#include "scene_impl.h" #include "constants.h" #include "raylib.h" #include "raymath.h" #include static const Vector2 TILE_SZ = {TILE_SIZE, TILE_SIZE}; #define MAX_N_TILES 4096 static Tile_t all_tiles[MAX_N_TILES] = {0}; static const Vector2 GRAVITY = {0, GRAV_ACCEL}; static const Vector2 UPTHRUST = {0, -GRAV_ACCEL * 1.1}; 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 bool find_1D_overlap(const Vector2 l1, const Vector2 l2, float* overlap) { // No Overlap if (l1.y < l2.x || l2.y < l1.x) return false; if (l1.x >= l2.x && l1.y <= l2.y) { // Complete Overlap, not sure what to do tbh *overlap = l2.y-l2.x + l1.y-l1.x; } else { //Partial overlap // x is p1, y is p2 *overlap = (l2.y >= l1.y)? l2.x - l1.y : l2.y - l1.x; } if (fabs(*overlap) < 0.01) // Use 2 dp precision { *overlap = 0; return false; } return true; } static bool find_AABB_overlap(const Vector2 tl1, const Vector2 sz1, const Vector2 tl2, const Vector2 sz2, Vector2 * const overlap) { // Note that we include one extra pixel for checking // This avoid overlapping on the border Vector2 l1, l2; bool overlap_x, overlap_y; l1.x = tl1.x; l1.y = tl1.x + sz1.x; l2.x = tl2.x; l2.y = tl2.x + sz2.x; overlap_x = find_1D_overlap(l1, l2, &overlap->x); l1.x = tl1.y; l1.y = tl1.y + sz1.y; l2.x = tl2.y; l2.y = tl2.y + sz2.y; overlap_y = find_1D_overlap(l1, l2, &overlap->y); return overlap_x && overlap_y; } static bool check_collision_at(Vector2 pos, Vector2 bbox_sz, TileGrid_t* grid, Vector2 point) { Vector2 new_pos = Vector2Add(pos, point); unsigned int tile_x1 = (new_pos.x) / TILE_SIZE; unsigned int tile_x2 = (new_pos.x + bbox_sz.x - 1) / TILE_SIZE; unsigned int tile_y1 = (new_pos.y) / TILE_SIZE; unsigned int tile_y2 = (new_pos.y + bbox_sz.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++) { if (grid->tiles[tile_y*grid->width + tile_x].solid) return true; } } return false; } static inline bool check_on_ground(Vector2 pos, Vector2 bbox_sz, TileGrid_t* grid) { unsigned int tile_x1 = (pos.x) / TILE_SIZE; unsigned int tile_x2 = (pos.x + bbox_sz.x - 1) / TILE_SIZE; unsigned int tile_y = (pos.y + bbox_sz.y) / TILE_SIZE; for(unsigned int tile_x = tile_x1; tile_x <= tile_x2; tile_x++) { if (grid->tiles[tile_y*grid->width + tile_x].solid) return true; } return false; } 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 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; } static void level_scene_render_func(Scene_t* scene) { LevelSceneData_t *data = (LevelSceneData_t *)scene->scene_data; TileGrid_t tilemap = data->tilemap; for (size_t i=0; i 0) { DrawRectangle(x, y, TILE_SIZE, TILE_SIZE, BLUE); } DrawText(buffer, x, y, 10, BLACK); } } 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); } // Draw tile grid 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); char buffer[64]; 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: %s", p_pstate->is_crouch? "YES":"NO"); DrawText(buffer, tilemap.width * TILE_SIZE + 1, 90, 12, BLACK); sprintf(buffer, "Water: %s", p_ct->water_state & 1? "YES":"NO"); DrawText(buffer, tilemap.width * TILE_SIZE + 1, 120, 12, BLACK); } } static 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 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); 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); CPlayerState_t* p_pstate = get_component(&scene->ent_manager, p_player, CPLAYERSTATE_T); p_pstate->is_crouch = data->crouch_pressed; p_ctransform->accel.x = 0; p_ctransform->accel.y = 0; bool in_water = (p_ctransform->water_state & 1); if (!in_water) { data->player_dir.y = 0; p_ctransform->accel = Vector2Scale(Vector2Normalize(data->player_dir), MOVE_ACCEL/1.2); } else { p_ctransform->accel = Vector2Scale(Vector2Normalize(data->player_dir), MOVE_ACCEL); } // Short Hop if (p_cjump->jumped && p_ctransform->velocity.y < 0) { if (!data->jumped_pressed && !p_cjump->short_hop) { p_cjump->short_hop = true; p_ctransform->velocity.y /= 2; } } if (!(p_ctransform->ground_state & 1)) { // Only apply upthrust if center is in water // If need more accuracy, need to find area of overlap if (in_water) { unsigned int tile_idx = get_tile_idx( p_ctransform->position.x + p_bbox->size.x / 2, p_ctransform->position.y + p_bbox->size.y / 2, tilemap.width ); if (tilemap.tiles[tile_idx].water_level > 0) { p_ctransform->accel = Vector2Add(p_ctransform->accel, UPTHRUST); } } p_ctransform->accel = Vector2Add(p_ctransform->accel, GRAVITY); } //else { if (p_cjump->cooldown_timer > 0) p_cjump->cooldown_timer--; // Jumps is possible as long as you have a jump // Check if possible to jump when jump is pressed if (data->jumped_pressed && p_cjump->jumps > 0 && p_cjump->cooldown_timer == 0) { bool jump_valid = true; // Check Jump from crouch if(data->crouch_pressed) { Vector2 test_pos = p_ctransform->position; Vector2 test_bbox = {PLAYER_WIDTH, PLAYER_HEIGHT}; Vector2 top = {0, -1}; test_pos.x += PLAYER_C_XOFFSET; test_pos.y -= PLAYER_C_YOFFSET; jump_valid = !check_collision_at(test_pos, test_bbox, &tilemap, top); } // Jump okay if (jump_valid) { 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->jumps--; p_cjump->cooldown_timer = 15; } } } // Friction if (in_water) { // Apply water friction // Consistent in all direction p_ctransform->accel = Vector2Add( p_ctransform->accel, Vector2Scale(p_ctransform->velocity, -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_ctransform->accel.x += p_ctransform->velocity.x * -3.3; p_ctransform->accel.y += p_ctransform->velocity.y * -1; } } data->player_dir.x = 0; data->player_dir.y = 0; } static 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); if (p_ctransform->ground_state & 1) { AnchorPoint_t anchor = AP_BOT_CENTER; int dx[3] = {1, 0, 2}; for (size_t i=0; i<3; i++) { unsigned int tile_idx = get_tile_idx ( p_ctransform->position.x + p_bbox->half_size.x * dx[i], p_ctransform->position.y + p_bbox->size.y, tilemap.width ); if (tilemap.tiles[tile_idx].solid) { switch(i) { case 1: anchor = AP_BOT_LEFT;break; case 2: anchor = AP_BOT_RIGHT;break; } break; } } Vector2 new_bbox; if(data->crouch_pressed) { new_bbox.x = PLAYER_C_WIDTH; new_bbox.y = PLAYER_C_HEIGHT; } else { new_bbox.x = PLAYER_WIDTH; new_bbox.y = PLAYER_HEIGHT; } Vector2 offset = shift_bbox(p_bbox->size, new_bbox, anchor); set_bbox(p_bbox, new_bbox.x, new_bbox.y); p_ctransform->position = Vector2Add(p_ctransform->position, offset); } else { if (p_ctransform->water_state & 1) { Vector2 new_bbox = {PLAYER_C_WIDTH, PLAYER_C_HEIGHT}; Vector2 offset = shift_bbox(p_bbox->size, new_bbox, AP_MID_CENTER); set_bbox(p_bbox, PLAYER_C_WIDTH, PLAYER_C_HEIGHT); p_ctransform->position = Vector2Add(p_ctransform->position, offset); } else { Vector2 new_bbox = {PLAYER_WIDTH, PLAYER_HEIGHT}; Vector2 offset = shift_bbox(p_bbox->size, new_bbox, AP_MID_CENTER); set_bbox(p_bbox, PLAYER_WIDTH, PLAYER_HEIGHT); p_ctransform->position = Vector2Add(p_ctransform->position, offset); } } } } static void movement_update_system(Scene_t* scene) { LevelSceneData_t *data = (LevelSceneData_t *)scene->scene_data; // Update movement float delta_time = 0.017; // TODO: Will need to think about delta time handling //CTransform_t * p_ctransform; Entity_t* p_ent; //sc_map_foreach_value(&scene->ent_manager.component_map[CTRANSFORM_COMP_T], p_ctransform) sc_map_foreach_value(&scene->ent_manager.entities, p_ent) { 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) continue; 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) ); if (p_bbox == NULL) continue; bool on_ground = check_on_ground(p_ctransform->position, p_bbox->size, &data->tilemap); bool in_water = false; if (!(p_ctransform->water_state & 1)) { unsigned int tile_idx = get_tile_idx( p_ctransform->position.x + p_bbox->size.x / 2, p_ctransform->position.y + p_bbox->size.y / 2, 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_ctransform->ground_state <<= 1; p_ctransform->ground_state |= on_ground? 1:0; p_ctransform->ground_state &= 3; p_ctransform->water_state <<= 1; p_ctransform->water_state |= in_water? 1:0; p_ctransform->water_state &= 3; } } static 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) { CTransform_t* p_ctransform = get_component(&scene->ent_manager, p_player, CTRANSFORM_COMP_T); CJump_t* p_cjump = get_component(&scene->ent_manager, p_player, CJUMP_COMP_T); // Handle Ground<->Air Transition bool in_water = (p_ctransform->water_state & 1); // Landing or in water if (p_ctransform->ground_state == 0b01 || in_water) { // Recover jumps p_cjump->jumps = p_cjump->max_jumps; p_cjump->jumped = false; p_cjump->short_hop = false; if (!in_water) p_cjump->cooldown_timer = 0; } // TODO: Handle in water <-> out of water transition if (p_ctransform->water_state == 0b10) { p_cjump->jumps -= (p_cjump->jumps > 0)? 1:0; } } } 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; 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 Vector2 overlap = {0}; Vector2 prev_overlap = {0}; 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 * tilemap.width + tile_x; //for (size_t i=0;in_tiles;++i) //{ //unsigned int tile_idx = p_tilecoord->tiles[i]; 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 if (find_AABB_overlap(p_ctransform->position, p_bbox->size, other, TILE_SZ, &overlap)) { find_AABB_overlap(p_ctransform->prev_position, p_bbox->size, other, TILE_SZ, &prev_overlap); if (fabs(prev_overlap.y) > fabs(prev_overlap.x)) { p_ctransform->position.x += overlap.x; p_ctransform->velocity.x = 0; } else if (fabs(prev_overlap.x) > fabs(prev_overlap.y)) { p_ctransform->position.y += overlap.y; p_ctransform->velocity.y = 0; } else if (fabs(overlap.x) < fabs(overlap.y)) { p_ctransform->position.x += overlap.x; p_ctransform->velocity.x = 0; } else { p_ctransform->position.y += overlap.y; p_ctransform->velocity.y = 0; } } } else { // TODO: check against the entities of each involved tiles } // 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; } } } 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 // 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) / 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 * 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, 0); } } } } static void toggle_block_system(Scene_t *scene) { 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); if (tile_idx != last_tile_idx) { tilemap.tiles[tile_idx].solid = !tilemap.tiles[tile_idx].solid; tilemap.tiles[tile_idx].water_level = 0; 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) { LevelSceneData_t *data = (LevelSceneData_t *)scene->scene_data; switch(action) { case ACTION_UP: data->player_dir.y = (pressed)? -1 : 0; break; case ACTION_DOWN: data->player_dir.y = (pressed)? 1 : 0; data->crouch_pressed = pressed; break; case ACTION_LEFT: data->player_dir.x = (pressed)? -1 : 0; break; case ACTION_RIGHT: data->player_dir.x = (pressed)? 1 : 0; break; case ACTION_JUMP: data->jumped_pressed = pressed; 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; scene->data.jumped_pressed = false; scene->data.crouch_pressed = false; memset(&scene->data.player_dir, 0, sizeof(Vector2)); // 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, &movement_update_system); sc_array_add(&scene->scene.systems, &update_tilemap_system); sc_array_add(&scene->scene.systems, &player_collision_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); 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); for (size_t i=0; i