") set(CMAKE_EXECUTABLE_SUFFIX ".html")
endif () endif ()
@ -25,7 +26,9 @@ set(GAME_LIBS
add_subdirectory(engine) add_subdirectory(engine)
add_subdirectory(scenes) add_subdirectory(scenes)
if (NOT EMSCRIPTEN)
add_subdirectory(res) add_subdirectory(res)
endif ()
add_executable(${PROJECT_NAME} add_executable(${PROJECT_NAME}
main.c main.c

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@ -136,7 +136,7 @@ bool is_emitter_handle_alive(ParticleSystem_t* system, EmitterHandle handle)
EmitterHandle play_particle_emitter(ParticleSystem_t* system, const ParticleEmitter_t* in_emitter) EmitterHandle play_particle_emitter(ParticleSystem_t* system, const ParticleEmitter_t* in_emitter)
{ {
EmitterHandle idx = load_in_particle_emitter(system, in_emitter); EmitterHandle idx = load_in_particle_emitter(system, in_emitter);
if (idx == 0) return 0 ; if (idx == 0) return 0;
play_emitter_handle(system, idx); play_emitter_handle(system, idx);
return idx; return idx;
@ -181,23 +181,27 @@ void update_particle_system(ParticleSystem_t* system)
else else
{ {
emitter->particles[i].spawned = true; emitter->particles[i].spawned = true;
spawn_particle(emitter, i);
} }
} }
if (!emitter->particles[i].alive) if (emitter->particles[i].spawned)
{ {
if (!emitter->active) if (!emitter->particles[i].alive)
{ {
inactive_count++; if (!emitter->active)
} {
else if (emitter->config->one_shot) inactive_count++;
{ }
inactive_count++; else if (emitter->config->one_shot)
} {
else if (emitter->particles[i].spawned) inactive_count++;
{ }
// If not one shot, immediately revive the particle else
spawn_particle(emitter, i); {
// If not one shot, immediately revive the particle
spawn_particle(emitter, i);
}
} }
} }
} }

8
main.c
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@ -41,6 +41,14 @@ int main(void)
load_sfx(&engine, "snd_wdrop", WATER_IN_SFX); load_sfx(&engine, "snd_wdrop", WATER_IN_SFX);
load_sfx(&engine, "snd_bland", BOULDER_LAND_SFX); load_sfx(&engine, "snd_bland", BOULDER_LAND_SFX);
load_sfx(&engine, "snd_bubble", BUBBLE_SFX); load_sfx(&engine, "snd_bubble", BUBBLE_SFX);
load_sfx(&engine, "snd_mdestroy", METAL_DESTROY_SFX);
load_sfx(&engine, "snd_wdestroy", WOOD_DESTROY_SFX);
load_sfx(&engine, "snd_cland", WOOD_LAND_SFX);
load_sfx(&engine, "snd_explsn", EXPLOSION_SFX);
load_sfx(&engine, "snd_coin", COIN_SFX);
load_sfx(&engine, "snd_arrhit", ARROW_DESTROY_SFX);
load_sfx(&engine, "snd_launch", ARROW_RELEASE_SFX);
load_sfx(&engine, "snd_launch", BOMB_RELEASE_SFX);
LevelScene_t sandbox_scene; LevelScene_t sandbox_scene;
sandbox_scene.scene.engine = &engine; sandbox_scene.scene.engine = &engine;

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@ -26,6 +26,7 @@ void update_loop(void)
update_entity_manager(&scene->ent_manager); update_entity_manager(&scene->ent_manager);
// This is needed to advance time delta // This is needed to advance time delta
render_scene(scene); render_scene(scene);
update_sfx_list(&engine);
} }
int main(void) int main(void)

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@ -126,16 +126,14 @@ static void level_scene_render_func(Scene_t* scene)
const int gui_x = data->game_rec.x + data->game_rec.width + 10; const int gui_x = data->game_rec.x + data->game_rec.width + 10;
int gui_y = 15; int gui_y = 15;
#if !defined(PLATFORM_WEB)
sc_map_foreach_value(&scene->ent_manager.entities_map[PLAYER_ENT_TAG], p_ent) sc_map_foreach_value(&scene->ent_manager.entities_map[PLAYER_ENT_TAG], p_ent)
{ {
#if !defined(PLATFORM_WEB)
CTransform_t* p_ct = get_component(p_ent, CTRANSFORM_COMP_T); CTransform_t* p_ct = get_component(p_ent, CTRANSFORM_COMP_T);
CJump_t* p_cjump = get_component(p_ent, CJUMP_COMP_T); CJump_t* p_cjump = get_component(p_ent, CJUMP_COMP_T);
CPlayerState_t* p_pstate = get_component(p_ent, CPLAYERSTATE_T); CPlayerState_t* p_pstate = get_component(p_ent, CPLAYERSTATE_T);
CMovementState_t* p_mstate = get_component(p_ent, CMOVEMENTSTATE_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); sprintf(buffer, "Pos: %.3f\n %.3f", p_ct->position.x, p_ct->position.y);
DrawText(buffer, gui_x, gui_y, 12, BLACK); DrawText(buffer, gui_x, gui_y, 12, BLACK);
sprintf(buffer, "Vel: %.3f\n %.3f", p_ct->velocity.x, p_ct->velocity.y); sprintf(buffer, "Vel: %.3f\n %.3f", p_ct->velocity.x, p_ct->velocity.y);
@ -155,6 +153,9 @@ static void level_scene_render_func(Scene_t* scene)
DrawText(buffer, gui_x, gui_y, 12, BLACK); DrawText(buffer, gui_x, gui_y, 12, BLACK);
gui_y += 30; gui_y += 30;
#endif
CAirTimer_t* p_air = get_component(p_ent, CAIRTIMER_T);
Vector2 air_pos = {data->game_rec.x + data->game_rec.width - 16, data->game_rec.y + data->game_rec.height - 16}; 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++) for (uint8_t i = 0; i < p_air->curr_count; i++)
{ {
@ -162,7 +163,6 @@ static void level_scene_render_func(Scene_t* scene)
air_pos.x -= 32; air_pos.x -= 32;
} }
} }
#endif
//sprintf(buffer, "Spawn Entity: %s", get_spawn_selection_string(current_spawn_selection)); //sprintf(buffer, "Spawn Entity: %s", get_spawn_selection_string(current_spawn_selection));
//DrawText(buffer, gui_x, 240, 12, BLACK); //DrawText(buffer, gui_x, 240, 12, BLACK);
sprintf(buffer, "Number of Entities: %u", sc_map_size_64v(&scene->ent_manager.entities)); sprintf(buffer, "Number of Entities: %u", sc_map_size_64v(&scene->ent_manager.entities));
@ -431,6 +431,9 @@ static void render_editor_game_scene(Scene_t* scene)
DrawCircleV(p_ct->position, tilemap.tile_size >> 1, (data->coins.current < data->coins.total)? RED : GREEN); DrawCircleV(p_ct->position, tilemap.tile_size >> 1, (data->coins.current < data->coins.total)? RED : GREEN);
} }
draw_particle_system(&scene->part_sys);
// Draw water tile
for (int tile_y = min.y; tile_y < max.y; tile_y++) for (int tile_y = min.y; tile_y < max.y; tile_y++)
{ {
for (int tile_x = min.x; tile_x < max.x; tile_x++) for (int tile_x = min.x; tile_x < max.x; tile_x++)
@ -440,7 +443,6 @@ static void render_editor_game_scene(Scene_t* scene)
int y = tile_y * TILE_SIZE; int y = tile_y * TILE_SIZE;
uint32_t water_height = tilemap.tiles[i].water_level * WATER_BBOX_STEP; uint32_t water_height = tilemap.tiles[i].water_level * WATER_BBOX_STEP;
// Draw water tile
Color water_colour = ColorAlpha(BLUE, 0.5); Color water_colour = ColorAlpha(BLUE, 0.5);
DrawRectangle( DrawRectangle(
x, x,
@ -461,7 +463,6 @@ static void render_editor_game_scene(Scene_t* scene)
DrawCircle(x+16, y+16, 8, ColorAlpha(BLUE, 0.6)); DrawCircle(x+16, y+16, 8, ColorAlpha(BLUE, 0.6));
} }
draw_particle_system(&scene->part_sys);
if (data->show_grid) if (data->show_grid)
{ {

View File

@ -191,22 +191,11 @@ static void render_regular_game_scene(Scene_t* scene)
DrawLineEx((Vector2){x + TILE_SIZE / 2, bot_line}, (Vector2){x + TILE_SIZE, bot_line}, SURFACE_THICKNESS, ColorAlpha(BLUE, 0.7)); DrawLineEx((Vector2){x + TILE_SIZE / 2, bot_line}, (Vector2){x + TILE_SIZE, bot_line}, SURFACE_THICKNESS, ColorAlpha(BLUE, 0.7));
} }
} }
}
// Draw water tile if (tilemap.tiles[i].max_water_level < MAX_WATER_LEVEL)
uint32_t water_height = tilemap.tiles[i].water_level * WATER_BBOX_STEP; {
// Draw water tile DrawRectangleLinesEx((Rectangle){x, y, TILE_SIZE, TILE_SIZE}, 2.0, ColorAlpha(BLUE, 0.5));
Color water_colour = ColorAlpha(BLUE, 0.5); }
DrawRectangle(
x,
y + (TILE_SIZE - water_height),
TILE_SIZE,
water_height,
water_colour
);
if (tilemap.tiles[i].max_water_level < MAX_WATER_LEVEL)
{
DrawRectangleLinesEx((Rectangle){x, y, TILE_SIZE, TILE_SIZE}, 2.0, ColorAlpha(BLUE, 0.5));
} }
} }
} }
@ -322,6 +311,7 @@ static void render_regular_game_scene(Scene_t* scene)
} }
} }
sc_map_foreach_value(&scene->ent_manager.entities_map[DYNMEM_ENT_TAG], p_ent) sc_map_foreach_value(&scene->ent_manager.entities_map[DYNMEM_ENT_TAG], p_ent)
{ {
CWaterRunner_t* p_runner = get_component(p_ent, CWATERRUNNER_T); CWaterRunner_t* p_runner = get_component(p_ent, CWATERRUNNER_T);
@ -332,6 +322,27 @@ static void render_regular_game_scene(Scene_t* scene)
} }
draw_particle_system(&scene->part_sys); draw_particle_system(&scene->part_sys);
// Draw water tile
for (int tile_y = min.y; tile_y < max.y; tile_y++)
{
for (int tile_x = min.x; tile_x < max.x; tile_x++)
{
int i = tile_x + tile_y * tilemap.width;
int x = tile_x * TILE_SIZE;
int y = tile_y * TILE_SIZE;
uint32_t water_height = tilemap.tiles[i].water_level * WATER_BBOX_STEP;
Color water_colour = ColorAlpha(BLUE, 0.5);
DrawRectangle(
x,
y + (TILE_SIZE - water_height),
TILE_SIZE,
water_height,
water_colour
);
}
}
// Draw Border // Draw Border
DrawLine(0, 0, 0, tilemap.height * tilemap.tile_size, BLACK); DrawLine(0, 0, 0, tilemap.height * tilemap.tile_size, BLACK);
DrawLine(0, 0, tilemap.width * TILE_SIZE, 0, BLACK); DrawLine(0, 0, tilemap.width * TILE_SIZE, 0, BLACK);

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@ -65,6 +65,7 @@ static inline void destroy_tile(LevelSceneData_t* lvl_data, unsigned int tile_id
.n_particles = 5, .n_particles = 5,
.user_data = lvl_data, .user_data = lvl_data,
.update_func = &simple_particle_system_update, .update_func = &simple_particle_system_update,
.emitter_update_func = NULL,
}; };
play_particle_emitter(&scene->part_sys, &emitter); play_particle_emitter(&scene->part_sys, &emitter);
} }
@ -250,6 +251,7 @@ void destroy_entity(Scene_t* scene, TileGrid_t* tilemap, Entity_t* p_ent)
.n_particles = 5, .n_particles = 5,
.user_data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data), .user_data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data),
.update_func = &simple_particle_system_update, .update_func = &simple_particle_system_update,
.emitter_update_func = NULL,
}; };
play_particle_emitter(&scene->part_sys, &emitter); play_particle_emitter(&scene->part_sys, &emitter);
} }
@ -265,6 +267,7 @@ void destroy_entity(Scene_t* scene, TileGrid_t* tilemap, Entity_t* p_ent)
.n_particles = 5, .n_particles = 5,
.user_data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data), .user_data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data),
.update_func = &simple_particle_system_update, .update_func = &simple_particle_system_update,
.emitter_update_func = NULL,
}; };
play_particle_emitter(&scene->part_sys, &emitter); play_particle_emitter(&scene->part_sys, &emitter);
} }
@ -278,8 +281,21 @@ void destroy_entity(Scene_t* scene, TileGrid_t* tilemap, Entity_t* p_ent)
.n_particles = 5, .n_particles = 5,
.user_data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data), .user_data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data),
.update_func = &simple_particle_system_update, .update_func = &simple_particle_system_update,
.emitter_update_func = NULL,
}; };
play_particle_emitter(&scene->part_sys, &emitter); play_particle_emitter(&scene->part_sys, &emitter);
ParticleEmitter_t emitter2 = {
.spr = get_sprite(&scene->engine->assets, "p_coin"),
.config = get_emitter_conf(&scene->engine->assets, "pe_single"),
.position = p_ctransform->position,
.n_particles = 1,
.user_data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data),
.update_func = &simple_particle_system_update,
.emitter_update_func = NULL,
};
play_particle_emitter(&scene->part_sys, &emitter2);
play_sfx(scene->engine, COIN_SFX); play_sfx(scene->engine, COIN_SFX);
} }
else if (p_ent->m_tag == ARROW_ENT_TAG) else if (p_ent->m_tag == ARROW_ENT_TAG)
@ -292,6 +308,7 @@ void destroy_entity(Scene_t* scene, TileGrid_t* tilemap, Entity_t* p_ent)
.n_particles = 2, .n_particles = 2,
.user_data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data), .user_data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data),
.update_func = &simple_particle_system_update, .update_func = &simple_particle_system_update,
.emitter_update_func = NULL,
}; };
play_particle_emitter(&scene->part_sys, &emitter); play_particle_emitter(&scene->part_sys, &emitter);
play_sfx(scene->engine, ARROW_DESTROY_SFX); play_sfx(scene->engine, ARROW_DESTROY_SFX);
@ -1484,10 +1501,13 @@ void state_transition_update_system(Scene_t* scene)
{ {
if (!is_emitter_handle_alive(&scene->part_sys, p_emitter->handle)) if (!is_emitter_handle_alive(&scene->part_sys, p_emitter->handle))
{ {
Vector2 new_pos = p_ctransform->position;
new_pos.y += p_bbox->half_size.y;
ParticleEmitter_t emitter = { ParticleEmitter_t emitter = {
.spr = get_sprite(&scene->engine->assets, "p_water"), .spr = get_sprite(&scene->engine->assets, "p_water"),
.config = get_emitter_conf(&scene->engine->assets, "pe_bubbling"), .config = get_emitter_conf(&scene->engine->assets, "pe_bubbling"),
.position = p_ctransform->position, .position = new_pos,
.n_particles = 5, .n_particles = 5,
.user_data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data), .user_data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data),
.update_func = &floating_particle_system_update, .update_func = &floating_particle_system_update,
@ -1513,9 +1533,11 @@ void update_entity_emitter_system(Scene_t* scene)
Entity_t* p_ent = get_entity(&scene->ent_manager, ent_idx); Entity_t* p_ent = get_entity(&scene->ent_manager, ent_idx);
CTransform_t* p_ctransform = get_component(p_ent, CTRANSFORM_COMP_T); CTransform_t* p_ctransform = get_component(p_ent, CTRANSFORM_COMP_T);
CBBox_t* p_bbox = get_component(p_ent, CBBOX_COMP_T); CBBox_t* p_bbox = get_component(p_ent, CBBOX_COMP_T);
Vector2 new_pos = p_ctransform->position;
new_pos.y += p_bbox->half_size.y;
if (is_emitter_handle_alive(&scene->part_sys, p_emitter->handle)) if (is_emitter_handle_alive(&scene->part_sys, p_emitter->handle))
{ {
update_emitter_handle_position(&scene->part_sys, p_emitter->handle, p_ctransform->position); update_emitter_handle_position(&scene->part_sys, p_emitter->handle, new_pos);
} }
} }
} }
@ -1944,6 +1966,16 @@ void airtimer_update_system(Scene_t* scene)
{ {
p_air->curr_count--; p_air->curr_count--;
p_air->curr_ftimer = p_air->max_ftimer; p_air->curr_ftimer = p_air->max_ftimer;
ParticleEmitter_t emitter = {
.spr = get_sprite(&scene->engine->assets, "p_bigbubble"),
.config = get_emitter_conf(&scene->engine->assets, "pe_slow"),
.position = p_ctransform->position,
.n_particles = 1,
.user_data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data),
.update_func = &floating_particle_system_update,
.emitter_update_func = NULL,
};
play_particle_emitter(&scene->part_sys, &emitter);
play_sfx(scene->engine, BUBBLE_SFX); play_sfx(scene->engine, BUBBLE_SFX);
} }
else else
@ -2179,7 +2211,7 @@ void simple_particle_system_update(Particle_t* part, void* user_data)
} }
} }
void floating_particle_system_update(Particle_t* part, void* user_data) void simple_float_particle_system_update(Particle_t* part, void* user_data)
{ {
LevelSceneData_t* lvl_data = (LevelSceneData_t*)user_data; LevelSceneData_t* lvl_data = (LevelSceneData_t*)user_data;
TileGrid_t tilemap = lvl_data->tilemap; TileGrid_t tilemap = lvl_data->tilemap;
@ -2205,8 +2237,21 @@ void floating_particle_system_update(Particle_t* part, void* user_data)
{ {
part->timer = 0; part->timer = 0;
} }
}
void floating_particle_system_update(Particle_t* part, void* user_data)
{
simple_float_particle_system_update(part, user_data);
LevelSceneData_t* lvl_data = (LevelSceneData_t*)user_data;
TileGrid_t tilemap = lvl_data->tilemap;
Vector2 center = Vector2AddValue(
part->position,
part->size / 2
);
center.y = part->position.y; center.y = part->position.y;
if (!is_point_in_water(center, tilemap)) if (!is_point_in_water(center, tilemap))
{ {
part->timer = 0; part->timer = 0;