#include "scene_impl.h" #include "game_systems.h" #include "water_flow.h" #include "constants.h" #include "ent_impl.h" #include "mempool.h" #include "raylib.h" #include "raymath.h" #include static Tile_t all_tiles[MAX_N_TILES] = {0}; static void level_scene_render_func(Scene_t* scene) { LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data); Rectangle draw_rec = data->game_rec; draw_rec.x = 0; draw_rec.y = 0; draw_rec.height *= -1; static char buffer[512]; ClearBackground(LIGHTGRAY); DrawTextureRec( data->game_viewport.texture, draw_rec, (Vector2){data->game_rec.x, data->game_rec.y}, WHITE ); // For DEBUG const int gui_x = data->game_rec.x + data->game_rec.width + 10; //sprintf(buffer, "Spawn Entity: %s", get_spawn_selection_string(current_spawn_selection)); //DrawText(buffer, gui_x, 240, 12, BLACK); sprintf(buffer, "Number of Entities: %u", sc_map_size_64v(&scene->ent_manager.entities)); DrawText(buffer, gui_x, 270, 12, BLACK); sprintf(buffer, "FPS: %u", GetFPS()); DrawText(buffer, gui_x, 320, 12, BLACK); print_mempool_stats(buffer); DrawText(buffer, gui_x, 350, 12, BLACK); } static 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; 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; default: break; } } if (!pressed) { switch (action) { case ACTION_RESTART: reload_level_tilemap((LevelScene_t*)scene); break; case ACTION_NEXTLEVEL: load_next_level_tilemap((LevelScene_t*)scene); break; case ACTION_PREVLEVEL: load_prev_level_tilemap((LevelScene_t*)scene); break; case ACTION_EXIT: if(scene->engine != NULL) { change_scene(scene->engine, 0); } break; default: break; } } } static void render_regular_game_scene(Scene_t* scene) { // This function will render the game scene outside of the intended draw function // Just for clarity and separation of logic LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data); TileGrid_t tilemap = data->tilemap; Entity_t* p_ent; Vector2 min = GetScreenToWorld2D((Vector2){data->game_rec.x, data->game_rec.y}, data->camera.cam); Vector2 max = GetScreenToWorld2D( (Vector2){ data->game_rec.x + data->game_rec.width, data->game_rec.y + data->game_rec.height }, data->camera.cam ); min = Vector2Scale(min, 1.0f/tilemap.tile_size); max = Vector2Scale(max, 1.0f/tilemap.tile_size); min.x = (int)fmax(0, min.x - 1); min.y = (int)fmax(0, min.y - 1); max.x = (int)fmin(tilemap.width, max.x + 1); max.y = (int)fmin(tilemap.height, max.y + 1); BeginTextureMode(data->game_viewport); ClearBackground(WHITE); BeginMode2D(data->camera.cam); 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; if (data->tile_sprites[tilemap.tiles[i].tile_type] != NULL) { draw_sprite(data->tile_sprites[tilemap.tiles[i].tile_type], (Vector2){x,y}, 0.0f, false); } else if (tilemap.tiles[i].tile_type == SOLID_TILE) { DrawRectangle(x, y, TILE_SIZE, TILE_SIZE, BLACK); } else if (tilemap.tiles[i].tile_type == ONEWAY_TILE) { DrawRectangle(x, y, TILE_SIZE, TILE_SIZE, MAROON); } else if (tilemap.tiles[i].tile_type == LADDER) { DrawRectangle(x, y, TILE_SIZE, TILE_SIZE, ORANGE); } else if (tilemap.tiles[i].tile_type == SPIKES) { DrawRectangle( x + tilemap.tiles[i].offset.x, y + tilemap.tiles[i].offset.y, tilemap.tiles[i].size.x, tilemap.tiles[i].size.y, RED ); } if (tilemap.tiles[i].wet) { #define SURFACE_THICKNESS 4 int up = i - tilemap.width; int bot = i + tilemap.width; int right = i + 1; int left = i - 1; int bot_line = y + TILE_SIZE - tilemap.tiles[i].water_level * WATER_BBOX_STEP - SURFACE_THICKNESS / 2; if (up >= 0 && tilemap.tiles[up].wet) { DrawLineEx((Vector2){x + TILE_SIZE / 2, y}, (Vector2){x + TILE_SIZE / 2, y + TILE_SIZE - tilemap.tiles[i].water_level * WATER_BBOX_STEP}, SURFACE_THICKNESS, ColorAlpha(BLUE, 0.7)); } if ( bot <= tilemap.n_tiles && tilemap.tiles[i].water_level == 0 ) { if (i % tilemap.width != 0 && tilemap.tiles[left].wet && (tilemap.tiles[bot].solid == SOLID || tilemap.tiles[bot-1].solid == SOLID)) { DrawLineEx((Vector2){x, bot_line}, (Vector2){x + TILE_SIZE / 2, bot_line}, SURFACE_THICKNESS, ColorAlpha(BLUE, 0.7)); } if (right % tilemap.width != 0 && tilemap.tiles[right].wet && (tilemap.tiles[bot].solid == SOLID || tilemap.tiles[bot+1].solid == SOLID)) { DrawLineEx((Vector2){x + TILE_SIZE / 2, bot_line}, (Vector2){x + TILE_SIZE, bot_line}, SURFACE_THICKNESS, ColorAlpha(BLUE, 0.7)); } } } // Draw water tile uint32_t water_height = tilemap.tiles[i].water_level * WATER_BBOX_STEP; // Draw water tile 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)); } } } sc_map_foreach_value(&scene->ent_manager.entities, p_ent) { CTransform_t* p_ct = get_component(p_ent, CTRANSFORM_COMP_T); CBBox_t* p_bbox = get_component(p_ent, CBBOX_COMP_T); // Entity culling Vector2 box_size = {0}; if (p_bbox != NULL) box_size = p_bbox->size; if ( p_ct->position.x + box_size.x < min.x * tilemap.tile_size || p_ct->position.x > max.x * tilemap.tile_size || p_ct->position.y + box_size.y < min.y * tilemap.tile_size || p_ct->position.y > max.y * tilemap.tile_size ) continue; // Render Sprite only CSprite_t* p_cspr = get_component(p_ent, CSPRITE_T); if (p_cspr != NULL) { const SpriteRenderInfo_t spr = p_cspr->sprites[p_cspr->current_idx]; if (spr.sprite != NULL) { Vector2 pos = Vector2Add(p_ct->position, spr.offset); draw_sprite(spr.sprite, pos, 0.0f, p_cspr->flip_x); } continue; } // Continue here only if no sprite Color colour; switch(p_ent->m_tag) { case PLAYER_ENT_TAG: colour = RED; break; case CRATES_ENT_TAG: colour = p_bbox->fragile? BROWN : GRAY; break; case BOULDER_ENT_TAG: colour = GRAY; break; default: colour = BLACK; break; } if (p_bbox != NULL) { if (p_ent->m_tag == BOULDER_ENT_TAG) { DrawCircleV(Vector2Add(p_ct->position, p_bbox->half_size), p_bbox->half_size.x, colour); } else { DrawRectangle(p_ct->position.x, p_ct->position.y, p_bbox->size.x, p_bbox->size.y, colour); } if (p_ent->m_tag == CRATES_ENT_TAG) { CContainer_t* p_container = get_component(p_ent, CCONTAINER_T); if (p_container != NULL) { switch (p_container->item) { case CONTAINER_LEFT_ARROW: DrawLine( p_ct->position.x, p_ct->position.y + p_bbox->half_size.y, p_ct->position.x + p_bbox->half_size.x, p_ct->position.y + p_bbox->half_size.y, BLACK ); break; case CONTAINER_RIGHT_ARROW: DrawLine( p_ct->position.x + p_bbox->half_size.x, p_ct->position.y + p_bbox->half_size.y, p_ct->position.x + p_bbox->size.x, p_ct->position.y + p_bbox->half_size.y, BLACK ); break; case CONTAINER_UP_ARROW: DrawLine( p_ct->position.x + p_bbox->half_size.x, p_ct->position.y, p_ct->position.x + p_bbox->half_size.x, p_ct->position.y + p_bbox->half_size.y, BLACK ); break; case CONTAINER_DOWN_ARROW: DrawLine( p_ct->position.x + p_bbox->half_size.x, p_ct->position.y + p_bbox->half_size.y, p_ct->position.x + p_bbox->half_size.x, p_ct->position.y + p_bbox->size.y, BLACK ); break; case CONTAINER_BOMB: DrawCircleV(Vector2Add(p_ct->position, p_bbox->half_size), p_bbox->half_size.x, BLACK); break; default: break; } } } } } sc_map_foreach_value(&scene->ent_manager.entities_map[DYNMEM_ENT_TAG], p_ent) { CWaterRunner_t* p_runner = get_component(p_ent, CWATERRUNNER_T); unsigned int x = ((p_runner->current_tile) % tilemap.width) * tilemap.tile_size; unsigned int y = ((p_runner->current_tile) / tilemap.width) * tilemap.tile_size; DrawCircle(x+16, y+16, 8, ColorAlpha(BLUE, 0.6)); } // Draw Border DrawLine(0, 0, 0, tilemap.height * tilemap.tile_size, BLACK); DrawLine(0, 0, tilemap.width * TILE_SIZE, 0, BLACK); int val = (tilemap.width) * tilemap.tile_size; DrawLine(val, 0, val, tilemap.height * tilemap.tile_size, BLACK); val = (tilemap.height) * tilemap.tile_size; DrawLine(0, val, tilemap.width * TILE_SIZE, val, BLACK); EndMode2D(); EndTextureMode(); } void init_game_scene(LevelScene_t* scene) { //init_scene(&scene->scene, LEVEL_SCENE, &level_scene_render_func, &level_do_action); init_scene(&scene->scene, &level_scene_render_func, &level_do_action); scene->data.tilemap.tiles = all_tiles; init_level_scene_data( &scene->data, MAX_N_TILES, all_tiles, (Rectangle){25, 25, 32*TILE_SIZE, 18*TILE_SIZE} ); create_player(&scene->scene.ent_manager, &scene->scene.engine->assets); update_entity_manager(&scene->scene.ent_manager); // insert level scene systems sc_array_add(&scene->scene.systems, &update_tilemap_system); 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, &player_pushing_system); sc_array_add(&scene->scene.systems, &friction_coefficient_update_system); sc_array_add(&scene->scene.systems, &global_external_forces_system); sc_array_add(&scene->scene.systems, &moveable_update_system); sc_array_add(&scene->scene.systems, &movement_update_system); sc_array_add(&scene->scene.systems, &boulder_destroy_wooden_tile_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, &hitbox_update_system); sc_array_add(&scene->scene.systems, &player_crushing_system); sc_array_add(&scene->scene.systems, &spike_collision_system); sc_array_add(&scene->scene.systems, &edge_velocity_check_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, &lifetimer_update_system); sc_array_add(&scene->scene.systems, &airtimer_update_system); sc_array_add(&scene->scene.systems, &container_destroy_system); sc_array_add(&scene->scene.systems, &sprite_animation_system); sc_array_add(&scene->scene.systems, &camera_update_system); sc_array_add(&scene->scene.systems, &player_dir_reset_system); sc_array_add(&scene->scene.systems, &player_respawn_system); sc_array_add(&scene->scene.systems, &update_water_runner_system); sc_array_add(&scene->scene.systems, &render_regular_game_scene); // 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_Q, ACTION_EXIT); sc_map_put_64(&scene->scene.action_map, KEY_R, ACTION_RESTART); sc_map_put_64(&scene->scene.action_map, KEY_RIGHT_BRACKET, ACTION_NEXTLEVEL); sc_map_put_64(&scene->scene.action_map, KEY_LEFT_BRACKET, ACTION_PREVLEVEL); } void free_game_scene(LevelScene_t* scene) { free_scene(&scene->scene); term_level_scene_data(&scene->data); }