HATPC/scenes/game_systems.c

1692 lines
66 KiB
C

#include "game_systems.h"
#include "ent_impl.h"
#include "AABB.h"
#include "EC.h"
#include "constants.h"
#include <stdio.h>
static const Vector2 GRAVITY = {0, GRAV_ACCEL};
static const Vector2 UPTHRUST = {0, -GRAV_ACCEL * 1.1};
typedef enum AnchorPoint {
AP_TOP_LEFT,
AP_TOP_CENTER,
AP_TOP_RIGHT,
AP_MID_LEFT,
AP_MID_CENTER,
AP_MID_RIGHT,
AP_BOT_LEFT,
AP_BOT_CENTER,
AP_BOT_RIGHT,
} AnchorPoint_t;
static inline unsigned int get_tile_idx(int x, int y, unsigned int tilemap_width)
{
unsigned int tile_x = x / TILE_SIZE;
unsigned int tile_y = y / TILE_SIZE;
return tile_y * tilemap_width + tile_x;
}
// ------------------------- Collision functions ------------------------------------
// Do not subtract one for the size for any collision check, just pass normally. The extra one is important for AABB test
static bool check_collision_and_move(
TileGrid_t* tilemap,
Entity_t* ent, Vector2* other_pos, Vector2 other_bbox,
SolidType_t other_solid
)
{
CTransform_t* p_ct = get_component(ent, CTRANSFORM_COMP_T);
CBBox_t* p_bbox = get_component(ent, CBBOX_COMP_T);
Vector2 overlap = {0,0};
Vector2 prev_overlap = {0,0};
uint8_t overlap_mode = find_AABB_overlap(p_ct->position, p_bbox->size, *other_pos, other_bbox, &overlap);
if (overlap_mode == 1)
{
// If there is collision, use previous overlap to determine direction
find_AABB_overlap(p_ct->prev_position, p_bbox->size, *other_pos, other_bbox, &prev_overlap);
// Store collision event here
// Check collision on x or y axis
// Encode key and value, -ve is left and up, +ve is right and down
Vector2 offset = {0, 0};
if (fabs(prev_overlap.y) > fabs(prev_overlap.x))
{
offset.x = overlap.x;
}
else if (fabs(prev_overlap.x) > fabs(prev_overlap.y))
{
offset.y = overlap.y;
}
else if (fabs(overlap.x) < fabs(overlap.y))
{
offset.x = overlap.x;
}
else
{
offset.y = overlap.y;
}
// Resolve collision via moving player by the overlap amount only if other is solid
// also check for empty to prevent creating new collision. Not fool-proof, but good enough
//if (other_solid && !check_collision_at(ent_idx, p_ct->position, sz, tilemap, offset, p_manager))
if ( other_solid == SOLID
|| (
other_solid == ONE_WAY && offset.y < 0
&& (p_ct->prev_position.y + p_bbox->size.y - 1 < other_pos->y))
)
{
//if (!check_collision_offset(ent, p_ct->position, p_bbox->size, tilemap, offset))
{
p_ct->position = Vector2Add(p_ct->position, offset);
}
//else
{
//*other_pos = Vector2Subtract(*other_pos, offset);
}
}
}
else if (overlap_mode == 2)
{
if ( other_solid != SOLID ) goto collision_end;
// On complete overlap, find a free space in this order: top, left, right, bottom
Vector2 point_to_test = {0};
point_to_test.x = p_ct->position.x;
point_to_test.y = other_pos->y - p_bbox->size.y + 1;
if (!check_collision_offset(ent, point_to_test, p_bbox->size, tilemap, (Vector2){0}))
{
p_ct->position = point_to_test;
goto collision_end;
}
point_to_test.x = other_pos->x - p_bbox->size.x + 1;
point_to_test.y = p_ct->position.y;
if (!check_collision_offset(ent, point_to_test, p_bbox->size, tilemap, (Vector2){0}))
{
p_ct->position = point_to_test;
goto collision_end;
}
point_to_test.x = other_pos->x + other_bbox.x - 1;
point_to_test.y = p_ct->position.y;
if (!check_collision_offset(ent, point_to_test, p_bbox->size, tilemap, (Vector2){0}))
{
p_ct->position = point_to_test;
goto collision_end;
}
point_to_test.x = p_ct->position.x;
point_to_test.y = other_pos->y + other_bbox.y - 1;
if (!check_collision_offset(ent, point_to_test, p_bbox->size, tilemap, (Vector2){0}))
{
p_ct->position = point_to_test;
goto collision_end;
}
// If no free space, Move up no matter what
p_ct->position.x = p_ct->position.x;
p_ct->position.y = other_pos->y - p_bbox->size.y + 1;
}
collision_end:
return overlap_mode > 0;
}
static Vector2 shift_bbox(Vector2 bbox, Vector2 new_bbox, AnchorPoint_t anchor)
{
Vector2 p1;
Vector2 p2;
Vector2 offset = {0};
switch (anchor)
{
case AP_TOP_LEFT:
// When resizing bbox, it is implicitly assumed that to be already in topleft
// due to the coordindate system (+ve towards right and downwards)
// So do nothing
return offset;
case AP_TOP_CENTER:
p1.x = bbox.x / 2;
p1.y = 0;
p2.x = new_bbox.x / 2;
p2.y = 0;
break;
case AP_TOP_RIGHT:
p1.x = bbox.x;
p1.y = 0;
p2.x = new_bbox.x;
p2.y = 0;
break;
case AP_MID_LEFT:
p1.x = 0;
p1.y = bbox.y / 2;
p2.x = 0;
p2.y = new_bbox.y / 2;
break;
case AP_MID_CENTER:
p1.x = bbox.x / 2;
p1.y = bbox.y / 2;
p2.x = new_bbox.x / 2;
p2.y = new_bbox.y / 2;
break;
case AP_MID_RIGHT:
p1.x = bbox.x;
p1.y = bbox.y / 2;
p2.x = new_bbox.x;
p2.y = new_bbox.y / 2;
break;
case AP_BOT_LEFT:
p1.x = 0;
p1.y = bbox.y;
p2.x = 0;
p2.y = new_bbox.y;
break;
case AP_BOT_CENTER:
p1.x = bbox.x / 2;
p1.y = bbox.y;
p2.x = new_bbox.x / 2;
p2.y = new_bbox.y;
break;
case AP_BOT_RIGHT:
p1.x = bbox.x;
p1.y = bbox.y;
p2.x = new_bbox.x;
p2.y = new_bbox.y;
break;
}
offset.x = p1.x - p2.x;
offset.y = p1.y - p2.y;
return offset;
}
void player_respawn_system(Scene_t* scene)
{
LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data);
TileGrid_t tilemap = data->tilemap;
Entity_t* p_player;
// Cannot create player while looping though the players
// So have to create outside of the loop
sc_map_foreach_value(&scene->ent_manager.entities_map[PLAYER_ENT_TAG], p_player)
{
if (!p_player->m_alive)
{
CTransform_t* p_ct = get_component(p_player, CTRANSFORM_COMP_T);
Entity_t* ent = create_dead_player(&scene->ent_manager, &scene->engine->assets);
if (ent != NULL)
{
CTransform_t* new_ct = get_component(ent, CTRANSFORM_COMP_T);
memcpy(&new_ct->position, &p_ct->position, sizeof(p_ct->position));
}
p_player->m_alive = true;
memset(&p_ct->position, 0, sizeof(p_ct->position));
memset(&p_ct->velocity, 0, sizeof(p_ct->velocity));
memset(&p_ct->accel, 0, sizeof(p_ct->accel));
}
}
}
void player_dir_reset_system(Scene_t* scene)
{
CPlayerState_t* p_pstate;
unsigned int ent_idx;
sc_map_foreach(&scene->ent_manager.component_map[CPLAYERSTATE_T], ent_idx, p_pstate)
{
p_pstate->player_dir.x = 0;
p_pstate->player_dir.y = 0;
}
}
void player_movement_input_system(Scene_t* scene)
{
LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data);
TileGrid_t tilemap = data->tilemap;
// Deal with player acceleration/velocity via inputs first
CPlayerState_t* p_pstate;
unsigned int ent_idx;
sc_map_foreach(&scene->ent_manager.component_map[CPLAYERSTATE_T], ent_idx, p_pstate)
{
Entity_t* p_player = get_entity(&scene->ent_manager, ent_idx);
CTransform_t* p_ctransform = get_component(p_player, CTRANSFORM_COMP_T);
CBBox_t* p_bbox = get_component(p_player, CBBOX_COMP_T);
CJump_t* p_cjump = get_component(p_player, CJUMP_COMP_T);
CMovementState_t* p_mstate = get_component(p_player, CMOVEMENTSTATE_T);
// Ladder handling
if (!p_pstate->ladder_state)
{
if (p_pstate->player_dir.y < 0)
{
unsigned int tile_idx = get_tile_idx(
p_ctransform->position.x + p_bbox->half_size.x,
p_ctransform->position.y + p_bbox->half_size.y,
data->tilemap.width
);
if (tilemap.tiles[tile_idx].tile_type == LADDER && p_ctransform->velocity.y >= 0)
{
p_pstate->ladder_state = true;
p_ctransform->position.y--;
}
}
else if (p_pstate->player_dir.y > 0)
{
unsigned int tile_idx;
if (p_mstate->ground_state & 1)
{
tile_idx = get_tile_idx(
p_ctransform->position.x + p_bbox->half_size.x,
p_ctransform->position.y + p_bbox->size.y,
data->tilemap.width
);
}
else
{
tile_idx = get_tile_idx(
p_ctransform->position.x + p_bbox->half_size.x,
p_ctransform->position.y + p_bbox->half_size.y,
data->tilemap.width
);
}
if (tile_idx < tilemap.n_tiles && tilemap.tiles[tile_idx].tile_type == LADDER)
{
p_pstate->ladder_state = true;
p_ctransform->position.y++;
}
}
}
else
{
unsigned int tile_x = (p_ctransform->position.x + p_bbox->half_size.x) / TILE_SIZE;
unsigned int tile_y1 = (p_ctransform->position.y + p_bbox->half_size.y) / TILE_SIZE;
unsigned int tile_y2 = (p_ctransform->position.y + p_bbox->size.y) / TILE_SIZE;
p_pstate->ladder_state = false;
if (!(p_mstate->ground_state & 1))
{
for(unsigned int tile_y = tile_y1; tile_y <= tile_y2; tile_y++)
{
unsigned int tile_idx = tile_y * tilemap.width + tile_x;
p_pstate->ladder_state |= tilemap.tiles[tile_idx].tile_type == LADDER;
}
}
if (p_pstate->ladder_state)
{
p_ctransform->velocity.y = p_pstate->player_dir.y * 150;
p_ctransform->velocity.x = p_pstate->player_dir.x * 40;
if (p_pstate->player_dir.y != 0)
{
p_ctransform->position.x = tile_x * TILE_SIZE + 1;
}
}
}
bool in_water = (p_mstate->water_state & 1);
p_pstate->is_crouch |= (p_pstate->player_dir.y > 0)? 0b10 : 0;
if (!in_water)
{
p_pstate->player_dir.y = 0;
p_ctransform->accel = Vector2Scale(Vector2Normalize(p_pstate->player_dir), MOVE_ACCEL);
}
else
{
// Although this can be achieved via higher friction, i'll explain away as the player is not
// good with swimming, resulting in lower movement acceleration
p_ctransform->accel = Vector2Scale(Vector2Normalize(p_pstate->player_dir), MOVE_ACCEL/1.2);
}
if (p_pstate->is_crouch & 1)
{
p_ctransform->accel = Vector2Scale(p_ctransform->accel, 0.5);
}
// Short Hop
// Jumped check is needed to make sure it is applied on jumps, not generally
// One issue caused is lower velocity in water
if (p_cjump->jumped)
{
if (!p_pstate->jump_pressed)
{
if (!p_cjump->short_hop && p_ctransform->velocity.y < 0)
{
p_cjump->short_hop = true;
p_ctransform->velocity.y /= 2;
}
}
}
uint8_t collide_type = check_collision_offset(
p_player, p_ctransform->position, p_bbox->size,
&tilemap, (Vector2){0, p_bbox->size.y - PLAYER_HEIGHT}
);
if (collide_type == 1)
{
p_pstate->is_crouch |= 0b10;
}
if (!(p_mstate->ground_state & 1)) p_pstate->is_crouch &= 0b01;
p_pstate->is_crouch >>= 1;
// Jumps is possible as long as you have a jump
// Check if possible to jump when jump is pressed
if (p_pstate->jump_pressed && p_cjump->jumps > 0 && p_cjump->jump_ready)
{
p_pstate->ladder_state = false;
p_cjump->jumps--;
if (!in_water)
{
if (p_mstate->ground_state & 1)
{
p_ctransform->velocity.y = -p_cjump->jump_speed;
}
else
{
p_ctransform->velocity.y = -p_cjump->jump_speed / 1.4;
}
}
else
{
p_ctransform->velocity.y = -p_cjump->jump_speed / 1.75;
}
p_cjump->jumped = true;
p_cjump->jump_ready = false;
}
}
}
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)
{
CTransform_t* p_ctransform = get_component(p_player, CTRANSFORM_COMP_T);
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);
}
}
if (
check_collision_offset(
p_player, p_ctransform->position, new_bbox,
&tilemap, offset
) != 1
)
{
set_bbox(p_bbox, new_bbox.x, new_bbox.y);
p_ctransform->position = Vector2Add(p_ctransform->position, offset);
}
CHitBoxes_t* p_hitbox = get_component(p_player, CHITBOXES_T);
p_hitbox->boxes[0].height = p_bbox->size.y + 2;
//p_hitbox->boxes[1].y = p_bbox->size.y / 4;
p_hitbox->boxes[1].height = p_bbox->size.y - 1;
}
}
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)
{
CTransform_t* p_ctransform = get_component(p_player, CTRANSFORM_COMP_T);
CBBox_t* p_bbox = get_component(p_player, CBBOX_COMP_T);
uint8_t edges = check_bbox_edges(
&data->tilemap, p_player,
p_ctransform->position, p_ctransform->prev_position, 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_ctransform->position.x, p_ctransform->position.y, p_bbox->size.x, 1},
.prev_bbox = (Rectangle){p_ctransform->position.x, p_ctransform->position.y, p_bbox->size.x, p_bbox->size.y},
.area = (TileArea_t){
.tile_x1 = (p_ctransform->position.x) / TILE_SIZE,
.tile_y1 = (p_ctransform->position.y) / TILE_SIZE,
.tile_x2 = (p_ctransform->position.x + p_bbox->size.x - 1) / TILE_SIZE,
.tile_y2 = (p_ctransform->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_ctransform->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_ctransform->position.x, p_ctransform->position.y, 1, p_bbox->size.y},
.prev_bbox = (Rectangle){p_ctransform->position.x, p_ctransform->position.y, p_bbox->size.x, p_bbox->size.y},
.area = (TileArea_t){
.tile_x1 = (p_ctransform->position.x) / TILE_SIZE,
.tile_y1 = (p_ctransform->position.y) / TILE_SIZE,
.tile_x2 = (p_ctransform->position.x + p_bbox->size.x - 1) / TILE_SIZE,
.tile_y2 = (p_ctransform->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_ctransform->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);
CTransform_t* p_ctransform = get_component(p_ent, CTRANSFORM_COMP_T);
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 - 1) / TILE_SIZE;
unsigned int tile_y2 = (p_ctransform->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;
Vector2 overlap;
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_ctransform->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,
&overlap);
if (collide)
{
if (p_ent->m_tag == PLAYER_ENT_TAG)
{
p_ent->m_alive = false;
return;
}
else
{
tilemap.tiles[tile_idx].tile_type = EMPTY_TILE;
}
}
}
}
}
}
}
void tile_collision_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;
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_ctransform->position.x - 1) / TILE_SIZE;
unsigned int tile_y1 = (p_ctransform->position.y - 1) / 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;
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 != EMPTY_TILE)
{
Vector2 other;
other.x = (tile_idx % tilemap.width) * TILE_SIZE + tilemap.tiles[tile_idx].offset.x;
other.y = (tile_idx / tilemap.width) * TILE_SIZE + tilemap.tiles[tile_idx].offset.y; // Precision loss is intentional
check_collision_and_move(
&tilemap, p_ent,
&other, tilemap.tiles[tile_idx].size, tilemap.tiles[tile_idx].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;
CTransform_t *p_other_ct = get_component(p_other_ent, CTRANSFORM_COMP_T);
check_collision_and_move(
&tilemap, p_ent,
&p_other_ct->position, p_other_bbox->size,
p_other_bbox->solid? SOLID : NOT_SOLID
);
}
}
}
}
// Post movement edge check to zero out velocity
uint8_t edges = check_bbox_edges(
&data->tilemap, p_ent,
p_ctransform->position, p_ctransform->prev_position, p_bbox->size, false
);
if (edges & (1<<3))
{
if (p_ctransform->velocity.x < 0) p_ctransform->velocity.x = 0;
}
if (edges & (1<<2))
{
if (p_ctransform->velocity.x > 0) p_ctransform->velocity.x = 0;
}
if (edges & (1<<1))
{
if (p_ctransform->velocity.y < 0) p_ctransform->velocity.y = 0;
}
if (edges & (1))
{
if (p_ctransform->velocity.y > 0) p_ctransform->velocity.y = 0;
}
// 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;
}
}
}
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 && p_mstate->water_state & 1)
{
// Apply water friction
// Consistent in all direction
p_ct->fric_coeff = (Vector2){-WATER_FRICTION, -WATER_FRICTION};
}
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 && (p_pstate->is_crouch & 1))
{
p_ct->fric_coeff.x -= 4;
}
}
}
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)
{
p_ctransform->grav_timer--;
continue;
}
if (!(p_mstate->ground_state & 1))
{
// Only apply upthrust if center is in water
// If need more accuracy, need to find area of overlap
if (p_mstate->water_state & 1)
{
Vector2 player_center = (Vector2){
.x = p_ctransform->position.x + p_bbox->half_size.x,
.y = p_ctransform->position.y + p_bbox->half_size.y,
};
unsigned int tile_idx = get_tile_idx(
player_center.x,
player_center.y,
data->tilemap.width
);
if (data->tilemap.tiles[tile_idx].water_level > 0)
{
uint32_t water_height = data->tilemap.tiles[tile_idx].water_level * WATER_BBOX_STEP;
Rectangle box = {
.x = (tile_idx % data->tilemap.width) * data->tilemap.tile_size,
.y = (tile_idx / data->tilemap.width + 1) * data->tilemap.tile_size - water_height,
.width = data->tilemap.tile_size,
.height = water_height,
};
if (point_in_AABB(player_center, box))
{
p_ctransform->accel = Vector2Multiply(Vector2Add(p_ctransform->accel, UPTHRUST), 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_ctransform->position, p_ctransform->prev_position, 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_ctransform->position.x;
if (fabs(remaining_distance) < 0.1)
{
p_ctransform->prev_position = p_moveable->prev_pos;
p_ctransform->position = p_moveable->target_pos;
p_moveable->gridmove = false;
p_bbox->solid = true;
p_ctransform->movement_mode = REGULAR_MOVEMENT;
}
else if (remaining_distance > 0.1)
{
p_ctransform->position.x += (remaining_distance > p_moveable->move_speed) ? p_moveable->move_speed : remaining_distance;
}
else
{
p_ctransform->position.x += (remaining_distance < -p_moveable->move_speed) ? -p_moveable->move_speed : 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;
Vector2 point_to_check = {
.x = p_ctransform->position.x + p_bbox->half_size.x,
.y = p_ctransform->position.y + p_bbox->size.y + 5 // 5 is arbitrary, just to make sure there's a little gap
};
int tile_x = point_to_check.x / TILE_SIZE;
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;
int tile_y2 = tile_y - 1;
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 = {p_other_ct->position.x, p_other_ct->position.y, p_other_bbox->size.x, p_other_bbox->size.y};
if (!point_in_AABB(point_to_check, box)) continue;
}
tile_x = (p_ctransform->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_y2 * tilemap.width + tile_x;
if ( tilemap.tiles[tile_idx1].moveable && 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;
}
}
}
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_y2 * tilemap.width + tile_x;
if ( tilemap.tiles[tile_idx1].moveable && 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_ctransform->position;
p_moveable->target_pos = Vector2Scale((Vector2){tile_x,tile_y2}, 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_ctransform->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_ct->position.x,
.y = p_other_ct->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_ct->position;
if (p_ctransform->position.x < p_other_ct->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_ct->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 = 0.017; // TODO: Will need to think about delta time handling
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;
// Store previous position before update
p_ctransform->prev_position = p_ctransform->position;
p_ctransform->position = Vector2Add(
p_ctransform->position,
Vector2Scale(p_ctransform->velocity, delta_time)
);
memset(&p_ctransform->accel, 0, sizeof(p_ctransform->accel));
// Level boundary collision
Entity_t* p_ent = get_entity(&scene->ent_manager, ent_idx);
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_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;
if (p_ctransform->position.x + p_bbox->size.x > level_width)
{
p_ctransform->position.x = level_width - p_bbox->size.x;
}
else
{
p_ctransform->position.x = p_ctransform->position.x;
}
p_ctransform->velocity.x = 0;
}
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;
if (p_ctransform->position.y + p_bbox->size.y > level_height)
{
p_ctransform->position.y = level_height - p_bbox->size.y;
}
else
{
p_ctransform->position.y = p_ctransform->position.y;
}
p_ctransform->velocity.y = 0;
}
}
else
{
if (
p_ctransform->position.x < 0 || p_ctransform->position.x > level_width
|| p_ctransform->position.y < 0 || p_ctransform->position.y > level_height
)
{
remove_entity_from_tilemap(&scene->ent_manager, &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);
// Landing or in water
if ((p_mstate->ground_state & 1 || in_water || p_pstate->ladder_state) && !p_pstate->jump_pressed )
{
// Recover jumps
p_cjump->jumps = p_cjump->max_jumps;
p_cjump->jumped = false;
p_cjump->short_hop = false;
p_cjump->jump_ready = true;
}
else if (p_mstate->water_state == 0b10 || p_mstate->ground_state == 0b10)
{
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;
bool on_ground = check_on_ground(
p_ent, p_ctransform->position, p_ctransform->prev_position, p_bbox->size,
&data->tilemap
);
if (on_ground)
{
p_ctransform->grav_timer = p_ctransform->grav_delay;
}
bool in_water = false;
if (!(p_mstate->water_state & 1))
{
Vector2 player_center = (Vector2){
.x = p_ctransform->position.x + p_bbox->half_size.x,
.y = p_ctransform->position.y + p_bbox->half_size.y,
};
unsigned int tile_idx = get_tile_idx(
player_center.x,
player_center.y,
data->tilemap.width
);
if (data->tilemap.tiles[tile_idx].water_level > 0)
{
uint32_t water_height = data->tilemap.tiles[tile_idx].water_level * WATER_BBOX_STEP;
Rectangle box = {
.x = (tile_idx % data->tilemap.width) * data->tilemap.tile_size,
.y = (tile_idx / data->tilemap.width + 1) * data->tilemap.tile_size - water_height,
.width = data->tilemap.tile_size,
.height = water_height,
};
in_water = point_in_AABB(player_center, box);
}
}
else
{
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 * data->tilemap.width + tile_x;
if (data->tilemap.tiles[tile_idx].water_level == 0) continue;
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};
Vector2 overlap;
in_water |= find_AABB_overlap(
p_ctransform->position, p_bbox->size,
tl, (Vector2){data->tilemap.tile_size, water_height}
, &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;
}
}
}
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;
CTransform_t* p_ctransform = get_component(p_ent, CTRANSFORM_COMP_T);
if (p_ctransform == NULL) 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_ctransform->position.x) / TILE_SIZE;
unsigned int tile_y1 = (p_ctransform->position.y) / TILE_SIZE;
unsigned int tile_x2 = (p_ctransform->position.x) / TILE_SIZE;
unsigned int tile_y2 = (p_ctransform->position.y) / TILE_SIZE;
if (p_bbox != NULL)
{
tile_x2 = (p_ctransform->position.x + p_bbox->size.x - 1) / TILE_SIZE;
tile_y2 = (p_ctransform->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_ctransform->position.x + p_hitbox->boxes[i].x,
.y = p_ctransform->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 - 1) / TILE_SIZE;
unsigned int tile_y2 = (hitbox_pos.y + p_hitbox->boxes[i].height - 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;
if (tile_idx >= tilemap.n_tiles) break;
unsigned int other_ent_idx;
Entity_t* p_other_ent;
Vector2 overlap;
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, &overlap
)
)
{
hit = true;
if (p_hitbox->atk > tilemap.tiles[tile_idx].def)
{
change_a_tile(&tilemap, tile_idx, EMPTY_TILE);
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;
CTransform_t* p_other_ct = get_component(p_other_ent, CTRANSFORM_COMP_T);
Vector2 hurtbox_pos = Vector2Add(p_other_ct->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, &overlap
)
)
{
hit = true;
if (p_hitbox->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
&& p_ctransform->position.y + p_bbox->size.y <= p_other_ct->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)
{
remove_component(p_other_ent, CHURTBOX_T);
CLifeTimer_t* p_clifetimer = add_component(p_other_ent, CLIFETIMER_T);
p_clifetimer->life_time = 8;
}
else
{
// Need to remove immediately, otherwise will interfere with bomb spawning
remove_entity_from_tilemap(&scene->ent_manager, &tilemap, p_other_ent);
}
}
}
}
}
}
}
if (p_hitbox->one_hit && hit)
{
remove_entity_from_tilemap(&scene->ent_manager, &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_ctransform->position.x + p_bbox->half_size.x,
p_ctransform->position.y + p_bbox->size.y,
tilemap.width
);
unsigned int tile_x = (p_ctransform->position.x + p_bbox->half_size.x) / TILE_SIZE;
if (tilemap.tiles[tile_idx].tile_type == ONEWAY_TILE)
{
tilemap.tiles[tile_idx].tile_type = EMPTY_TILE;
tilemap.tiles[tile_idx].solid = NOT_SOLID;
tilemap.tiles[tile_idx].moveable = true;
if (tile_x > 0 && tilemap.tiles[tile_idx - 1].tile_type == ONEWAY_TILE)
{
tilemap.tiles[tile_idx - 1].tile_type = EMPTY_TILE;
tilemap.tiles[tile_idx - 1].solid = NOT_SOLID;
tilemap.tiles[tile_idx - 1].moveable = true;
}
if (tile_x < tilemap.width && tilemap.tiles[tile_idx + 1].tile_type == ONEWAY_TILE)
{
tilemap.tiles[tile_idx + 1].tile_type = EMPTY_TILE;
tilemap.tiles[tile_idx + 1].solid = NOT_SOLID;
tilemap.tiles[tile_idx + 1].moveable = true;
}
}
}
}
void container_destroy_system(Scene_t* scene)
{
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;
switch (p_container->item)
{
case CONTAINER_LEFT_ARROW:
new_ent = create_arrow(&scene->ent_manager, &scene->engine->assets, 0);
break;
case CONTAINER_RIGHT_ARROW:
new_ent = create_arrow(&scene->ent_manager, &scene->engine->assets, 1);
break;
case CONTAINER_UP_ARROW:
new_ent = create_arrow(&scene->ent_manager, &scene->engine->assets, 2);
break;
case CONTAINER_DOWN_ARROW:
new_ent = create_arrow(&scene->ent_manager, &scene->engine->assets, 3);
break;
case CONTAINER_BOMB:
if (dmg_src != NULL && dmg_src->m_tag == PLAYER_ENT_TAG)
{
const CTransform_t* p_ctransform = get_component(p_ent, CTRANSFORM_COMP_T);
const CBBox_t* p_bbox = get_component(p_ent, CBBOX_COMP_T);
const CTransform_t* dmg_src_ctransform = get_component(dmg_src, CTRANSFORM_COMP_T);
const CBBox_t* dmg_src_bbox = get_component(dmg_src, CBBOX_COMP_T);
Vector2 launch_dir = {0, -1};
if (dmg_src_ctransform->position.x + dmg_src_bbox->size.x <= p_ctransform->position.x)
{
launch_dir.x = 1;
}
else if (dmg_src_ctransform->position.x >= p_ctransform->position.x + p_bbox->size.x)
{
launch_dir.x = -1;
}
new_ent = create_bomb(&scene->ent_manager, &scene->engine->assets, launch_dir);
}
else
{
new_ent = create_explosion(&scene->ent_manager, &scene->engine->assets);
}
break;
case CONTAINER_EXPLOSION:
new_ent = create_explosion(&scene->ent_manager, &scene->engine->assets);
break;
default:
new_ent = NULL;
break;
}
if (new_ent != NULL)
{
CTransform_t* new_p_ct = get_component(new_ent, CTRANSFORM_COMP_T);
CTransform_t* p_ct = get_component(p_ent, CTRANSFORM_COMP_T);
new_p_ct->position = Vector2Add(new_p_ct->position, p_ct->position);
}
}
}
}
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--;
if (p_lifetimer->life_time == 0)
{
remove_entity_from_tilemap(&scene->ent_manager, &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);
}
if (p_cspr->pause) return;
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) spr.sprite->current_frame = 0;
// Animate it (handle frame count)
spr.sprite->elapsed++;
if (spr.sprite->elapsed == spr.sprite->speed)
{
spr.sprite->current_frame++;
spr.sprite->current_frame %= spr.sprite->frame_count;
spr.sprite->elapsed = 0;
}
}
}
void camera_update_system(Scene_t* scene)
{
LevelScene_t* lvl_scene = CONTAINER_OF(scene, LevelScene_t, scene);
Entity_t* p_player;
const int width = lvl_scene->data.game_rec.width;
const int height = lvl_scene->data.game_rec.height;
sc_map_foreach_value(&scene->ent_manager.entities_map[PLAYER_ENT_TAG], p_player)
{
CTransform_t* p_ctransform = get_component(p_player, CTRANSFORM_COMP_T);
lvl_scene->data.cam.offset = (Vector2){ width/2.0f, height/2.0f };
lvl_scene->data.cam.target = p_ctransform->position;
}
Vector2 max = GetWorldToScreen2D(
(Vector2){
fmax(lvl_scene->data.tilemap.width * TILE_SIZE, lvl_scene->data.game_rec.width),
fmax(lvl_scene->data.tilemap.height * TILE_SIZE, lvl_scene->data.game_rec.height)
},
lvl_scene->data.cam
);
Vector2 min = GetWorldToScreen2D((Vector2){0, 0}, lvl_scene->data.cam);
if (max.x < width) lvl_scene->data.cam.offset.x = width - (max.x - width/2.0f);
if (max.y < height) lvl_scene->data.cam.offset.y = height - (max.y - height/2.0f);
if (min.x > 0) lvl_scene->data.cam.offset.x = width/2.0f - min.x;
if (min.y > 0) lvl_scene->data.cam.offset.y = height/2.0f - min.y;
}