HATPC/scene_impl.c

259 lines
9.1 KiB
C

#include "scene_impl.h"
#include "raylib.h"
#include "raymath.h"
#include <stdio.h>
#define TILE_SIZE 32
#define MAX_N_TILES 4096
static Tile_t all_tiles[MAX_N_TILES] = {0};
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;
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);
CTileCoord_t* p_tilecoord = get_component(&scene->ent_manager, p_ent, CTILECOORD_COMP_T);
for (size_t i=0;i<p_tilecoord->n_tiles;++i)
{
// Use previously store tile position
// Clear from those positions
int x = (p_tilecoord->tiles[i] % tilemap.width) * TILE_SIZE;
int y = (p_tilecoord->tiles[i] / tilemap.width) * TILE_SIZE;
DrawRectangle(x, y, TILE_SIZE, TILE_SIZE, GREEN);
}
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; 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);
}
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_64(&tilemap.tiles[i].entities_set));
DrawText(buffer, x, y, 10, BLACK);
}
}
static void movement_update_system(Scene_t* scene)
{
LevelSceneData_t *data = (LevelSceneData_t *)scene->scene_data;
// 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);
p_ctransform->accel = Vector2Scale(Vector2Normalize(data->player_dir), 600);
}
data->player_dir.x = 0;
data->player_dir.y = 0;
// Update movement
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 = Vector2Scale(
Vector2Add(
p_ctransform->velocity,
Vector2Scale(p_ctransform->accel, delta_time)
),
0.95
);
// 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)
);
}
}
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;i<p_tilecoord->n_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
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 player_collision_system(Scene_t *scene)
{
LevelSceneData_t *data = (LevelSceneData_t *)scene->scene_data;
TileGrid_t tilemap = data->tilemap;
Entity_t *p_player;
size_t tiles_to_check[8] = {0};
size_t n_tiles = 0;
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
}
}
static void screen_bounce_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)
{
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;
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;
}
}
}
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_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);
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; i<MAX_N_TILES;i++)
{
all_tiles[i].solid = 0;
sc_map_init_64(&all_tiles[i].entities_set, 8, 0);
}
}
void free_level_scene(LevelScene_t *scene)
{
free_scene(&scene->scene);
for (size_t i=0; i<MAX_N_TILES;i++)
{
all_tiles[i].solid = 0;
sc_map_term_64(&all_tiles[i].entities_set);
}
}
void reload_level_scene(LevelScene_t *scene)
{
}