HATPC/scenes/game_scene.c

598 lines
24 KiB
C

#include "tracy/TracyC.h"
#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 <stdio.h>
static Tile_t all_tiles[MAX_N_TILES] = {0};
static RenderInfoNode all_tile_rendernodes[MAX_N_TILES] = {0};
#define GAME_LAYER 0
#define CONTROL_LAYER 1
static void level_scene_render_func(Scene_t* scene)
{
LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data);
static char buffer[512];
BeginTextureMode(scene->layers.render_layers[CONTROL_LAYER].layer_tex);
ClearBackground(BLANK);
if (data->camera.mode == CAMERA_RANGED_MOVEMENT)
{
// TL
DrawLineEx((Vector2){32,32},
(Vector2){64,32}, 5, WHITE);
DrawLineEx((Vector2){32,32},
(Vector2){32,64}, 5, WHITE);
//TR
DrawLineEx((Vector2){data->game_rec.width - 64,32},
(Vector2){data->game_rec.width - 32, 32}, 5, WHITE);
DrawLineEx((Vector2){data->game_rec.width - 32,32},
(Vector2){data->game_rec.width - 32, 64}, 5, WHITE);
//BL
DrawLineEx((Vector2){32,data->game_rec.height-32},
(Vector2){64,data->game_rec.height - 32}, 5, WHITE);
DrawLineEx((Vector2){32,data->game_rec.height-64},
(Vector2){32, data->game_rec.height - 32}, 5, WHITE);
//BR
DrawLineEx((Vector2){data->game_rec.width - 64,data->game_rec.height-32},
(Vector2){data->game_rec.width - 32,data->game_rec.height - 32}, 5, WHITE);
DrawLineEx((Vector2){data->game_rec.width - 32,data->game_rec.height-64},
(Vector2){data->game_rec.width - 32, data->game_rec.height - 32}, 5, WHITE);
}
Entity_t* p_ent;
sc_map_foreach_value(&scene->ent_manager.entities_map[PLAYER_ENT_TAG], p_ent)
{
CAirTimer_t* p_air = get_component(p_ent, CAIRTIMER_T);
Sprite_t* spr = get_sprite(&scene->engine->assets, "p_bigbubble");
Vector2 air_pos = {data->game_rec.width - 32, data->game_rec.height - 32};
for (uint8_t i = 0; i < p_air->curr_count; i++)
{
draw_sprite(spr, 0, air_pos, 0, false);
//DrawCircleV(air_pos, 16, BLUE);
air_pos.x -= 32;
}
}
// For DEBUG
int gui_x = 5;
sprintf(buffer, "%u %u", sc_map_size_64v(&scene->ent_manager.entities), GetFPS());
DrawText(buffer, gui_x, data->game_rec.height - 12, 12, WHITE);
DrawRectangle(0, 0, data->game_rec.width, 32, (Color){0,0,0,128});
sprintf(buffer, "Chests: %u / %u", data->coins.current, data->coins.total);
gui_x = data->game_rec.width - MeasureText(buffer, 24) - 5;
DrawText(buffer, gui_x, 0, 24, RED);
EndTextureMode();
}
static void level_do_action(Scene_t* scene, ActionType_t action, bool pressed)
{
LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data);
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;
if (data->camera.mode == CAMERA_RANGED_MOVEMENT) data->camera.cam.target.y -= 20;
break;
case ACTION_DOWN:
p_playerstate->player_dir.y = (pressed)? 1 : 0;
if (data->camera.mode == CAMERA_RANGED_MOVEMENT) data->camera.cam.target.y += 20;
break;
case ACTION_LEFT:
p_playerstate->player_dir.x = (pressed)? -1 : 0;
if (data->camera.mode == CAMERA_RANGED_MOVEMENT) data->camera.cam.target.x -= 20;
break;
case ACTION_RIGHT:
p_playerstate->player_dir.x = (pressed)? 1 : 0;
if (data->camera.mode == CAMERA_RANGED_MOVEMENT) data->camera.cam.target.x += 20;
break;
case ACTION_JUMP:
p_playerstate->jump_pressed = pressed;
break;
case ACTION_LOOKAHEAD:
p_playerstate->locked = pressed;
data->camera.mode = pressed ? CAMERA_RANGED_MOVEMENT : CAMERA_FOLLOW_PLAYER;
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, MAIN_MENU_SCENE);
}
break;
default:
break;
}
}
}
static void render_regular_game_scene(Scene_t* scene)
{
TracyCZoneN(ctx, "GameRender", true)
// 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){0, 0}, data->camera.cam);
Vector2 max = GetScreenToWorld2D(
(Vector2){
data->game_rec.width,
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);
// Queue TileMap rendering
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;
// Tile render nodes is static on load and is not dynamically updated.
// We exploit the fact that all tiles can only change into an empty
// tile.
// This won't work if a tile can change into something else
if (tilemap.tiles[i].tile_type == EMPTY_TILE) continue;
uint8_t depth = 2;
if (tilemap.tiles[i].tile_type == LADDER)
{
depth = 0;
}
add_render_node(&data->render_manager, all_tile_rendernodes + i, depth);
}
}
// Queue Sprite rendering
unsigned int ent_idx;
CSprite_t* p_cspr;
sc_map_foreach(&scene->ent_manager.component_map[CSPRITE_T], ent_idx, p_cspr)
{
Entity_t* p_ent = get_entity(&scene->ent_manager, ent_idx);
if (!p_ent->m_alive) continue;
const SpriteRenderInfo_t spr = p_cspr->sprites[p_cspr->current_idx];
if (spr.sprite == NULL) continue;
Vector2 pos = p_ent->position;
CBBox_t* p_bbox = get_component(p_ent, CBBOX_COMP_T);
if (p_bbox != NULL)
{
pos = Vector2Add(
pos,
get_anchor_offset(p_bbox->size, spr.dest_anchor, p_cspr->node.flip & 1)
);
}
pos = Vector2Subtract(
pos,
get_anchor_offset(spr.sprite->frame_size, spr.src_anchor, p_cspr->node.flip & 1)
);
Vector2 offset = spr.offset;
if (p_cspr->node.flip & 1) offset.x *= -1;
pos = Vector2Add(pos, offset);
// Entity culling
if (
pos.x + spr.sprite->frame_size.x < min.x * tilemap.tile_size
|| pos.x > max.x * tilemap.tile_size
|| pos.y + spr.sprite->frame_size.y < min.y * tilemap.tile_size
|| pos.y > max.y * tilemap.tile_size
)
{
continue;
}
if (p_ent->m_tag == LEVEL_END_TAG)
{
p_cspr->current_frame = 2 * data->selected_solid_tilemap + (
(data->coins.current < data->coins.total) ? 0 : 1);
}
p_cspr->node.spr = spr.sprite;
p_cspr->node.frame_num = p_cspr->current_frame;
p_cspr->node.pos = pos;
add_render_node(&data->render_manager, &p_cspr->node, p_cspr->depth);
}
Texture2D* bg = get_texture(&scene->engine->assets, "bg_tex");
BeginTextureMode(scene->layers.render_layers[GAME_LAYER].layer_tex);
ClearBackground(WHITE);
DrawTexturePro(*bg,
//(Rectangle){0,0,64,64},
(Rectangle){min.x,0, data->game_rec.width, data->game_rec.height},
(Rectangle){0,0, data->game_rec.width, data->game_rec.height},
//(Rectangle){0,0,game_rec.width, game_rec.height},
(Vector2){0,0}, 0.0f, WHITE
);
BeginMode2D(data->camera.cam);
#ifdef ENABLE_RENDER_FALLBACK
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 (tilemap.tiles[i].tile_type == LADDER)
{
if (data->tile_sprites[tilemap.tiles[i].tile_type] == NULL)
{
DrawRectangle(x, y, TILE_SIZE, TILE_SIZE, ORANGE);
}
}
}
}
sc_map_foreach_value(&scene->ent_manager.entities, p_ent)
{
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_ent->position.x + box_size.x < min.x * tilemap.tile_size
|| p_ent->position.x > max.x * tilemap.tile_size
|| p_ent->position.y + box_size.y < min.y * tilemap.tile_size
|| p_ent->position.y > max.y * tilemap.tile_size
) continue;
CSprite_t* p_cspr = get_component(p_ent, CSPRITE_T);
if (p_cspr != NULL) 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_ent->m_tag == LEVEL_END_TAG)
{
DrawCircleV(p_ent->position, tilemap.tile_size >> 1, (data->coins.current < data->coins.total)? RED : GREEN);
continue;
}
if (p_bbox != NULL)
{
if (p_ent->m_tag == BOULDER_ENT_TAG)
{
DrawCircleV(Vector2Add(p_ent->position, p_bbox->half_size), p_bbox->half_size.x, colour);
}
else
{
DrawRectangle(p_ent->position.x, p_ent->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_ent->position.x,
p_ent->position.y + p_bbox->half_size.y,
p_ent->position.x + p_bbox->half_size.x,
p_ent->position.y + p_bbox->half_size.y,
BLACK
);
break;
case CONTAINER_RIGHT_ARROW:
DrawLine(
p_ent->position.x + p_bbox->half_size.x,
p_ent->position.y + p_bbox->half_size.y,
p_ent->position.x + p_bbox->size.x,
p_ent->position.y + p_bbox->half_size.y,
BLACK
);
break;
case CONTAINER_UP_ARROW:
DrawLine(
p_ent->position.x + p_bbox->half_size.x,
p_ent->position.y,
p_ent->position.x + p_bbox->half_size.x,
p_ent->position.y + p_bbox->half_size.y,
BLACK
);
break;
case CONTAINER_DOWN_ARROW:
DrawLine(
p_ent->position.x + p_bbox->half_size.x,
p_ent->position.y + p_bbox->half_size.y,
p_ent->position.x + p_bbox->half_size.x,
p_ent->position.y + p_bbox->size.y,
BLACK
);
break;
case CONTAINER_BOMB:
DrawCircleV(Vector2Add(p_ent->position, p_bbox->half_size), p_bbox->half_size.x, BLACK);
break;
default:
break;
}
}
}
}
}
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 (tilemap.tiles[i].tile_type != LADDER)
{
uint8_t tile_sprite_idx = tilemap.tiles[i].tile_type + tilemap.tiles[i].rotation;
if (tilemap.tiles[i].tile_type == SOLID_TILE)
{
if (data->solid_tile_sprites == NULL) {
DrawRectangle(x, y, TILE_SIZE, TILE_SIZE, BLACK);
}
}
else if (data->tile_sprites[tile_sprite_idx] == NULL)
{
if (tilemap.tiles[i].tile_type == ONEWAY_TILE)
{
DrawRectangle(x, y, TILE_SIZE, TILE_SIZE, MAROON);
}
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
);
}
}
}
}
}
#endif //ENABLE_RENDER_FALLBACK
execute_render(&data->render_manager);
// Particle effect will always be in front of everything except water
draw_particle_system(&scene->part_sys);
// Render water
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;
if (!tilemap.tiles[i].wet && tilemap.tiles[i].water_level == 0) {
continue;
}
int x = tile_x * TILE_SIZE;
int y = tile_y * TILE_SIZE;
// Draw water flow
#define SURFACE_THICKNESS 4
int up = i - tilemap.width;
unsigned 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));
}
}
//if (tilemap.tiles[i].max_water_level < MAX_WATER_LEVEL)
//{
// DrawRectangleLinesEx((Rectangle){x, y, TILE_SIZE, TILE_SIZE}, 2.0, ColorAlpha(BLUE, 0.5));
//}
uint32_t water_height = tilemap.tiles[i].water_level * WATER_BBOX_STEP;
Color water_colour = ColorAlpha(BLUE, 0.5);
DrawRectangle(
x,
y + (TILE_SIZE - water_height),
TILE_SIZE,
water_height,
water_colour
);
}
}
EndMode2D();
EndTextureMode();
TracyCZoneEnd(ctx)
}
static void at_level_start(Scene_t* scene)
{
LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data);
data->sm.state = LEVEL_STATE_RUNNING;
}
static void at_level_complete(Scene_t* scene)
{
LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data);
data->sm.fractional += scene->delta_time;
if (data->sm.fractional > 1.0f)
{
data->sm.fractional -= 1.0f;
data->sm.counter++;
}
if (data->sm.counter >= 1)
{
do_action(scene, ACTION_NEXTLEVEL, false);
data->sm.state = LEVEL_STATE_STARTING;
}
}
void init_game_scene(LevelScene_t* scene)
{
init_scene(&scene->scene, &level_do_action, ENABLE_ENTITY_MANAGEMENT_SYSTEM | ENABLE_PARTICLE_SYSTEM);
init_entity_tag_map(&scene->scene.ent_manager, PLAYER_ENT_TAG, 4);
init_entity_tag_map(&scene->scene.ent_manager, BOULDER_ENT_TAG, MAX_COMP_POOL_SIZE);
init_entity_tag_map(&scene->scene.ent_manager, LEVEL_END_TAG, 16);
init_entity_tag_map(&scene->scene.ent_manager, DYNMEM_ENT_TAG, 16);
scene->data.tilemap.tiles = all_tiles;
scene->data.tilemap.render_nodes = all_tile_rendernodes;
init_level_scene_data(
&scene->data, MAX_N_TILES, all_tiles,
(Rectangle){
0,0,
VIEWABLE_MAP_WIDTH*TILE_SIZE, VIEWABLE_MAP_HEIGHT*TILE_SIZE
}
);
for (size_t i = 0; i < MAX_N_TILES; i++)
{
memset(all_tile_rendernodes + i, 0, sizeof(RenderInfoNode));
all_tile_rendernodes[i].pos = (Vector2){
(i % scene->data.tilemap.width) * TILE_SIZE,
(i / scene->data.tilemap.width) * TILE_SIZE,
};
all_tile_rendernodes[i].scale = (Vector2){1,1};
all_tile_rendernodes[i].colour = WHITE;
}
scene->data.sm.state_functions[LEVEL_STATE_STARTING] = at_level_start;
scene->data.sm.state_functions[LEVEL_STATE_RUNNING] = NULL;
scene->data.sm.state_functions[LEVEL_STATE_DEAD] = NULL;
scene->data.sm.state_functions[LEVEL_STATE_COMPLETE] = at_level_complete;
scene->scene.bg_colour = LIGHTGRAY;
add_scene_layer(
&scene->scene, scene->data.game_rec.width, scene->data.game_rec.height,
scene->data.game_rec
);
add_scene_layer(
&scene->scene,
scene->data.game_rec.width, scene->data.game_rec.height,
scene->data.game_rec
);
create_player(&scene->scene.ent_manager);
update_entity_manager(&scene->scene.ent_manager);
// Set up textures
scene->data.solid_tile_sprites = get_sprite(&scene->scene.engine->assets, "stile0");
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, &state_transition_update_system);
sc_array_add(&scene->scene.systems, &update_entity_emitter_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, &update_water_runner_system);
sc_array_add(&scene->scene.systems, &check_player_dead_system);
sc_array_add(&scene->scene.systems, &level_end_detection_system);
sc_array_add(&scene->scene.systems, &level_state_management_system);
sc_array_add(&scene->scene.systems, &render_regular_game_scene);
sc_array_add(&scene->scene.systems, &level_scene_render_func);
// 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);
sc_map_put_64(&scene->scene.action_map, KEY_Z, ACTION_LOOKAHEAD);
}
void free_game_scene(LevelScene_t* scene)
{
clear_all_game_entities(scene);
free_scene(&scene->scene);
term_level_scene_data(&scene->data);
}