#include "constants.h" #include "mempool.h" #include "raymath.h" #include "scene_impl.h" #include "ent_impl.h" #include "water_flow.h" #include "game_systems.h" #include "assets_loader.h" #include #include static Tile_t all_tiles[MAX_N_TILES] = {0}; // Maintain own queue to handle key presses struct sc_queue_32 key_buffer; Scene_t* scenes[1]; static GameEngine_t engine = { .scenes = scenes, .max_scenes = 1, .curr_scene = 0, .assets = {0} }; static void level_scene_render_func(Scene_t* scene) { LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data); TileGrid_t tilemap = data->tilemap; Entity_t* p_ent; BeginTextureMode(data->game_viewport); ClearBackground(WHITE); BeginMode2D(data->cam); for (size_t i = 0; i < tilemap.n_tiles; ++i) { char buffer[6] = {0}; int x = (i % tilemap.width) * TILE_SIZE; int y = (i / tilemap.width) * TILE_SIZE; sprintf(buffer, "%u", sc_map_size_64v(&tilemap.tiles[i].entities_set)); if (!tilemap.tiles[i].moveable) { // Draw water tile Color water_colour = ColorAlpha(RED, 0.2); DrawRectangle(x, y, TILE_SIZE, TILE_SIZE, water_colour); } if (tilemap.tiles[i].tile_type == SOLID_TILE) { DrawRectangle(x, y, TILE_SIZE, TILE_SIZE, BLACK); } 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[bot].water_level < MAX_WATER_LEVEL && tilemap.tiles[i].water_level == 0 ) { if (i % tilemap.width != 0 && tilemap.tiles[left].wet) { 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) { DrawLineEx((Vector2){x + TILE_SIZE / 2, bot_line}, (Vector2){x + TILE_SIZE, bot_line}, SURFACE_THICKNESS, ColorAlpha(BLUE, 0.7)); } } } 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 ); } sc_map_foreach_value(&scene->ent_manager.entities, p_ent) { CTransform_t* p_ct = get_component(p_ent, CTRANSFORM_COMP_T); if (p_ct == NULL) continue; 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, p_cspr->flip_x); } } } 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(BLACK, 0.2)); if (p_runner->target_tile < p_runner->bfs_tilemap.len) { unsigned int x = ((p_runner->target_tile) % tilemap.width) * tilemap.tile_size; unsigned int y = ((p_runner->target_tile) / tilemap.width) * tilemap.tile_size; DrawCircle(x+16, y+16, 8, ColorAlpha(BLUE, 0.2)); } if (p_runner->state == LOWEST_POINT_MOVEMENT) { int curr_idx = p_runner->current_tile; int next_idx = p_runner->bfs_tilemap.tilemap[curr_idx].to; while(curr_idx != p_runner->target_tile || curr_idx == next_idx) while(next_idx >= 0) { unsigned int x1 = (curr_idx % tilemap.width) * tilemap.tile_size + tilemap.tile_size / 2; unsigned int y1 = (curr_idx / tilemap.width) * tilemap.tile_size + tilemap.tile_size / 2; unsigned int x2 = (next_idx % tilemap.width) * tilemap.tile_size + tilemap.tile_size / 2; unsigned int y2 = (next_idx / tilemap.width) * tilemap.tile_size + tilemap.tile_size / 2; DrawLine(x1, y1, x2, y2, BLACK); curr_idx = next_idx; next_idx = p_runner->bfs_tilemap.tilemap[curr_idx].to; } } } char buffer[64] = {0}; for (size_t i = 0; i < tilemap.n_tiles; ++i) { int x = (i % tilemap.width) * TILE_SIZE; int y = (i / tilemap.width) * TILE_SIZE; sprintf(buffer, "%u", sc_map_size_64v(&tilemap.tiles[i].entities_set)); if (tilemap.tiles[i].solid > 0) { DrawText(buffer, x, y, 10, WHITE); } else { // Draw water tile DrawText(buffer, x, y, 10, BLACK); } } // Draw tile grid for (size_t i = 0; i < tilemap.width; ++i) { int x = (i+1)*TILE_SIZE; DrawLine(x, 0, x, tilemap.height * TILE_SIZE, BLACK); } for (size_t i = 0; i < tilemap.height;++i) { int y = (i+1)*TILE_SIZE; DrawLine(0, y, tilemap.width * TILE_SIZE, y, BLACK); } EndMode2D(); EndTextureMode(); Rectangle draw_rec = data->game_rec; draw_rec.x = 0; draw_rec.y = 0; draw_rec.height *= -1; BeginDrawing(); DrawTextureRec( data->game_viewport.texture, draw_rec, (Vector2){data->game_rec.x, data->game_rec.y}, WHITE ); EndDrawing(); } static void simple_friction_system(Scene_t* scene) { 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(p_ent, CTRANSFORM_COMP_T); p_ctransform->fric_coeff = (Vector2){-4.5, -4.5}; p_ctransform->accel = Vector2Add( p_ctransform->accel, Vector2Multiply((Vector2){-3.0,-3.0}, p_ctransform->velocity) ); } } 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; 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; default: break; } } } static void player_simple_movement_system(Scene_t* scene) { // 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) { Entity_t* p_player = get_entity(&scene->ent_manager, ent_idx); CTransform_t* p_ctransform = get_component(p_player, CTRANSFORM_COMP_T); p_ctransform->accel = Vector2Scale(Vector2Normalize(p_pstate->player_dir), MOVE_ACCEL); } } int main(void) { sc_queue_init(&key_buffer); InitWindow(1280, 640, "raylib"); SetTargetFPS(60); init_memory_pools(); init_assets(&engine.assets); load_from_infofile("res/assets.info", &engine.assets); init_player_creation("res/player_spr.info", &engine.assets); LevelScene_t scene; scene.scene.engine = &engine; init_scene(&scene.scene, &level_scene_render_func, &level_do_action); init_level_scene_data(&scene.data, MAX_N_TILES, all_tiles); LevelPack_t* pack = get_level_pack(&engine.assets, "TestLevels"); assert(pack != NULL); scene.data.level_pack = pack; scene.data.current_level = 0; assert(load_level_tilemap(&scene, 0) == true); update_entity_manager(&scene.scene.ent_manager); scene.data.tile_sprites[ONEWAY_TILE] = get_sprite(&engine.assets, "tl_owp"); scene.data.tile_sprites[LADDER] = get_sprite(&engine.assets, "tl_ldr"); scenes[0] = &scene.scene; change_scene(&engine, 0); sc_array_add(&scene.scene.systems, &player_simple_movement_system); sc_array_add(&scene.scene.systems, &simple_friction_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, &update_water_runner_system); sc_array_add(&scene.scene.systems, &camera_update_system); sc_array_add(&scene.scene.systems, &player_dir_reset_system); 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); 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); while(true) { // This entire key processing relies on the assumption that a pressed key will // appear in the polling of raylib unsigned int sz = sc_queue_size(&key_buffer); // Process any existing pressed key for (size_t i = 0; i < sz; i++) { int button = sc_queue_del_first(&key_buffer); ActionType_t action = sc_map_get_64(&scene.scene.action_map, button); if (IsKeyReleased(button)) { do_action(&scene.scene, action, false); } else { do_action(&scene.scene, action, true); sc_queue_add_last(&key_buffer, button); } } // Detect new key presses while(true) { int button = GetKeyPressed(); if (button == 0) break; ActionType_t action = sc_map_get_64(&scene.scene.action_map, button); if (!sc_map_found(&scene.scene.action_map)) continue; do_action(&scene.scene, action, true); sc_queue_add_last(&key_buffer, button); } update_scene(&scene.scene); update_entity_manager(&scene.scene.ent_manager); // This is needed to advance time delta render_scene(&scene.scene); if (WindowShouldClose()) break; } unsigned int m_id; Entity_t* ent; sc_map_foreach(&scene.scene.ent_manager.entities_map[DYNMEM_ENT_TAG], m_id, ent) { free_water_runner(ent, &scene.scene.ent_manager); } free_scene(&scene.scene); term_level_scene_data(&scene.data); sc_queue_term(&key_buffer); term_assets(&engine.assets); CloseWindow(); }