596 lines
24 KiB
C
596 lines
24 KiB
C
#include "tracy/TracyC.h"
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#include "scene_impl.h"
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#include "game_systems.h"
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#include "water_flow.h"
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#include "constants.h"
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#include "ent_impl.h"
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#include "mempool.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 Tile_t all_tiles[MAX_N_TILES] = {0};
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static RenderInfoNode all_tile_rendernodes[MAX_N_TILES] = {0};
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#define GAME_LAYER 0
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#define CONTROL_LAYER 1
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static void level_scene_render_func(Scene_t* scene)
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{
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LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data);
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static char buffer[512];
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BeginTextureMode(scene->layers.render_layers[CONTROL_LAYER].layer_tex);
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ClearBackground(BLANK);
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if (data->camera.mode == CAMERA_RANGED_MOVEMENT)
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{
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// TL
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DrawLineEx((Vector2){32,32},
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(Vector2){64,32}, 5, WHITE);
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DrawLineEx((Vector2){32,32},
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(Vector2){32,64}, 5, WHITE);
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//TR
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DrawLineEx((Vector2){data->game_rec.width - 64,32},
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(Vector2){data->game_rec.width - 32, 32}, 5, WHITE);
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DrawLineEx((Vector2){data->game_rec.width - 32,32},
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(Vector2){data->game_rec.width - 32, 64}, 5, WHITE);
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//BL
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DrawLineEx((Vector2){32,data->game_rec.height-32},
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(Vector2){64,data->game_rec.height - 32}, 5, WHITE);
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DrawLineEx((Vector2){32,data->game_rec.height-64},
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(Vector2){32, data->game_rec.height - 32}, 5, WHITE);
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//BR
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DrawLineEx((Vector2){data->game_rec.width - 64,data->game_rec.height-32},
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(Vector2){data->game_rec.width - 32,data->game_rec.height - 32}, 5, WHITE);
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DrawLineEx((Vector2){data->game_rec.width - 32,data->game_rec.height-64},
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(Vector2){data->game_rec.width - 32, data->game_rec.height - 32}, 5, WHITE);
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}
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Entity_t* p_ent;
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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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CAirTimer_t* p_air = get_component(p_ent, CAIRTIMER_T);
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Sprite_t* spr = get_sprite(&scene->engine->assets, "p_bigbubble");
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Vector2 air_pos = {data->game_rec.width - 32, data->game_rec.height - 32};
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for (uint8_t i = 0; i < p_air->curr_count; i++)
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{
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draw_sprite(spr, 0, air_pos, 0, false);
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//DrawCircleV(air_pos, 16, BLUE);
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air_pos.x -= 32;
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}
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}
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// For DEBUG
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int gui_x = 5;
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sprintf(buffer, "%u %u", sc_map_size_64v(&scene->ent_manager.entities), GetFPS());
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DrawText(buffer, gui_x, data->game_rec.height - 12, 12, WHITE);
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DrawRectangle(0, 0, data->game_rec.width, 32, (Color){0,0,0,128});
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sprintf(buffer, "Chests: %u / %u", data->coins.current, data->coins.total);
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gui_x = data->game_rec.width - MeasureText(buffer, 24) - 5;
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DrawText(buffer, gui_x, 0, 24, RED);
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EndTextureMode();
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}
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static void level_do_action(Scene_t* scene, ActionType_t action, bool pressed)
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{
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LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data);
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CPlayerState_t* p_playerstate;
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sc_map_foreach_value(&scene->ent_manager.component_map[CPLAYERSTATE_T], p_playerstate)
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{
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switch(action)
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{
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case ACTION_UP:
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p_playerstate->player_dir.y = (pressed)? -1 : 0;
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if (data->camera.mode == CAMERA_RANGED_MOVEMENT) data->camera.cam.target.y -= 20;
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break;
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case ACTION_DOWN:
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p_playerstate->player_dir.y = (pressed)? 1 : 0;
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if (data->camera.mode == CAMERA_RANGED_MOVEMENT) data->camera.cam.target.y += 20;
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break;
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case ACTION_LEFT:
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p_playerstate->player_dir.x = (pressed)? -1 : 0;
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if (data->camera.mode == CAMERA_RANGED_MOVEMENT) data->camera.cam.target.x -= 20;
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break;
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case ACTION_RIGHT:
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p_playerstate->player_dir.x = (pressed)? 1 : 0;
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if (data->camera.mode == CAMERA_RANGED_MOVEMENT) data->camera.cam.target.x += 20;
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break;
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case ACTION_JUMP:
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p_playerstate->jump_pressed = pressed;
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break;
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case ACTION_LOOKAHEAD:
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p_playerstate->locked = pressed;
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data->camera.mode = pressed ? CAMERA_RANGED_MOVEMENT : CAMERA_FOLLOW_PLAYER;
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break;
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default:
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break;
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}
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}
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if (!pressed)
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{
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switch (action)
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{
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case ACTION_RESTART:
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reload_level_tilemap((LevelScene_t*)scene);
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break;
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case ACTION_NEXTLEVEL:
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load_next_level_tilemap((LevelScene_t*)scene);
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break;
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case ACTION_PREVLEVEL:
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load_prev_level_tilemap((LevelScene_t*)scene);
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break;
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case ACTION_EXIT:
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if(scene->engine != NULL)
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{
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change_scene(scene->engine, MAIN_MENU_SCENE);
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}
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break;
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default:
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break;
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}
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}
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}
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static void render_regular_game_scene(Scene_t* scene)
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{
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TracyCZoneN(ctx, "GameRender", true)
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// This function will render the game scene outside of the intended draw function
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// Just for clarity and separation of logic
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LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data);
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TileGrid_t tilemap = data->tilemap;
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Entity_t* p_ent;
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Vector2 min = GetScreenToWorld2D((Vector2){0, 0}, data->camera.cam);
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Vector2 max = GetScreenToWorld2D(
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(Vector2){
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data->game_rec.width,
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data->game_rec.height
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},
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data->camera.cam
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);
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min = Vector2Scale(min, 1.0f/tilemap.tile_size);
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max = Vector2Scale(max, 1.0f/tilemap.tile_size);
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min.x = (int)fmax(0, min.x - 1);
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min.y = (int)fmax(0, min.y - 1);
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max.x = (int)fmin(tilemap.width, max.x + 1);
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max.y = (int)fmin(tilemap.height, max.y + 1);
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// Queue TileMap rendering
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for (int tile_y = min.y; tile_y < max.y; tile_y++)
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{
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for (int tile_x = min.x; tile_x < max.x; tile_x++)
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{
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int i = tile_x + tile_y * tilemap.width;
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// Tile render nodes is static on load and is not dynamically updated.
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// We exploit the fact that all tiles can only change into an empty
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// tile.
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// This won't work if a tile can change into something else
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if (tilemap.tiles[i].tile_type == EMPTY_TILE) continue;
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uint8_t depth = 2;
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if (tilemap.tiles[i].tile_type == LADDER)
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{
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depth = 0;
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}
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add_render_node(&data->render_manager, all_tile_rendernodes + i, depth);
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}
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}
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// Queue Sprite rendering
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sc_map_foreach_value(&scene->ent_manager.entities, p_ent)
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{
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if (!p_ent->m_alive) continue;
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CSprite_t* p_cspr = get_component(p_ent, CSPRITE_T);
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if (p_cspr == NULL) continue;
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const SpriteRenderInfo_t spr = p_cspr->sprites[p_cspr->current_idx];
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if (spr.sprite == NULL) continue;
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Vector2 pos = p_ent->position;
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CBBox_t* p_bbox = get_component(p_ent, CBBOX_COMP_T);
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if (p_bbox != NULL)
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{
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pos = Vector2Add(
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pos,
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get_anchor_offset(p_bbox->size, spr.dest_anchor, p_cspr->node.flip & 1)
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);
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}
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pos = Vector2Subtract(
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pos,
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get_anchor_offset(spr.sprite->frame_size, spr.src_anchor, p_cspr->node.flip & 1)
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);
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Vector2 offset = spr.offset;
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if (p_cspr->node.flip & 1) offset.x *= -1;
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pos = Vector2Add(pos, offset);
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// Entity culling
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if (
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pos.x + spr.sprite->frame_size.x < min.x * tilemap.tile_size
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|| pos.x > max.x * tilemap.tile_size
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|| pos.y + spr.sprite->frame_size.y < min.y * tilemap.tile_size
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|| pos.y > max.y * tilemap.tile_size
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)
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{
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continue;
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}
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if (p_ent->m_tag == LEVEL_END_TAG)
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{
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p_cspr->current_frame = 2 * data->selected_solid_tilemap + (
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(data->coins.current < data->coins.total) ? 0 : 1);
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}
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p_cspr->node.spr = spr.sprite;
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p_cspr->node.frame_num = p_cspr->current_frame;
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p_cspr->node.pos = pos;
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add_render_node(&data->render_manager, &p_cspr->node, p_cspr->depth);
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}
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Texture2D* bg = get_texture(&scene->engine->assets, "bg_tex");
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BeginTextureMode(scene->layers.render_layers[GAME_LAYER].layer_tex);
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ClearBackground(WHITE);
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DrawTexturePro(*bg,
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//(Rectangle){0,0,64,64},
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(Rectangle){min.x,0, data->game_rec.width, data->game_rec.height},
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(Rectangle){0,0, data->game_rec.width, data->game_rec.height},
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//(Rectangle){0,0,game_rec.width, game_rec.height},
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(Vector2){0,0}, 0.0f, WHITE
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);
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BeginMode2D(data->camera.cam);
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#ifdef ENABLE_RENDER_FALLBACK
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for (int tile_y = min.y; tile_y < max.y; tile_y++)
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{
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for (int tile_x = min.x; tile_x < max.x; tile_x++)
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{
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int i = tile_x + tile_y * tilemap.width;
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int x = tile_x * TILE_SIZE;
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int y = tile_y * TILE_SIZE;
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if (tilemap.tiles[i].tile_type == LADDER)
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{
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if (data->tile_sprites[tilemap.tiles[i].tile_type] == NULL)
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{
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DrawRectangle(x, y, TILE_SIZE, TILE_SIZE, ORANGE);
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}
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}
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}
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}
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sc_map_foreach_value(&scene->ent_manager.entities, p_ent)
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{
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CBBox_t* p_bbox = get_component(p_ent, CBBOX_COMP_T);
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// Entity culling
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Vector2 box_size = {0};
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if (p_bbox != NULL) box_size = p_bbox->size;
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if (
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p_ent->position.x + box_size.x < min.x * tilemap.tile_size
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|| p_ent->position.x > max.x * tilemap.tile_size
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|| p_ent->position.y + box_size.y < min.y * tilemap.tile_size
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|| p_ent->position.y > max.y * tilemap.tile_size
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) continue;
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CSprite_t* p_cspr = get_component(p_ent, CSPRITE_T);
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if (p_cspr != NULL) continue;
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// Continue here only if no sprite
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Color colour;
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switch(p_ent->m_tag)
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{
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case PLAYER_ENT_TAG:
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colour = RED;
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break;
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case CRATES_ENT_TAG:
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colour = p_bbox->fragile? BROWN : GRAY;
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break;
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case BOULDER_ENT_TAG:
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colour = GRAY;
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break;
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default:
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colour = BLACK;
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break;
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}
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if (p_ent->m_tag == LEVEL_END_TAG)
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{
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DrawCircleV(p_ent->position, tilemap.tile_size >> 1, (data->coins.current < data->coins.total)? RED : GREEN);
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continue;
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}
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if (p_bbox != NULL)
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{
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if (p_ent->m_tag == BOULDER_ENT_TAG)
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{
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DrawCircleV(Vector2Add(p_ent->position, p_bbox->half_size), p_bbox->half_size.x, colour);
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}
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else
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{
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DrawRectangle(p_ent->position.x, p_ent->position.y, p_bbox->size.x, p_bbox->size.y, colour);
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}
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if (p_ent->m_tag == CRATES_ENT_TAG)
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{
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CContainer_t* p_container = get_component(p_ent, CCONTAINER_T);
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if (p_container != NULL)
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{
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switch (p_container->item)
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{
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case CONTAINER_LEFT_ARROW:
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DrawLine(
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p_ent->position.x,
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p_ent->position.y + p_bbox->half_size.y,
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p_ent->position.x + p_bbox->half_size.x,
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p_ent->position.y + p_bbox->half_size.y,
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BLACK
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);
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break;
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case CONTAINER_RIGHT_ARROW:
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DrawLine(
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p_ent->position.x + p_bbox->half_size.x,
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p_ent->position.y + p_bbox->half_size.y,
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p_ent->position.x + p_bbox->size.x,
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p_ent->position.y + p_bbox->half_size.y,
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BLACK
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);
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break;
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case CONTAINER_UP_ARROW:
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DrawLine(
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p_ent->position.x + p_bbox->half_size.x,
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p_ent->position.y,
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p_ent->position.x + p_bbox->half_size.x,
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p_ent->position.y + p_bbox->half_size.y,
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BLACK
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);
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break;
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case CONTAINER_DOWN_ARROW:
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DrawLine(
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p_ent->position.x + p_bbox->half_size.x,
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p_ent->position.y + p_bbox->half_size.y,
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p_ent->position.x + p_bbox->half_size.x,
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p_ent->position.y + p_bbox->size.y,
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BLACK
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);
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break;
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case CONTAINER_BOMB:
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DrawCircleV(Vector2Add(p_ent->position, p_bbox->half_size), p_bbox->half_size.x, BLACK);
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break;
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default:
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break;
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}
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}
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}
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}
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}
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for (int tile_y = min.y; tile_y < max.y; tile_y++)
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{
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for (int tile_x = min.x; tile_x < max.x; tile_x++)
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{
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int i = tile_x + tile_y * tilemap.width;
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int x = tile_x * TILE_SIZE;
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int y = tile_y * TILE_SIZE;
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if (tilemap.tiles[i].tile_type != LADDER)
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{
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uint8_t tile_sprite_idx = tilemap.tiles[i].tile_type + tilemap.tiles[i].rotation;
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if (tilemap.tiles[i].tile_type == SOLID_TILE)
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{
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if (data->solid_tile_sprites == NULL) {
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DrawRectangle(x, y, TILE_SIZE, TILE_SIZE, BLACK);
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}
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}
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else if (data->tile_sprites[tile_sprite_idx] == NULL)
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{
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if (tilemap.tiles[i].tile_type == ONEWAY_TILE)
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{
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DrawRectangle(x, y, TILE_SIZE, TILE_SIZE, MAROON);
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}
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else if (tilemap.tiles[i].tile_type == SPIKES)
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{
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DrawRectangle(
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x + tilemap.tiles[i].offset.x, y + tilemap.tiles[i].offset.y,
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tilemap.tiles[i].size.x, tilemap.tiles[i].size.y, RED
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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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#endif //ENABLE_RENDER_FALLBACK
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execute_render(&data->render_manager);
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// Particle effect will always be in front of everything except water
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draw_particle_system(&scene->part_sys);
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// Render water
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for (int tile_y = min.y; tile_y < max.y; tile_y++)
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{
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for (int tile_x = min.x; tile_x < max.x; tile_x++)
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{
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int i = tile_x + tile_y * tilemap.width;
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int x = tile_x * TILE_SIZE;
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int y = tile_y * TILE_SIZE;
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// Draw water flow
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if (tilemap.tiles[i].wet)
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{
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#define SURFACE_THICKNESS 4
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int up = i - tilemap.width;
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unsigned int bot = i + tilemap.width;
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int right = i + 1;
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int left = i - 1;
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int bot_line = y + TILE_SIZE - tilemap.tiles[i].water_level * WATER_BBOX_STEP - SURFACE_THICKNESS / 2;
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if (up >= 0 && tilemap.tiles[up].wet)
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{
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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));
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}
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if (
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bot <= tilemap.n_tiles
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&& tilemap.tiles[i].water_level == 0
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)
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{
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if (i % tilemap.width != 0 && tilemap.tiles[left].wet && (tilemap.tiles[bot].solid == SOLID || tilemap.tiles[bot-1].solid == SOLID))
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{
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DrawLineEx((Vector2){x, bot_line}, (Vector2){x + TILE_SIZE / 2, bot_line}, SURFACE_THICKNESS, ColorAlpha(BLUE, 0.7));
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}
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if (right % tilemap.width != 0 && tilemap.tiles[right].wet && (tilemap.tiles[bot].solid == SOLID || tilemap.tiles[bot+1].solid == SOLID))
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{
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DrawLineEx((Vector2){x + TILE_SIZE / 2, bot_line}, (Vector2){x + TILE_SIZE, bot_line}, SURFACE_THICKNESS, ColorAlpha(BLUE, 0.7));
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}
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}
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if (tilemap.tiles[i].max_water_level < MAX_WATER_LEVEL)
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{
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|
DrawRectangleLinesEx((Rectangle){x, y, TILE_SIZE, TILE_SIZE}, 2.0, ColorAlpha(BLUE, 0.5));
|
|
}
|
|
}
|
|
|
|
uint32_t water_height = tilemap.tiles[i].water_level * WATER_BBOX_STEP;
|
|
Color water_colour = ColorAlpha(BLUE, 0.5);
|
|
DrawRectangle(
|
|
x,
|
|
y + (TILE_SIZE - water_height),
|
|
TILE_SIZE,
|
|
water_height,
|
|
water_colour
|
|
);
|
|
}
|
|
}
|
|
EndMode2D();
|
|
EndTextureMode();
|
|
TracyCZoneEnd(ctx)
|
|
}
|
|
|
|
static void at_level_start(Scene_t* scene)
|
|
{
|
|
LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data);
|
|
data->sm.state = LEVEL_STATE_RUNNING;
|
|
}
|
|
|
|
static void at_level_complete(Scene_t* scene)
|
|
{
|
|
LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data);
|
|
data->sm.fractional += scene->delta_time;
|
|
if (data->sm.fractional > 1.0f)
|
|
{
|
|
data->sm.fractional -= 1.0f;
|
|
data->sm.counter++;
|
|
}
|
|
if (data->sm.counter >= 1)
|
|
{
|
|
do_action(scene, ACTION_NEXTLEVEL, false);
|
|
data->sm.state = LEVEL_STATE_STARTING;
|
|
}
|
|
}
|
|
|
|
void init_game_scene(LevelScene_t* scene)
|
|
{
|
|
init_scene(&scene->scene, &level_do_action, ENABLE_ENTITY_MANAGEMENT_SYSTEM | ENABLE_PARTICLE_SYSTEM);
|
|
init_entity_tag_map(&scene->scene.ent_manager, PLAYER_ENT_TAG, 4);
|
|
init_entity_tag_map(&scene->scene.ent_manager, BOULDER_ENT_TAG, MAX_COMP_POOL_SIZE);
|
|
init_entity_tag_map(&scene->scene.ent_manager, LEVEL_END_TAG, 16);
|
|
init_entity_tag_map(&scene->scene.ent_manager, DYNMEM_ENT_TAG, 16);
|
|
|
|
scene->data.tilemap.tiles = all_tiles;
|
|
scene->data.tilemap.render_nodes = all_tile_rendernodes;
|
|
init_level_scene_data(
|
|
&scene->data, MAX_N_TILES, all_tiles,
|
|
(Rectangle){
|
|
0,0,
|
|
VIEWABLE_MAP_WIDTH*TILE_SIZE, VIEWABLE_MAP_HEIGHT*TILE_SIZE
|
|
}
|
|
);
|
|
for (size_t i = 0; i < MAX_N_TILES; i++)
|
|
{
|
|
memset(all_tile_rendernodes + i, 0, sizeof(RenderInfoNode));
|
|
all_tile_rendernodes[i].pos = (Vector2){
|
|
(i % scene->data.tilemap.width) * TILE_SIZE,
|
|
(i / scene->data.tilemap.width) * TILE_SIZE,
|
|
};
|
|
all_tile_rendernodes[i].scale = (Vector2){1,1};
|
|
all_tile_rendernodes[i].colour = WHITE;
|
|
}
|
|
scene->data.sm.state_functions[LEVEL_STATE_STARTING] = at_level_start;
|
|
scene->data.sm.state_functions[LEVEL_STATE_RUNNING] = NULL;
|
|
scene->data.sm.state_functions[LEVEL_STATE_DEAD] = NULL;
|
|
scene->data.sm.state_functions[LEVEL_STATE_COMPLETE] = at_level_complete;
|
|
|
|
scene->scene.bg_colour = LIGHTGRAY;
|
|
add_scene_layer(
|
|
&scene->scene, scene->data.game_rec.width, scene->data.game_rec.height,
|
|
scene->data.game_rec
|
|
);
|
|
add_scene_layer(
|
|
&scene->scene,
|
|
scene->data.game_rec.width, scene->data.game_rec.height,
|
|
scene->data.game_rec
|
|
);
|
|
|
|
create_player(&scene->scene.ent_manager);
|
|
update_entity_manager(&scene->scene.ent_manager);
|
|
|
|
// Set up textures
|
|
scene->data.solid_tile_sprites = get_sprite(&scene->scene.engine->assets, "stile0");
|
|
|
|
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, &state_transition_update_system);
|
|
sc_array_add(&scene->scene.systems, &update_entity_emitter_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, &update_water_runner_system);
|
|
sc_array_add(&scene->scene.systems, &check_player_dead_system);
|
|
sc_array_add(&scene->scene.systems, &level_end_detection_system);
|
|
sc_array_add(&scene->scene.systems, &level_state_management_system);
|
|
sc_array_add(&scene->scene.systems, &render_regular_game_scene);
|
|
sc_array_add(&scene->scene.systems, &level_scene_render_func);
|
|
// 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);
|
|
sc_map_put_64(&scene->scene.action_map, KEY_Z, ACTION_LOOKAHEAD);
|
|
|
|
}
|
|
|
|
void free_game_scene(LevelScene_t* scene)
|
|
{
|
|
clear_all_game_entities(scene);
|
|
free_scene(&scene->scene);
|
|
term_level_scene_data(&scene->data);
|
|
}
|