HATPC/scenes/scene_systems.c

218 lines
7.2 KiB
C

#include "scene_impl.h"
#include "ent_impl.h"
#include "constants.h"
void init_level_scene_data(LevelSceneData_t* data, uint32_t max_tiles, Tile_t* tiles)
{
data->game_viewport = LoadRenderTexture(VIEWABLE_MAP_WIDTH*TILE_SIZE, VIEWABLE_MAP_HEIGHT*TILE_SIZE);
data->game_rec = (Rectangle){25, 25, VIEWABLE_MAP_WIDTH*TILE_SIZE, VIEWABLE_MAP_HEIGHT*TILE_SIZE};
data->cam = (Camera2D){0};
data->cam.rotation = 0.0f;
data->cam.zoom = 1.0f;
data->tilemap.max_tiles = max_tiles;
if (tiles != NULL)
{
data->tilemap.tiles = tiles;
}
else
{
data->tilemap.tiles = calloc(max_tiles, sizeof(Tile_t));
}
data->tilemap.width = DEFAULT_MAP_WIDTH;
data->tilemap.height = DEFAULT_MAP_HEIGHT;
data->tilemap.tile_size = TILE_SIZE;
data->tilemap.n_tiles = data->tilemap.width * data->tilemap.height;
memset(data->tile_sprites, 0, sizeof(data->tile_sprites));
for (size_t i = 0; i < max_tiles;i++)
{
data->tilemap.tiles[i].solid = NOT_SOLID;
data->tilemap.tiles[i].tile_type = EMPTY_TILE;
data->tilemap.tiles[i].moveable = true;
data->tilemap.tiles[i].max_water_level = 4;
sc_map_init_64v(&data->tilemap.tiles[i].entities_set, 16, 0);
data->tilemap.tiles[i].size = (Vector2){TILE_SIZE, TILE_SIZE};
}
}
void term_level_scene_data(LevelSceneData_t* data)
{
for (size_t i = 0; i < data->tilemap.max_tiles;i++)
{
sc_map_term_64v(&data->tilemap.tiles[i].entities_set);
}
UnloadRenderTexture(data->game_viewport); // Unload render texture
}
bool load_level_tilemap(LevelScene_t* scene, unsigned int level_num)
{
if (level_num >= scene->data.level_pack->n_levels) return false;
LevelMap_t lvl_map = scene->data.level_pack->levels[level_num];
uint32_t n_tiles = lvl_map.width * lvl_map.height;
if (n_tiles > scene->data.tilemap.max_tiles) return false;
scene->data.current_level = level_num;
scene->data.tilemap.width = lvl_map.width;
scene->data.tilemap.height = lvl_map.height;
scene->data.tilemap.n_tiles = n_tiles;
clear_entity_manager(&scene->scene.ent_manager);
for (size_t i = 0; i < scene->data.tilemap.n_tiles;i++)
{
scene->data.tilemap.tiles[i].max_water_level = 4;
scene->data.tilemap.tiles[i].solid = NOT_SOLID;
scene->data.tilemap.tiles[i].tile_type = EMPTY_TILE;
scene->data.tilemap.tiles[i].moveable = true;
scene->data.tilemap.tiles[i].size = (Vector2){TILE_SIZE, TILE_SIZE};
sc_map_clear_64v(&scene->data.tilemap.tiles[i].entities_set);
switch (lvl_map.tiles[i].tile_type)
{
case 1:
change_a_tile(&scene->data.tilemap, i, SOLID_TILE);
break;
default:
break;
}
switch (lvl_map.tiles[i].entity_to_spawn)
{
case 1:
{
Entity_t* ent = create_player(&scene->scene.ent_manager, &scene->scene.engine->assets);
CTransform_t* p_ct = get_component(ent, CTRANSFORM_COMP_T);
p_ct->position.x = (i % scene->data.tilemap.width) * scene->data.tilemap.tile_size;
p_ct->position.y = (i / scene->data.tilemap.width) * scene->data.tilemap.tile_size;
}
break;
default:
break;
}
scene->data.tilemap.tiles[i].water_level = lvl_map.tiles[i].water;
}
return true;
}
void reload_level_tilemap(LevelScene_t* scene)
{
load_level_tilemap(scene, scene->data.current_level);
}
void load_next_level_tilemap(LevelScene_t* scene)
{
unsigned int lvl = scene->data.current_level;
lvl++;
if (lvl < scene->data.level_pack->n_levels)
{
load_level_tilemap(scene, lvl);
}
}
void load_prev_level_tilemap(LevelScene_t* scene)
{
unsigned int lvl = scene->data.current_level;
lvl--;
if (lvl >= 0)
{
load_level_tilemap(scene, lvl);
}
}
void change_a_tile(TileGrid_t* tilemap, unsigned int tile_idx, TileType_t new_type)
{
TileType_t last_type = tilemap->tiles[tile_idx].tile_type;
tilemap->tiles[tile_idx].tile_type = new_type;
switch (new_type)
{
case EMPTY_TILE:
tilemap->tiles[tile_idx].solid = NOT_SOLID;
break;
case ONEWAY_TILE:
tilemap->tiles[tile_idx].solid = ONE_WAY;
break;
case LADDER:
{
int up_tile = tile_idx - tilemap->width;
if (up_tile > 0 && tilemap->tiles[up_tile].tile_type != LADDER)
{
tilemap->tiles[tile_idx].solid = ONE_WAY;
}
else
{
tilemap->tiles[tile_idx].solid = NOT_SOLID;
}
int down_tile = tile_idx + tilemap->width;
if (down_tile < tilemap->n_tiles && tilemap->tiles[down_tile].tile_type == LADDER)
{
tilemap->tiles[down_tile].solid = (tilemap->tiles[tile_idx].tile_type != LADDER)? ONE_WAY : NOT_SOLID;
}
}
break;
case SPIKES:
tilemap->tiles[tile_idx].solid = NOT_SOLID;
break;
case SOLID_TILE:
tilemap->tiles[tile_idx].solid = SOLID;
break;
}
if (last_type == LADDER && new_type != LADDER)
{
int down_tile = tile_idx + tilemap->width;
if (down_tile < tilemap->n_tiles && tilemap->tiles[down_tile].tile_type == LADDER)
{
tilemap->tiles[down_tile].solid = ONE_WAY;
}
}
if (new_type == SPIKES)
{
// Priority: Down, Up, Left, Right
if (tile_idx + tilemap->width < tilemap->n_tiles && tilemap->tiles[tile_idx + tilemap->width].tile_type == SOLID_TILE)
{
tilemap->tiles[tile_idx].offset = (Vector2){0,16};
tilemap->tiles[tile_idx].size = (Vector2){32,16};
}
else if (tile_idx - tilemap->width >= 0 && tilemap->tiles[tile_idx - tilemap->width].tile_type == SOLID_TILE)
{
tilemap->tiles[tile_idx].offset = (Vector2){0,0};
tilemap->tiles[tile_idx].size = (Vector2){32,16};
}
else if (tile_idx % tilemap->width != 0 && tilemap->tiles[tile_idx - 1].tile_type == SOLID_TILE)
{
tilemap->tiles[tile_idx].offset = (Vector2){0,0};
tilemap->tiles[tile_idx].size = (Vector2){16,32};
}
else if ((tile_idx + 1) % tilemap->width != 0 && tilemap->tiles[tile_idx + 1].tile_type == SOLID_TILE)
{
tilemap->tiles[tile_idx].offset = (Vector2){16,0};
tilemap->tiles[tile_idx].size = (Vector2){16,32};
}
else
{
tilemap->tiles[tile_idx].offset = (Vector2){0,16};
tilemap->tiles[tile_idx].size = (Vector2){32,16};
}
}
else if (new_type == ONEWAY_TILE)
{
tilemap->tiles[tile_idx].offset = (Vector2){0,0};
tilemap->tiles[tile_idx].size = (Vector2){32,10};
}
else
{
tilemap->tiles[tile_idx].offset = (Vector2){0,0};
tilemap->tiles[tile_idx].size = (Vector2){32,32};
}
tilemap->tiles[tile_idx].moveable = (
tilemap->tiles[tile_idx].tile_type == EMPTY_TILE
|| tilemap->tiles[tile_idx].tile_type == SPIKES
);
tilemap->tiles[tile_idx].def = (tilemap->tiles[tile_idx].tile_type == SOLID_TILE) ? 5: 2;
}