#include "scene_impl.h" #include "raylib.h" #include "raymath.h" #include #define TILE_SIZE 32 #define MAX_N_TILES 4096 static Tile_t all_tiles[MAX_N_TILES] = {0}; static void level_scene_render_func(Scene_t* scene) { LevelSceneData_t *data = (LevelSceneData_t *)scene->scene_data; TileGrid_t tilemap = data->tilemap; Entity_t *p_ent; sc_map_foreach_value(&scene->ent_manager.entities, p_ent) { CTransform_t* p_ct = get_component(&scene->ent_manager, p_ent, CTRANSFORM_COMP_T); CBBox_t* p_bbox = get_component(&scene->ent_manager, p_ent, CBBOX_COMP_T); CTileCoord_t* p_tilecoord = get_component(&scene->ent_manager, p_ent, CTILECOORD_COMP_T); for (size_t i=0;in_tiles;++i) { // Use previously store tile position // Clear from those positions int x = (p_tilecoord->tiles[i] % tilemap.width) * TILE_SIZE; int y = (p_tilecoord->tiles[i] / tilemap.width) * TILE_SIZE; DrawRectangle(x, y, TILE_SIZE, TILE_SIZE, GREEN); } DrawRectangle(p_ct->position.x, p_ct->position.y, p_bbox->size.x, p_bbox->size.y, RED); } //Draw tile grid for (size_t i=0; iscene_data; // Deal with player acceleration/velocity via inputs first float mag = Vector2Length(data->player_dir); mag = (mag == 0)? 1 : mag; Entity_t * p_player; sc_map_foreach_value(&scene->ent_manager.entities_map[PLAYER_ENT_TAG], p_player) { CTransform_t* p_ctransform = get_component(&scene->ent_manager, p_player, CTRANSFORM_COMP_T); p_ctransform->accel.x = data->player_dir.x * 200 * 1.0 / mag; p_ctransform->accel.y = data->player_dir.y * 200 * 1.0 / mag; } data->player_dir.x = 0; data->player_dir.y = 0; // Update movement float delta_time = GetFrameTime(); CTransform_t * p_ctransform; sc_map_foreach_value(&scene->ent_manager.component_map[CTRANSFORM_COMP_T], p_ctransform) { p_ctransform->velocity = Vector2Add( p_ctransform->velocity, Vector2Scale(p_ctransform->accel, delta_time) ); // Store previous position before update p_ctransform->prev_position.x = p_ctransform->position.x; p_ctransform->prev_position.y = p_ctransform->position.y; p_ctransform->position = Vector2Add( p_ctransform->position, Vector2Scale(p_ctransform->velocity, delta_time) ); } } static void update_tilemap_system(Scene_t *scene) { LevelSceneData_t *data = (LevelSceneData_t *)scene->scene_data; TileGrid_t tilemap = data->tilemap; Entity_t *p_ent; sc_map_foreach_value(&scene->ent_manager.entities, p_ent) { CTileCoord_t * p_tilecoord = get_component(&scene->ent_manager, p_ent, CTILECOORD_COMP_T); if (p_tilecoord == NULL) continue; CTransform_t * p_ctransform = get_component(&scene->ent_manager, p_ent, CTRANSFORM_COMP_T); if (p_ctransform == NULL) continue; CBBox_t * p_bbox = get_component(&scene->ent_manager, p_ent, CBBOX_COMP_T); if (p_bbox == NULL) continue; // Update tilemap position for (size_t i=0;in_tiles;++i) { // Use previously store tile position // Clear from those positions unsigned int tile_idx = p_tilecoord->tiles[i]; sc_map_del_64(&(tilemap.tiles[tile_idx].entities_set), p_ent->m_id); } p_tilecoord->n_tiles = 0; // Compute new occupied tile positions and add unsigned int tile_x = (p_ctransform->position.x) / TILE_SIZE; unsigned int tile_y = (p_ctransform->position.y) / TILE_SIZE; p_tilecoord->tiles[0] = tile_y * tilemap.width + tile_x; p_tilecoord->n_tiles++; bool check_x = (tile_x + 1) < tilemap.width; bool check_y = (tile_y + 1) < tilemap.height; if (check_x) { p_tilecoord->tiles[p_tilecoord->n_tiles++] = p_tilecoord->tiles[0] + 1; } if (check_y) { p_tilecoord->tiles[p_tilecoord->n_tiles++] = p_tilecoord->tiles[0] + tilemap.width; } if (check_x && check_y) { p_tilecoord->tiles[p_tilecoord->n_tiles++] = p_tilecoord->tiles[0] + tilemap.width + 1; } for (size_t i=0;in_tiles;++i) { unsigned int tile_idx = p_tilecoord->tiles[i]; sc_map_put_64(&(tilemap.tiles[tile_idx].entities_set), p_ent->m_id, 0); } } } static void player_collision_system(Scene_t *scene) { LevelSceneData_t *data = (LevelSceneData_t *)scene->scene_data; TileGrid_t tilemap = data->tilemap; Entity_t *p_player; size_t tiles_to_check[8] = {0}; size_t n_tiles = 0; sc_map_foreach_value(&scene->ent_manager.entities_map[PLAYER_ENT_TAG], p_player) { CTransform_t* p_ctransform = get_component(&scene->ent_manager, p_player, CTRANSFORM_COMP_T); CBBox_t* p_bbox = get_component(&scene->ent_manager, p_player, CBBOX_COMP_T); // Get the occupied tiles // For each tile, loop through the entities and find overlaps // exclude self // find also previous overlap // If there is collision, use previous overlap to determine direction // Resolve collision via moving player by the overlap amount } } static void screen_bounce_system(Scene_t *scene) { LevelSceneData_t *data = (LevelSceneData_t *)scene->scene_data; TileGrid_t tilemap = data->tilemap; Entity_t* p_ent; sc_map_foreach_value(&scene->ent_manager.entities, p_ent) { CBBox_t* p_bbox = get_component(&scene->ent_manager, p_ent, CBBOX_COMP_T); CTransform_t* p_ctransform = get_component(&scene->ent_manager, p_ent, CTRANSFORM_COMP_T); if (p_bbox == NULL || p_ctransform == NULL) continue; unsigned int level_width = tilemap.width * TILE_SIZE; if(p_ctransform->position.x < 0 || p_ctransform->position.x + p_bbox->size.x > level_width) { p_ctransform->position.x = (p_ctransform->position.x < 0) ? 0 : p_ctransform->position.x; p_ctransform->position.x = (p_ctransform->position.x + p_bbox->size.x > level_width) ? level_width - p_bbox->size.x : p_ctransform->position.x; p_ctransform->velocity.x *= -1; } unsigned int level_height = tilemap.height * TILE_SIZE; if(p_ctransform->position.y < 0 || p_ctransform->position.y + p_bbox->size.y > level_height) { p_ctransform->position.y = (p_ctransform->position.y < 0) ? 0 : p_ctransform->position.y; p_ctransform->position.y = (p_ctransform->position.y + p_bbox->size.y > level_height) ? level_height - p_bbox->size.y : p_ctransform->position.y; p_ctransform->velocity.y *= -1; } } } void level_do_action(Scene_t *scene, ActionType_t action, bool pressed) { LevelSceneData_t *data = (LevelSceneData_t *)scene->scene_data; if (pressed) { switch(action) { case ACTION_UP: data->player_dir.y = -1; break; case ACTION_DOWN: data->player_dir.y = 1; break; case ACTION_LEFT: data->player_dir.x = -1; break; case ACTION_RIGHT: data->player_dir.x = 1; break; } } } void init_level_scene(LevelScene_t *scene) { init_scene(&scene->scene, LEVEL_SCENE, &level_scene_render_func, &level_do_action); scene->scene.scene_data = &scene->data; memset(&scene->data.player_dir, 0, sizeof(Vector2)); // insert level scene systems sc_array_add(&scene->scene.systems, &movement_update_system); sc_array_add(&scene->scene.systems, &screen_bounce_system); sc_array_add(&scene->scene.systems, &update_tilemap_system); sc_map_put_64(&scene->scene.action_map, KEY_UP, ACTION_UP); sc_map_put_64(&scene->scene.action_map, KEY_DOWN, ACTION_DOWN); sc_map_put_64(&scene->scene.action_map, KEY_LEFT, ACTION_LEFT); sc_map_put_64(&scene->scene.action_map, KEY_RIGHT, ACTION_RIGHT); scene->data.tilemap.width = 16; scene->data.tilemap.height = 16; scene->data.tilemap.n_tiles = 16*16; scene->data.tilemap.tiles = all_tiles; for (size_t i=0; iscene); for (size_t i=0; i