HATPC/scene_impl.c

623 lines
23 KiB
C

#include "scene_impl.h"
#include "constants.h"
#include "raylib.h"
#include "raymath.h"
#include <stdio.h>
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 * 0.7};
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;
}
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<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));
if (tilemap.tiles[i].solid)
{
DrawRectangle(x, y, TILE_SIZE, TILE_SIZE, BLACK);
DrawText(buffer, x, y, 10, WHITE);
}
else
{
// Draw water tile
if (tilemap.tiles[i].water_level > 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; 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 DEBUG
sc_map_foreach_value(&scene->ent_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, "Crouch: %s", p_pstate->is_crouch? "YES":"NO");
DrawText(buffer, tilemap.width * TILE_SIZE + 1, 90, 12, BLACK);
sprintf(buffer, "Water: %s", p_pstate->in_water? "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);
CJump_t* p_cjump = get_component(&scene->ent_manager, p_player, CJUMP_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);
p_ctransform->accel.x = 0;
p_ctransform->accel.y = 0;
if (!p_pstate->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->on_ground)
{
if (p_pstate->in_water)
{
p_ctransform->accel = Vector2Add(p_ctransform->accel, UPTHRUST);
}
p_ctransform->accel = Vector2Add(p_ctransform->accel, GRAVITY);
if(p_pstate->is_crouch)
{
p_pstate->is_crouch = false;
p_ctransform->position.x += PLAYER_C_XOFFSET;
p_ctransform->position.y -= PLAYER_C_YOFFSET;
set_bbox(p_bbox, PLAYER_WIDTH, PLAYER_HEIGHT);
}
}
else
{
// All these actions can only be done on ground
// Check if possible to jump when jump is pressed
if (data->jumped_pressed && p_cjump->jumps > 0)
{
bool jump_valid = true;
// Check Jump from crouch
if (p_pstate->is_crouch)
{
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)
{
p_ctransform->velocity.y -= p_cjump->jump_speed;
p_cjump->jumped = true;
}
}
// Deal with hitbox change when crouch
if (data->crouch_pressed && !p_pstate->is_crouch)
{
p_ctransform->position.x -= PLAYER_C_XOFFSET;
p_ctransform->position.y += PLAYER_C_YOFFSET;
set_bbox(p_bbox, PLAYER_C_WIDTH, PLAYER_C_HEIGHT);
p_pstate->is_crouch = data->crouch_pressed;
}
else if (!data->crouch_pressed && p_pstate->is_crouch)
{
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;
// Uncrouch need to check overhead for tile
if (!check_collision_at(test_pos, test_bbox, &tilemap, top))
{
p_ctransform->position.x += PLAYER_C_XOFFSET;
p_ctransform->position.y -= PLAYER_C_YOFFSET;
set_bbox(p_bbox, PLAYER_WIDTH, PLAYER_HEIGHT);
p_pstate->is_crouch = data->crouch_pressed;
}
}
}
// Friction
if (p_pstate->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 movement_update_system(Scene_t* scene)
{
// Update movement
float delta_time = 0.017; // TODO: Will need to think about delta time handling
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)
);
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)
);
}
}
static void player_ground_air_transition_system(Scene_t* scene)
{
LevelSceneData_t *data = (LevelSceneData_t *)scene->scene_data;
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);
// State checks
bool on_ground = check_on_ground(p_ctransform->position, p_bbox->size, &data->tilemap);
unsigned int tile_x = (p_ctransform->position.x + p_bbox->half_size.x) / TILE_SIZE;
unsigned int tile_y = (p_ctransform->position.y + p_bbox->half_size.y) / TILE_SIZE;
unsigned int tile_idx = tile_y * data->tilemap.width + tile_x;
bool in_water = data->tilemap.tiles[tile_idx].water_level > 0;
// Handle Ground<->Air Transition
if (!on_ground && p_ctransform->on_ground)
{
p_cjump->jumps--;
}
else if (on_ground && !p_ctransform->on_ground)
{
p_cjump->jumps = p_cjump->max_jumps;
p_cjump->jumped = false;
p_cjump->short_hop = false;
}
// TODO: Handle in water <-> out of water transition
p_ctransform->on_ground = on_ground;
p_pstate->in_water = in_water;
}
}
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
// 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 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);
CTileCoord_t* p_tilecoord = get_component(&scene->ent_manager, p_player, CTILECOORD_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};
for (size_t i=0;i<p_tilecoord->n_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 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))
{
int mouse_x = GetMouseX() / TILE_SIZE;
int mouse_y = GetMouseY() / TILE_SIZE;
unsigned int tile_idx = mouse_y * tilemap.width + mouse_x;
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))
{
int mouse_x = GetMouseX() / TILE_SIZE;
int mouse_y = GetMouseY() / TILE_SIZE;
unsigned int tile_idx = mouse_y * tilemap.width + mouse_x;
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;
data->jumped_pressed = pressed;
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;
}
}
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, &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);
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);
}
for (size_t i=0; i<32; ++i)
{
all_tiles[15*32+i].solid = true; // for testing
}
}
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)
{
}