HATPC/water_test.c

401 lines
14 KiB
C

#include "constants.h"
#include "mempool.h"
#include "raymath.h"
#include "scene_impl.h"
#include "ent_impl.h"
#include "water_flow.h"
#include "game_systems.h"
#include "assets_loader.h"
#include <stdio.h>
#include <unistd.h>
#define MAX_N_TILES 4096
static Tile_t all_tiles[MAX_N_TILES] = {0};
// Maintain own queue to handle key presses
struct sc_queue_32 key_buffer;
Scene_t* scenes[1];
static GameEngine_t engine =
{
.scenes = scenes,
.max_scenes = 1,
.curr_scene = 0,
.assets = {0}
};
static void level_scene_render_func(Scene_t* scene)
{
LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data);
TileGrid_t tilemap = data->tilemap;
Entity_t* p_ent;
BeginTextureMode(data->game_viewport);
ClearBackground(WHITE);
BeginMode2D(data->cam);
for (size_t i = 0; i < tilemap.n_tiles; ++i)
{
char buffer[6] = {0};
int x = (i % tilemap.width) * TILE_SIZE;
int y = (i / tilemap.width) * TILE_SIZE;
sprintf(buffer, "%u", sc_map_size_64v(&tilemap.tiles[i].entities_set));
if (!tilemap.tiles[i].moveable)
{
// Draw water tile
Color water_colour = ColorAlpha(RED, 0.2);
DrawRectangle(x, y, TILE_SIZE, TILE_SIZE, water_colour);
}
if (tilemap.tiles[i].tile_type == SOLID_TILE)
{
DrawRectangle(x, y, TILE_SIZE, TILE_SIZE, BLACK);
}
if (tilemap.tiles[i].water_level > 0)
{
// Draw water tile
Color water_colour = ColorAlpha(BLUE, 0.5);
DrawRectangle(x, y, TILE_SIZE, TILE_SIZE, water_colour);
}
}
sc_map_foreach_value(&scene->ent_manager.entities, p_ent)
{
CTransform_t* p_ct = get_component(p_ent, CTRANSFORM_COMP_T);
if (p_ct == NULL) continue;
CSprite_t* p_cspr = get_component(p_ent, CSPRITE_T);
if (p_cspr != NULL)
{
const SpriteRenderInfo_t spr = p_cspr->sprites[p_cspr->current_idx];
if (spr.sprite != NULL)
{
Vector2 pos = Vector2Add(p_ct->position, spr.offset);
draw_sprite(spr.sprite, pos, p_cspr->flip_x);
}
}
}
sc_map_foreach_value(&scene->ent_manager.entities_map[DYNMEM_ENT_TAG], p_ent)
{
CWaterRunner_t* p_runner = get_component(p_ent, CWATERRUNNER_T);
unsigned int x = ((p_runner->current_tile) % tilemap.width) * tilemap.tile_size;
unsigned int y = ((p_runner->current_tile) / tilemap.width) * tilemap.tile_size;
DrawCircle(x+16, y+16, 8, ColorAlpha(BLACK, 0.2));
}
char buffer[64] = {0};
for (size_t i = 0; i < tilemap.n_tiles; ++i)
{
int x = (i % tilemap.width) * TILE_SIZE;
int y = (i / tilemap.width) * TILE_SIZE;
sprintf(buffer, "%u", sc_map_size_64v(&tilemap.tiles[i].entities_set));
if (tilemap.tiles[i].solid > 0)
{
DrawText(buffer, x, y, 10, WHITE);
}
else
{
// Draw water tile
DrawText(buffer, x, y, 10, BLACK);
}
}
// Draw tile grid
for (size_t i = 0; i < tilemap.width; ++i)
{
int x = (i+1)*TILE_SIZE;
DrawLine(x, 0, x, tilemap.height * TILE_SIZE, BLACK);
}
for (size_t i = 0; i < tilemap.height;++i)
{
int y = (i+1)*TILE_SIZE;
DrawLine(0, y, tilemap.width * TILE_SIZE, y, BLACK);
}
EndMode2D();
EndTextureMode();
Rectangle draw_rec = data->game_rec;
draw_rec.x = 0;
draw_rec.y = 0;
draw_rec.height *= -1;
BeginDrawing();
ClearBackground(LIGHTGRAY);
DrawTextureRec(
data->game_viewport.texture,
draw_rec,
(Vector2){data->game_rec.x, data->game_rec.y},
WHITE
);
EndDrawing();
}
#define MAX_N_TILES 4096
static inline unsigned int get_tile_idx(int x, int y, const TileGrid_t* tilemap)
{
unsigned int tile_x = x / TILE_SIZE;
unsigned int tile_y = y / TILE_SIZE;
if (tile_x < tilemap->width && tile_y < tilemap->height)
{
return tile_y * tilemap->width + tile_x;
}
return MAX_N_TILES;
}
static void simple_friction_system(Scene_t* scene)
{
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);
p_ctransform->fric_coeff = (Vector2){-4.5, -4.5};
p_ctransform->accel = Vector2Add(
p_ctransform->accel,
Vector2Multiply((Vector2){-3.0,-3.0}, p_ctransform->velocity)
);
}
}
static void toggle_block_system(Scene_t* scene)
{
// TODO: This system is not good as the interface between raw input and actions is broken
static unsigned int last_tile_idx = MAX_N_TILES;
LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data);
TileGrid_t tilemap = data->tilemap;
Vector2 raw_mouse_pos = {GetMouseX(), GetMouseY()};
raw_mouse_pos = Vector2Subtract(raw_mouse_pos, (Vector2){data->game_rec.x, data->game_rec.y});
if (
raw_mouse_pos.x < data->game_rec.width
&& raw_mouse_pos.y < data->game_rec.height
)
{
Vector2 mouse_pos = GetScreenToWorld2D(raw_mouse_pos, data->cam);
unsigned int tile_idx = get_tile_idx(mouse_pos.x, mouse_pos.y, &tilemap);
if (tile_idx >= MAX_N_TILES) return;
if (tile_idx == last_tile_idx) return;
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON))
{
TileType_t new_type = EMPTY_TILE;
new_type = (tilemap.tiles[tile_idx].tile_type == SOLID_TILE)? EMPTY_TILE : SOLID_TILE;
if (new_type == SOLID_TILE) tilemap.tiles[tile_idx].water_level = 0;
change_a_tile(&tilemap, tile_idx, new_type);
last_tile_idx = tile_idx;
}
else if (IsMouseButtonReleased(MOUSE_RIGHT_BUTTON))
{
if (sc_map_size_64v(&tilemap.tiles[tile_idx].entities_set) == 0)
{
Entity_t* p_ent = create_water_runner(&scene->ent_manager, DEFAULT_MAP_WIDTH, DEFAULT_MAP_HEIGHT, tile_idx);
if (p_ent == NULL) return;
CTransform_t* p_ct = get_component(p_ent, CTRANSFORM_COMP_T);
p_ct->position.x = (tile_idx % tilemap.width) * tilemap.tile_size;
p_ct->position.y = (tile_idx / tilemap.width) * tilemap.tile_size;
}
else
{
Entity_t* ent;
unsigned int m_id;
sc_map_foreach(&tilemap.tiles[tile_idx].entities_set, m_id, ent)
{
if (ent->m_tag == PLAYER_ENT_TAG) continue;
CTileCoord_t* p_tilecoord = get_component(
ent, CTILECOORD_COMP_T
);
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), m_id);
}
CWaterRunner_t* p_crunner = get_component(ent, CWATERRUNNER_T);
if (p_crunner == NULL)
{
remove_entity(&scene->ent_manager, m_id);
}
else
{
free_water_runner(ent, &scene->ent_manager);
}
}
}
}
}
}
static void level_do_action(Scene_t* scene, ActionType_t action, bool pressed)
{
CPlayerState_t* p_playerstate;
sc_map_foreach_value(&scene->ent_manager.component_map[CPLAYERSTATE_T], p_playerstate)
{
switch(action)
{
case ACTION_UP:
p_playerstate->player_dir.y = (pressed)? -1 : 0;
break;
case ACTION_DOWN:
p_playerstate->player_dir.y = (pressed)? 1 : 0;
break;
case ACTION_LEFT:
p_playerstate->player_dir.x = (pressed)? -1 : 0;
break;
case ACTION_RIGHT:
p_playerstate->player_dir.x = (pressed)? 1 : 0;
break;
default:
break;
}
}
switch (action)
{
case ACTION_RESTART:
puts("Restarting!");
break;
default:
break;
}
}
static void player_simple_movement_system(Scene_t* scene)
{
// 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);
p_ctransform->accel = Vector2Scale(Vector2Normalize(p_pstate->player_dir), MOVE_ACCEL);
}
}
int main(void)
{
sc_queue_init(&key_buffer);
InitWindow(1280, 640, "raylib");
SetTargetFPS(60);
init_memory_pools();
init_assets(&engine.assets);
load_from_infofile("res/assets.info", &engine.assets);
init_player_creation("res/player_spr.info", &engine.assets);
LevelScene_t scene;
scene.scene.engine = &engine;
init_scene(&scene.scene, &level_scene_render_func, &level_do_action);
init_level_scene_data(&scene.data);
scene.data.tilemap.width = DEFAULT_MAP_WIDTH;
scene.data.tilemap.height = DEFAULT_MAP_HEIGHT;
scene.data.tilemap.tile_size = TILE_SIZE;
scene.data.tilemap.n_tiles = scene.data.tilemap.width * scene.data.tilemap.height;
assert(scene.data.tilemap.n_tiles <= MAX_N_TILES);
scene.data.tilemap.tiles = all_tiles;
memset(scene.data.tile_sprites, 0, sizeof(scene.data.tile_sprites));
for (size_t i = 0; i < scene.data.tilemap.n_tiles;i++)
{
all_tiles[i].solid = NOT_SOLID;
all_tiles[i].tile_type = EMPTY_TILE;
all_tiles[i].moveable = true;
sc_map_init_64v(&all_tiles[i].entities_set, 16, 0);
all_tiles[i].size = (Vector2){TILE_SIZE, TILE_SIZE};
}
for (size_t i = 0; i < scene.data.tilemap.width; ++i)
{
unsigned int tile_idx = (scene.data.tilemap.height - 1) * scene.data.tilemap.width + i;
change_a_tile(&scene.data.tilemap, tile_idx, SOLID_TILE);
}
create_player(&scene.scene.ent_manager, &scene.scene.engine->assets);
update_entity_manager(&scene.scene.ent_manager);
scene.data.tile_sprites[ONEWAY_TILE] = get_sprite(&engine.assets, "tl_owp");
scene.data.tile_sprites[LADDER] = get_sprite(&engine.assets, "tl_ldr");
scenes[0] = &scene.scene;
change_scene(&engine, 0);
sc_array_add(&scene.scene.systems, &player_simple_movement_system);
//sc_array_add(&scene.scene.systems, &player_bbox_update_system);
sc_array_add(&scene.scene.systems, &simple_friction_system);
sc_array_add(&scene.scene.systems, &movement_update_system);
sc_array_add(&scene.scene.systems, &update_tilemap_system);
sc_array_add(&scene.scene.systems, &toggle_block_system);
sc_array_add(&scene.scene.systems, &camera_update_system);
sc_array_add(&scene.scene.systems, &player_dir_reset_system);
sc_map_put_64(&scene.scene.action_map, KEY_R, ACTION_RESTART);
sc_map_put_64(&scene.scene.action_map, KEY_UP, ACTION_UP);
sc_map_put_64(&scene.scene.action_map, KEY_DOWN, ACTION_DOWN);
sc_map_put_64(&scene.scene.action_map, KEY_LEFT, ACTION_LEFT);
sc_map_put_64(&scene.scene.action_map, KEY_RIGHT, ACTION_RIGHT);
while(true)
{
// This entire key processing relies on the assumption that a pressed key will
// appear in the polling of raylib
unsigned int sz = sc_queue_size(&key_buffer);
// Process any existing pressed key
for (size_t i = 0; i < sz; i++)
{
int button = sc_queue_del_first(&key_buffer);
ActionType_t action = sc_map_get_64(&scene.scene.action_map, button);
if (IsKeyReleased(button))
{
do_action(&scene.scene, action, false);
}
else
{
do_action(&scene.scene, action, true);
sc_queue_add_last(&key_buffer, button);
}
}
// Detect new key presses
while(true)
{
int button = GetKeyPressed();
if (button == 0) break;
ActionType_t action = sc_map_get_64(&scene.scene.action_map, button);
if (!sc_map_found(&scene.scene.action_map)) continue;
do_action(&scene.scene, action, true);
sc_queue_add_last(&key_buffer, button);
}
update_scene(&scene.scene);
update_entity_manager(&scene.scene.ent_manager);
// This is needed to advance time delta
render_scene(&scene.scene);
if (WindowShouldClose()) break;
}
unsigned int m_id;
Entity_t* ent;
sc_map_foreach(&scene.scene.ent_manager.entities_map[DYNMEM_ENT_TAG], m_id, ent)
{
free_water_runner(ent, &scene.scene.ent_manager);
}
free_scene(&scene.scene);
for (size_t i = 0; i < scene.data.tilemap.n_tiles;i++)
{
all_tiles[i].solid = 0;
sc_map_term_64v(&all_tiles[i].entities_set);
}
term_level_scene_data(&scene.data);
sc_queue_term(&key_buffer);
term_assets(&engine.assets);
CloseWindow();
}