#include "scene_impl.h" #include "game_systems.h" #include "constants.h" #include "raylib.h" #include "raymath.h" #include #define MAX_N_TILES 4096 static Tile_t all_tiles[MAX_N_TILES] = {0}; enum EntitySpawnSelection { TOGGLE_TILE = 0, SPAWN_CRATE, }; #define MAX_SPAWN_TYPE 2 static unsigned int current_spawn_selection = 0; 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; } 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; for (size_t i=0; i 0) { // Draw water tile DrawRectangle(x, y, TILE_SIZE, TILE_SIZE, BLUE); } } 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); Color colour; switch(p_ent->m_tag) { case PLAYER_ENT_TAG: colour = RED; break; case CRATES_ENT_TAG: colour = BROWN; break; default: colour = BLACK; } DrawRectangle(p_ct->position.x, p_ct->position.y, p_bbox->size.x, p_bbox->size.y, colour); } for (size_t i=0; ient_manager.entities_map[PLAYER_ENT_TAG], p_ent) { CTransform_t* p_ct = get_component(&scene->ent_manager, p_ent, CTRANSFORM_COMP_T); CJump_t* p_cjump = get_component(&scene->ent_manager, p_ent, CJUMP_COMP_T); CPlayerState_t* p_pstate = get_component(&scene->ent_manager, p_ent, CPLAYERSTATE_T); CMovementState_t* p_mstate = get_component(&scene->ent_manager, p_ent, CMOVEMENTSTATE_T); sprintf(buffer, "Pos: %.3f\n %.3f", p_ct->position.x, p_ct->position.y); DrawText(buffer, tilemap.width * TILE_SIZE + 1, 15, 12, BLACK); sprintf(buffer, "Jumps: %u", p_cjump->jumps); DrawText(buffer, tilemap.width * TILE_SIZE + 1, 60, 12, BLACK); sprintf(buffer, "Cooldown: %u", p_cjump->cooldown_timer); DrawText(buffer, (tilemap.width + 3) * TILE_SIZE + 1, 60, 12, BLACK); sprintf(buffer, "Crouch: %u", p_pstate->is_crouch); DrawText(buffer, tilemap.width * TILE_SIZE + 1, 90, 12, BLACK); sprintf(buffer, "Water: %s", p_mstate->water_state & 1? "YES":"NO"); DrawText(buffer, tilemap.width * TILE_SIZE + 1, 120, 12, BLACK); } sprintf(buffer, "Spawn Entity: %u", current_spawn_selection); DrawText(buffer, tilemap.width * TILE_SIZE + 1, 240, 12, BLACK); sprintf(buffer, "Number of Entities: %u", sc_map_size_64v(&scene->ent_manager.entities)); DrawText(buffer, tilemap.width * TILE_SIZE + 1, 270, 12, BLACK); sprintf(buffer, "FPS: %u", GetFPS()); DrawText(buffer, tilemap.width * TILE_SIZE + 1, 320, 12, BLACK); } static void spawn_crate(Scene_t *scene, unsigned int tile_idx) { LevelSceneData_t *data = (LevelSceneData_t *)scene->scene_data; Entity_t *p_crate = add_entity(&scene->ent_manager, CRATES_ENT_TAG); CBBox_t *p_bbox = add_component(&scene->ent_manager, p_crate, CBBOX_COMP_T); set_bbox(p_bbox, TILE_SIZE, TILE_SIZE); p_bbox->solid = true; p_bbox->fragile = true; CTransform_t *p_ctransform = add_component(&scene->ent_manager, p_crate, CTRANSFORM_COMP_T); p_ctransform->position.x = (tile_idx % data->tilemap.width) * TILE_SIZE; p_ctransform->position.y = (tile_idx / data->tilemap.width) * TILE_SIZE; add_component(&scene->ent_manager, p_crate, CMOVEMENTSTATE_T); add_component(&scene->ent_manager, p_crate, CTILECOORD_COMP_T); } static void spawn_player(Scene_t *scene) { Entity_t *p_ent = add_entity(&scene->ent_manager, PLAYER_ENT_TAG); CBBox_t *p_bbox = add_component(&scene->ent_manager, p_ent, CBBOX_COMP_T); set_bbox(p_bbox, 30, 45); add_component(&scene->ent_manager, p_ent, CTRANSFORM_COMP_T); CJump_t *p_cjump = add_component(&scene->ent_manager, p_ent, CJUMP_COMP_T); p_cjump->jump_speed = 680; p_cjump->jumps = 1; p_cjump->max_jumps = 1; add_component(&scene->ent_manager, p_ent, CPLAYERSTATE_T); add_component(&scene->ent_manager, p_ent, CTILECOORD_COMP_T); add_component(&scene->ent_manager, p_ent, CMOVEMENTSTATE_T); } static void toggle_block_system(Scene_t *scene) { // TODO: This system is not good as the interface between raw input and actions is broken static unsigned int last_tile_idx = MAX_N_TILES; LevelSceneData_t *data = (LevelSceneData_t *)scene->scene_data; TileGrid_t tilemap = data->tilemap; if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) { unsigned int tile_idx = get_tile_idx(GetMouseX(), GetMouseY(), tilemap.width); enum EntitySpawnSelection sel = (enum EntitySpawnSelection)current_spawn_selection; if (tile_idx != last_tile_idx) { switch (sel) { case TOGGLE_TILE: tilemap.tiles[tile_idx].solid = !tilemap.tiles[tile_idx].solid; tilemap.tiles[tile_idx].water_level = 0; break; case SPAWN_CRATE: spawn_crate(scene, tile_idx); break; } last_tile_idx = tile_idx; } } // TODO: Check for right click to change to water, also update above else if (IsMouseButtonDown(MOUSE_RIGHT_BUTTON)) { unsigned int tile_idx = get_tile_idx(GetMouseX(), GetMouseY(), tilemap.width); if (tile_idx != last_tile_idx) { if (tilemap.tiles[tile_idx].water_level == 0) { tilemap.tiles[tile_idx].water_level = MAX_WATER_LEVEL; } else { tilemap.tiles[tile_idx].water_level = 0; } last_tile_idx = tile_idx; } } else { last_tile_idx = MAX_N_TILES; } } void level_do_action(Scene_t *scene, ActionType_t action, bool pressed) { CPlayerState_t *p_playerstate; sc_map_foreach_value(&scene->ent_manager.component_map[CPLAYERSTATE_T], p_playerstate) { switch(action) { case ACTION_UP: p_playerstate->player_dir.y = (pressed)? -1 : 0; break; case ACTION_DOWN: p_playerstate->player_dir.y = (pressed)? 1 : 0; p_playerstate->is_crouch |= (pressed)? 0b10 : 0; break; case ACTION_LEFT: p_playerstate->player_dir.x = (pressed)? -1 : 0; break; case ACTION_RIGHT: p_playerstate->player_dir.x = (pressed)? 1 : 0; break; case ACTION_JUMP: p_playerstate->jump_pressed = pressed; break; case ACTION_NEXT_SPAWN: if (!pressed) { current_spawn_selection++; current_spawn_selection &= 1; } break; case ACTION_PREV_SPAWN: if (!pressed) { current_spawn_selection--; current_spawn_selection &= 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; init_collision_system(); // insert level scene systems sc_array_add(&scene->scene.systems, &player_movement_input_system); sc_array_add(&scene->scene.systems, &player_bbox_update_system); sc_array_add(&scene->scene.systems, &global_external_forces_system); sc_array_add(&scene->scene.systems, &movement_update_system); sc_array_add(&scene->scene.systems, &update_tilemap_system); sc_array_add(&scene->scene.systems, &tile_collision_system); sc_array_add(&scene->scene.systems, &state_transition_update_system); sc_array_add(&scene->scene.systems, &player_ground_air_transition_system); sc_array_add(&scene->scene.systems, &toggle_block_system); // This avoid graphical glitch, not essential //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); sc_map_put_64(&scene->scene.action_map, KEY_SPACE, ACTION_JUMP); 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.tiles = all_tiles; for (size_t i=0; iscene); update_entity_manager(&scene->scene.ent_manager); } void free_level_scene(LevelScene_t *scene) { free_scene(&scene->scene); for (size_t i=0; i