HATPC/scene_impl.c

122 lines
4.1 KiB
C

#include "scene_impl.h"
#include "raylib.h"
#include "raymath.h"
#include <stdio.h>
static void level_scene_render_func(Scene_t* scene)
{
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);
}
return;
}
static void movement_update_system(Scene_t* scene)
{
LevelSceneData_t *data = (LevelSceneData_t *)scene->scene_data;
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.x = data->player_dir.x * 200 * 1.0 / mag;
p_ctransform->accel.y = data->player_dir.y * 200 * 1.0 / mag;
}
data->player_dir.x = 0;
data->player_dir.y = 0;
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 = Vector2Add(
p_ctransform->velocity,
Vector2Scale(p_ctransform->accel, delta_time)
);
p_ctransform->position = Vector2Add(
p_ctransform->position,
Vector2Scale(p_ctransform->velocity, delta_time)
);
}
}
static void screen_bounce_system(Scene_t *scene)
{
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;
if(p_ctransform->position.x < 0 || p_ctransform->position.x + p_bbox->size.x > 320)
{
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 > 320) ? 320 - p_bbox->size.x : p_ctransform->position.x;
p_ctransform->velocity.x *= -1;
}
if(p_ctransform->position.y < 0 || p_ctransform->position.y + p_bbox->size.y > 240)
{
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 > 240) ? 240 - 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_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);
}
void free_level_scene(LevelScene_t *scene)
{
free_scene(&scene->scene);
}
void reload_level_scene(LevelScene_t *scene)
{
}