2242 lines
84 KiB
C
2242 lines
84 KiB
C
#ifdef TRACY_ENABLE
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#include "tracy/TracyC.h"
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#endif
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#include "game_systems.h"
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#include "scene_impl.h"
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#include "ent_impl.h"
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#include "particle_sys.h"
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#include "AABB.h"
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#include "EC.h"
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#include "constants.h"
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#include <stdio.h>
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void simple_particle_system_update(Particle_t* part, void* user_data, float delta_time);
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void floating_particle_system_update(Particle_t* part, void* user_data, float delta_time);
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bool check_in_water(const ParticleEmitter_t* emitter, float delta_time);
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static const Vector2 GRAVITY = {0, GRAV_ACCEL};
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static const Vector2 UPTHRUST = {0, -GRAV_ACCEL * 1.15};
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static inline unsigned int get_tile_idx(int x, int y, TileGrid_t gridmap)
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{
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unsigned int tile_x = x / gridmap.tile_size;
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unsigned int tile_y = y / gridmap.tile_size;
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return tile_y * gridmap.width + tile_x;
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}
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static inline void destroy_tile(LevelSceneData_t* lvl_data, unsigned int tile_idx)
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{
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Scene_t* scene = &CONTAINER_OF(lvl_data, LevelScene_t, data)->scene;
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TileGrid_t tilemap = lvl_data->tilemap;
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Sprite_t* spr = NULL;
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switch (tilemap.tiles[tile_idx].tile_type)
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{
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case LADDER:
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spr = get_sprite(&scene->engine->assets, "p_ladder");
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break;
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case ONEWAY_TILE:
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spr = get_sprite(&scene->engine->assets, "p_wood");
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break;
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case SPIKES:
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spr = get_sprite(&scene->engine->assets, "p_spike");
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break;
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default:
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break;
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}
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if (spr != NULL)
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{
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ParticleEmitter_t emitter = {
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.spr = spr,
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.config = get_emitter_conf(&scene->engine->assets, "pe_burst"),
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.position = {
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.x = tile_idx % tilemap.width * tilemap.tile_size + (tilemap.tile_size >> 1),
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.y = tile_idx / tilemap.width * tilemap.tile_size + (tilemap.tile_size >> 1),
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},
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.n_particles = 5,
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.user_data = CONTAINER_OF(lvl_data, LevelScene_t, data),
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.update_func = &simple_particle_system_update,
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.emitter_update_func = NULL,
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};
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play_particle_emitter(&scene->part_sys, &emitter);
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}
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change_a_tile(&tilemap, tile_idx, EMPTY_TILE);
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}
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// ------------------------- Collision functions ------------------------------------
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// Do not subtract one for the size for any collision check, just pass normally. The extra one is important for AABB test
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static uint8_t check_collision_and_move(
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TileGrid_t* tilemap,
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Entity_t* ent, Vector2* other_pos, Vector2 other_bbox,
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SolidType_t other_solid
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)
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{
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// TODO: Need some NULL checks to be more robust
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CTransform_t* p_ct = get_component(ent, CTRANSFORM_COMP_T);
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CBBox_t* p_bbox = get_component(ent, CBBOX_COMP_T);
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Vector2 overlap = {0,0};
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Vector2 prev_overlap = {0,0};
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uint8_t overlap_mode = find_AABB_overlap(ent->position, p_bbox->size, *other_pos, other_bbox, &overlap);
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uint8_t collided_side = 0;
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if (overlap_mode == 1)
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{
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// If there is collision, use previous overlap to determine direction
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find_AABB_overlap(p_ct->prev_position, p_bbox->size, *other_pos, other_bbox, &prev_overlap);
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// Resolve collision via moving player by the overlap amount only if other is solid
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// also check for empty to prevent creating new collision. Not fool-proof, but good enough
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Vector2 offset = {0, 0};
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if (other_solid == SOLID)
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{
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if (fabs(prev_overlap.y) > fabs(prev_overlap.x))
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{
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offset.x = overlap.x;
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}
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else if (fabs(prev_overlap.x) > fabs(prev_overlap.y))
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{
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offset.y = overlap.y;
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}
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else if (fabs(overlap.x) < fabs(overlap.y))
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{
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offset.x = overlap.x;
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}
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else
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{
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offset.y = overlap.y;
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}
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}
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if (offset.y < 0)
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{
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collided_side |= 1;
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}
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else if (offset.y > 0)
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{
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collided_side |= (1<<1);
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}
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else if (offset.x < 0)
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{
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collided_side |= (1<<2);
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}
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else if (offset.x > 0)
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{
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collided_side |= (1<<3);
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}
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ent->position = Vector2Add(ent->position, offset);
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}
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else if (overlap_mode == 2)
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{
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if ( other_solid != SOLID ) goto collision_end;
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// On complete overlap, find a free space in this order: top, left, right, bottom
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Vector2 point_to_test = {0};
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point_to_test.x = ent->position.x;
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point_to_test.y = other_pos->y - p_bbox->size.y + 1;
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if (!check_collision_at(ent, point_to_test, p_bbox->size, tilemap))
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{
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ent->position = point_to_test;
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collided_side |= 1;
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goto collision_end;
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}
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point_to_test.x = other_pos->x - p_bbox->size.x + 1;
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point_to_test.y = ent->position.y;
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if (!check_collision_at(ent, point_to_test, p_bbox->size, tilemap))
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{
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ent->position = point_to_test;
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collided_side |= (1<<2);
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goto collision_end;
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}
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point_to_test.x = other_pos->x + other_bbox.x - 1;
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point_to_test.y = ent->position.y;
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if (!check_collision_at(ent, point_to_test, p_bbox->size, tilemap))
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{
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ent->position = point_to_test;
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collided_side |= (1<<3);
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goto collision_end;
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}
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point_to_test.x = ent->position.x;
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point_to_test.y = other_pos->y + other_bbox.y - 1;
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if (!check_collision_at(ent, point_to_test, p_bbox->size, tilemap))
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{
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ent->position = point_to_test;
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collided_side |= (1<<1);
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goto collision_end;
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}
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// If no free space, Move up no matter what
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//p_ct->position.x = p_ct->position.x;
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ent->position.y = other_pos->y - p_bbox->size.y + 1;
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}
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collision_end:
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return collided_side;
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}
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static void destroy_entity(Scene_t* scene, TileGrid_t* tilemap, Entity_t* p_ent)
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{
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Vector2 half_size = {0,0};
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CBBox_t* p_bbox = get_component(p_ent, CBBOX_COMP_T);
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if (p_bbox != NULL)
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{
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half_size = p_bbox->half_size;
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}
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if (p_ent->m_tag == BOULDER_ENT_TAG)
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{
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ParticleEmitter_t emitter = {
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.spr = get_sprite(&scene->engine->assets, "p_rock"),
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.config = get_emitter_conf(&scene->engine->assets, "pe_burst"),
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.position = Vector2Add(p_ent->position, half_size),
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.n_particles = 5,
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.user_data = CONTAINER_OF(scene, LevelScene_t, scene),
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.update_func = &simple_particle_system_update,
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.emitter_update_func = NULL,
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};
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play_particle_emitter(&scene->part_sys, &emitter);
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}
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else if (p_ent->m_tag == CRATES_ENT_TAG)
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{
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const CContainer_t* p_container = get_component(p_ent, CCONTAINER_T);
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ParticleEmitter_t emitter = {
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.spr = get_sprite(&scene->engine->assets, (p_container->material == WOODEN_CONTAINER) ? "p_wood" : "p_metal"),
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.config = get_emitter_conf(&scene->engine->assets, "pe_burst"),
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.position = Vector2Add(p_ent->position, half_size),
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.n_particles = 5,
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.user_data = CONTAINER_OF(scene, LevelScene_t, scene),
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.update_func = &simple_particle_system_update,
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.emitter_update_func = NULL,
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};
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play_particle_emitter(&scene->part_sys, &emitter);
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}
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else if (p_ent->m_tag == CHEST_ENT_TAG)
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{
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ParticleEmitter_t emitter = {
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.spr = get_sprite(&scene->engine->assets, "p_wood"),
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.config = get_emitter_conf(&scene->engine->assets, "pe_burst"),
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.position = Vector2Add(p_ent->position, half_size),
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.n_particles = 5,
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.user_data = CONTAINER_OF(scene, LevelScene_t, scene),
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.update_func = &simple_particle_system_update,
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.emitter_update_func = NULL,
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};
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play_particle_emitter(&scene->part_sys, &emitter);
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ParticleEmitter_t emitter2 = {
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.spr = get_sprite(&scene->engine->assets, "p_coin"),
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.config = get_emitter_conf(&scene->engine->assets, "pe_single"),
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.position = Vector2Add(p_ent->position, half_size),
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.n_particles = 1,
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.user_data = CONTAINER_OF(scene, LevelScene_t, scene),
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.update_func = &simple_particle_system_update,
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.emitter_update_func = NULL,
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};
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play_particle_emitter(&scene->part_sys, &emitter2);
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play_sfx(scene->engine, COIN_SFX);
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}
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else if (p_ent->m_tag == ARROW_ENT_TAG)
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{
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ParticleEmitter_t emitter = {
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.spr = get_sprite(&scene->engine->assets, "p_arrow"),
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.config = get_emitter_conf(&scene->engine->assets, "pe_burst"),
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.position = Vector2Add(p_ent->position, half_size),
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.n_particles = 2,
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.user_data = CONTAINER_OF(scene, LevelScene_t, scene),
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.update_func = &simple_particle_system_update,
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.emitter_update_func = NULL,
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};
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play_particle_emitter(&scene->part_sys, &emitter);
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play_sfx(scene->engine, ARROW_DESTROY_SFX);
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}
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clear_an_entity(scene, tilemap, p_ent);
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}
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void check_player_dead_system(Scene_t* scene)
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{
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LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data);
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Entity_t* p_player;
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// Cannot create player while looping though the players
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// So have to create outside of the loop
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sc_map_foreach_value(&scene->ent_manager.entities_map[PLAYER_ENT_TAG], p_player)
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{
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if (!p_player->m_alive)
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{
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Entity_t* ent = create_dead_player(&scene->ent_manager);
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if (ent != NULL)
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{
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ent->position = p_player->position;
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}
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destroy_entity(scene, &data->tilemap, p_player);
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change_level_state(data, LEVEL_STATE_DEAD);
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}
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}
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}
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void player_dir_reset_system(Scene_t* scene)
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{
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CPlayerState_t* p_pstate;
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unsigned int ent_idx;
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sc_map_foreach(&scene->ent_manager.component_map[CPLAYERSTATE_T], ent_idx, p_pstate)
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{
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p_pstate->player_dir.x = 0;
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p_pstate->player_dir.y = 0;
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}
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}
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void player_movement_input_system(Scene_t* scene)
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{
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LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data);
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TileGrid_t tilemap = data->tilemap;
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// Deal with player acceleration/velocity via inputs first
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CPlayerState_t* p_pstate;
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unsigned int ent_idx;
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sc_map_foreach(&scene->ent_manager.component_map[CPLAYERSTATE_T], ent_idx, p_pstate)
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{
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Entity_t* p_player = get_entity(&scene->ent_manager, ent_idx);
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CTransform_t* p_ctransform = get_component(p_player, CTRANSFORM_COMP_T);
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CBBox_t* p_bbox = get_component(p_player, CBBOX_COMP_T);
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CJump_t* p_cjump = get_component(p_player, CJUMP_COMP_T);
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CMovementState_t* p_mstate = get_component(p_player, CMOVEMENTSTATE_T);
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// Ladder handling
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if (!p_pstate->ladder_state)
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{
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// Transit into ladder state if possible
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if (!p_pstate->locked)
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{
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if (p_pstate->player_dir.y < 0)
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{
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unsigned int tile_idx = get_tile_idx(
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p_player->position.x + p_bbox->half_size.x,
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p_player->position.y + p_bbox->half_size.y,
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data->tilemap
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);
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if (tilemap.tiles[tile_idx].tile_type == LADDER && p_ctransform->velocity.y >= 0)
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{
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p_pstate->ladder_state = true;
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p_player->position.y--;
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}
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}
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else if (p_pstate->player_dir.y > 0)
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{
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unsigned int tile_idx;
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if (p_mstate->ground_state & 1)
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{
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tile_idx = get_tile_idx(
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p_player->position.x + p_bbox->half_size.x,
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p_player->position.y + p_bbox->size.y,
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data->tilemap
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);
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}
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else
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{
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tile_idx = get_tile_idx(
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p_player->position.x + p_bbox->half_size.x,
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p_player->position.y + p_bbox->half_size.y,
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data->tilemap
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);
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}
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if (tile_idx < tilemap.n_tiles && tilemap.tiles[tile_idx].tile_type == LADDER)
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{
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p_pstate->ladder_state = true;
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p_player->position.y++;
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}
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}
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}
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}
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else
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{
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unsigned int tile_x = (p_player->position.x + p_bbox->half_size.x) / TILE_SIZE;
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unsigned int tile_y1 = (p_player->position.y + p_bbox->half_size.y) / TILE_SIZE;
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unsigned int tile_y2 = (p_player->position.y + p_bbox->size.y) / TILE_SIZE;
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p_pstate->ladder_state = false;
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if (!(p_mstate->ground_state & 1))
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{
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for(unsigned int tile_y = tile_y1; tile_y <= tile_y2; tile_y++)
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{
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unsigned int tile_idx = tile_y * tilemap.width + tile_x;
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p_pstate->ladder_state |= tilemap.tiles[tile_idx].tile_type == LADDER;
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}
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}
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if (p_pstate->ladder_state)
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{
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p_ctransform->velocity.y = p_pstate->player_dir.y * 150 * (p_pstate->locked ? 0 : 1);
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p_ctransform->velocity.x = p_pstate->player_dir.x * 40 * (p_pstate->locked ? 0 : 1);
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if (p_pstate->player_dir.y != 0)
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{
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p_player->position.x = tile_x * tilemap.tile_size;
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p_player->position.x += (tilemap.tile_size >> 1);
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p_player->position.x -= p_bbox->half_size.x;
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}
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}
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}
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bool in_water = (p_mstate->water_state & 1);
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if (p_pstate->locked)
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{
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p_pstate->is_crouch |= (p_pstate->is_crouch & 1)? 0b10 : 0;
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}
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else
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{
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p_pstate->is_crouch |= (p_pstate->player_dir.y > 0)? 0b10 : 0;
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Vector2 point_to_check = Vector2Add(
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p_player->position,
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(Vector2){0, p_bbox->size.y - PLAYER_HEIGHT}
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);
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uint8_t collide_type = check_collision_at(
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p_player, point_to_check, p_bbox->size, &tilemap
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);
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if (collide_type == 1)
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{
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p_pstate->is_crouch |= 0b10;
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}
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if (!(p_mstate->ground_state & 1)) p_pstate->is_crouch &= 0b01;
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}
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if (!in_water)
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{
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p_pstate->player_dir.y = 0;
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}
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if (!p_pstate->locked)
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{
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// Although this can be achieved via higher friction, i'll explain away as the player is not
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// good with swimming, resulting in lower movement acceleration
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p_ctransform->accel = Vector2Scale(Vector2Normalize(p_pstate->player_dir), MOVE_ACCEL / (in_water ? 1.2f : 1.0f));
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if (p_pstate->is_crouch & 1)
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{
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p_ctransform->accel = Vector2Scale(p_ctransform->accel, 0.5);
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}
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}
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// Short Hop
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// Jumped check is needed to make sure it is applied on jumps, not generally
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// One issue caused is lower velocity in water
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if (p_cjump->jumped)
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{
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if (!p_pstate->jump_pressed || p_pstate->locked)
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{
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p_cjump->jump_released = true;
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if (!p_cjump->short_hop && p_ctransform->velocity.y < 0)
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{
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p_cjump->short_hop = true;
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p_ctransform->velocity.y /= 2;
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}
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}
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}
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// Jumps is possible as long as you have a jump
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|
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// Check if possible to jump when jump is pressed
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if (!p_pstate->locked)
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{
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if (p_cjump->jump_released && p_pstate->jump_pressed && p_cjump->jumps > 0 && p_cjump->jump_ready)
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{
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play_sfx(scene->engine, PLAYER_JMP_SFX);
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p_cjump->jumps--;
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if (!in_water)
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{
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if (p_mstate->ground_state & 1 || p_cjump->coyote_timer > 0)
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{
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p_ctransform->velocity.y = -p_cjump->jump_speed;
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}
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else if (p_pstate->ladder_state)
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{
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p_ctransform->velocity.y = -p_cjump->jump_speed / 1.4;
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}
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}
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else
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{
|
|
p_ctransform->velocity.y = -p_cjump->jump_speed / 1.75;
|
|
}
|
|
|
|
p_pstate->ladder_state = false;
|
|
p_cjump->coyote_timer = 0;
|
|
p_cjump->jumped = true;
|
|
p_cjump->jump_ready = false;
|
|
p_cjump->jump_released = false;
|
|
}
|
|
else if (p_mstate->ground_state == 0b01)
|
|
{
|
|
// the else if check is to prevent playing the landing sfx
|
|
// on first frame jumps
|
|
// This is also why this is done here instead of in the
|
|
// state transition function
|
|
play_sfx_pitched(scene->engine, PLAYER_LAND_SFX, 0.8f + rand() * 0.4f / (float)RAND_MAX);
|
|
}
|
|
}
|
|
|
|
// Post movement state update
|
|
p_pstate->is_crouch >>= 1;
|
|
}
|
|
}
|
|
|
|
void player_bbox_update_system(Scene_t* scene)
|
|
{
|
|
LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, 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)
|
|
{
|
|
CBBox_t* p_bbox = get_component(p_player, CBBOX_COMP_T);
|
|
CPlayerState_t* p_pstate = get_component(p_player, CPLAYERSTATE_T);
|
|
CMovementState_t* p_mstate = get_component(p_player, CMOVEMENTSTATE_T);
|
|
|
|
Vector2 new_bbox;
|
|
Vector2 offset;
|
|
if (p_mstate->ground_state & 1)
|
|
{
|
|
AnchorPoint_t anchor = AP_BOT_CENTER;
|
|
if(p_pstate->is_crouch & 1)
|
|
{
|
|
new_bbox.x = PLAYER_C_WIDTH;
|
|
new_bbox.y = PLAYER_C_HEIGHT;
|
|
}
|
|
else
|
|
{
|
|
new_bbox.x = PLAYER_WIDTH;
|
|
new_bbox.y = PLAYER_HEIGHT;
|
|
}
|
|
offset = shift_bbox(p_bbox->size, new_bbox, anchor);
|
|
}
|
|
else
|
|
{
|
|
if ((p_mstate->water_state & 1) && !p_pstate->ladder_state)
|
|
{
|
|
new_bbox.x = PLAYER_C_WIDTH;
|
|
new_bbox.y = PLAYER_C_HEIGHT;
|
|
offset = shift_bbox(p_bbox->size, new_bbox, AP_MID_CENTER);
|
|
}
|
|
else
|
|
{
|
|
new_bbox.x = PLAYER_WIDTH;
|
|
new_bbox.y = PLAYER_HEIGHT;
|
|
offset = shift_bbox(p_bbox->size, new_bbox, AP_MID_CENTER);
|
|
}
|
|
}
|
|
|
|
Vector2 point_to_check = Vector2Add(p_player->position, offset);
|
|
if (
|
|
check_collision_at(
|
|
p_player, point_to_check, new_bbox, &tilemap
|
|
) != 1
|
|
)
|
|
{
|
|
set_bbox(p_bbox, new_bbox.x, new_bbox.y);
|
|
p_player->position = Vector2Add(p_player->position, offset);
|
|
}
|
|
|
|
CHitBoxes_t* p_hitbox = get_component(p_player, CHITBOXES_T);
|
|
p_hitbox->boxes[0].height = p_bbox->size.y + 4;
|
|
p_hitbox->boxes[1].height = p_bbox->size.y;
|
|
CHurtbox_t* p_hurtbox = get_component(p_player, CHURTBOX_T);
|
|
|
|
if ((p_mstate->water_state & 1) && !(p_mstate->ground_state & 1))
|
|
{
|
|
p_hurtbox->size = p_bbox->size;
|
|
p_hurtbox->size.x *= 1.7;
|
|
p_hitbox->boxes[0].width = p_bbox->size.x * 2.0f;
|
|
p_hitbox->boxes[1].width = p_bbox->size.x * 2.0f + 4;
|
|
if (p_mstate->x_dir > 0)
|
|
{
|
|
p_hitbox->boxes[0].x = -p_bbox->size.x;
|
|
p_hitbox->boxes[1].x = -p_bbox->size.x - 2;
|
|
p_hurtbox->offset.x = -p_bbox->size.x * 0.7;
|
|
}
|
|
else
|
|
{
|
|
p_hitbox->boxes[0].x = 0;
|
|
p_hitbox->boxes[1].x = -2;
|
|
p_hurtbox->offset.x = 0;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
p_hitbox->boxes[0].x = 0;
|
|
p_hitbox->boxes[0].width = p_bbox->size.x;
|
|
p_hitbox->boxes[1].x = -2;
|
|
p_hitbox->boxes[1].width = p_bbox->size.x + 4;
|
|
p_hurtbox->offset = (Vector2){0,0};
|
|
p_hurtbox->size = p_bbox->size;
|
|
}
|
|
}
|
|
}
|
|
|
|
void player_crushing_system(Scene_t* scene)
|
|
{
|
|
LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data);
|
|
|
|
Entity_t* p_player;
|
|
sc_map_foreach_value(&scene->ent_manager.entities_map[PLAYER_ENT_TAG], p_player)
|
|
{
|
|
CBBox_t* p_bbox = get_component(p_player, CBBOX_COMP_T);
|
|
|
|
uint8_t edges = check_bbox_edges(
|
|
&data->tilemap, p_player,
|
|
p_bbox->size, true
|
|
);
|
|
|
|
// There is a second check for to ensure that there is an solid entity/tile overlapping the player bbox
|
|
// This is to prevent crushing by perfectly fitting in a gap (imagine a size 32 player in between two tiles)
|
|
// or any scenario where the edge check is just fringing, not overlapping
|
|
if ((edges & 0b0011) == 0b0011)
|
|
{
|
|
uint8_t collide = 0;
|
|
CollideEntity_t ent =
|
|
{
|
|
.p_ent = p_player,
|
|
.bbox = (Rectangle){p_player->position.x, p_player->position.y, p_bbox->size.x, 1},
|
|
.prev_bbox = (Rectangle){p_player->position.x, p_player->position.y, p_bbox->size.x, p_bbox->size.y},
|
|
.area = (TileArea_t){
|
|
.tile_x1 = (p_player->position.x) / TILE_SIZE,
|
|
.tile_y1 = (p_player->position.y) / TILE_SIZE,
|
|
.tile_x2 = (p_player->position.x + p_bbox->size.x - 1) / TILE_SIZE,
|
|
.tile_y2 = (p_player->position.y + p_bbox->size.y - 1) / TILE_SIZE,
|
|
}
|
|
};
|
|
|
|
|
|
uint8_t collide_type = check_collision_line(&ent, &data->tilemap, false);
|
|
if (collide_type == 1)
|
|
{
|
|
collide |= 1 << 1;
|
|
}
|
|
|
|
ent.bbox.y = p_player->position.y + p_bbox->size.y;
|
|
collide_type = check_collision_line(&ent, &data->tilemap, true);
|
|
if (collide_type == 1)
|
|
{
|
|
collide |= 1;
|
|
}
|
|
|
|
if (collide != 0)
|
|
{
|
|
p_player->m_alive = false;
|
|
return;
|
|
}
|
|
}
|
|
|
|
if ((edges & 0b1100) == 0b1100)
|
|
{
|
|
uint8_t collide = 0;
|
|
CollideEntity_t ent =
|
|
{
|
|
.p_ent = p_player,
|
|
.bbox = (Rectangle){p_player->position.x, p_player->position.y, 1, p_bbox->size.y},
|
|
.prev_bbox = (Rectangle){p_player->position.x, p_player->position.y, p_bbox->size.x, p_bbox->size.y},
|
|
.area = (TileArea_t){
|
|
.tile_x1 = (p_player->position.x) / TILE_SIZE,
|
|
.tile_y1 = (p_player->position.y) / TILE_SIZE,
|
|
.tile_x2 = (p_player->position.x + p_bbox->size.x - 1) / TILE_SIZE,
|
|
.tile_y2 = (p_player->position.y + p_bbox->size.y - 1) / TILE_SIZE,
|
|
}
|
|
};
|
|
|
|
// Left
|
|
uint8_t collide_type = check_collision_line(&ent, &data->tilemap, false);
|
|
if (collide_type == 1)
|
|
{
|
|
collide |= 1 << 1;
|
|
}
|
|
|
|
//Right
|
|
ent.bbox.x = p_player->position.x + p_bbox->size.x; // 2 to account for the previous subtraction
|
|
collide_type = check_collision_line(&ent, &data->tilemap, false);
|
|
if (collide_type == 1)
|
|
{
|
|
collide |= 1;
|
|
}
|
|
|
|
if (collide != 0)
|
|
{
|
|
p_player->m_alive = false;
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void spike_collision_system(Scene_t* scene)
|
|
{
|
|
LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data);
|
|
TileGrid_t tilemap = data->tilemap;
|
|
//Entity_t* p_player;
|
|
CBBox_t* p_bbox;
|
|
unsigned int ent_idx;
|
|
sc_map_foreach(&scene->ent_manager.component_map[CBBOX_COMP_T], ent_idx, p_bbox)
|
|
{
|
|
Entity_t* p_ent = get_entity(&scene->ent_manager, ent_idx);
|
|
unsigned int tile_x1 = (p_ent->position.x) / TILE_SIZE;
|
|
unsigned int tile_y1 = (p_ent->position.y) / TILE_SIZE;
|
|
unsigned int tile_x2 = (p_ent->position.x + p_bbox->size.x - 1) / TILE_SIZE;
|
|
unsigned int tile_y2 = (p_ent->position.y + p_bbox->size.y - 1) / TILE_SIZE;
|
|
|
|
tile_x1 = (tile_x1 < 0) ? 0 : tile_x1;
|
|
tile_x2 = (tile_x2 >= tilemap.width) ? tilemap.width - 1 : tile_x2;
|
|
tile_y1 = (tile_y1 < 0) ? 0 : tile_y1;
|
|
tile_y2 = (tile_y2 >= tilemap.height) ? tilemap.height - 1 : tile_y2;
|
|
|
|
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;
|
|
if(tilemap.tiles[tile_idx].tile_type == SPIKES)
|
|
{
|
|
uint8_t collide = find_AABB_overlap(
|
|
p_ent->position, p_bbox->size,
|
|
(Vector2){
|
|
tile_x * TILE_SIZE + tilemap.tiles[tile_idx].offset.x,
|
|
tile_y * TILE_SIZE + tilemap.tiles[tile_idx].offset.y
|
|
},
|
|
tilemap.tiles[tile_idx].size,
|
|
NULL);
|
|
|
|
if (collide)
|
|
{
|
|
if (p_ent->m_tag == PLAYER_ENT_TAG)
|
|
{
|
|
p_ent->m_alive = false;
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
destroy_tile(data, tile_idx);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void tile_collision_system(Scene_t* scene)
|
|
{
|
|
#ifdef TRACY_ENABLE
|
|
TracyCZoneN(ctx, "TileCol", true)
|
|
#endif
|
|
static bool checked_entities[MAX_COMP_POOL_SIZE] = {0};
|
|
|
|
LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data);
|
|
TileGrid_t tilemap = data->tilemap;
|
|
|
|
|
|
unsigned int ent_idx;
|
|
CBBox_t* p_bbox;
|
|
//sc_map_foreach_value(&scene->ent_manager.entities_map[PLAYER_ENT_TAG], p_player)
|
|
sc_map_foreach(&scene->ent_manager.component_map[CBBOX_COMP_T], ent_idx, p_bbox)
|
|
{
|
|
Entity_t* p_ent = get_entity(&scene->ent_manager, ent_idx);
|
|
CTransform_t* p_ctransform = get_component(p_ent, CTRANSFORM_COMP_T);
|
|
if (!p_ctransform->active) continue;
|
|
// Get the occupied tiles
|
|
// For each tile, loop through the entities, check collision and move
|
|
// exclude self
|
|
// This has an extra pixel when gathering potential collision, just to avoid missing any
|
|
// This is only done here, collision methods do not have this
|
|
unsigned int tile_x1 = (p_ent->position.x - 1) / TILE_SIZE;
|
|
unsigned int tile_y1 = (p_ent->position.y - 1) / TILE_SIZE;
|
|
unsigned int tile_x2 = (p_ent->position.x + p_bbox->size.x) / TILE_SIZE;
|
|
unsigned int tile_y2 = (p_ent->position.y + p_bbox->size.y) / TILE_SIZE;
|
|
|
|
tile_x1 = (tile_x1 < 0) ? 0 : tile_x1;
|
|
tile_x2 = (tile_x2 >= tilemap.width) ? tilemap.width - 1 : tile_x2;
|
|
tile_y1 = (tile_y1 < 0) ? 0 : tile_y1;
|
|
tile_y2 = (tile_y2 >= tilemap.height) ? tilemap.height - 1 : tile_y2;
|
|
|
|
uint8_t collide_side = 0;
|
|
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;
|
|
if(tilemap.tiles[tile_idx].tile_type != EMPTY_TILE)
|
|
{
|
|
Vector2 other;
|
|
other.x =
|
|
(tile_idx % tilemap.width) * tilemap.tile_size
|
|
+ tilemap.tiles[tile_idx].offset.x;
|
|
other.y =
|
|
(tile_idx / tilemap.width) * tilemap.tile_size
|
|
+ tilemap.tiles[tile_idx].offset.y; // Precision loss is intentional
|
|
|
|
|
|
SolidType_t solid = tilemap.tiles[tile_idx].solid;
|
|
// One way collision is a bit special
|
|
if (solid == ONE_WAY)
|
|
{
|
|
solid = (
|
|
p_ctransform->prev_position.y + p_bbox->size.y <= other.y
|
|
&& p_ent->position.y + p_bbox->size.y > other.y
|
|
) ? SOLID : NOT_SOLID;
|
|
}
|
|
collide_side |= check_collision_and_move(
|
|
&tilemap, p_ent,
|
|
&other,
|
|
(Vector2){tilemap.tile_size, tilemap.tile_size},
|
|
solid
|
|
);
|
|
|
|
}
|
|
else
|
|
{
|
|
unsigned int other_ent_idx;
|
|
Entity_t* p_other_ent;
|
|
memset(checked_entities, 0, sizeof(checked_entities));
|
|
sc_map_foreach(&tilemap.tiles[tile_idx].entities_set, other_ent_idx, p_other_ent)
|
|
{
|
|
if (other_ent_idx == ent_idx) continue;
|
|
if (checked_entities[other_ent_idx]) continue;
|
|
|
|
checked_entities[other_ent_idx] = true;
|
|
if (!p_other_ent->m_alive) continue; // No need to move if other is dead
|
|
CBBox_t *p_other_bbox = get_component(p_other_ent, CBBOX_COMP_T);
|
|
if (p_other_bbox == NULL) continue;
|
|
|
|
SolidType_t solid = p_other_bbox->solid? SOLID : NOT_SOLID;
|
|
if (p_ent->m_tag == PLAYER_ENT_TAG && p_other_ent->m_tag == CHEST_ENT_TAG)
|
|
{
|
|
solid = NOT_SOLID;
|
|
}
|
|
collide_side |= check_collision_and_move(
|
|
&tilemap, p_ent,
|
|
&p_other_ent->position, p_other_bbox->size,
|
|
solid
|
|
);
|
|
}
|
|
}
|
|
|
|
|
|
}
|
|
}
|
|
|
|
if (
|
|
((collide_side & (1<<3)) && (p_ctransform->velocity.x < 0))
|
|
|| ((collide_side & (1<<2)) && (p_ctransform->velocity.x > 0))
|
|
)
|
|
{
|
|
p_ctransform->velocity.x *= -p_ctransform->bounce_coeff;
|
|
}
|
|
|
|
if (
|
|
((collide_side & (1<<1)) && (p_ctransform->velocity.y < 0))
|
|
|| ((collide_side & (1)) && (p_ctransform->velocity.y > 0))
|
|
)
|
|
{
|
|
p_ctransform->velocity.y *= -p_ctransform->bounce_coeff;
|
|
}
|
|
|
|
float decimal;
|
|
float fractional = modff(p_ent->position.x, &decimal);
|
|
if (fractional > 0.99)
|
|
{
|
|
p_ent->position.x = decimal;
|
|
(p_ent->position.x > 0) ? p_ent->position.x++ : p_ent->position.x--;
|
|
}
|
|
else if (fractional < 0.01)
|
|
{
|
|
p_ent->position.x = decimal;
|
|
}
|
|
|
|
fractional = modff(p_ent->position.y, &decimal);
|
|
if (fractional > 0.99)
|
|
{
|
|
p_ent->position.y = decimal;
|
|
(p_ent->position.y > 0) ? p_ent->position.y++ : p_ent->position.y--;
|
|
}
|
|
else if (fractional < 0.01)
|
|
{
|
|
p_ent->position.y = decimal;
|
|
}
|
|
}
|
|
|
|
#ifdef TRACY_ENABLE
|
|
TracyCZoneEnd(ctx)
|
|
#endif
|
|
}
|
|
|
|
void friction_coefficient_update_system(Scene_t* scene)
|
|
{
|
|
CTransform_t* p_ct;
|
|
unsigned long ent_idx;
|
|
sc_map_foreach(&scene->ent_manager.component_map[CTRANSFORM_COMP_T], ent_idx, p_ct)
|
|
{
|
|
Entity_t* p_ent = get_entity(&scene->ent_manager, ent_idx);
|
|
CMovementState_t* p_mstate = get_component(p_ent, CMOVEMENTSTATE_T);
|
|
|
|
|
|
// Friction
|
|
if (p_mstate != NULL)
|
|
{
|
|
// Apply water friction
|
|
// Consistent in all direction
|
|
p_ct->fric_coeff = Vector2Add(
|
|
Vector2Scale(
|
|
(Vector2){-WATER_FRICTION, -WATER_FRICTION},
|
|
p_mstate->water_overlap
|
|
),
|
|
Vector2Scale(
|
|
(Vector2){-GROUND_X_FRICTION, -GROUND_Y_FRICTION},
|
|
(1 - p_mstate->water_overlap)
|
|
)
|
|
);
|
|
}
|
|
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_ct->fric_coeff = (Vector2){-GROUND_X_FRICTION, -GROUND_Y_FRICTION};
|
|
}
|
|
|
|
CPlayerState_t* p_pstate = get_component(p_ent, CPLAYERSTATE_T);
|
|
if (p_pstate != NULL)
|
|
{
|
|
if (p_pstate->is_crouch & 1) p_ct->fric_coeff.x -= 4;
|
|
if ((p_mstate->ground_state & 1) && p_pstate->player_dir.x != 0) p_ct->fric_coeff.x *= 0.9;
|
|
}
|
|
}
|
|
}
|
|
|
|
void global_external_forces_system(Scene_t* scene)
|
|
{
|
|
LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data);
|
|
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);
|
|
CBBox_t* p_bbox = get_component(p_ent, CBBOX_COMP_T);
|
|
|
|
if (p_ctransform->grav_timer > 0.0f)
|
|
{
|
|
p_ctransform->grav_timer -= scene->delta_time;
|
|
continue;
|
|
}
|
|
|
|
if (!(p_mstate->ground_state & 1))
|
|
{
|
|
p_ctransform->accel = Vector2Multiply(
|
|
Vector2Add(
|
|
p_ctransform->accel,
|
|
Vector2Scale(UPTHRUST, p_mstate->water_overlap)
|
|
),
|
|
p_ctransform->shape_factor
|
|
);
|
|
|
|
p_ctransform->accel = Vector2Add(p_ctransform->accel, GRAVITY);
|
|
}
|
|
|
|
// Friction
|
|
p_ctransform->accel = Vector2Add(
|
|
p_ctransform->accel,
|
|
Vector2Multiply(
|
|
Vector2Multiply(p_ctransform->fric_coeff, p_ctransform->velocity),
|
|
p_ctransform->shape_factor
|
|
)
|
|
);
|
|
|
|
if (p_bbox == NULL) continue; //Do not proceed if no bbox
|
|
|
|
|
|
// Zero out acceleration for contacts with sturdy entites and tiles
|
|
uint8_t edges = check_bbox_edges(
|
|
&data->tilemap, p_ent,
|
|
p_bbox->size, false
|
|
);
|
|
if (edges & (1<<3))
|
|
{
|
|
if (p_ctransform->accel.x < 0) p_ctransform->accel.x = 0;
|
|
}
|
|
if (edges & (1<<2))
|
|
{
|
|
if (p_ctransform->accel.x > 0) p_ctransform->accel.x = 0;
|
|
}
|
|
if (edges & (1<<1))
|
|
{
|
|
if (p_ctransform->accel.y < 0) p_ctransform->accel.y = 0;
|
|
}
|
|
if (edges & (1))
|
|
{
|
|
if (p_ctransform->accel.y > 0) p_ctransform->accel.y = 0;
|
|
}
|
|
|
|
}
|
|
CPlayerState_t* p_pstate;
|
|
sc_map_foreach(&scene->ent_manager.component_map[CPLAYERSTATE_T], ent_idx, p_pstate)
|
|
{
|
|
Entity_t* p_ent = get_entity(&scene->ent_manager, ent_idx);
|
|
CTransform_t* p_ctransform = get_component(p_ent, CTRANSFORM_COMP_T);
|
|
if (p_pstate->ladder_state)
|
|
{
|
|
p_ctransform->accel = (Vector2){0,0};
|
|
}
|
|
}
|
|
}
|
|
|
|
void moveable_update_system(Scene_t* scene)
|
|
{
|
|
CMoveable_t* p_moveable;
|
|
unsigned long ent_idx;
|
|
sc_map_foreach(&scene->ent_manager.component_map[CMOVEABLE_T], ent_idx, p_moveable)
|
|
{
|
|
Entity_t* p_ent = get_entity(&scene->ent_manager, ent_idx);
|
|
CTransform_t* p_ctransform = get_component(p_ent, CTRANSFORM_COMP_T);
|
|
CBBox_t* p_bbox = get_component(p_ent, CBBOX_COMP_T);
|
|
|
|
if (p_moveable->gridmove)
|
|
{
|
|
float remaining_distance = p_moveable->target_pos.x - p_ent->position.x;
|
|
if (fabs(remaining_distance) < 0.1)
|
|
{
|
|
p_ctransform->prev_position = p_moveable->prev_pos;
|
|
p_ent->position = p_moveable->target_pos;
|
|
p_moveable->gridmove = false;
|
|
p_bbox->solid = true;
|
|
p_ctransform->movement_mode = REGULAR_MOVEMENT;
|
|
play_sfx(scene->engine, BOULDER_LAND_SFX);
|
|
}
|
|
else if (remaining_distance > 0.1)
|
|
{
|
|
float x_to_move = p_moveable->move_speed * scene->delta_time;
|
|
p_ent->position.x += (remaining_distance > x_to_move) ? x_to_move : remaining_distance;
|
|
}
|
|
else
|
|
{
|
|
float x_to_move = p_moveable->move_speed * scene->delta_time;
|
|
p_ent->position.x += (remaining_distance < -x_to_move) ? -x_to_move : remaining_distance;
|
|
memset(&p_ctransform->velocity, 0, sizeof(p_ctransform->velocity));
|
|
}
|
|
}
|
|
|
|
// Intentional. Want this check even after a gridmove to allow gridmove after that
|
|
if (!p_moveable->gridmove)
|
|
{
|
|
//if (p_ctransform->prev_velocity.y <= 0 && p_ctransform->prev_position.x == p_ctransform->position.x) continue;
|
|
|
|
TileGrid_t tilemap = (CONTAINER_OF(scene, LevelScene_t, scene)->data).tilemap;
|
|
|
|
// Point to check is the one row below
|
|
Vector2 point_to_check = {
|
|
.x = p_ent->position.x + p_bbox->half_size.x,
|
|
.y = p_ent->position.y + p_bbox->size.y + 1
|
|
};
|
|
unsigned int tile_x = point_to_check.x / TILE_SIZE;
|
|
unsigned int tile_y = point_to_check.y / TILE_SIZE;
|
|
if (tile_y >= tilemap.height) continue;
|
|
|
|
int tile_idx = tile_y * tilemap.width + tile_x;
|
|
unsigned int other_ent_idx;
|
|
bool can_move = false;
|
|
sc_map_foreach_key(&tilemap.tiles[tile_idx].entities_set, other_ent_idx)
|
|
{
|
|
if (other_ent_idx == ent_idx) continue;
|
|
sc_map_get_64v(&scene->ent_manager.component_map[CMOVEABLE_T], other_ent_idx);
|
|
if (!sc_map_found(&scene->ent_manager.component_map[CMOVEABLE_T])) continue;
|
|
|
|
{
|
|
Entity_t* other_ent = get_entity(&scene->ent_manager, other_ent_idx);
|
|
CBBox_t* p_other_bbox = get_component(other_ent, CBBOX_COMP_T);
|
|
CTransform_t* p_other_ct = get_component(other_ent, CTRANSFORM_COMP_T);
|
|
Rectangle box = {other_ent->position.x, other_ent->position.y, p_other_bbox->size.x, p_other_bbox->size.y};
|
|
if (!point_in_AABB(point_to_check, box) || Vector2LengthSqr(p_other_ct->velocity) != 0) continue;
|
|
}
|
|
|
|
tile_x = (p_ent->position.x) / TILE_SIZE - 1;
|
|
|
|
if (tile_x >= 0 && tile_x < tilemap.width)
|
|
{
|
|
unsigned int tile_idx1 = tile_y * tilemap.width + tile_x;
|
|
unsigned int tile_idx2 = (tile_y - 1) * tilemap.width + tile_x;
|
|
if (
|
|
(tilemap.tiles[tile_idx1].moveable || tilemap.tiles[tile_idx1].tile_type == ONEWAY_TILE)
|
|
&& tilemap.tiles[tile_idx2].moveable
|
|
)
|
|
{
|
|
bool any_solid = false;
|
|
unsigned int idx_to_check;
|
|
sc_map_foreach_key(&tilemap.tiles[tile_idx1].entities_set, idx_to_check)
|
|
{
|
|
Entity_t* other_ent = get_entity(&scene->ent_manager, idx_to_check);
|
|
CBBox_t* p_other_bbox = get_component(other_ent, CBBOX_COMP_T);
|
|
if (p_other_bbox != NULL)
|
|
{
|
|
any_solid |= p_other_bbox->solid;
|
|
//any_solid |= true;
|
|
break;
|
|
}
|
|
}
|
|
sc_map_foreach_key(&tilemap.tiles[tile_idx2].entities_set, idx_to_check)
|
|
{
|
|
Entity_t* other_ent = get_entity(&scene->ent_manager, idx_to_check);
|
|
CBBox_t* p_other_bbox = get_component(other_ent, CBBOX_COMP_T);
|
|
if (p_other_bbox != NULL)
|
|
{
|
|
any_solid |= p_other_bbox->solid;
|
|
//any_solid |= true;
|
|
break;
|
|
}
|
|
}
|
|
if (!any_solid)
|
|
{
|
|
can_move = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
tile_x += 2;
|
|
if (tile_x >= 0 && tile_x < tilemap.width)
|
|
{
|
|
unsigned int tile_idx1 = tile_y * tilemap.width + tile_x;
|
|
unsigned int tile_idx2 = (tile_y - 1) * tilemap.width + tile_x;
|
|
if (
|
|
(tilemap.tiles[tile_idx1].moveable || tilemap.tiles[tile_idx1].tile_type == ONEWAY_TILE)
|
|
&& tilemap.tiles[tile_idx2].moveable
|
|
)
|
|
{
|
|
bool any_solid = false;
|
|
unsigned int idx_to_check;
|
|
sc_map_foreach_key(&tilemap.tiles[tile_idx1].entities_set, idx_to_check)
|
|
{
|
|
Entity_t* other_ent = get_entity(&scene->ent_manager, idx_to_check);
|
|
CBBox_t* p_other_bbox = get_component(other_ent, CBBOX_COMP_T);
|
|
if (p_other_bbox != NULL)
|
|
{
|
|
any_solid |= p_other_bbox->solid;
|
|
}
|
|
}
|
|
sc_map_foreach_key(&tilemap.tiles[tile_idx2].entities_set, idx_to_check)
|
|
{
|
|
Entity_t* other_ent = get_entity(&scene->ent_manager, idx_to_check);
|
|
CBBox_t* p_other_bbox = get_component(other_ent, CBBOX_COMP_T);
|
|
if (p_other_bbox != NULL)
|
|
{
|
|
any_solid |= p_other_bbox->solid;
|
|
}
|
|
}
|
|
if (!any_solid)
|
|
{
|
|
can_move = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
if (can_move)
|
|
{
|
|
p_moveable->gridmove = true;
|
|
p_bbox->solid = false;
|
|
p_moveable->prev_pos = p_ent->position;
|
|
p_moveable->target_pos = Vector2Scale((Vector2){tile_x,tile_y-1}, TILE_SIZE);
|
|
memset(&p_ctransform->velocity, 0, sizeof(p_ctransform->velocity));
|
|
memset(&p_ctransform->accel, 0, sizeof(p_ctransform->accel));
|
|
p_ctransform->movement_mode = KINEMATIC_MOVEMENT;
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
void player_pushing_system(Scene_t* scene)
|
|
{
|
|
LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, 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)
|
|
{
|
|
CMovementState_t* p_movement = get_component(p_player, CMOVEMENTSTATE_T);
|
|
CPlayerState_t* p_pstate = get_component(p_player, CPLAYERSTATE_T);
|
|
if (
|
|
!(p_movement->ground_state & 1 || p_movement->water_state & 1)
|
|
|| p_pstate->player_dir.x == 0
|
|
) continue;
|
|
|
|
CTransform_t* p_ctransform = get_component(p_player, CTRANSFORM_COMP_T);
|
|
CBBox_t* p_bbox = get_component(p_player, CBBOX_COMP_T);
|
|
Vector2 point_to_check = p_player->position;
|
|
point_to_check.y += p_bbox->half_size.y;
|
|
if (p_pstate->player_dir.x > 0)
|
|
{
|
|
point_to_check.x += p_bbox->size.x + 1;
|
|
}
|
|
else
|
|
{
|
|
point_to_check.x -= 1;
|
|
}
|
|
//CHitBoxes_t* p_hitbox = get_component(p_player, CHITBOXES_T);
|
|
// Get the occupied tiles
|
|
// For each tile, loop through the entities, check collision and move
|
|
// exclude self
|
|
unsigned int tile_x = (point_to_check.x) / TILE_SIZE;
|
|
unsigned int tile_y = (point_to_check.y) / TILE_SIZE;
|
|
unsigned int tile_idx = tile_y * tilemap.width + tile_x;
|
|
if(tilemap.tiles[tile_idx].tile_type != EMPTY_TILE) continue;
|
|
|
|
Entity_t* p_other_ent;
|
|
sc_map_foreach_value(&tilemap.tiles[tile_idx].entities_set, p_other_ent)
|
|
{
|
|
if (p_other_ent->m_id == p_player->m_id) continue;
|
|
|
|
if (!p_other_ent->m_alive) continue;
|
|
|
|
CMoveable_t *p_other_moveable = get_component(p_other_ent, CMOVEABLE_T);
|
|
if (p_other_moveable == NULL) continue;
|
|
|
|
CTransform_t *p_other_ct = get_component(p_other_ent, CTRANSFORM_COMP_T);
|
|
CBBox_t *p_other_bbox = get_component(p_other_ent, CBBOX_COMP_T);
|
|
Rectangle box = {
|
|
.x = p_other_ent->position.x,
|
|
.y = p_other_ent->position.y,
|
|
.width = p_other_bbox->size.x,
|
|
.height = p_other_bbox->size.y
|
|
};
|
|
if (point_in_AABB(point_to_check, box))
|
|
{
|
|
Vector2 target_pos = p_other_ent->position;
|
|
if (p_player->position.x < p_other_ent->position.x)
|
|
{
|
|
target_pos.x += TILE_SIZE;
|
|
tile_x++;
|
|
}
|
|
else
|
|
{
|
|
target_pos.x -= TILE_SIZE;
|
|
tile_x--;
|
|
}
|
|
|
|
if (tile_x >= 0 && tile_x < tilemap.width)
|
|
{
|
|
unsigned int target_tile_idx = tile_y * tilemap.width + tile_x;
|
|
if (
|
|
tilemap.tiles[target_tile_idx].moveable
|
|
&& sc_map_size_64v(&tilemap.tiles[target_tile_idx].entities_set) == 0
|
|
)
|
|
{
|
|
p_other_moveable->gridmove = true;
|
|
p_other_moveable->prev_pos = p_other_ent->position;
|
|
p_other_moveable->target_pos = target_pos;
|
|
memset(&p_ctransform->velocity, 0, sizeof(p_ctransform->velocity));
|
|
memset(&p_ctransform->accel, 0, sizeof(p_ctransform->accel));
|
|
p_other_ct->movement_mode = KINEMATIC_MOVEMENT;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void movement_update_system(Scene_t* scene)
|
|
{
|
|
LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data);
|
|
TileGrid_t tilemap = data->tilemap;
|
|
// Update movement
|
|
float delta_time = scene->delta_time;
|
|
CTransform_t * p_ctransform;
|
|
unsigned long ent_idx;
|
|
sc_map_foreach(&scene->ent_manager.component_map[CTRANSFORM_COMP_T], ent_idx, p_ctransform)
|
|
{
|
|
if (!p_ctransform->active)
|
|
{
|
|
memset(&p_ctransform->velocity, 0, sizeof(Vector2));
|
|
memset(&p_ctransform->accel, 0, sizeof(Vector2));
|
|
continue;
|
|
}
|
|
p_ctransform->prev_velocity = p_ctransform->velocity;
|
|
|
|
if (p_ctransform->movement_mode == REGULAR_MOVEMENT)
|
|
{
|
|
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;
|
|
|
|
Entity_t* p_ent = get_entity(&scene->ent_manager, ent_idx);
|
|
// Store previous position before update
|
|
p_ctransform->prev_position = p_ent->position;
|
|
p_ent->position = Vector2Add(
|
|
p_ent->position,
|
|
Vector2Scale(p_ctransform->velocity, delta_time)
|
|
);
|
|
memset(&p_ctransform->accel, 0, sizeof(p_ctransform->accel));
|
|
|
|
// Level boundary collision
|
|
CBBox_t* p_bbox = get_component(p_ent, CBBOX_COMP_T);
|
|
unsigned int level_width = tilemap.width * TILE_SIZE;
|
|
unsigned int level_height = tilemap.height * TILE_SIZE;
|
|
if (p_bbox != NULL)
|
|
{
|
|
|
|
if(p_ent->position.x < 0 || p_ent->position.x + p_bbox->size.x > level_width)
|
|
{
|
|
p_ent->position.x = (p_ent->position.x < 0) ? 0 : p_ent->position.x;
|
|
if (p_ent->position.x + p_bbox->size.x > level_width)
|
|
{
|
|
p_ent->position.x = level_width - p_bbox->size.x;
|
|
}
|
|
else
|
|
{
|
|
p_ent->position.x = p_ent->position.x;
|
|
}
|
|
p_ctransform->velocity.x *= -p_ctransform->bounce_coeff;
|
|
}
|
|
|
|
if(p_ent->position.y < 0 || p_ent->position.y + p_bbox->size.y > level_height)
|
|
{
|
|
p_ent->position.y = (p_ent->position.y < 0) ? 0 : p_ent->position.y;
|
|
if (p_ent->position.y + p_bbox->size.y > level_height)
|
|
{
|
|
p_ent->position.y = level_height - p_bbox->size.y;
|
|
}
|
|
else
|
|
{
|
|
p_ent->position.y = p_ent->position.y;
|
|
}
|
|
p_ctransform->velocity.y *= -p_ctransform->bounce_coeff;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (
|
|
p_ent->position.x < 0 || p_ent->position.x > level_width
|
|
|| p_ent->position.y < 0 || p_ent->position.y > level_height
|
|
)
|
|
{
|
|
destroy_entity(scene, &tilemap, p_ent);
|
|
}
|
|
|
|
}
|
|
}
|
|
}
|
|
|
|
void player_ground_air_transition_system(Scene_t* scene)
|
|
{
|
|
Entity_t* p_player;
|
|
sc_map_foreach_value(&scene->ent_manager.entities_map[PLAYER_ENT_TAG], p_player)
|
|
{
|
|
CJump_t* p_cjump = get_component(p_player, CJUMP_COMP_T);
|
|
const CMovementState_t* p_mstate = get_component(p_player, CMOVEMENTSTATE_T);
|
|
const CPlayerState_t* p_pstate = get_component(p_player, CPLAYERSTATE_T);
|
|
|
|
// Handle Ground<->Air Transition
|
|
bool in_water = (p_mstate->water_state & 1);
|
|
bool jump_recover_cond = (p_mstate->ground_state & 1 || in_water || p_pstate->ladder_state);
|
|
// Landing or in water
|
|
if (p_mstate->water_state == 0b10 || p_mstate->ground_state == 0b10)
|
|
{
|
|
p_cjump->coyote_timer = 3;
|
|
}
|
|
else if (jump_recover_cond)
|
|
{
|
|
// Recover jumps
|
|
p_cjump->jumps = p_cjump->max_jumps;
|
|
p_cjump->jumped = false;
|
|
if(!p_cjump->jump_released && !p_pstate->jump_pressed) p_cjump->jump_released = true;
|
|
p_cjump->short_hop = false;
|
|
p_cjump->jump_ready = true;
|
|
p_cjump->coyote_timer = 0;
|
|
}
|
|
else
|
|
{
|
|
if (p_cjump->coyote_timer > 0)
|
|
{
|
|
p_cjump->coyote_timer--;
|
|
}
|
|
else
|
|
{
|
|
p_cjump->jumps -= (p_cjump->jumps > 0)? 1:0;
|
|
if (p_mstate->ground_state & 1)
|
|
{
|
|
p_cjump->jumps++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void state_transition_update_system(Scene_t* scene)
|
|
{
|
|
LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data);
|
|
|
|
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);
|
|
CBBox_t* p_bbox = get_component(p_ent, CBBOX_COMP_T);
|
|
if (p_ctransform == NULL || p_bbox == NULL) continue;
|
|
|
|
if (p_ctransform->velocity.x > 0) p_mstate->x_dir = 1;
|
|
else if (p_ctransform->velocity.x < 0) p_mstate->x_dir = 0;
|
|
|
|
bool on_ground = check_on_ground(
|
|
p_ent, p_ctransform->prev_position, p_bbox->size,
|
|
&data->tilemap
|
|
);
|
|
|
|
if (on_ground)
|
|
{
|
|
p_ctransform->grav_timer = p_ctransform->grav_delay;
|
|
}
|
|
|
|
// Upthrust depends on water overlapping
|
|
unsigned int tile_x1 = (p_ent->position.x) / TILE_SIZE;
|
|
unsigned int tile_y1 = (p_ent->position.y) / TILE_SIZE;
|
|
unsigned int tile_x2 = (p_ent->position.x + p_bbox->size.x) / TILE_SIZE;
|
|
unsigned int tile_y2 = (p_ent->position.y + p_bbox->size.y) / TILE_SIZE;
|
|
float water_area = 0;
|
|
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 * data->tilemap.width + tile_x;
|
|
if (data->tilemap.tiles[tile_idx].water_level > 0)
|
|
{
|
|
uint32_t water_height = data->tilemap.tiles[tile_idx].water_level * WATER_BBOX_STEP;
|
|
Vector2 water_tl = {
|
|
.x = (tile_idx % data->tilemap.width) * data->tilemap.tile_size,
|
|
.y = (tile_idx / data->tilemap.width + 1) * data->tilemap.tile_size - water_height};
|
|
|
|
Vector2 water_sz = {
|
|
.x = data->tilemap.tile_size,
|
|
.y = water_height,
|
|
};
|
|
|
|
Vector2 overlap;
|
|
if (find_AABB_overlap(
|
|
p_ent->position, p_bbox->size,
|
|
water_tl, water_sz, &overlap
|
|
))
|
|
{
|
|
water_area += fabs(overlap.x * overlap.y);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
p_mstate->water_overlap = water_area/(p_bbox->size.x * p_bbox->size.y);
|
|
|
|
|
|
bool in_water = p_mstate->water_overlap > 0;
|
|
p_mstate->ground_state <<= 1;
|
|
p_mstate->ground_state |= on_ground? 1:0;
|
|
p_mstate->ground_state &= 3;
|
|
p_mstate->water_state <<= 1;
|
|
p_mstate->water_state |= in_water? 1:0;
|
|
p_mstate->water_state &= 3;
|
|
|
|
if (p_mstate->ground_state == 0b10)
|
|
{
|
|
p_ctransform->active = true;
|
|
}
|
|
if (p_mstate->ground_state == 0b01)
|
|
{
|
|
if (p_ent->m_tag == BOULDER_ENT_TAG)
|
|
{
|
|
play_sfx(scene->engine, BOULDER_LAND_SFX);
|
|
}
|
|
else if (p_ent->m_tag == CRATES_ENT_TAG || p_ent->m_tag == CHEST_ENT_TAG)
|
|
{
|
|
play_sfx(scene->engine, WOOD_LAND_SFX);
|
|
}
|
|
}
|
|
if (p_mstate->water_state == 0b01)
|
|
{
|
|
play_sfx(scene->engine, WATER_IN_SFX);
|
|
ParticleEmitter_t emitter = {
|
|
.spr = get_sprite(&scene->engine->assets, "p_water"),
|
|
.config = get_emitter_conf(&scene->engine->assets, "pe_burst"),
|
|
.position = Vector2Add(p_ent->position, p_bbox->half_size),
|
|
.n_particles = 5,
|
|
.user_data = (CONTAINER_OF(scene, LevelScene_t, scene)),
|
|
.update_func = &simple_particle_system_update,
|
|
.emitter_update_func = NULL,
|
|
};
|
|
play_particle_emitter(&scene->part_sys, &emitter);
|
|
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
void update_entity_emitter_system(Scene_t* scene)
|
|
{
|
|
CEmitter_t* p_emitter;
|
|
unsigned long ent_idx;
|
|
sc_map_foreach(&scene->ent_manager.component_map[CEMITTER_T], ent_idx, p_emitter)
|
|
{
|
|
Entity_t* p_ent = get_entity(&scene->ent_manager, ent_idx);
|
|
Vector2 new_pos = Vector2Add(p_ent->position,p_emitter->offset);
|
|
if (is_emitter_handle_alive(&scene->part_sys, p_emitter->handle))
|
|
{
|
|
update_emitter_handle_position(&scene->part_sys, p_emitter->handle, new_pos);
|
|
}
|
|
}
|
|
}
|
|
|
|
void update_tilemap_system(Scene_t* scene)
|
|
{
|
|
LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data);
|
|
TileGrid_t tilemap = data->tilemap;
|
|
|
|
CTileCoord_t* p_tilecoord;
|
|
unsigned long ent_idx;
|
|
sc_map_foreach(&scene->ent_manager.component_map[CTILECOORD_COMP_T], ent_idx, p_tilecoord)
|
|
{
|
|
Entity_t* p_ent = get_entity(&scene->ent_manager, ent_idx);
|
|
if (!p_ent->m_alive) continue;
|
|
|
|
CBBox_t* p_bbox = get_component(p_ent, CBBOX_COMP_T);
|
|
// 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_64v(&(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_ent->position.x) / TILE_SIZE;
|
|
unsigned int tile_y1 = (p_ent->position.y) / TILE_SIZE;
|
|
unsigned int tile_x2 = (p_ent->position.x) / TILE_SIZE;
|
|
unsigned int tile_y2 = (p_ent->position.y) / TILE_SIZE;
|
|
if (p_bbox != NULL)
|
|
{
|
|
tile_x2 = (p_ent->position.x + p_bbox->size.x - 1) / TILE_SIZE;
|
|
tile_y2 = (p_ent->position.y + p_bbox->size.y - 1) / TILE_SIZE;
|
|
}
|
|
tile_x2 = (tile_x2 >= tilemap.width) ? tilemap.width - 1 : tile_x2;
|
|
tile_y2 = (tile_y2 >= tilemap.height) ? tilemap.width - 1 : tile_y2;
|
|
|
|
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_64v(&(tilemap.tiles[tile_idx].entities_set), p_ent->m_id, (void *)p_ent);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void hitbox_update_system(Scene_t* scene)
|
|
{
|
|
static bool checked_entities[MAX_COMP_POOL_SIZE] = {0};
|
|
|
|
LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data);
|
|
TileGrid_t tilemap = data->tilemap;
|
|
|
|
unsigned int ent_idx;
|
|
CHitBoxes_t* p_hitbox;
|
|
sc_map_foreach(&scene->ent_manager.component_map[CHITBOXES_T], ent_idx, p_hitbox)
|
|
{
|
|
bool hit = false;
|
|
Entity_t *p_ent = get_entity(&scene->ent_manager, ent_idx);
|
|
if (!p_ent->m_alive) continue;
|
|
CTransform_t* p_ctransform = get_component(p_ent, CTRANSFORM_COMP_T);
|
|
|
|
memset(checked_entities, 0, sizeof(checked_entities));
|
|
for (uint8_t i = 0; i < p_hitbox->n_boxes; ++i)
|
|
{
|
|
Vector2 hitbox_pos = {
|
|
.x = p_ent->position.x + p_hitbox->boxes[i].x,
|
|
.y = p_ent->position.y + p_hitbox->boxes[i].y,
|
|
};
|
|
|
|
unsigned int tile_x1 = (hitbox_pos.x) / TILE_SIZE;
|
|
unsigned int tile_y1 = (hitbox_pos.y) / TILE_SIZE;
|
|
unsigned int tile_x2 = (hitbox_pos.x + p_hitbox->boxes[i].width) / TILE_SIZE;
|
|
unsigned int tile_y2 = (hitbox_pos.y + p_hitbox->boxes[i].height) / TILE_SIZE;
|
|
tile_x2 = (tile_x2 >= tilemap.width) ? tilemap.width - 1 : tile_x2;
|
|
tile_y2 = (tile_y2 >= tilemap.height) ? tilemap.width - 1 : tile_y2;
|
|
|
|
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;
|
|
if (tile_idx >= tilemap.n_tiles) break;
|
|
unsigned int other_ent_idx;
|
|
Entity_t* p_other_ent;
|
|
|
|
if (tilemap.tiles[tile_idx].tile_type != EMPTY_TILE)
|
|
{
|
|
Vector2 tile_pos = {tile_x * TILE_SIZE, tile_y * TILE_SIZE};
|
|
tile_pos = Vector2Add(tile_pos, tilemap.tiles[tile_idx].offset);
|
|
if (
|
|
find_AABB_overlap(
|
|
hitbox_pos, (Vector2){p_hitbox->boxes[i].width, p_hitbox->boxes[i].height},
|
|
tile_pos, tilemap.tiles[tile_idx].size, NULL
|
|
)
|
|
)
|
|
{
|
|
hit = true;
|
|
if (p_hitbox->atk > tilemap.tiles[tile_idx].def)
|
|
{
|
|
destroy_tile(data, tile_idx);
|
|
continue;
|
|
}
|
|
}
|
|
}
|
|
|
|
sc_map_foreach(&tilemap.tiles[tile_idx].entities_set, other_ent_idx, p_other_ent)
|
|
{
|
|
if (other_ent_idx == ent_idx) continue;
|
|
if (checked_entities[other_ent_idx]) continue;
|
|
|
|
Entity_t* p_other_ent = get_entity(&scene->ent_manager, other_ent_idx);
|
|
if (!p_other_ent->m_alive) continue; // To only allow one way collision check
|
|
//if (p_other_ent->m_tag < p_ent->m_tag) continue; // To only allow one way collision check
|
|
|
|
CHurtbox_t* p_other_hurtbox = get_component(p_other_ent, CHURTBOX_T);
|
|
if (p_other_hurtbox == NULL) continue;
|
|
CBBox_t* p_other_bbox = get_component(p_other_ent, CBBOX_COMP_T);
|
|
Vector2 hurtbox_pos = Vector2Add(p_other_ent->position, p_other_hurtbox->offset);
|
|
|
|
if (
|
|
find_AABB_overlap(
|
|
hitbox_pos, (Vector2){p_hitbox->boxes[i].width, p_hitbox->boxes[i].height},
|
|
hurtbox_pos, p_other_hurtbox->size, NULL
|
|
)
|
|
)
|
|
{
|
|
hit = true;
|
|
|
|
uint8_t full_atk = p_hitbox->atk;
|
|
if (p_ent->m_tag == PLAYER_ENT_TAG && p_other_ent->m_tag == CHEST_ENT_TAG)
|
|
{
|
|
full_atk = p_other_hurtbox->def + 1;
|
|
}
|
|
if (full_atk > p_other_hurtbox->def)
|
|
{
|
|
p_other_hurtbox->damage_src = ent_idx;
|
|
if (p_other_ent->m_tag == CRATES_ENT_TAG)
|
|
{
|
|
|
|
CBBox_t* p_bbox = get_component(p_ent, CBBOX_COMP_T);
|
|
CPlayerState_t* p_pstate = get_component(p_ent, CPLAYERSTATE_T);
|
|
if (p_pstate != NULL)
|
|
{
|
|
if (p_ent->position.y + p_bbox->size.y <= p_other_ent->position.y)
|
|
{
|
|
p_ctransform->velocity.y = -400;
|
|
if (p_pstate->jump_pressed)
|
|
{
|
|
p_ctransform->velocity.y = -600;
|
|
CJump_t * p_cjump = get_component(p_ent, CJUMP_COMP_T);
|
|
p_cjump->short_hop = false;
|
|
p_cjump->jumped = true;
|
|
}
|
|
if (p_ent->m_tag == PLAYER_ENT_TAG)
|
|
{
|
|
data->camera.base_y = p_ent->position.y;
|
|
}
|
|
}
|
|
else if (p_ent->position.y >= p_other_ent->position.y + p_other_bbox->size.y)
|
|
{
|
|
p_ctransform->velocity.y = 0;
|
|
}
|
|
else
|
|
{
|
|
p_ctransform->velocity.x = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (p_ent->m_tag != PLAYER_ENT_TAG)
|
|
{
|
|
|
|
if (p_other_ent->m_tag == PLAYER_ENT_TAG)
|
|
{
|
|
p_other_ent->m_alive = false;
|
|
}
|
|
else
|
|
{
|
|
remove_component(p_other_ent, CHURTBOX_T);
|
|
CLifeTimer_t* p_clifetimer = add_component(p_other_ent, CLIFETIMER_T);
|
|
if (p_other_ent->m_tag == CRATES_ENT_TAG)
|
|
{
|
|
CContainer_t* p_container = get_component(p_other_ent, CCONTAINER_T);
|
|
if (p_container->item == CONTAINER_BOMB)
|
|
{
|
|
p_clifetimer->life_time = 0.1f;
|
|
}
|
|
else
|
|
{
|
|
p_clifetimer->life_time = 0.05f;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
p_clifetimer->life_time = 0.05f;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Need to remove immediately, otherwise will interfere with bomb spawning
|
|
destroy_entity(scene, &tilemap, p_other_ent);
|
|
if (p_other_ent->m_tag == CHEST_ENT_TAG)
|
|
{
|
|
data->coins.current++;
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (p_hitbox->one_hit && hit)
|
|
{
|
|
destroy_entity(scene, &tilemap, p_ent);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void boulder_destroy_wooden_tile_system(Scene_t* scene)
|
|
{
|
|
LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data);
|
|
TileGrid_t tilemap = data->tilemap;
|
|
Entity_t* p_boulder;
|
|
sc_map_foreach_value(&scene->ent_manager.entities_map[BOULDER_ENT_TAG], p_boulder)
|
|
{
|
|
//const CTransform_t* p_ctransform = get_component(p_boulder, CTRANSFORM_COMP_T);
|
|
const CBBox_t* p_bbox = get_component(p_boulder, CBBOX_COMP_T);
|
|
|
|
//if (p_ctransform->velocity.y <= 0) continue;
|
|
|
|
unsigned int tile_idx = get_tile_idx(
|
|
p_boulder->position.x + p_bbox->half_size.x,
|
|
p_boulder->position.y + p_bbox->size.y + 1,
|
|
tilemap
|
|
);
|
|
unsigned int tile_x = (p_boulder->position.x + p_bbox->half_size.x) / tilemap.tile_size;
|
|
|
|
if (tilemap.tiles[tile_idx].tile_type == ONEWAY_TILE)
|
|
{
|
|
play_sfx(scene->engine, WOOD_DESTROY_SFX);
|
|
destroy_tile(data, tile_idx);
|
|
if (tile_x > 0 && tilemap.tiles[tile_idx - 1].tile_type == ONEWAY_TILE)
|
|
{
|
|
destroy_tile(data, tile_idx - 1);
|
|
}
|
|
|
|
if (tile_x < tilemap.width && tilemap.tiles[tile_idx + 1].tile_type == ONEWAY_TILE)
|
|
{
|
|
destroy_tile(data, tile_idx + 1);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void container_destroy_system(Scene_t* scene)
|
|
{
|
|
LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data);
|
|
unsigned int ent_idx;
|
|
CContainer_t* p_container;
|
|
sc_map_foreach(&scene->ent_manager.component_map[CCONTAINER_T], ent_idx, p_container)
|
|
{
|
|
Entity_t* p_ent = get_entity(&scene->ent_manager, ent_idx);
|
|
if (!p_ent->m_alive)
|
|
{
|
|
Entity_t* dmg_src = NULL;
|
|
CHurtbox_t* p_hurtbox = get_component(p_ent, CHURTBOX_T);
|
|
if(p_hurtbox != NULL)
|
|
{
|
|
dmg_src = get_entity(&scene->ent_manager, p_hurtbox->damage_src);
|
|
}
|
|
|
|
Entity_t* new_ent;
|
|
AnchorPoint_t spawn_anchor = AP_MID_CENTER;
|
|
switch (p_container->item)
|
|
{
|
|
case CONTAINER_LEFT_ARROW:
|
|
new_ent = create_arrow(&scene->ent_manager, 0);
|
|
play_sfx(scene->engine, ARROW_RELEASE_SFX);
|
|
spawn_anchor = AP_MID_LEFT;
|
|
break;
|
|
case CONTAINER_RIGHT_ARROW:
|
|
new_ent = create_arrow(&scene->ent_manager, 1);
|
|
play_sfx(scene->engine, ARROW_RELEASE_SFX);
|
|
spawn_anchor = AP_MID_RIGHT;
|
|
break;
|
|
case CONTAINER_UP_ARROW:
|
|
new_ent = create_arrow(&scene->ent_manager, 2);
|
|
play_sfx(scene->engine, ARROW_RELEASE_SFX);
|
|
spawn_anchor = AP_TOP_CENTER;
|
|
break;
|
|
case CONTAINER_DOWN_ARROW:
|
|
new_ent = create_arrow(&scene->ent_manager, 3);
|
|
play_sfx(scene->engine, ARROW_RELEASE_SFX);
|
|
spawn_anchor = AP_BOT_CENTER;
|
|
break;
|
|
case CONTAINER_BOMB:
|
|
if (dmg_src != NULL && dmg_src->m_tag == PLAYER_ENT_TAG)
|
|
{
|
|
const CBBox_t* p_bbox = get_component(p_ent, CBBOX_COMP_T);
|
|
const CBBox_t* dmg_src_bbox = get_component(dmg_src, CBBOX_COMP_T);
|
|
Vector2 launch_dir = {0, -1};
|
|
if (dmg_src->position.x + dmg_src_bbox->size.x <= p_ent->position.x)
|
|
{
|
|
launch_dir.x = 1;
|
|
}
|
|
else if (dmg_src->position.x >= p_ent->position.x + p_bbox->size.x)
|
|
{
|
|
launch_dir.x = -1;
|
|
}
|
|
new_ent = create_bomb(&scene->ent_manager, launch_dir);
|
|
play_sfx(scene->engine, BOMB_RELEASE_SFX);
|
|
}
|
|
else
|
|
{
|
|
new_ent = create_explosion(&scene->ent_manager);
|
|
play_sfx(scene->engine, EXPLOSION_SFX);
|
|
}
|
|
break;
|
|
case CONTAINER_EXPLOSION:
|
|
new_ent = create_explosion(&scene->ent_manager);
|
|
play_sfx(scene->engine, EXPLOSION_SFX);
|
|
break;
|
|
default:
|
|
new_ent = NULL;
|
|
break;
|
|
}
|
|
if (new_ent != NULL)
|
|
{
|
|
new_ent->position = Vector2Add(
|
|
p_ent->position,
|
|
get_anchor_offset(
|
|
(Vector2){data->tilemap.tile_size, data->tilemap.tile_size}
|
|
, spawn_anchor, false
|
|
)
|
|
);
|
|
}
|
|
|
|
// In case there's more materials
|
|
if (p_container->material == WOODEN_CONTAINER)
|
|
{
|
|
play_sfx(scene->engine, WOOD_DESTROY_SFX);
|
|
}
|
|
else
|
|
{
|
|
play_sfx(scene->engine, METAL_DESTROY_SFX);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void lifetimer_update_system(Scene_t* scene)
|
|
{
|
|
LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data);
|
|
TileGrid_t tilemap = data->tilemap;
|
|
unsigned int ent_idx;
|
|
CLifeTimer_t* p_lifetimer;
|
|
sc_map_foreach(&scene->ent_manager.component_map[CLIFETIMER_T], ent_idx, p_lifetimer)
|
|
{
|
|
p_lifetimer->life_time -= scene->delta_time;
|
|
|
|
if (p_lifetimer->life_time <= 0.0f)
|
|
{
|
|
destroy_entity(scene, &tilemap, get_entity(&scene->ent_manager, ent_idx));
|
|
}
|
|
}
|
|
}
|
|
|
|
void airtimer_update_system(Scene_t* scene)
|
|
{
|
|
LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data);
|
|
TileGrid_t tilemap = data->tilemap;
|
|
unsigned int ent_idx;
|
|
CAirTimer_t* p_air;
|
|
sc_map_foreach(&scene->ent_manager.component_map[CAIRTIMER_T], ent_idx, p_air)
|
|
{
|
|
Entity_t* p_ent = get_entity(&scene->ent_manager, ent_idx);
|
|
if (!p_ent->m_alive) continue;
|
|
CBBox_t* p_bbox = get_component(p_ent, CBBOX_COMP_T);
|
|
CMovementState_t* p_mstate = get_component(p_ent, CBBOX_COMP_T);
|
|
|
|
Vector2 point_to_check = p_ent->position;
|
|
if (p_bbox != NULL)
|
|
{
|
|
if (p_mstate != NULL && (p_mstate->ground_state & 1))
|
|
{
|
|
point_to_check = Vector2Add(
|
|
point_to_check,
|
|
(Vector2){
|
|
p_bbox->half_size.x,
|
|
p_bbox->half_size.y / 2,
|
|
}
|
|
);
|
|
}
|
|
else
|
|
{
|
|
point_to_check = Vector2Add(
|
|
point_to_check,
|
|
(Vector2){
|
|
p_bbox->half_size.x,
|
|
p_bbox->half_size.y / 3,
|
|
}
|
|
);
|
|
}
|
|
}
|
|
|
|
unsigned int tile_idx = get_tile_idx(
|
|
point_to_check.x,
|
|
point_to_check.y,
|
|
tilemap
|
|
);
|
|
|
|
bool in_water = false;
|
|
int tile_x = tile_idx % tilemap.width;
|
|
int tile_y = tile_idx / tilemap.width;
|
|
uint32_t water_height = data->tilemap.tiles[tile_idx].water_level * WATER_BBOX_STEP;
|
|
Vector2 tl = {tile_x * data->tilemap.tile_size, (tile_y + 1) * data->tilemap.tile_size - water_height};
|
|
in_water |= point_in_AABB(
|
|
point_to_check,
|
|
(Rectangle){tl.x, tl.y, tilemap.tile_size, water_height}
|
|
);
|
|
|
|
if (!in_water)
|
|
{
|
|
p_air->curr_count = p_air->max_count;
|
|
p_air->curr_ftimer = p_air->max_ftimer * 2; // Lengthen the first
|
|
CEmitter_t* p_emitter = get_component(p_ent, CEMITTER_T);
|
|
if (p_emitter != NULL)
|
|
{
|
|
if (is_emitter_handle_alive(&scene->part_sys, p_emitter->handle))
|
|
{
|
|
unload_emitter_handle(&scene->part_sys, p_emitter->handle);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
CEmitter_t* p_emitter = get_component(p_ent, CEMITTER_T);
|
|
if (p_emitter != NULL)
|
|
{
|
|
if (!is_emitter_handle_alive(&scene->part_sys, p_emitter->handle))
|
|
{
|
|
//Vector2 new_pos = p_ctransform->position;
|
|
//new_pos.y += p_bbox->half_size.y;
|
|
|
|
ParticleEmitter_t emitter = {
|
|
.spr = get_sprite(&scene->engine->assets, "p_water"),
|
|
.config = get_emitter_conf(&scene->engine->assets, "pe_bubbling"),
|
|
//.position = new_pos,
|
|
.position = p_ent->position,
|
|
.n_particles = 5,
|
|
.user_data = CONTAINER_OF(scene, LevelScene_t, scene),
|
|
.update_func = &floating_particle_system_update,
|
|
.emitter_update_func = &check_in_water,
|
|
};
|
|
p_emitter->handle = play_particle_emitter(&scene->part_sys, &emitter);
|
|
}
|
|
else
|
|
{
|
|
play_emitter_handle(&scene->part_sys, p_emitter->handle);
|
|
}
|
|
}
|
|
|
|
if (p_air->curr_ftimer > p_air->decay_rate * scene->delta_time)
|
|
{
|
|
p_air->curr_ftimer -= p_air->decay_rate * scene->delta_time;
|
|
}
|
|
else
|
|
{
|
|
if (p_air->curr_count > 0)
|
|
{
|
|
p_air->curr_count--;
|
|
p_air->curr_ftimer += p_air->max_ftimer;
|
|
ParticleEmitter_t emitter = {
|
|
.spr = get_sprite(&scene->engine->assets, "p_bigbubble"),
|
|
.config = get_emitter_conf(&scene->engine->assets, "pe_slow"),
|
|
.position = p_ent->position,
|
|
.n_particles = 1,
|
|
.user_data = CONTAINER_OF(scene, LevelScene_t, scene),
|
|
.update_func = &floating_particle_system_update,
|
|
.emitter_update_func = NULL,
|
|
};
|
|
play_particle_emitter(&scene->part_sys, &emitter);
|
|
play_sfx(scene->engine, BUBBLE_SFX);
|
|
}
|
|
else
|
|
{
|
|
if (p_ent->m_tag == PLAYER_ENT_TAG)
|
|
{
|
|
p_ent->m_alive = false;
|
|
}
|
|
else
|
|
{
|
|
destroy_entity(scene, &tilemap, get_entity(&scene->ent_manager, ent_idx));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void sprite_animation_system(Scene_t* scene)
|
|
{
|
|
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);
|
|
// Update animation state
|
|
unsigned int next_idx = p_cspr->current_idx;
|
|
if (p_cspr->transition_func != NULL)
|
|
{
|
|
next_idx = p_cspr->transition_func(p_ent);
|
|
}
|
|
|
|
bool reset = p_cspr->current_idx != next_idx;
|
|
p_cspr->current_idx = next_idx;
|
|
|
|
SpriteRenderInfo_t spr = p_cspr->sprites[p_cspr->current_idx];
|
|
if (spr.sprite == NULL) continue;
|
|
|
|
if (reset)
|
|
{
|
|
p_cspr->fractional = 0;
|
|
p_cspr->elapsed = 0;
|
|
p_cspr->current_frame = 0;
|
|
}
|
|
|
|
if (spr.sprite->speed == 0) continue;
|
|
|
|
// Animate it (handle frame count)
|
|
p_cspr->fractional += scene->delta_time;
|
|
const float ANIM_FRAME_RATE = 1.0f/24;
|
|
if (p_cspr->fractional > ANIM_FRAME_RATE)
|
|
{
|
|
p_cspr->fractional -= ANIM_FRAME_RATE;
|
|
p_cspr->elapsed++;
|
|
if (p_cspr->elapsed == spr.sprite->speed)
|
|
{
|
|
p_cspr->elapsed = 0;
|
|
if (!p_cspr->pause)
|
|
{
|
|
p_cspr->current_frame++;
|
|
p_cspr->current_frame %= spr.sprite->frame_count;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void level_end_detection_system(Scene_t* scene)
|
|
{
|
|
LevelScene_t* lvl_scene = CONTAINER_OF(scene, LevelScene_t, scene);
|
|
if (lvl_scene->data.coins.current < lvl_scene->data.coins.total) return;
|
|
Entity_t* p_flag;
|
|
|
|
TileGrid_t tilemap = lvl_scene->data.tilemap;
|
|
sc_map_foreach_value(&scene->ent_manager.entities_map[LEVEL_END_TAG], p_flag)
|
|
{
|
|
unsigned int tile_idx = get_tile_idx(
|
|
p_flag->position.x,
|
|
p_flag->position.y,
|
|
tilemap
|
|
);
|
|
|
|
unsigned int other_ent_idx;
|
|
Entity_t* p_other_ent;
|
|
sc_map_foreach(&tilemap.tiles[tile_idx].entities_set, other_ent_idx, p_other_ent)
|
|
{
|
|
if (p_other_ent->m_tag != PLAYER_ENT_TAG) continue;
|
|
|
|
CBBox_t* p_other_bbox = get_component(p_other_ent, CBBOX_COMP_T);
|
|
|
|
Vector2 pos = Vector2Subtract(p_flag->position,(Vector2){tilemap.tile_size >> 1, tilemap.tile_size >> 1});
|
|
if (
|
|
find_AABB_overlap(
|
|
pos, (Vector2){tilemap.tile_size, tilemap.tile_size},
|
|
p_other_ent->position, p_other_bbox->size, NULL
|
|
)
|
|
)
|
|
{
|
|
Entity_t* ent = create_player_finish(&scene->ent_manager);
|
|
if (ent != NULL)
|
|
{
|
|
ent->position = p_flag->position;
|
|
ent->position.y += tilemap.tile_size >> 1;
|
|
CSprite_t* p_cspr = get_component(p_other_ent, CSPRITE_T);
|
|
CSprite_t* new_cspr = get_component(ent, CSPRITE_T);
|
|
new_cspr->flip_x = p_cspr->flip_x;
|
|
|
|
}
|
|
destroy_entity(scene, &lvl_scene->data.tilemap, p_other_ent);
|
|
change_level_state(&lvl_scene->data, LEVEL_STATE_COMPLETE);
|
|
|
|
|
|
//do_action(scene, ACTION_NEXTLEVEL, true);
|
|
}
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
void level_state_management_system(Scene_t* scene)
|
|
{
|
|
LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data);
|
|
|
|
if (data->sm.state_functions[data->sm.state] != NULL)
|
|
{
|
|
data->sm.state_functions[data->sm.state](scene);
|
|
}
|
|
}
|
|
|
|
static inline bool is_point_in_water(Vector2 pos, TileGrid_t tilemap)
|
|
{
|
|
unsigned int tile_idx = get_tile_idx(pos.x, pos.y, tilemap);
|
|
if (tile_idx >= tilemap.n_tiles) return false;
|
|
|
|
int tile_x = tile_idx % tilemap.width;
|
|
int tile_y = tile_idx / tilemap.width;
|
|
uint32_t water_height = tilemap.tiles[tile_idx].water_level * WATER_BBOX_STEP;
|
|
Vector2 tl = {tile_x * tilemap.tile_size, (tile_y + 1) * tilemap.tile_size - water_height};
|
|
return point_in_AABB(
|
|
pos,
|
|
(Rectangle){tl.x, tl.y, tilemap.tile_size, water_height}
|
|
);
|
|
}
|
|
|
|
bool check_in_water(const ParticleEmitter_t* emitter, float delta_time)
|
|
{
|
|
(void)delta_time;
|
|
|
|
LevelScene_t* scene = (LevelScene_t*)emitter->user_data;
|
|
TileGrid_t tilemap = scene->data.tilemap;
|
|
return is_point_in_water(emitter->position, tilemap);
|
|
}
|
|
|
|
void simple_particle_system_update(Particle_t* part, void* user_data, float delta_time)
|
|
{
|
|
LevelScene_t* scene = (LevelScene_t*)user_data;
|
|
TileGrid_t tilemap = scene->data.tilemap;
|
|
|
|
part->velocity =
|
|
Vector2Add(
|
|
part->velocity,
|
|
Vector2Scale(GRAVITY, delta_time)
|
|
);
|
|
|
|
float mag = Vector2Length(part->velocity);
|
|
part->velocity = Vector2Scale(
|
|
Vector2Normalize(part->velocity),
|
|
(mag > PLAYER_MAX_SPEED)? PLAYER_MAX_SPEED:mag
|
|
);
|
|
// 3 dp precision
|
|
if (fabs(part->velocity.x) < 1e-3) part->velocity.x = 0;
|
|
if (fabs(part->velocity.y) < 1e-3) part->velocity.y = 0;
|
|
|
|
part->position = Vector2Add(
|
|
part->position,
|
|
Vector2Scale(part->velocity, delta_time)
|
|
);
|
|
|
|
Vector2 center = Vector2AddValue(
|
|
part->position,
|
|
part->size / 2
|
|
);
|
|
// Level boundary collision
|
|
unsigned int level_width = tilemap.width * TILE_SIZE;
|
|
unsigned int level_height = tilemap.height * TILE_SIZE;
|
|
|
|
if(
|
|
center.x < 0 || center.x + part->size > level_width
|
|
|| center.y < 0 || center.y + part->size > level_height
|
|
)
|
|
{
|
|
part->timer = 0;
|
|
}
|
|
}
|
|
|
|
void simple_float_particle_system_update(Particle_t* part, void* user_data, float delta_time)
|
|
{
|
|
LevelScene_t* scene = (LevelScene_t*)user_data;
|
|
TileGrid_t tilemap = scene->data.tilemap;
|
|
|
|
part->position = Vector2Add(
|
|
part->position,
|
|
Vector2Scale(part->velocity, delta_time)
|
|
);
|
|
|
|
Vector2 center = Vector2AddValue(
|
|
part->position,
|
|
part->size / 2
|
|
);
|
|
// Level boundary collision
|
|
unsigned int level_width = tilemap.width * TILE_SIZE;
|
|
unsigned int level_height = tilemap.height * TILE_SIZE;
|
|
|
|
if(
|
|
center.x < 0 || center.x + part->size > level_width
|
|
|| center.y < 0 || center.y + part->size > level_height
|
|
)
|
|
{
|
|
part->timer = 0;
|
|
}
|
|
}
|
|
|
|
void floating_particle_system_update(Particle_t* part, void* user_data, float delta_time)
|
|
{
|
|
simple_float_particle_system_update(part, user_data, delta_time);
|
|
|
|
LevelScene_t* scene = (LevelScene_t*)user_data;
|
|
TileGrid_t tilemap = scene->data.tilemap;
|
|
|
|
Vector2 center = Vector2AddValue(
|
|
part->position,
|
|
part->size / 2
|
|
);
|
|
center.y = part->position.y;
|
|
|
|
if (!is_point_in_water(center, tilemap))
|
|
{
|
|
part->timer = 0;
|
|
}
|
|
}
|