HATPC/scenes/game_scene.c

421 lines
17 KiB
C

#include "scene_impl.h"
#include "game_systems.h"
#include "water_flow.h"
#include "constants.h"
#include "ent_impl.h"
#include "mempool.h"
#include "raylib.h"
#include "raymath.h"
#include <stdio.h>
static Tile_t all_tiles[MAX_N_TILES] = {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;
Vector2 min = GetScreenToWorld2D((Vector2){data->game_rec.x, data->game_rec.y}, data->camera.cam);
Vector2 max = GetScreenToWorld2D(
(Vector2){
data->game_rec.x + data->game_rec.width,
data->game_rec.y + data->game_rec.height
},
data->camera.cam
);
min = Vector2Scale(min, 1.0f/tilemap.tile_size);
max = Vector2Scale(max, 1.0f/tilemap.tile_size);
min.x = (int)fmax(0, min.x - 1);
min.y = (int)fmax(0, min.y - 1);
max.x = (int)fmin(tilemap.width, max.x + 1);
max.y = (int)fmin(tilemap.height, max.y + 1);
BeginTextureMode(data->game_viewport);
ClearBackground(WHITE);
BeginMode2D(data->camera.cam);
for (int tile_y = min.y; tile_y < max.y; tile_y++)
{
for (int tile_x = min.x; tile_x < max.x; tile_x++)
{
int i = tile_x + tile_y * tilemap.width;
int x = tile_x * TILE_SIZE;
int y = tile_y * TILE_SIZE;
if (data->tile_sprites[tilemap.tiles[i].tile_type] != NULL)
{
draw_sprite(data->tile_sprites[tilemap.tiles[i].tile_type], (Vector2){x,y}, false);
}
else if (tilemap.tiles[i].tile_type == SOLID_TILE)
{
DrawRectangle(x, y, TILE_SIZE, TILE_SIZE, BLACK);
}
else if (tilemap.tiles[i].tile_type == ONEWAY_TILE)
{
DrawRectangle(x, y, TILE_SIZE, TILE_SIZE, MAROON);
}
else if (tilemap.tiles[i].tile_type == LADDER)
{
DrawRectangle(x, y, TILE_SIZE, TILE_SIZE, ORANGE);
}
else if (tilemap.tiles[i].tile_type == SPIKES)
{
DrawRectangle(
x + tilemap.tiles[i].offset.x, y + tilemap.tiles[i].offset.y,
tilemap.tiles[i].size.x, tilemap.tiles[i].size.y, RED
);
}
if (tilemap.tiles[i].wet)
{
#define SURFACE_THICKNESS 4
int up = i - tilemap.width;
int bot = i + tilemap.width;
int right = i + 1;
int left = i - 1;
int bot_line = y + TILE_SIZE - tilemap.tiles[i].water_level * WATER_BBOX_STEP - SURFACE_THICKNESS / 2;
if (up >= 0 && tilemap.tiles[up].wet)
{
DrawLineEx((Vector2){x + TILE_SIZE / 2, y}, (Vector2){x + TILE_SIZE / 2, y + TILE_SIZE - tilemap.tiles[i].water_level * WATER_BBOX_STEP}, SURFACE_THICKNESS, ColorAlpha(BLUE, 0.7));
}
if (
bot <= tilemap.n_tiles
&& tilemap.tiles[i].water_level == 0
)
{
if (i % tilemap.width != 0 && tilemap.tiles[left].wet && (tilemap.tiles[bot].solid == SOLID || tilemap.tiles[bot-1].solid == SOLID))
{
DrawLineEx((Vector2){x, bot_line}, (Vector2){x + TILE_SIZE / 2, bot_line}, SURFACE_THICKNESS, ColorAlpha(BLUE, 0.7));
}
if (right % tilemap.width != 0 && tilemap.tiles[right].wet && (tilemap.tiles[bot].solid == SOLID || tilemap.tiles[bot+1].solid == SOLID))
{
DrawLineEx((Vector2){x + TILE_SIZE / 2, bot_line}, (Vector2){x + TILE_SIZE, bot_line}, SURFACE_THICKNESS, ColorAlpha(BLUE, 0.7));
}
}
}
// Draw water tile
uint32_t water_height = tilemap.tiles[i].water_level * WATER_BBOX_STEP;
// Draw water tile
Color water_colour = ColorAlpha(BLUE, 0.5);
DrawRectangle(
x,
y + (TILE_SIZE - water_height),
TILE_SIZE,
water_height,
water_colour
);
if (tilemap.tiles[i].max_water_level < MAX_WATER_LEVEL)
{
DrawRectangleLinesEx((Rectangle){x, y, TILE_SIZE, TILE_SIZE}, 2.0, ColorAlpha(BLUE, 0.5));
}
}
}
char buffer[64] = {0};
sc_map_foreach_value(&scene->ent_manager.entities, p_ent)
{
CTransform_t* p_ct = get_component(p_ent, CTRANSFORM_COMP_T);
CBBox_t* p_bbox = get_component(p_ent, CBBOX_COMP_T);
// Entity culling
Vector2 box_size = {0};
if (p_bbox != NULL) box_size = p_bbox->size;
if (
p_ct->position.x + box_size.x < min.x * tilemap.tile_size
|| p_ct->position.x > max.x * tilemap.tile_size
|| p_ct->position.y + box_size.y < min.y * tilemap.tile_size
|| p_ct->position.y > max.y * tilemap.tile_size
) continue;
// Render Sprite only
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);
}
continue;
}
// Continue here only if no sprite
Color colour;
switch(p_ent->m_tag)
{
case PLAYER_ENT_TAG:
colour = RED;
break;
case CRATES_ENT_TAG:
colour = p_bbox->fragile? BROWN : GRAY;
break;
case BOULDER_ENT_TAG:
colour = GRAY;
break;
default:
colour = BLACK;
break;
}
if (p_bbox != NULL)
{
if (p_ent->m_tag == BOULDER_ENT_TAG)
{
DrawCircleV(Vector2Add(p_ct->position, p_bbox->half_size), p_bbox->half_size.x, colour);
}
else
{
DrawRectangle(p_ct->position.x, p_ct->position.y, p_bbox->size.x, p_bbox->size.y, colour);
}
if (p_ent->m_tag == CRATES_ENT_TAG)
{
CContainer_t* p_container = get_component(p_ent, CCONTAINER_T);
if (p_container != NULL)
{
switch (p_container->item)
{
case CONTAINER_LEFT_ARROW:
DrawLine(
p_ct->position.x,
p_ct->position.y + p_bbox->half_size.y,
p_ct->position.x + p_bbox->half_size.x,
p_ct->position.y + p_bbox->half_size.y,
BLACK
);
break;
case CONTAINER_RIGHT_ARROW:
DrawLine(
p_ct->position.x + p_bbox->half_size.x,
p_ct->position.y + p_bbox->half_size.y,
p_ct->position.x + p_bbox->size.x,
p_ct->position.y + p_bbox->half_size.y,
BLACK
);
break;
case CONTAINER_UP_ARROW:
DrawLine(
p_ct->position.x + p_bbox->half_size.x,
p_ct->position.y,
p_ct->position.x + p_bbox->half_size.x,
p_ct->position.y + p_bbox->half_size.y,
BLACK
);
break;
case CONTAINER_DOWN_ARROW:
DrawLine(
p_ct->position.x + p_bbox->half_size.x,
p_ct->position.y + p_bbox->half_size.y,
p_ct->position.x + p_bbox->half_size.x,
p_ct->position.y + p_bbox->size.y,
BLACK
);
break;
case CONTAINER_BOMB:
DrawCircleV(Vector2Add(p_ct->position, p_bbox->half_size), p_bbox->half_size.x, BLACK);
break;
default:
break;
}
}
}
}
}
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(BLUE, 0.6));
}
// Draw Border
DrawLine(0, 0, 0, tilemap.height * tilemap.tile_size, BLACK);
DrawLine(0, 0, tilemap.width * TILE_SIZE, 0, BLACK);
int val = (tilemap.width) * tilemap.tile_size;
DrawLine(val, 0, val, tilemap.height * tilemap.tile_size, BLACK);
val = (tilemap.height) * tilemap.tile_size;
DrawLine(0, val, tilemap.width * TILE_SIZE, val, 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
);
// For DEBUG
const int gui_x = data->game_rec.x + data->game_rec.width + 10;
sc_map_foreach_value(&scene->ent_manager.entities_map[PLAYER_ENT_TAG], p_ent)
{
CTransform_t* p_ct = get_component(p_ent, CTRANSFORM_COMP_T);
CJump_t* p_cjump = get_component(p_ent, CJUMP_COMP_T);
CPlayerState_t* p_pstate = get_component(p_ent, CPLAYERSTATE_T);
CMovementState_t* p_mstate = get_component(p_ent, CMOVEMENTSTATE_T);
CAirTimer_t* p_air = get_component(p_ent, CAIRTIMER_T);
sprintf(buffer, "Pos: %.3f\n %.3f", p_ct->position.x, p_ct->position.y);
DrawText(buffer, gui_x, 15, 12, BLACK);
sprintf(buffer, "Vel: %.3f\n %.3f", p_ct->velocity.x, p_ct->velocity.y);
DrawText(buffer, gui_x + 80, 15, 12, BLACK);
//sprintf(buffer, "Accel: %.3f\n %.3f", p_ct->accel.x, p_ct->accel.y);
//DrawText(buffer, tilemap.width * TILE_SIZE + 128, 60, 12, BLACK);
sprintf(buffer, "Jumps: %u", p_cjump->jumps);
DrawText(buffer, gui_x, 60, 12, BLACK);
sprintf(buffer, "Crouch: %u", p_pstate->is_crouch);
DrawText(buffer, gui_x, 90, 12, BLACK);
sprintf(buffer, "Water: %s", p_mstate->water_state & 1? "YES":"NO");
DrawText(buffer, gui_x, 120, 12, BLACK);
sprintf(buffer, "Ladder: %u", p_pstate->ladder_state);
DrawText(buffer, gui_x, 150, 12, BLACK);
Vector2 air_pos = {data->game_rec.x + data->game_rec.width - 16, data->game_rec.y + data->game_rec.height - 16};
for (uint8_t i = 0; i < p_air->curr_count; i++)
{
DrawCircleV(air_pos, 16, BLUE);
air_pos.x -= 32;
}
}
//sprintf(buffer, "Spawn Entity: %s", get_spawn_selection_string(current_spawn_selection));
//DrawText(buffer, gui_x, 240, 12, BLACK);
sprintf(buffer, "Number of Entities: %u", sc_map_size_64v(&scene->ent_manager.entities));
DrawText(buffer, gui_x, 270, 12, BLACK);
sprintf(buffer, "FPS: %u", GetFPS());
DrawText(buffer, gui_x, 320, 12, BLACK);
static char mempool_stats[512];
print_mempool_stats(mempool_stats);
DrawText(mempool_stats, gui_x, 350, 12, BLACK);
EndDrawing();
}
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;
case ACTION_JUMP:
p_playerstate->jump_pressed = pressed;
break;
default:
break;
}
}
if (!pressed)
{
switch (action)
{
case ACTION_RESTART:
reload_level_tilemap((LevelScene_t*)scene);
break;
case ACTION_NEXTLEVEL:
load_next_level_tilemap((LevelScene_t*)scene);
break;
case ACTION_PREVLEVEL:
load_prev_level_tilemap((LevelScene_t*)scene);
break;
case ACTION_EXIT:
if(scene->engine != NULL)
{
change_scene(scene->engine, 0);
}
break;
default:
break;
}
}
}
void init_game_scene(LevelScene_t* scene)
{
//init_scene(&scene->scene, LEVEL_SCENE, &level_scene_render_func, &level_do_action);
init_scene(&scene->scene, &level_scene_render_func, &level_do_action);
scene->data.tilemap.tiles = all_tiles;
init_level_scene_data(
&scene->data, MAX_N_TILES, all_tiles,
(Rectangle){25, 25, 32*TILE_SIZE, 18*TILE_SIZE}
);
create_player(&scene->scene.ent_manager, &scene->scene.engine->assets);
update_entity_manager(&scene->scene.ent_manager);
// insert level scene systems
sc_array_add(&scene->scene.systems, &update_tilemap_system);
sc_array_add(&scene->scene.systems, &player_movement_input_system);
sc_array_add(&scene->scene.systems, &player_bbox_update_system);
sc_array_add(&scene->scene.systems, &player_pushing_system);
sc_array_add(&scene->scene.systems, &friction_coefficient_update_system);
sc_array_add(&scene->scene.systems, &global_external_forces_system);
sc_array_add(&scene->scene.systems, &moveable_update_system);
sc_array_add(&scene->scene.systems, &movement_update_system);
sc_array_add(&scene->scene.systems, &boulder_destroy_wooden_tile_system);
sc_array_add(&scene->scene.systems, &update_tilemap_system);
sc_array_add(&scene->scene.systems, &tile_collision_system);
sc_array_add(&scene->scene.systems, &hitbox_update_system);
sc_array_add(&scene->scene.systems, &player_crushing_system);
sc_array_add(&scene->scene.systems, &spike_collision_system);
sc_array_add(&scene->scene.systems, &edge_velocity_check_system);
sc_array_add(&scene->scene.systems, &state_transition_update_system);
sc_array_add(&scene->scene.systems, &player_ground_air_transition_system);
sc_array_add(&scene->scene.systems, &lifetimer_update_system);
sc_array_add(&scene->scene.systems, &airtimer_update_system);
sc_array_add(&scene->scene.systems, &container_destroy_system);
sc_array_add(&scene->scene.systems, &sprite_animation_system);
sc_array_add(&scene->scene.systems, &camera_update_system);
sc_array_add(&scene->scene.systems, &player_dir_reset_system);
sc_array_add(&scene->scene.systems, &player_respawn_system);
sc_array_add(&scene->scene.systems, &update_water_runner_system);
// This avoid graphical glitch, not essential
//sc_array_add(&scene->scene.systems, &update_tilemap_system);
sc_map_put_64(&scene->scene.action_map, KEY_UP, ACTION_UP);
sc_map_put_64(&scene->scene.action_map, KEY_DOWN, ACTION_DOWN);
sc_map_put_64(&scene->scene.action_map, KEY_LEFT, ACTION_LEFT);
sc_map_put_64(&scene->scene.action_map, KEY_RIGHT, ACTION_RIGHT);
sc_map_put_64(&scene->scene.action_map, KEY_SPACE, ACTION_JUMP);
sc_map_put_64(&scene->scene.action_map, KEY_Q, ACTION_EXIT);
sc_map_put_64(&scene->scene.action_map, KEY_R, ACTION_RESTART);
sc_map_put_64(&scene->scene.action_map, KEY_RIGHT_BRACKET, ACTION_NEXTLEVEL);
sc_map_put_64(&scene->scene.action_map, KEY_LEFT_BRACKET, ACTION_PREVLEVEL);
}
void free_game_scene(LevelScene_t* scene)
{
free_scene(&scene->scene);
term_level_scene_data(&scene->data);
}