457 lines
17 KiB
C
457 lines
17 KiB
C
#include "scene_impl.h"
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#include "game_systems.h"
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#include "constants.h"
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#include "ent_impl.h"
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#include "raylib.h"
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#include "raymath.h"
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#include <stdio.h>
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#define MAX_N_TILES 4096
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static Tile_t all_tiles[MAX_N_TILES] = {0};
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enum EntitySpawnSelection {
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TOGGLE_TILE = 0,
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TOGGLE_ONEWAY,
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TOGGLE_LADDER,
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SPAWN_CRATE,
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SPAWN_METAL_CRATE,
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};
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#define MAX_SPAWN_TYPE 5
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static unsigned int current_spawn_selection = 0;
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static inline unsigned int get_tile_idx(int x, int y, const TileGrid_t* tilemap)
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{
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unsigned int tile_x = x / TILE_SIZE;
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unsigned int tile_y = y / TILE_SIZE;
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if (tile_x < tilemap->width && tile_y < tilemap->height)
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{
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return tile_y * tilemap->width + tile_x;
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}
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return MAX_N_TILES;
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}
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static void level_scene_render_func(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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Entity_t* p_ent;
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BeginTextureMode(data->game_viewport);
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ClearBackground(WHITE);
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BeginMode2D(data->cam);
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for (size_t i = 0; i < tilemap.n_tiles; ++i)
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{
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char buffer[6] = {0};
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int x = (i % tilemap.width) * TILE_SIZE;
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int y = (i / tilemap.width) * TILE_SIZE;
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sprintf(buffer, "%u", sc_map_size_64(&tilemap.tiles[i].entities_set));
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if (data->tile_sprites[tilemap.tiles[i].tile_type] != NULL)
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{
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draw_sprite(data->tile_sprites[tilemap.tiles[i].tile_type], (Vector2){x,y});
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}
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else if (tilemap.tiles[i].tile_type == SOLID_TILE)
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{
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DrawRectangle(x, y, TILE_SIZE, TILE_SIZE, BLACK);
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}
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else if (tilemap.tiles[i].tile_type == ONEWAY_TILE)
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{
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DrawRectangle(x, y, TILE_SIZE, TILE_SIZE, MAROON);
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}
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else if (tilemap.tiles[i].tile_type == LADDER)
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{
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DrawRectangle(x, y, TILE_SIZE, TILE_SIZE, ORANGE);
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}
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if (tilemap.tiles[i].water_level > 0)
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{
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// Draw water tile
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Color water_colour = ColorAlpha(BLUE, 0.5);
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DrawRectangle(x, y, TILE_SIZE, TILE_SIZE, water_colour);
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}
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}
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char buffer[64] = {0};
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sc_map_foreach_value(&scene->ent_manager.entities, p_ent)
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{
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CTransform_t* p_ct = get_component(&scene->ent_manager, p_ent, CTRANSFORM_COMP_T);
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CBBox_t* p_bbox = get_component(&scene->ent_manager, p_ent, CBBOX_COMP_T);
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Color colour;
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switch(p_ent->m_tag)
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{
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case PLAYER_ENT_TAG:
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colour = RED;
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break;
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case CRATES_ENT_TAG:
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colour = p_bbox->fragile? BROWN : GRAY;
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break;
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default:
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colour = BLACK;
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}
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DrawRectangle(p_ct->position.x, p_ct->position.y, p_bbox->size.x, p_bbox->size.y, colour);
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CHurtbox_t* p_hurtbox = get_component(&scene->ent_manager, p_ent, CHURTBOX_T);
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CHitBoxes_t* p_hitbox = get_component(&scene->ent_manager, p_ent, CHITBOXES_T);
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if (p_hitbox != NULL)
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{
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for (uint8_t i = 0;i < p_hitbox->n_boxes; ++i)
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{
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Rectangle rec = {
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.x = p_ct->position.x + p_hitbox->boxes[i].x,
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.y = p_ct->position.y + p_hitbox->boxes[i].y,
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.width = p_hitbox->boxes[i].width,
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.height = p_hitbox->boxes[i].height,
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};
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DrawRectangleLinesEx(rec, 1.5, ORANGE);
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}
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}
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if (p_hurtbox != NULL)
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{
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Rectangle rec = {
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.x = p_ct->position.x + p_hurtbox->offset.x,
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.y = p_ct->position.y + p_hurtbox->offset.y,
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.width = p_hurtbox->size.x,
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.height = p_hurtbox->size.y,
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};
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DrawRectangleLinesEx(rec, 1.5, PURPLE);
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}
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CSprite_t* p_cspr = get_component(&scene->ent_manager, p_ent, CSPRITE_T);
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if (p_cspr != NULL)
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{
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const SpriteRenderInfo_t spr = p_cspr->sprites[p_cspr->current_idx];
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if (spr.sprite != NULL)
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{
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Vector2 pos = Vector2Add(p_ct->position, spr.offset);
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draw_sprite(spr.sprite, pos);
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}
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}
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}
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for (size_t i = 0; i < tilemap.n_tiles; ++i)
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{
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int x = (i % tilemap.width) * TILE_SIZE;
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int y = (i / tilemap.width) * TILE_SIZE;
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sprintf(buffer, "%u", sc_map_size_64(&tilemap.tiles[i].entities_set));
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if (tilemap.tiles[i].solid > 0)
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{
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DrawText(buffer, x, y, 10, WHITE);
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}
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else
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{
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// Draw water tile
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DrawText(buffer, x, y, 10, BLACK);
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}
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}
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// Draw tile grid
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for (size_t i = 0; i < tilemap.width; ++i)
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{
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int x = (i+1)*TILE_SIZE;
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DrawLine(x, 0, x, tilemap.height * TILE_SIZE, BLACK);
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}
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for (size_t i = 0; i < tilemap.height;++i)
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{
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int y = (i+1)*TILE_SIZE;
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DrawLine(0, y, tilemap.width * TILE_SIZE, y, BLACK);
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}
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EndMode2D();
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EndTextureMode();
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Rectangle draw_rec = data->game_rec;
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draw_rec.x = 0;
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draw_rec.y = 0;
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draw_rec.height *= -1;
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BeginDrawing();
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ClearBackground(LIGHTGRAY);
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DrawTextureRec(
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data->game_viewport.texture,
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draw_rec,
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(Vector2){data->game_rec.x, data->game_rec.y},
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WHITE
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);
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// For DEBUG
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const int gui_x = data->game_rec.x + data->game_rec.width + 10;
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sc_map_foreach_value(&scene->ent_manager.entities_map[PLAYER_ENT_TAG], p_ent)
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{
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CTransform_t* p_ct = get_component(&scene->ent_manager, p_ent, CTRANSFORM_COMP_T);
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CJump_t* p_cjump = get_component(&scene->ent_manager, p_ent, CJUMP_COMP_T);
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CPlayerState_t* p_pstate = get_component(&scene->ent_manager, p_ent, CPLAYERSTATE_T);
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CMovementState_t* p_mstate = get_component(&scene->ent_manager, p_ent, CMOVEMENTSTATE_T);
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sprintf(buffer, "Pos: %.3f\n %.3f", p_ct->position.x, p_ct->position.y);
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DrawText(buffer, gui_x, 15, 12, BLACK);
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sprintf(buffer, "Vel: %.3f\n %.3f", p_ct->velocity.x, p_ct->velocity.y);
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DrawText(buffer, gui_x + 80, 15, 12, BLACK);
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//sprintf(buffer, "Accel: %.3f\n %.3f", p_ct->accel.x, p_ct->accel.y);
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//DrawText(buffer, tilemap.width * TILE_SIZE + 128, 60, 12, BLACK);
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sprintf(buffer, "Jumps: %u", p_cjump->jumps);
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DrawText(buffer, gui_x, 60, 12, BLACK);
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sprintf(buffer, "Crouch: %u", p_pstate->is_crouch);
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DrawText(buffer, gui_x, 90, 12, BLACK);
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sprintf(buffer, "Water: %s", p_mstate->water_state & 1? "YES":"NO");
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DrawText(buffer, gui_x, 120, 12, BLACK);
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sprintf(buffer, "Ladder: %u", p_pstate->ladder_state);
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DrawText(buffer, gui_x, 150, 12, BLACK);
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}
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sprintf(buffer, "Spawn Entity: %u", current_spawn_selection);
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DrawText(buffer, gui_x, 240, 12, BLACK);
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sprintf(buffer, "Number of Entities: %u", sc_map_size_64v(&scene->ent_manager.entities));
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DrawText(buffer, gui_x, 270, 12, BLACK);
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sprintf(buffer, "FPS: %u", GetFPS());
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DrawText(buffer, gui_x, 320, 12, BLACK);
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static char mempool_stats[512];
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print_mempool_stats(mempool_stats);
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DrawText(mempool_stats, gui_x, 350, 12, BLACK);
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EndDrawing();
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}
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static void spawn_crate(Scene_t* scene, unsigned int tile_idx, bool metal)
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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_crate = create_crate(&scene->ent_manager, &scene->engine->assets, metal);
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CTransform_t* p_ctransform = get_component(&scene->ent_manager, p_crate, CTRANSFORM_COMP_T);
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p_ctransform->position.x = (tile_idx % data->tilemap.width) * TILE_SIZE;
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p_ctransform->position.y = (tile_idx / data->tilemap.width) * TILE_SIZE;
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}
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static void toggle_block_system(Scene_t* scene)
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{
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// TODO: This system is not good as the interface between raw input and actions is broken
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static unsigned int last_tile_idx = MAX_N_TILES;
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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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Vector2 raw_mouse_pos = {GetMouseX(), GetMouseY()};
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raw_mouse_pos = Vector2Subtract(raw_mouse_pos, (Vector2){data->game_rec.x, data->game_rec.y});
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if (IsMouseButtonDown(MOUSE_LEFT_BUTTON))
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{
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if (
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raw_mouse_pos.x > data->game_rec.width
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|| raw_mouse_pos.y > data->game_rec.height
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) return;
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Vector2 mouse_pos = GetScreenToWorld2D(raw_mouse_pos, data->cam);
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unsigned int tile_idx = get_tile_idx(mouse_pos.x, mouse_pos.y, &tilemap);
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if (tile_idx >= MAX_N_TILES) return;
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enum EntitySpawnSelection sel = (enum EntitySpawnSelection)current_spawn_selection;
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if (tile_idx != last_tile_idx)
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{
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switch (sel)
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{
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case TOGGLE_TILE:
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if (tilemap.tiles[tile_idx].tile_type == SOLID_TILE)
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{
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tilemap.tiles[tile_idx].tile_type = EMPTY_TILE;
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tilemap.tiles[tile_idx].solid = NOT_SOLID;
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}
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else
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{
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tilemap.tiles[tile_idx].tile_type = SOLID_TILE;
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tilemap.tiles[tile_idx].solid = SOLID;
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}
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tilemap.tiles[tile_idx].water_level = 0;
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break;
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case TOGGLE_ONEWAY:
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if (tilemap.tiles[tile_idx].tile_type == ONEWAY_TILE)
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{
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tilemap.tiles[tile_idx].tile_type = EMPTY_TILE;
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tilemap.tiles[tile_idx].solid = NOT_SOLID;
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}
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else
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{
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tilemap.tiles[tile_idx].tile_type = ONEWAY_TILE;
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tilemap.tiles[tile_idx].solid = ONE_WAY;
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}
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break;
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case TOGGLE_LADDER:
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if (tilemap.tiles[tile_idx].tile_type == LADDER)
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{
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tilemap.tiles[tile_idx].tile_type = EMPTY_TILE;
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tilemap.tiles[tile_idx].solid = NOT_SOLID;
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}
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else
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{
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tilemap.tiles[tile_idx].tile_type = LADDER;
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int up_tile = tile_idx - tilemap.width;
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if (up_tile > 0 && tilemap.tiles[up_tile].tile_type != LADDER)
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{
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tilemap.tiles[tile_idx].solid = ONE_WAY;
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}
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else
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{
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tilemap.tiles[tile_idx].solid = NOT_SOLID;
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}
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}
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int down_tile = tile_idx + tilemap.width;
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if (down_tile < MAX_N_TILES && tilemap.tiles[down_tile].tile_type == LADDER)
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{
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tilemap.tiles[down_tile].solid = (tilemap.tiles[tile_idx].tile_type != LADDER)? ONE_WAY : NOT_SOLID;
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}
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break;
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case SPAWN_CRATE:
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spawn_crate(scene, tile_idx, false);
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break;
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case SPAWN_METAL_CRATE:
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spawn_crate(scene, tile_idx, true);
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break;
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}
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last_tile_idx = tile_idx;
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}
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}
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else if (IsMouseButtonDown(MOUSE_RIGHT_BUTTON))
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{
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if (
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raw_mouse_pos.x > data->game_rec.width
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|| raw_mouse_pos.y > data->game_rec.height
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) return;
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Vector2 mouse_pos = GetScreenToWorld2D(raw_mouse_pos, data->cam);
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unsigned int tile_idx = get_tile_idx(mouse_pos.x, mouse_pos.y, &tilemap);
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if (tile_idx >= MAX_N_TILES) return;
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if (tile_idx != last_tile_idx)
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{
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if (tilemap.tiles[tile_idx].water_level == 0)
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{
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tilemap.tiles[tile_idx].water_level = MAX_WATER_LEVEL;
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}
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else
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{
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tilemap.tiles[tile_idx].water_level = 0;
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}
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last_tile_idx = tile_idx;
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}
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}
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else
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{
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last_tile_idx = MAX_N_TILES;
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}
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}
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void level_do_action(Scene_t* scene, ActionType_t action, bool pressed)
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{
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CPlayerState_t* p_playerstate;
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sc_map_foreach_value(&scene->ent_manager.component_map[CPLAYERSTATE_T], p_playerstate)
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{
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switch(action)
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{
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case ACTION_UP:
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p_playerstate->player_dir.y = (pressed)? -1 : 0;
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break;
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case ACTION_DOWN:
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p_playerstate->player_dir.y = (pressed)? 1 : 0;
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break;
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case ACTION_LEFT:
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p_playerstate->player_dir.x = (pressed)? -1 : 0;
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break;
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case ACTION_RIGHT:
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p_playerstate->player_dir.x = (pressed)? 1 : 0;
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break;
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case ACTION_JUMP:
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p_playerstate->jump_pressed = pressed;
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break;
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case ACTION_NEXT_SPAWN:
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if (!pressed)
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{
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current_spawn_selection++;
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current_spawn_selection %= MAX_SPAWN_TYPE;
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}
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break;
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case ACTION_PREV_SPAWN:
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if (!pressed)
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{
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if (current_spawn_selection == 0)
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{
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current_spawn_selection = MAX_SPAWN_TYPE;
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}
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current_spawn_selection--;
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}
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break;
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case ACTION_EXIT:
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if(scene->engine != NULL)
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{
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change_scene(scene->engine, 0);
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}
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break;
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default:
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break;
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}
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}
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}
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void init_level_scene(LevelScene_t* scene)
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{
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//init_scene(&scene->scene, LEVEL_SCENE, &level_scene_render_func, &level_do_action);
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init_scene(&scene->scene, &level_scene_render_func, &level_do_action);
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init_level_scene_data(&scene->data);
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// insert level scene systems
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sc_array_add(&scene->scene.systems, &player_movement_input_system);
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sc_array_add(&scene->scene.systems, &player_bbox_update_system);
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sc_array_add(&scene->scene.systems, &friction_coefficient_update_system);
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sc_array_add(&scene->scene.systems, &global_external_forces_system);
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sc_array_add(&scene->scene.systems, &movement_update_system);
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sc_array_add(&scene->scene.systems, &update_tilemap_system);
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sc_array_add(&scene->scene.systems, &tile_collision_system);
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sc_array_add(&scene->scene.systems, &hitbox_update_system);
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//sc_array_add(&scene->scene.systems, &update_tilemap_system);
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sc_array_add(&scene->scene.systems, &state_transition_update_system);
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sc_array_add(&scene->scene.systems, &player_ground_air_transition_system);
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sc_array_add(&scene->scene.systems, &sprite_animation_system);
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sc_array_add(&scene->scene.systems, &camera_update_system);
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sc_array_add(&scene->scene.systems, &toggle_block_system);
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// This avoid graphical glitch, not essential
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//sc_array_add(&scene->scene.systems, &update_tilemap_system);
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sc_map_put_64(&scene->scene.action_map, KEY_UP, ACTION_UP);
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sc_map_put_64(&scene->scene.action_map, KEY_DOWN, ACTION_DOWN);
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sc_map_put_64(&scene->scene.action_map, KEY_LEFT, ACTION_LEFT);
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sc_map_put_64(&scene->scene.action_map, KEY_RIGHT, ACTION_RIGHT);
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sc_map_put_64(&scene->scene.action_map, KEY_SPACE, ACTION_JUMP);
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sc_map_put_64(&scene->scene.action_map, KEY_O, ACTION_PREV_SPAWN);
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sc_map_put_64(&scene->scene.action_map, KEY_P, ACTION_NEXT_SPAWN);
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sc_map_put_64(&scene->scene.action_map, KEY_Q, ACTION_EXIT);
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scene->data.tilemap.width = DEFAULT_MAP_WIDTH;
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scene->data.tilemap.height = DEFAULT_MAP_HEIGHT;
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scene->data.tilemap.n_tiles = scene->data.tilemap.width * scene->data.tilemap.height;
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assert(scene->data.tilemap.n_tiles <= MAX_N_TILES);
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scene->data.tilemap.tiles = all_tiles;
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memset(scene->data.tile_sprites, 0, sizeof(scene->data.tile_sprites));
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for (size_t i = 0; i < MAX_N_TILES;i++)
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{
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all_tiles[i].solid = NOT_SOLID;
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all_tiles[i].tile_type = EMPTY_TILE;
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sc_map_init_64(&all_tiles[i].entities_set, 16, 0);
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}
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for (size_t i = 0; i < scene->data.tilemap.width; ++i)
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{
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unsigned int tile_idx = (scene->data.tilemap.height - 1) * scene->data.tilemap.width + i;
|
|
all_tiles[tile_idx].solid = SOLID; // for testing
|
|
all_tiles[tile_idx].tile_type = SOLID_TILE; // for testing
|
|
}
|
|
|
|
create_player(&scene->scene.ent_manager, &scene->scene.engine->assets);
|
|
update_entity_manager(&scene->scene.ent_manager);
|
|
}
|
|
|
|
void free_level_scene(LevelScene_t* scene)
|
|
{
|
|
free_scene(&scene->scene);
|
|
for (size_t i = 0; i < MAX_N_TILES;i++)
|
|
{
|
|
all_tiles[i].solid = 0;
|
|
sc_map_term_64(&all_tiles[i].entities_set);
|
|
}
|
|
term_level_scene_data(&scene->data);
|
|
}
|
|
|
|
void reload_level_scene(LevelScene_t* scene)
|
|
{
|
|
}
|