#include "scene_impl.h" #include "raylib.h" #include "raymath.h" #include static void level_scene_render_func(Scene_t* scene) { 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); DrawRectangle(p_ct->position.x, p_ct->position.y, p_bbox->size.x, p_bbox->size.y, RED); } return; } static void movement_update_system(Scene_t* scene) { LevelSceneData_t *data = (LevelSceneData_t *)scene->scene_data; 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; 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) ); p_ctransform->position = Vector2Add( p_ctransform->position, Vector2Scale(p_ctransform->velocity, delta_time) ); } } static void screen_bounce_system(Scene_t *scene) { 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; if(p_ctransform->position.x < 0 || p_ctransform->position.x + p_bbox->size.x > 320) { 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 > 320) ? 320 - p_bbox->size.x : p_ctransform->position.x; p_ctransform->velocity.x *= -1; } if(p_ctransform->position.y < 0 || p_ctransform->position.y + p_bbox->size.y > 240) { 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 > 240) ? 240 - 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_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); } void free_level_scene(LevelScene_t *scene) { free_scene(&scene->scene); } void reload_level_scene(LevelScene_t *scene) { }