#include "game_systems.h" #include "AABB.h" #include "constants.h" #include "assets_maps.h" #include static const Vector2 TILE_SZ = {TILE_SIZE, TILE_SIZE}; static const Vector2 GRAVITY = {0, GRAV_ACCEL}; static const Vector2 UPTHRUST = {0, -GRAV_ACCEL * 1.1}; typedef enum AnchorPoint { AP_TOP_LEFT, AP_TOP_CENTER, AP_TOP_RIGHT, AP_MID_LEFT, AP_MID_CENTER, AP_MID_RIGHT, AP_BOT_LEFT, AP_BOT_CENTER, AP_BOT_RIGHT, }AnchorPoint_t; static inline unsigned int get_tile_idx(int x, int y, unsigned int tilemap_width) { unsigned int tile_x = x / TILE_SIZE; unsigned int tile_y = y / TILE_SIZE; return tile_y * tilemap_width + tile_x; } typedef struct TileArea { unsigned int tile_x1; unsigned int tile_y1; unsigned int tile_x2; unsigned int tile_y2; }TileArea_t; typedef struct CollideEntity { unsigned int idx; Rectangle bbox; TileArea_t area; }CollideEntity_t; // ------------------------- Collision functions ------------------------------------ static bool check_collision(const CollideEntity_t *ent, TileGrid_t* grid, EntityManager_t* p_manager) { for(unsigned int tile_y = ent->area.tile_y1; tile_y <= ent->area.tile_y2; tile_y++) { for(unsigned int tile_x = ent->area.tile_x1; tile_x <= ent->area.tile_x2; tile_x++) { unsigned int tile_idx = tile_y*grid->width + tile_x; if (grid->tiles[tile_idx].solid) return true; unsigned int ent_idx; sc_map_foreach_value(&grid->tiles[tile_idx].entities_set, ent_idx) { if (ent->idx == ent_idx) continue; Entity_t * p_ent = get_entity(p_manager, ent_idx); CTransform_t *p_ctransform = get_component(p_manager, p_ent, CTRANSFORM_COMP_T); CBBox_t *p_bbox = get_component(p_manager, p_ent, CBBOX_COMP_T); Vector2 overlap; if (p_bbox == NULL || p_ctransform == NULL) continue; //if (p_bbox->solid && !p_bbox->fragile) if (p_bbox->solid) { if (find_AABB_overlap((Vector2){ent->bbox.x, ent->bbox.y}, (Vector2){ent->bbox.width, ent->bbox.height}, p_ctransform->position, p_bbox->size, &overlap)) { return true; } } } } } return false; } static bool check_collision_at(unsigned int ent_idx, Vector2 pos, Vector2 bbox_sz, TileGrid_t* grid, Vector2 point, EntityManager_t* p_manager) { Vector2 new_pos = Vector2Add(pos, point); CollideEntity_t ent = { .idx = ent_idx, .bbox = (Rectangle){new_pos.x, new_pos.y, bbox_sz.x, bbox_sz.y}, .area = (TileArea_t){ .tile_x1 = (new_pos.x) / TILE_SIZE, .tile_y1 = (new_pos.y) / TILE_SIZE, .tile_x2 = (new_pos.x + bbox_sz.x - 1) / TILE_SIZE, .tile_y2 = (new_pos.y + bbox_sz.y - 1) / TILE_SIZE } }; return check_collision(&ent, grid, p_manager); } static inline bool check_on_ground(unsigned int ent_idx, Vector2 pos, Vector2 bbox_sz, TileGrid_t* grid, EntityManager_t* p_manager) { return check_collision_at(ent_idx, pos, bbox_sz, grid, (Vector2){0, 1}, p_manager); } static bool check_collision_and_move(EntityManager_t* p_manager, TileGrid_t* tilemap, unsigned int ent_idx, CTransform_t *const p_ct, Vector2 sz, Vector2 other_pos, Vector2 other_sz, bool other_solid, uint32_t* collision_value ) { Vector2 overlap = {0,0}; Vector2 prev_overlap = {0,0}; if (find_AABB_overlap(p_ct->position, sz, other_pos, other_sz, &overlap)) { // If there is collision, use previous overlap to determine direction find_AABB_overlap(p_ct->prev_position, sz, other_pos, other_sz, &prev_overlap); // Store collision event here // Check collision on x or y axis // Encode key and value, -ve is left and up, +ve is right and down Vector2 offset = {0, 0}; if (fabs(prev_overlap.y) > fabs(prev_overlap.x)) { offset.x = overlap.x; *collision_value = (((overlap.x > 0?1:0)<< 14) | ( (uint16_t)(fabs(overlap.x)) )); } else if (fabs(prev_overlap.x) > fabs(prev_overlap.y)) { offset.y = overlap.y; *collision_value = (((overlap.y > 0?3:2)<< 14) | ( (uint16_t)(fabs(overlap.y)) )); } else if (fabs(overlap.x) < fabs(overlap.y)) { offset.x = overlap.x; *collision_value = (((overlap.x > 0?1:0)<< 14) | ( (uint16_t)(fabs(overlap.x)) )); } else { offset.y = overlap.y; *collision_value = (((overlap.y > 0?3:2)<< 14) | ( (uint16_t)(fabs(overlap.y)) )); } // Resolve collision via moving player by the overlap amount only if other is solid // also check for empty to prevent creating new collision. Not fool-proof, but good enough //if (other_solid && !check_collision_at(ent_idx, p_ct->position, sz, tilemap, offset, p_manager)) if (other_solid) { p_ct->position = Vector2Add(p_ct->position, offset); } return true; } return false; } static uint8_t check_bbox_edges( EntityManager_t* p_manager, TileGrid_t* tilemap, unsigned int ent_idx, Vector2 pos, Vector2 bbox ) { uint8_t detected = 0; CollideEntity_t ent = { .idx = ent_idx, .bbox = (Rectangle){pos.x - 1, pos.y, bbox.x, bbox.y}, .area = (TileArea_t){ .tile_x1 = (pos.x - 1) / TILE_SIZE, .tile_y1 = (pos.y) / TILE_SIZE, .tile_x2 = (pos.x - 1) / TILE_SIZE, .tile_y2 = (pos.y + bbox.y - 1) / TILE_SIZE, } }; // Left detected |= (check_collision(&ent, tilemap, p_manager) ? 1 : 0) << 3; //Right ent.bbox.x += 2; // 2 to account for the previous subtraction ent.area.tile_x1 = (pos.x + bbox.x) / TILE_SIZE; ent.area.tile_x2 = ent.area.tile_x1; detected |= (check_collision(&ent, tilemap, p_manager) ? 1 : 0) << 2; // Up ent.bbox.x -= 2; ent.bbox.y--; ent.area.tile_x1 = (pos.x) / TILE_SIZE, ent.area.tile_x2 = (pos.x + bbox.x - 1) / TILE_SIZE, ent.area.tile_y1 = (pos.y - 1) / TILE_SIZE, ent.area.tile_y2 = ent.area.tile_y1; detected |= (check_collision(&ent, tilemap, p_manager) ? 1 : 0) << 1; // Down ent.bbox.y += 2; ent.area.tile_y1 = (pos.y + bbox.y) / TILE_SIZE, ent.area.tile_y2 = ent.area.tile_y1; detected |= (check_collision(&ent, tilemap, p_manager) ? 1 : 0); return detected; } static Vector2 shift_bbox(Vector2 bbox, Vector2 new_bbox, AnchorPoint_t anchor) { Vector2 p1; Vector2 p2; Vector2 offset = {0}; switch (anchor) { case AP_TOP_LEFT: // When resizing bbox, it is implicitly assumed that to be already in topleft // due to the coordindate system (+ve towards right and downwards) // So do nothing return offset; case AP_TOP_CENTER: p1.x = bbox.x / 2; p1.y = 0; p2.x = new_bbox.x / 2; p2.y = 0; break; case AP_TOP_RIGHT: p1.x = bbox.x; p1.y = 0; p2.x = new_bbox.x; p2.y = 0; break; case AP_MID_LEFT: p1.x = 0; p1.y = bbox.y / 2; p2.x = 0; p2.y = new_bbox.y / 2; break; case AP_MID_CENTER: p1.x = bbox.x / 2; p1.y = bbox.y / 2; p2.x = new_bbox.x / 2; p2.y = new_bbox.y / 2; break; case AP_MID_RIGHT: p1.x = bbox.x; p1.y = bbox.y / 2; p2.x = new_bbox.x; p2.y = new_bbox.y / 2; break; case AP_BOT_LEFT: p1.x = 0; p1.y = bbox.y; p2.x = 0; p2.y = new_bbox.y; break; case AP_BOT_CENTER: p1.x = bbox.x / 2; p1.y = bbox.y; p2.x = new_bbox.x / 2; p2.y = new_bbox.y; break; case AP_BOT_RIGHT: p1.x = bbox.x; p1.y = bbox.y; p2.x = new_bbox.x; p2.y = new_bbox.y; break; } offset.x = p1.x - p2.x; offset.y = p1.y - p2.y; return offset; } void player_movement_input_system(Scene_t* scene) { LevelSceneData_t *data = (LevelSceneData_t *)scene->scene_data; TileGrid_t tilemap = data->tilemap; // Deal with player acceleration/velocity via inputs first CPlayerState_t* p_pstate; unsigned int ent_idx; sc_map_foreach(&scene->ent_manager.component_map[CPLAYERSTATE_T], ent_idx, p_pstate) { float mag = Vector2Length(p_pstate->player_dir); mag = (mag == 0)? 1 : mag; Entity_t * p_player = get_entity(&scene->ent_manager, ent_idx); 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); CJump_t* p_cjump = get_component(&scene->ent_manager, p_player, CJUMP_COMP_T); CMovementState_t* p_mstate = get_component(&scene->ent_manager, p_player, CMOVEMENTSTATE_T); bool in_water = (p_mstate->water_state & 1); if (!in_water) { p_pstate->player_dir.y = 0; p_ctransform->accel = Vector2Scale(Vector2Normalize(p_pstate->player_dir), MOVE_ACCEL); } else { // Although this can be achieved via higher friction, i'll explain away as the player is not // good with swimming, resulting in lower movement acceleration p_ctransform->accel = Vector2Scale(Vector2Normalize(p_pstate->player_dir), MOVE_ACCEL/1.2); } if (p_pstate->is_crouch & 1) { p_ctransform->accel = Vector2Scale(p_ctransform->accel, 0.5); } // Short Hop // Jumped check is needed to make sure it is applied on jumps, not generally // One issue caused is lower velocity in water if (p_cjump->jumped) { if (!p_pstate->jump_pressed) { if (!p_cjump->short_hop && p_ctransform->velocity.y < 0) { p_cjump->short_hop = true; p_ctransform->velocity.y /= 2; } } } //else { bool hit = false; unsigned int tile_x1 = (p_ctransform->position.x) / TILE_SIZE; unsigned int tile_x2 = (p_ctransform->position.x + p_bbox->size.x - 1) / TILE_SIZE; unsigned int tile_y = (p_ctransform->position.y) / TILE_SIZE; if (p_bbox->size.y < TILE_SIZE && tile_y > 0) tile_y--; // hack to detect small bbox state for(unsigned int tile_x = tile_x1; tile_x <= tile_x2; tile_x++) { hit |= tilemap.tiles[tile_y * tilemap.width + tile_x].solid; } if (hit) { 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_pstate->jump_pressed && p_cjump->jumps > 0 && p_cjump->jump_ready) { p_cjump->jumps--; 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->jump_ready = false; } } p_pstate->player_dir.x = 0; p_pstate->player_dir.y = 0; } } void player_bbox_update_system(Scene_t *scene) { LevelSceneData_t *data = (LevelSceneData_t *)scene->scene_data; TileGrid_t tilemap = data->tilemap; 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); CBBox_t* p_bbox = get_component(&scene->ent_manager, p_player, CBBOX_COMP_T); CPlayerState_t* p_pstate = get_component(&scene->ent_manager, p_player, CPLAYERSTATE_T); CMovementState_t* p_mstate = get_component(&scene->ent_manager, p_player, CMOVEMENTSTATE_T); Vector2 new_bbox; Vector2 offset; if (p_mstate->ground_state & 1) { AnchorPoint_t anchor = AP_BOT_CENTER; if(p_pstate->is_crouch & 1) { new_bbox.x = PLAYER_C_WIDTH; new_bbox.y = PLAYER_C_HEIGHT; } else { new_bbox.x = PLAYER_WIDTH; new_bbox.y = PLAYER_HEIGHT; } offset = shift_bbox(p_bbox->size, new_bbox, anchor); } else { if (p_mstate->water_state & 1) { new_bbox.x = PLAYER_C_WIDTH; new_bbox.y = PLAYER_C_HEIGHT; offset = shift_bbox(p_bbox->size, new_bbox, AP_MID_CENTER); } else { new_bbox.x = PLAYER_WIDTH; new_bbox.y = PLAYER_HEIGHT; offset = shift_bbox(p_bbox->size, new_bbox, AP_MID_CENTER); } } if (!check_collision_at(p_player->m_id, p_ctransform->position, new_bbox, &tilemap, offset, &scene->ent_manager)) { set_bbox(p_bbox, new_bbox.x, new_bbox.y); p_ctransform->position = Vector2Add(p_ctransform->position, offset); } CHitBoxes_t* p_hitbox = get_component(&scene->ent_manager, p_player, CHITBOXES_T); p_hitbox->boxes[0].height = p_bbox->size.y + 2; //p_hitbox->boxes[1].y = p_bbox->size.y / 4; p_hitbox->boxes[1].height = p_bbox->size.y - 1; } } void tile_collision_system(Scene_t *scene) { static bool checked_entities[MAX_COMP_POOL_SIZE] = {0}; LevelSceneData_t *data = (LevelSceneData_t *)scene->scene_data; TileGrid_t tilemap = data->tilemap; unsigned int ent_idx; CBBox_t* p_bbox; //sc_map_foreach_value(&scene->ent_manager.entities_map[PLAYER_ENT_TAG], p_player) sc_map_foreach(&scene->ent_manager.component_map[CBBOX_COMP_T], ent_idx, p_bbox) { Entity_t *p_ent = get_entity(&scene->ent_manager, ent_idx); CTransform_t* p_ctransform = get_component(&scene->ent_manager, p_ent, CTRANSFORM_COMP_T); // Get the occupied tiles // For each tile, loop through the entities, check collision and move // exclude self unsigned int tile_x1 = (p_ctransform->position.x) / TILE_SIZE; unsigned int tile_y1 = (p_ctransform->position.y) / TILE_SIZE; unsigned int tile_x2 = (p_ctransform->position.x + p_bbox->size.x) / TILE_SIZE; unsigned int tile_y2 = (p_ctransform->position.y + p_bbox->size.y) / TILE_SIZE; uint32_t collision_value; for (unsigned int tile_y=tile_y1; tile_y <= tile_y2; tile_y++) { for (unsigned int tile_x=tile_x1; tile_x <= tile_x2; tile_x++) { unsigned int tile_idx = tile_y * tilemap.width + tile_x; Vector2 other; if(tilemap.tiles[tile_idx].solid) { other.x = (tile_idx % tilemap.width) * TILE_SIZE; other.y = (tile_idx / tilemap.width) * TILE_SIZE; // Precision loss is intentional check_collision_and_move(&scene->ent_manager, &tilemap, ent_idx, p_ctransform, p_bbox->size, other, TILE_SZ, true, &collision_value); } else { unsigned int other_ent_idx; memset(checked_entities, 0, sizeof(checked_entities)); sc_map_foreach_key(&tilemap.tiles[tile_idx].entities_set, other_ent_idx) { if (other_ent_idx == ent_idx) continue; if (checked_entities[other_ent_idx]) continue; checked_entities[other_ent_idx] = true; Entity_t *p_other_ent = get_entity(&scene->ent_manager, other_ent_idx); if (!p_other_ent->m_alive) continue; // To only allow one way collision check if (p_other_ent->m_tag < p_ent->m_tag) continue; // To only allow one way collision check CBBox_t *p_other_bbox = get_component(&scene->ent_manager, p_other_ent, CBBOX_COMP_T); if (p_other_bbox == NULL) continue; CTransform_t *p_other_ct = get_component(&scene->ent_manager, p_other_ent, CTRANSFORM_COMP_T); if (check_collision_and_move(&scene->ent_manager, &tilemap, ent_idx, p_ctransform, p_bbox->size, p_other_ct->position, p_other_bbox->size, p_other_bbox->solid, &collision_value)) { uint32_t collision_key = ((ent_idx << 16) | other_ent_idx); sc_map_put_32(&data->collision_events, collision_key, collision_value); } } } } } // Post movement edge check to zero out velocity uint8_t edges = check_bbox_edges(&scene->ent_manager, &data->tilemap, ent_idx, p_ctransform->position, p_bbox->size); if (edges & (1<<3)) { if (p_ctransform->velocity.x < 0) p_ctransform->velocity.x = 0; } if (edges & (1<<2)) { if (p_ctransform->velocity.x > 0) p_ctransform->velocity.x = 0; } if (edges & (1<<1)) { if (p_ctransform->velocity.y < 0) p_ctransform->velocity.y = 0; } if (edges & (1)) { if (p_ctransform->velocity.y > 0) p_ctransform->velocity.y = 0; } // TODO: Resolve all collision events //uint32_t collision_key; //sc_map_foreach(&data->collision_events, collision_key, collision_value) //{ // ent_idx = (collision_key >> 16); // uint other_ent_idx = (collision_key & 0xFFFF); // Entity_t *p_ent = get_entity(&scene->ent_manager, ent_idx); // Entity_t *p_other_ent = get_entity(&scene->ent_manager, other_ent_idx); // if (!p_ent->m_alive || !p_other_ent->m_alive) continue; //} sc_map_clear_32(&data->collision_events); // Level boundary collision 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; } // Deal with float precision, by rounding when it is near to an integer enough by 2 dp float decimal; float fractional = modff(p_ctransform->position.x, &decimal); if (fractional > 0.99) { p_ctransform->position.x = decimal; (p_ctransform->position.x > 0) ? p_ctransform->position.x++ : p_ctransform->position.x--; } else if (fractional < 0.01) { p_ctransform->position.x = decimal; } fractional = modff(p_ctransform->position.y, &decimal); if (fractional > 0.99) { p_ctransform->position.y = decimal; (p_ctransform->position.y > 0) ? p_ctransform->position.y++ : p_ctransform->position.y--; } else if (fractional < 0.01) { p_ctransform->position.y = decimal; } } } void friction_coefficient_update_system(Scene_t *scene) { CTransform_t* p_ct; unsigned long ent_idx; sc_map_foreach(&scene->ent_manager.component_map[CTRANSFORM_COMP_T], ent_idx, p_ct) { Entity_t *p_ent = get_entity(&scene->ent_manager, ent_idx); CMovementState_t* p_mstate = get_component(&scene->ent_manager, p_ent, CMOVEMENTSTATE_T); // Friction if (p_mstate->water_state & 1) { // Apply water friction // Consistent in all direction p_ct->fric_coeff = (Vector2){-5.5, -5.5}; } else { // For game feel, y is set to air resistance only // x is set to ground resistance (even in air) // If not, then player is can go faster by bunny hopping // which is fun but not quite beneficial here p_ct->fric_coeff = (Vector2){-3.3, -1}; } CPlayerState_t* p_pstate = get_component(&scene->ent_manager, p_ent, CPLAYERSTATE_T); if (p_pstate != NULL && (p_pstate->is_crouch & 1)) { p_ct->fric_coeff.x -= 4; } } } void global_external_forces_system(Scene_t *scene) { LevelSceneData_t *data = (LevelSceneData_t *)scene->scene_data; CMovementState_t* p_mstate; unsigned long ent_idx; sc_map_foreach(&scene->ent_manager.component_map[CMOVEMENTSTATE_T], ent_idx, p_mstate) { Entity_t *p_ent = get_entity(&scene->ent_manager, ent_idx); CTransform_t * p_ctransform = get_component(&scene->ent_manager, p_ent, CTRANSFORM_COMP_T); CBBox_t * p_bbox = get_component(&scene->ent_manager, p_ent, CBBOX_COMP_T); if (!(p_mstate->ground_state & 1)) { // Only apply upthrust if center is in water // If need more accuracy, need to find area of overlap if (p_mstate->water_state & 1) { unsigned int tile_idx = get_tile_idx( p_ctransform->position.x + p_bbox->half_size.x, p_ctransform->position.y + p_bbox->half_size.y, data->tilemap.width ); if (data->tilemap.tiles[tile_idx].water_level > 0) { p_ctransform->accel = Vector2Add(p_ctransform->accel, UPTHRUST); } } p_ctransform->accel = Vector2Add(p_ctransform->accel, GRAVITY); } // Friction p_ctransform->accel = Vector2Add( p_ctransform->accel, Vector2Multiply(p_ctransform->fric_coeff, p_ctransform->velocity) ); // Zero out acceleration for contacts with sturdy entites and tiles uint8_t edges = check_bbox_edges(&scene->ent_manager, &data->tilemap, ent_idx, p_ctransform->position, p_bbox->size); if (edges & (1<<3)) { if (p_ctransform->accel.x < 0) p_ctransform->accel.x = 0; } if (edges & (1<<2)) { if (p_ctransform->accel.x > 0) p_ctransform->accel.x = 0; } if (edges & (1<<1)) { if (p_ctransform->accel.y < 0) p_ctransform->accel.y = 0; } if (edges & (1)) { if (p_ctransform->accel.y > 0) p_ctransform->accel.y = 0; } } } void movement_update_system(Scene_t* scene) { // Update movement float delta_time = 0.017; // TODO: Will need to think about delta time handling 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) ); float mag = Vector2Length(p_ctransform->velocity); p_ctransform->velocity = Vector2Scale(Vector2Normalize(p_ctransform->velocity), (mag > PLAYER_MAX_SPEED)? PLAYER_MAX_SPEED:mag); // 3 dp precision if (fabs(p_ctransform->velocity.x) < 1e-3) p_ctransform->velocity.x = 0; if (fabs(p_ctransform->velocity.y) < 1e-3) p_ctransform->velocity.y = 0; // 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) ); p_ctransform->accel.x = 0; p_ctransform->accel.y = 0; } } void player_ground_air_transition_system(Scene_t* scene) { Entity_t *p_player; sc_map_foreach_value(&scene->ent_manager.entities_map[PLAYER_ENT_TAG], p_player) { CJump_t* p_cjump = get_component(&scene->ent_manager, p_player, CJUMP_COMP_T); CMovementState_t* p_mstate = get_component(&scene->ent_manager, p_player, CMOVEMENTSTATE_T); CPlayerState_t* p_pstate = get_component(&scene->ent_manager, p_player, CPLAYERSTATE_T); // Handle Ground<->Air Transition bool in_water = (p_mstate->water_state & 1); // Landing or in water if ((p_mstate->ground_state & 1 || in_water) && !p_pstate->jump_pressed ) { // Recover jumps p_cjump->jumps = p_cjump->max_jumps; p_cjump->jumped = false; p_cjump->short_hop = false; p_cjump->jump_ready = true; } else if (p_mstate->water_state == 0b10 || p_mstate->ground_state == 0b10) { p_cjump->jumps -= (p_cjump->jumps > 0)? 1:0; if (p_mstate->ground_state & 1) { p_cjump->jumps++; } } } } void state_transition_update_system(Scene_t *scene) { LevelSceneData_t *data = (LevelSceneData_t *)scene->scene_data; //Entity_t* p_ent; CMovementState_t* p_mstate; unsigned long ent_idx; sc_map_foreach(&scene->ent_manager.component_map[CMOVEMENTSTATE_T], ent_idx, p_mstate) { Entity_t *p_ent = get_entity(&scene->ent_manager, ent_idx); CTransform_t *p_ctransform = get_component(&scene->ent_manager, p_ent, CTRANSFORM_COMP_T); CBBox_t *p_bbox = get_component(&scene->ent_manager, p_ent, CBBOX_COMP_T); if (p_ctransform == NULL || p_bbox == NULL) continue; bool on_ground = check_on_ground(ent_idx, p_ctransform->position, p_bbox->size, &data->tilemap, &scene->ent_manager); bool in_water = false; if (!(p_mstate->water_state & 1)) { unsigned int tile_idx = get_tile_idx( p_ctransform->position.x + p_bbox->half_size.x, p_ctransform->position.y + p_bbox->half_size.y, data->tilemap.width ); in_water = (data->tilemap.tiles[tile_idx].water_level > 0); } else { unsigned int tile_x1 = (p_ctransform->position.x) / TILE_SIZE; unsigned int tile_y1 = (p_ctransform->position.y) / TILE_SIZE; unsigned int tile_x2 = (p_ctransform->position.x + p_bbox->size.x) / TILE_SIZE; unsigned int tile_y2 = (p_ctransform->position.y + p_bbox->size.y) / TILE_SIZE; for (unsigned int tile_y=tile_y1; tile_y <= tile_y2; tile_y++) { for (unsigned int tile_x=tile_x1; tile_x <= tile_x2; tile_x++) { unsigned int tile_idx = tile_y * data->tilemap.width + tile_x; in_water |= data->tilemap.tiles[tile_idx].water_level > 0; } } } p_mstate->ground_state <<= 1; p_mstate->ground_state |= on_ground? 1:0; p_mstate->ground_state &= 3; p_mstate->water_state <<= 1; p_mstate->water_state |= in_water? 1:0; p_mstate->water_state &= 3; } } void update_tilemap_system(Scene_t *scene) { LevelSceneData_t *data = (LevelSceneData_t *)scene->scene_data; TileGrid_t tilemap = data->tilemap; CTileCoord_t *p_tilecoord; unsigned long ent_idx; sc_map_foreach(&scene->ent_manager.component_map[CTILECOORD_COMP_T], ent_idx, p_tilecoord) { Entity_t *p_ent = get_entity(&scene->ent_manager, ent_idx); 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 // Extend the check by a little to avoid missing unsigned int tile_x1 = (p_ctransform->position.x) / TILE_SIZE; unsigned int tile_y1 = (p_ctransform->position.y) / TILE_SIZE; unsigned int tile_x2 = (p_ctransform->position.x + p_bbox->size.x - 1) / TILE_SIZE; unsigned int tile_y2 = (p_ctransform->position.y + p_bbox->size.y - 1) / TILE_SIZE; for (unsigned int tile_y=tile_y1; tile_y <= tile_y2; tile_y++) { for (unsigned int tile_x=tile_x1; tile_x <= tile_x2; tile_x++) { unsigned int tile_idx = tile_y * tilemap.width + tile_x; p_tilecoord->tiles[p_tilecoord->n_tiles++] = tile_idx; sc_map_put_64(&(tilemap.tiles[tile_idx].entities_set), p_ent->m_id, p_ent->m_id); } } } } void hitbox_update_system(Scene_t *scene) { static bool checked_entities[MAX_COMP_POOL_SIZE] = {0}; LevelSceneData_t *data = (LevelSceneData_t *)scene->scene_data; TileGrid_t tilemap = data->tilemap; unsigned int ent_idx; CHitBoxes_t* p_hitbox; //sc_map_foreach_value(&scene->ent_manager.entities_map[PLAYER_ENT_TAG], p_player) sc_map_foreach(&scene->ent_manager.component_map[CHITBOXES_T], ent_idx, p_hitbox) { Entity_t *p_ent = get_entity(&scene->ent_manager, ent_idx); CTransform_t* p_ctransform = get_component(&scene->ent_manager, p_ent, CTRANSFORM_COMP_T); for (uint8_t i=0;in_boxes;++i) { Vector2 hitbox_pos = { .x = p_ctransform->position.x + p_hitbox->boxes[i].x, .y = p_ctransform->position.y + p_hitbox->boxes[i].y, }; unsigned int tile_x1 = (hitbox_pos.x) / TILE_SIZE; unsigned int tile_y1 = (hitbox_pos.y) / TILE_SIZE; unsigned int tile_x2 = (hitbox_pos.x + p_hitbox->boxes[i].width - 1) / TILE_SIZE; unsigned int tile_y2 = (hitbox_pos.y + p_hitbox->boxes[i].height - 1) / TILE_SIZE; for (unsigned int tile_y=tile_y1; tile_y <= tile_y2; tile_y++) { for (unsigned int tile_x=tile_x1; tile_x <= tile_x2; tile_x++) { unsigned int tile_idx = tile_y * tilemap.width + tile_x; unsigned int other_ent_idx; memset(checked_entities, 0, sizeof(checked_entities)); sc_map_foreach_key(&tilemap.tiles[tile_idx].entities_set, other_ent_idx) { if (other_ent_idx == ent_idx) continue; if (checked_entities[other_ent_idx]) continue; Entity_t *p_other_ent = get_entity(&scene->ent_manager, other_ent_idx); if (!p_other_ent->m_alive) continue; // To only allow one way collision check if (p_other_ent->m_tag < p_ent->m_tag) continue; // To only allow one way collision check CHurtbox_t *p_other_hurtbox = get_component(&scene->ent_manager, p_other_ent, CHURTBOX_T); if (p_other_hurtbox == NULL) continue; CTransform_t *p_other_ct = get_component(&scene->ent_manager, p_other_ent, CTRANSFORM_COMP_T); Vector2 hurtbox_pos = Vector2Add(p_other_ct->position, p_other_hurtbox->offset); Vector2 overlap; if (find_AABB_overlap(hitbox_pos, (Vector2){p_hitbox->boxes[i].width, p_hitbox->boxes[i].height}, hurtbox_pos, p_other_hurtbox->size, &overlap)) { if (!p_other_hurtbox->fragile) continue; if (p_other_ent->m_tag == CRATES_ENT_TAG) { CBBox_t * p_bbox = get_component(&scene->ent_manager, p_ent, CBBOX_COMP_T); CPlayerState_t * p_pstate = get_component(&scene->ent_manager, p_ent, CPLAYERSTATE_T); if ( // TODO: Check Material of the crates p_ctransform->position.y + p_bbox->size.y <= p_other_ct->position.y ) { p_ctransform->velocity.y = -400; if (p_pstate->jump_pressed) { p_ctransform->velocity.y = -600; CJump_t * p_cjump = get_component(&scene->ent_manager, p_ent, CJUMP_COMP_T); p_cjump->short_hop = false; p_cjump->jumped = true; } } CTileCoord_t *p_tilecoord = get_component(&scene->ent_manager, p_other_ent, CTILECOORD_COMP_T); 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), other_ent_idx); } remove_entity(&scene->ent_manager, other_ent_idx); } } } } } } } } void sprite_animation_system(Scene_t *scene) { unsigned int ent_idx; CSprite_t* p_cspr; sc_map_foreach(&scene->ent_manager.component_map[CSPRITE_T], ent_idx, p_cspr) { Entity_t *p_ent = get_entity(&scene->ent_manager, ent_idx); // Update animation state if (p_cspr->transition_func != NULL) { unsigned int spr_idx = p_cspr->transition_func(p_ent); if (p_cspr->current_idx != spr_idx) { Sprite_t* new_spr = get_sprite(&scene->engine->assets, p_cspr->sprites_map[spr_idx]); if (new_spr != NULL) { p_cspr->sprite = new_spr; p_cspr->current_idx = spr_idx; p_cspr->sprite->current_frame = 0; } } } // Animate it (handle frame count) p_cspr->sprite->elapsed++; if (p_cspr->sprite->elapsed == p_cspr->sprite->speed) { p_cspr->sprite->current_frame++; p_cspr->sprite->current_frame %= p_cspr->sprite->frame_count; p_cspr->sprite->elapsed = 0; } } } void init_level_scene_data(LevelSceneData_t *data) { sc_map_init_32(&data->collision_events, 128, 0); } void term_level_scene_data(LevelSceneData_t *data) { sc_map_term_32(&data->collision_events); } unsigned int player_sprite_transition_func(Entity_t* ent) { return SPR_PLAYER_RUN; }