641 lines
24 KiB
C
641 lines
24 KiB
C
#include "scene_impl.h"
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#include "constants.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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static const Vector2 TILE_SZ = {TILE_SIZE, TILE_SIZE};
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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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static const Vector2 GRAVITY = {0, GRAV_ACCEL};
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static const Vector2 UPTHRUST = {0, -GRAV_ACCEL * 0.7};
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static bool find_1D_overlap(const Vector2 l1, const Vector2 l2, float* overlap)
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{
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// No Overlap
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if (l1.y < l2.x || l2.y < l1.x) return false;
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if (l1.x >= l2.x && l1.y <= l2.y)
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{
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// Complete Overlap, not sure what to do tbh
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*overlap = l2.y-l2.x + l1.y-l1.x;
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}
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else
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{
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//Partial overlap
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// x is p1, y is p2
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*overlap = (l2.y >= l1.y)? l2.x - l1.y : l2.y - l1.x;
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}
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if (fabs(*overlap) < 0.01) // Use 2 dp precision
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{
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*overlap = 0;
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return false;
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}
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return true;
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}
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static bool find_AABB_overlap(const Vector2 tl1, const Vector2 sz1, const Vector2 tl2, const Vector2 sz2, Vector2 * const overlap)
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{
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// Note that we include one extra pixel for checking
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// This avoid overlapping on the border
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Vector2 l1, l2;
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bool overlap_x, overlap_y;
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l1.x = tl1.x;
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l1.y = tl1.x + sz1.x;
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l2.x = tl2.x;
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l2.y = tl2.x + sz2.x;
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overlap_x = find_1D_overlap(l1, l2, &overlap->x);
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l1.x = tl1.y;
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l1.y = tl1.y + sz1.y;
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l2.x = tl2.y;
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l2.y = tl2.y + sz2.y;
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overlap_y = find_1D_overlap(l1, l2, &overlap->y);
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return overlap_x && overlap_y;
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}
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static bool check_collision_at(Vector2 pos, Vector2 bbox_sz, TileGrid_t* grid, Vector2 point)
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{
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Vector2 new_pos = Vector2Add(pos, point);
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unsigned int tile_x1 = (new_pos.x) / TILE_SIZE;
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unsigned int tile_x2 = (new_pos.x + bbox_sz.x - 1) / TILE_SIZE;
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unsigned int tile_y1 = (new_pos.y) / TILE_SIZE;
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unsigned int tile_y2 = (new_pos.y + bbox_sz.y - 1) / TILE_SIZE;
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for(unsigned int tile_y = tile_y1; tile_y <= tile_y2; tile_y++)
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{
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for(unsigned int tile_x = tile_x1; tile_x <= tile_x2; tile_x++)
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{
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if (grid->tiles[tile_y*grid->width + tile_x].solid) return true;
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}
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}
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return false;
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}
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static inline bool check_on_ground(Vector2 pos, Vector2 bbox_sz, TileGrid_t* grid)
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{
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unsigned int tile_x1 = (pos.x) / TILE_SIZE;
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unsigned int tile_x2 = (pos.x + bbox_sz.x - 1) / TILE_SIZE;
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unsigned int tile_y = (pos.y + bbox_sz.y) / TILE_SIZE;
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for(unsigned int tile_x = tile_x1; tile_x <= tile_x2; tile_x++)
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{
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if (grid->tiles[tile_y*grid->width + tile_x].solid) return true;
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}
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return false;
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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 = (LevelSceneData_t *)scene->scene_data;
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TileGrid_t tilemap = data->tilemap;
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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 (tilemap.tiles[i].solid)
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{
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DrawRectangle(x, y, TILE_SIZE, TILE_SIZE, BLACK);
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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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if (tilemap.tiles[i].water_level > 0)
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{
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DrawRectangle(x, y, TILE_SIZE, TILE_SIZE, BLUE);
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}
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DrawText(buffer, x, y, 10, BLACK);
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}
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}
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Entity_t *p_ent;
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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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DrawRectangle(p_ct->position.x, p_ct->position.y, p_bbox->size.x, p_bbox->size.y, RED);
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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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// For DEBUG
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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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char buffer[64];
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sprintf(buffer, "Pos: %.3f\n %.3f", p_ct->position.x, p_ct->position.y);
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DrawText(buffer, tilemap.width * TILE_SIZE + 1, 15, 12, BLACK);
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sprintf(buffer, "Jumps: %u", p_cjump->jumps);
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DrawText(buffer, tilemap.width * TILE_SIZE + 1, 60, 12, BLACK);
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sprintf(buffer, "Crouch: %s", p_pstate->is_crouch? "YES":"NO");
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DrawText(buffer, tilemap.width * TILE_SIZE + 1, 90, 12, BLACK);
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sprintf(buffer, "Water: %s", p_pstate->in_water? "YES":"NO");
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DrawText(buffer, tilemap.width * TILE_SIZE + 1, 120, 12, BLACK);
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}
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}
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static void player_movement_input_system(Scene_t* scene)
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{
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LevelSceneData_t *data = (LevelSceneData_t *)scene->scene_data;
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TileGrid_t tilemap = data->tilemap;
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// Deal with player acceleration/velocity via inputs first
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float mag = Vector2Length(data->player_dir);
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mag = (mag == 0)? 1 : mag;
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Entity_t * p_player;
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sc_map_foreach_value(&scene->ent_manager.entities_map[PLAYER_ENT_TAG], p_player)
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{
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CTransform_t* p_ctransform = get_component(&scene->ent_manager, p_player, CTRANSFORM_COMP_T);
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CJump_t* p_cjump = get_component(&scene->ent_manager, p_player, CJUMP_COMP_T);
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CPlayerState_t* p_pstate = get_component(&scene->ent_manager, p_player, CPLAYERSTATE_T);
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p_ctransform->accel.x = 0;
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p_ctransform->accel.y = 0;
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if (!p_pstate->in_water)
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{
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data->player_dir.y = 0;
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p_ctransform->accel = Vector2Scale(Vector2Normalize(data->player_dir), MOVE_ACCEL/1.2);
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}
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else
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{
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p_ctransform->accel = Vector2Scale(Vector2Normalize(data->player_dir), MOVE_ACCEL);
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}
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// Short Hop
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if (p_cjump->jumped && p_ctransform->velocity.y < 0)
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{
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if (!data->jumped_pressed && !p_cjump->short_hop)
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{
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p_cjump->short_hop = true;
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p_ctransform->velocity.y /= 2;
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}
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}
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if (!p_ctransform->on_ground)
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{
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if (p_pstate->in_water)
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{
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p_ctransform->accel = Vector2Add(p_ctransform->accel, UPTHRUST);
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}
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p_ctransform->accel = Vector2Add(p_ctransform->accel, GRAVITY);
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}
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else
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{
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// All these actions can only be done on ground
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// Check if possible to jump when jump is pressed
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if (data->jumped_pressed && p_cjump->jumps > 0)
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{
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bool jump_valid = true;
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// Check Jump from crouch
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if (p_pstate->is_crouch)
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{
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Vector2 test_pos = p_ctransform->position;
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Vector2 test_bbox = {PLAYER_WIDTH, PLAYER_HEIGHT};
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Vector2 top = {0, -1};
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test_pos.x += PLAYER_C_XOFFSET;
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test_pos.y -= PLAYER_C_YOFFSET;
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jump_valid = !check_collision_at(test_pos, test_bbox, &tilemap, top);
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}
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// Jump okay
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if (jump_valid)
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{
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p_ctransform->velocity.y -= p_cjump->jump_speed;
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p_cjump->jumped = true;
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}
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}
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}
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// Friction
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if (p_pstate->in_water)
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{
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// Apply water friction
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// Consistent in all direction
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p_ctransform->accel = Vector2Add(
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p_ctransform->accel,
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Vector2Scale(p_ctransform->velocity, -5.5)
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);
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}
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else
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{
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// For game feel, y is set to air resistance only
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// x is set to ground resistance (even in air)
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// If not, then player is can go faster by bunny hopping
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// which is fun but not quite beneficial here
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p_ctransform->accel.x += p_ctransform->velocity.x * -3.3;
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p_ctransform->accel.y += p_ctransform->velocity.y * -1;
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}
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}
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data->player_dir.x = 0;
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data->player_dir.y = 0;
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}
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static void player_bbox_update_system(Scene_t *scene)
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{
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LevelSceneData_t *data = (LevelSceneData_t *)scene->scene_data;
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TileGrid_t tilemap = data->tilemap;
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Entity_t *p_player;
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sc_map_foreach_value(&scene->ent_manager.entities_map[PLAYER_ENT_TAG], p_player)
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{
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CTransform_t* p_ctransform = get_component(&scene->ent_manager, p_player, CTRANSFORM_COMP_T);
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CBBox_t* p_bbox = get_component(&scene->ent_manager, p_player, CBBOX_COMP_T);
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CPlayerState_t* p_pstate = get_component(&scene->ent_manager, p_player, CPLAYERSTATE_T);
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Vector2 prev_size = p_bbox->size;
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Vector2 prev_pos = p_ctransform->position;
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if (p_ctransform->on_ground && data->crouch_pressed && !p_pstate->is_crouch)
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{
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// Deal with hitbox change when crouch
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p_ctransform->position.x -= PLAYER_C_XOFFSET;
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p_ctransform->position.y += PLAYER_C_YOFFSET;
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set_bbox(p_bbox, PLAYER_C_WIDTH, PLAYER_C_HEIGHT);
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p_pstate->is_crouch = data->crouch_pressed;
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}
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else if (p_pstate->is_crouch && (!p_ctransform->on_ground || !data->crouch_pressed))
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{
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Vector2 test_pos = p_ctransform->position;
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Vector2 test_bbox = {PLAYER_WIDTH, PLAYER_HEIGHT};
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Vector2 top = {0, -1};
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test_pos.x += PLAYER_C_XOFFSET;
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test_pos.y -= PLAYER_C_YOFFSET;
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// Uncrouch need to check overhead for tile
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if (!check_collision_at(test_pos, test_bbox, &tilemap, top))
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{
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p_ctransform->position.x += PLAYER_C_XOFFSET;
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p_ctransform->position.y -= PLAYER_C_YOFFSET;
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set_bbox(p_bbox, PLAYER_WIDTH, PLAYER_HEIGHT);
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p_pstate->is_crouch = false;
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}
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}
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// After changing bbox and reposition
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// Do a collision check
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// This will handle collision due to bbox changing
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// Subsequent movement update will handle the offset
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unsigned int tile_x1 = (p_ctransform->position.x) / TILE_SIZE;
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unsigned int tile_y1 = (p_ctransform->position.y) / TILE_SIZE;
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unsigned int tile_x2 = (p_ctransform->position.x + p_bbox->size.x) / TILE_SIZE;
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unsigned int tile_y2 = (p_ctransform->position.y + p_bbox->size.y) / TILE_SIZE;
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for (unsigned int tile_y=tile_y1; tile_y <= tile_y2; tile_y++)
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{
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for (unsigned int tile_x=tile_x1; tile_x <= tile_x2; tile_x++)
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{
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unsigned int tile_idx = tile_y * tilemap.width + tile_x;
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if(tilemap.tiles[tile_idx].solid)
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{
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Vector2 overlap = {0};
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Vector2 prev_overlap = {0};
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Vector2 other;
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other.x = (tile_idx % tilemap.width) * TILE_SIZE;
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other.y = (tile_idx / tilemap.width) * TILE_SIZE; // Precision loss is intentional
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if (find_AABB_overlap(p_ctransform->position, p_bbox->size, other, TILE_SZ, &overlap))
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{
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find_AABB_overlap(prev_pos, prev_size, other, TILE_SZ, &prev_overlap);
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if (fabs(prev_overlap.y) > fabs(prev_overlap.x))
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{
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p_ctransform->position.x += overlap.x;
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}
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else if (fabs(prev_overlap.x) > fabs(prev_overlap.y))
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{
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p_ctransform->position.y += overlap.y;
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}
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else if (fabs(overlap.x) < fabs(overlap.y))
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{
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p_ctransform->position.x += overlap.x;
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}
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else
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{
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p_ctransform->position.y += overlap.y;
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}
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prev_pos = p_ctransform->position;
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}
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}
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}
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}
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}
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}
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static void movement_update_system(Scene_t* scene)
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{
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// Update movement
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float delta_time = 0.017; // TODO: Will need to think about delta time handling
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CTransform_t * p_ctransform;
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sc_map_foreach_value(&scene->ent_manager.component_map[CTRANSFORM_COMP_T], p_ctransform)
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{
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p_ctransform->velocity =
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Vector2Add(
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p_ctransform->velocity,
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Vector2Scale(p_ctransform->accel, delta_time)
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);
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float mag = Vector2Length(p_ctransform->velocity);
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p_ctransform->velocity = Vector2Scale(Vector2Normalize(p_ctransform->velocity), (mag > PLAYER_MAX_SPEED)? PLAYER_MAX_SPEED:mag);
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// 3 dp precision
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if (fabs(p_ctransform->velocity.x) < 1e-3) p_ctransform->velocity.x = 0;
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if (fabs(p_ctransform->velocity.y) < 1e-3) p_ctransform->velocity.y = 0;
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// Store previous position before update
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p_ctransform->prev_position.x = p_ctransform->position.x;
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p_ctransform->prev_position.y = p_ctransform->position.y;
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p_ctransform->position = Vector2Add(
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p_ctransform->position,
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Vector2Scale(p_ctransform->velocity, delta_time)
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);
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}
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}
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static void player_ground_air_transition_system(Scene_t* scene)
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{
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LevelSceneData_t *data = (LevelSceneData_t *)scene->scene_data;
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Entity_t *p_player;
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sc_map_foreach_value(&scene->ent_manager.entities_map[PLAYER_ENT_TAG], p_player)
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{
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CTransform_t* p_ctransform = get_component(&scene->ent_manager, p_player, CTRANSFORM_COMP_T);
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CBBox_t* p_bbox = get_component(&scene->ent_manager, p_player, CBBOX_COMP_T);
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CJump_t* p_cjump = get_component(&scene->ent_manager, p_player, CJUMP_COMP_T);
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CPlayerState_t* p_pstate = get_component(&scene->ent_manager, p_player, CPLAYERSTATE_T);
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// State checks
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bool on_ground = check_on_ground(p_ctransform->position, p_bbox->size, &data->tilemap);
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unsigned int tile_x = (p_ctransform->position.x + p_bbox->half_size.x) / TILE_SIZE;
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unsigned int tile_y = (p_ctransform->position.y + p_bbox->half_size.y) / TILE_SIZE;
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unsigned int tile_idx = tile_y * data->tilemap.width + tile_x;
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bool in_water = data->tilemap.tiles[tile_idx].water_level > 0;
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// Handle Ground<->Air Transition
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if (!on_ground && p_ctransform->on_ground)
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{
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p_cjump->jumps--;
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}
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else if (on_ground && !p_ctransform->on_ground)
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{
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p_cjump->jumps = p_cjump->max_jumps;
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p_cjump->jumped = false;
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p_cjump->short_hop = false;
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}
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// TODO: Handle in water <-> out of water transition
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p_ctransform->on_ground = on_ground;
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p_pstate->in_water = in_water;
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}
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}
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static void player_collision_system(Scene_t *scene)
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{
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LevelSceneData_t *data = (LevelSceneData_t *)scene->scene_data;
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TileGrid_t tilemap = data->tilemap;
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Entity_t *p_player;
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sc_map_foreach_value(&scene->ent_manager.entities_map[PLAYER_ENT_TAG], p_player)
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{
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CTransform_t* p_ctransform = get_component(&scene->ent_manager, p_player, CTRANSFORM_COMP_T);
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CBBox_t* p_bbox = get_component(&scene->ent_manager, p_player, CBBOX_COMP_T);
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// Get the occupied tiles
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// For each tile, loop through the entities and find overlaps
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// exclude self
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// find also previous overlap
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// If there is collision, use previous overlap to determine direction
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// Resolve collision via moving player by the overlap amount
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Vector2 overlap = {0};
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Vector2 prev_overlap = {0};
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unsigned int tile_x1 = (p_ctransform->position.x) / TILE_SIZE;
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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 * tilemap.width + tile_x;
|
|
//for (size_t i=0;i<p_tilecoord->n_tiles;++i)
|
|
//{
|
|
//unsigned int tile_idx = p_tilecoord->tiles[i];
|
|
Vector2 other;
|
|
if(tilemap.tiles[tile_idx].solid)
|
|
{
|
|
|
|
other.x = (tile_idx % tilemap.width) * TILE_SIZE;
|
|
other.y = (tile_idx / tilemap.width) * TILE_SIZE; // Precision loss is intentional
|
|
if (find_AABB_overlap(p_ctransform->position, p_bbox->size, other, TILE_SZ, &overlap))
|
|
{
|
|
find_AABB_overlap(p_ctransform->prev_position, p_bbox->size, other, TILE_SZ, &prev_overlap);
|
|
if (fabs(prev_overlap.y) > fabs(prev_overlap.x))
|
|
{
|
|
p_ctransform->position.x += overlap.x;
|
|
p_ctransform->velocity.x = 0;
|
|
}
|
|
else if (fabs(prev_overlap.x) > fabs(prev_overlap.y))
|
|
{
|
|
p_ctransform->position.y += overlap.y;
|
|
p_ctransform->velocity.y = 0;
|
|
}
|
|
else if (fabs(overlap.x) < fabs(overlap.y))
|
|
{
|
|
p_ctransform->position.x += overlap.x;
|
|
p_ctransform->velocity.x = 0;
|
|
}
|
|
else
|
|
{
|
|
p_ctransform->position.y += overlap.y;
|
|
p_ctransform->velocity.y = 0;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// TODO: check against the entities of each involved tiles
|
|
}
|
|
|
|
// Level boundary collision
|
|
unsigned int level_width = tilemap.width * TILE_SIZE;
|
|
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;
|
|
p_ctransform->position.x = (p_ctransform->position.x + p_bbox->size.x > level_width) ? level_width - p_bbox->size.x : p_ctransform->position.x;
|
|
p_ctransform->velocity.x *= -1;
|
|
}
|
|
|
|
unsigned int level_height = tilemap.height * TILE_SIZE;
|
|
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;
|
|
p_ctransform->position.y = (p_ctransform->position.y + p_bbox->size.y > level_height) ? level_height - p_bbox->size.y : p_ctransform->position.y;
|
|
p_ctransform->velocity.y *= -1;
|
|
}
|
|
}
|
|
}
|
|
// 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;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
static void toggle_block_system(Scene_t *scene)
|
|
{
|
|
static unsigned int last_tile_idx = MAX_N_TILES;
|
|
LevelSceneData_t *data = (LevelSceneData_t *)scene->scene_data;
|
|
TileGrid_t tilemap = data->tilemap;
|
|
|
|
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON))
|
|
{
|
|
int mouse_x = GetMouseX() / TILE_SIZE;
|
|
int mouse_y = GetMouseY() / TILE_SIZE;
|
|
unsigned int tile_idx = mouse_y * tilemap.width + mouse_x;
|
|
if (tile_idx != last_tile_idx)
|
|
{
|
|
tilemap.tiles[tile_idx].solid = !tilemap.tiles[tile_idx].solid;
|
|
tilemap.tiles[tile_idx].water_level = 0;
|
|
last_tile_idx = tile_idx;
|
|
}
|
|
}
|
|
// TODO: Check for right click to change to water, also update above
|
|
else if (IsMouseButtonDown(MOUSE_RIGHT_BUTTON))
|
|
{
|
|
int mouse_x = GetMouseX() / TILE_SIZE;
|
|
int mouse_y = GetMouseY() / TILE_SIZE;
|
|
unsigned int tile_idx = mouse_y * tilemap.width + mouse_x;
|
|
if (tile_idx != last_tile_idx)
|
|
{
|
|
if (tilemap.tiles[tile_idx].water_level == 0)
|
|
{
|
|
tilemap.tiles[tile_idx].water_level = MAX_WATER_LEVEL;
|
|
}
|
|
else
|
|
{
|
|
tilemap.tiles[tile_idx].water_level = 0;
|
|
}
|
|
last_tile_idx = tile_idx;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
last_tile_idx = MAX_N_TILES;
|
|
}
|
|
}
|
|
|
|
void level_do_action(Scene_t *scene, ActionType_t action, bool pressed)
|
|
{
|
|
LevelSceneData_t *data = (LevelSceneData_t *)scene->scene_data;
|
|
switch(action)
|
|
{
|
|
case ACTION_UP:
|
|
data->player_dir.y = (pressed)? -1 : 0;
|
|
data->jumped_pressed = pressed;
|
|
break;
|
|
case ACTION_DOWN:
|
|
data->player_dir.y = (pressed)? 1 : 0;
|
|
data->crouch_pressed = pressed;
|
|
break;
|
|
case ACTION_LEFT:
|
|
data->player_dir.x = (pressed)? -1 : 0;
|
|
break;
|
|
case ACTION_RIGHT:
|
|
data->player_dir.x = (pressed)? 1 : 0;
|
|
break;
|
|
}
|
|
|
|
}
|
|
|
|
void init_level_scene(LevelScene_t *scene)
|
|
{
|
|
init_scene(&scene->scene, LEVEL_SCENE, &level_scene_render_func, &level_do_action);
|
|
scene->scene.scene_data = &scene->data;
|
|
scene->data.jumped_pressed = false;
|
|
scene->data.crouch_pressed = false;
|
|
memset(&scene->data.player_dir, 0, sizeof(Vector2));
|
|
|
|
// insert level scene systems
|
|
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, &movement_update_system);
|
|
//sc_array_add(&scene->scene.systems, &update_tilemap_system);
|
|
sc_array_add(&scene->scene.systems, &player_collision_system);
|
|
sc_array_add(&scene->scene.systems, &player_ground_air_transition_system);
|
|
sc_array_add(&scene->scene.systems, &toggle_block_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);
|
|
|
|
scene->data.tilemap.width = 32;
|
|
scene->data.tilemap.height = 16;
|
|
assert(32*16 <= MAX_N_TILES);
|
|
scene->data.tilemap.n_tiles = 32*16;
|
|
scene->data.tilemap.tiles = all_tiles;
|
|
for (size_t i=0; i<MAX_N_TILES;i++)
|
|
{
|
|
all_tiles[i].solid = 0;
|
|
sc_map_init_64(&all_tiles[i].entities_set, 8, 0);
|
|
}
|
|
for (size_t i=0; i<32; ++i)
|
|
{
|
|
all_tiles[15*32+i].solid = true; // for testing
|
|
}
|
|
}
|
|
|
|
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);
|
|
}
|
|
}
|
|
|
|
void reload_level_scene(LevelScene_t *scene)
|
|
{
|
|
}
|