HATPC/water_test.c

475 lines
17 KiB
C

#include "constants.h"
#include "scene_impl.h"
#include "ent_impl.h"
#include "water_flow.h"
#include "game_systems.h"
#include "assets_loader.h"
#include "raymath.h"
#include <stdio.h>
#include <unistd.h>
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 bool water_toggle = false;
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->camera.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].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[bot].water_level < MAX_WATER_LEVEL
&& tilemap.tiles[i].water_level == 0
)
{
if (i % tilemap.width != 0 && tilemap.tiles[left].wet)
{
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)
{
DrawLineEx((Vector2){x + TILE_SIZE / 2, bot_line}, (Vector2){x + TILE_SIZE, bot_line}, SURFACE_THICKNESS, ColorAlpha(BLUE, 0.7));
}
}
}
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
);
}
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, p_cspr->current_frame, pos, 0.0f, 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));
if (p_runner->target_tile < p_runner->bfs_tilemap.len)
{
unsigned int x = ((p_runner->target_tile) % tilemap.width) * tilemap.tile_size;
unsigned int y = ((p_runner->target_tile) / tilemap.width) * tilemap.tile_size;
DrawCircle(x+16, y+16, 8, ColorAlpha(BLUE, 0.2));
}
if (p_runner->state == LOWEST_POINT_MOVEMENT)
{
int curr_idx = p_runner->current_tile;
int next_idx = p_runner->bfs_tilemap.tilemap[curr_idx].to;
while(curr_idx != p_runner->target_tile || curr_idx == next_idx)
while(next_idx >= 0)
{
unsigned int x1 = (curr_idx % tilemap.width) * tilemap.tile_size + tilemap.tile_size / 2;
unsigned int y1 = (curr_idx / tilemap.width) * tilemap.tile_size + tilemap.tile_size / 2;
unsigned int x2 = (next_idx % tilemap.width) * tilemap.tile_size + tilemap.tile_size / 2;
unsigned int y2 = (next_idx / tilemap.width) * tilemap.tile_size + tilemap.tile_size / 2;
DrawLine(x1, y1, x2, y2, BLACK);
curr_idx = next_idx;
next_idx = p_runner->bfs_tilemap.tilemap[curr_idx].to;
}
}
}
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( water_toggle? ColorAlpha(BLUE, 0.2) : LIGHTGRAY);
DrawTextureRec(
data->game_viewport.texture,
draw_rec,
(Vector2){data->game_rec.x, data->game_rec.y},
WHITE
);
EndDrawing();
}
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 (IsMouseButtonReleased(MOUSE_LEFT_BUTTON))
{
last_tile_idx = MAX_N_TILES;
}
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->camera.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))
{
if (!water_toggle)
{
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;
tilemap.tiles[tile_idx].wet = false;
}
change_a_tile(&tilemap, tile_idx, new_type);
}
else
{
if (tilemap.tiles[tile_idx].tile_type != SOLID_TILE)
{
if (tilemap.tiles[tile_idx].water_level > 0)
{
tilemap.tiles[tile_idx].water_level = 0;
}
else
{
tilemap.tiles[tile_idx].water_level = tilemap.tiles[tile_idx].max_water_level;
}
}
}
last_tile_idx = tile_idx;
CWaterRunner_t* p_crunner;
sc_map_foreach_value(&scene->ent_manager.component_map[CWATERRUNNER_T], p_crunner)
{
//if (tilemap.tiles[tile_idx].solid)
//{
// int curr_idx = p_crunner->current_tile;
// //Tile_t* curr_tile = tilemap.tiles + p_crunner->current_tile;
// bool blocked = false;
// puts("Retracing");
// while(curr_idx >= 0)
// {
// printf("%u\n", curr_idx);
// if (curr_idx == tile_idx)
// {
// blocked = true;
// break;
// }
// curr_idx = p_crunner->bfs_tilemap.tilemap[curr_idx].from;
// }
// if (blocked)
// {
// int return_idx = p_crunner->current_tile;
// if (p_crunner->bfs_tilemap.tilemap[curr_idx].from >= 0)
// {
// p_crunner->current_tile = p_crunner->bfs_tilemap.tilemap[curr_idx].from;
// }
// puts("Blocking...");
// while(curr_idx != return_idx)
// {
// tilemap.tiles[curr_idx].wet = false;
// curr_idx = p_crunner->bfs_tilemap.tilemap[curr_idx].to;
// }
// }
//}
p_crunner->state = BFS_RESET;
}
}
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;
case ACTION_METAL_TOGGLE:
if (!pressed) water_toggle = !water_toggle;
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)
{
InitWindow(1280, 640, "raylib");
SetTargetFPS(60);
init_engine(&engine);
LevelScene_t scene;
scene.scene.engine = &engine;
init_scene(&scene.scene, &level_scene_render_func, &level_do_action);
init_level_scene_data(
&scene.data, MAX_N_TILES, all_tiles,
(Rectangle){25, 25, VIEWABLE_MAP_WIDTH*TILE_SIZE, VIEWABLE_MAP_HEIGHT*TILE_SIZE}
);
assert(scene.data.tilemap.n_tiles <= MAX_N_TILES);
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, &update_water_runner_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);
sc_map_put_64(&scene.scene.action_map, KEY_P, ACTION_METAL_TOGGLE);
while(true)
{
process_inputs(&engine, &scene.scene);
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);
term_level_scene_data(&scene.data);
deinit_engine(&engine);
CloseWindow();
}