Refine the squish

master
En Yi 2020-01-04 14:08:58 +08:00
parent 19e61744ce
commit ad7d2d3fa4
3 changed files with 87 additions and 91 deletions

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@ -2,7 +2,7 @@
#include <stdio.h>
// Global Constants
#define BEZIER_POINTS 7
#define BEZIER_POINTS 5
#define LEFT KEY_LEFT
#define RIGHT KEY_RIGHT
#define JUMP KEY_SPACE
@ -46,18 +46,17 @@ struct squishy_square
{
struct kinematic_obj *parent;
Color color;
Vector2 topleft;
Vector2 topright;
Vector2 bottomleft;
Vector2 bottomright;
Vector2 top_handle;
Vector2 bottom_handle;
Vector2 left_handle;
Vector2 right_handle;
Vector2 center;
double top_offset;
double bottom_offset;
double left_offset;
double right_offset;
Vector2 top_vertices[BEZIER_POINTS+1];
Vector2 bottom_vertices[BEZIER_POINTS+1];
Vector2 left_vertices[BEZIER_POINTS+1];
Vector2 right_vertices[BEZIER_POINTS+1];
};
// Object functions, kinematics.c

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@ -3,7 +3,7 @@
#define PLAYER_ACCEL 1600
#define AIR_ACCEL 400
#define RUN_INIT_SPD 270
#define RUN_INIT_SPD 230
#define JUMP_SPD 500
#define GRAV 1200

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@ -1,23 +1,16 @@
#include "header.h"
#include <rlgl.h>
#define INTERP_FACTOR 0.5
#define INTERP_FACTOR 0.2
#define OFFSET_VALUE 20
void three_point_beizerfan(Vector2 start, Vector2 mid, Vector2 end, Vector2* arr);
void three_point_beizer(Vector2 start, Vector2 mid, Vector2 end, Vector2* arr);
void calc_offsets(struct squishy_square *square);
struct squishy_square init_squishy_square(struct kinematic_obj *parent, Color color){
struct squishy_square sqr = {
.parent = parent,
.color = color,
.topleft = (Vector2){0,0},
.topright= (Vector2){0,0},
.bottomleft = (Vector2){0,0},
.bottomright = (Vector2){0,0},
.top_handle = (Vector2){0,0},
.bottom_handle = (Vector2){0,0},
.left_handle = (Vector2){0,0},
.right_handle = (Vector2){0,0},
.top_offset = 0.0,
.bottom_offset = 0.0,
.left_offset = 0.0,
@ -29,100 +22,104 @@ struct squishy_square init_squishy_square(struct kinematic_obj *parent, Color co
void update_squishy(struct squishy_square *square){
calc_offsets(square);
// TODO: Should be centered at zero, then transformed during drawing
// Update to follow the player
square->topleft.x = square->parent->rect.x;
square->topleft.y = square->parent->rect.y;
square->topright.x = square->parent->rect.x + square->parent->rect.width;
square->topright.y = square->parent->rect.y;
square->bottomleft.x = square->parent->rect.x;
square->bottomleft.y = square->parent->rect.y + square->parent->rect.height;
square->bottomright.x = square->parent->rect.x + square->parent->rect.width;
square->bottomright.y = square->parent->rect.y + square->parent->rect.height;
Vector2 topleft = (Vector2){square->parent->rect.x, square->parent->rect.y};
Vector2 topright = (Vector2){square->parent->rect.x+square->parent->rect.width, square->parent->rect.y};
Vector2 bottomleft = (Vector2){square->parent->rect.x, square->parent->rect.y+ square->parent->rect.height};
Vector2 bottomright = (Vector2){square->parent->rect.x+ square->parent->rect.width,
square->parent->rect.y+ square->parent->rect.height};
square->top_handle.x = square->parent->rect.x + square->parent->rect.width / 2;
square->top_handle.y = square->parent->rect.y + square->top_offset;
square->bottom_handle.x = square->parent->rect.x + square->parent->rect.width / 2;
square->bottom_handle.y = square->parent->rect.y + square->parent->rect.height - square->bottom_offset;
square->left_handle.x = square->parent->rect.x + square->left_offset;
square->left_handle.y = square->parent->rect.y + square->parent->rect.height / 2;
square->right_handle.x = square->parent->rect.x + square->parent->rect.width - square->right_offset;
square->right_handle.y = square->parent->rect.y + square->parent->rect.height / 2;
// This is assuming the shape remains AABB
square->center.x = (topleft.x + topright.x)/2;
square->center.y = (topleft.y + bottomleft.y)/2;
Vector2 top_handle = (Vector2){square->center.x, topleft.y + square->top_offset};
Vector2 bottom_handle = (Vector2){square->center.x, bottomright.y - square->bottom_offset};
Vector2 left_handle = (Vector2){topleft.x + square->left_offset, square->center.y};
Vector2 right_handle = (Vector2){topright.x - square->right_offset, square->center.y};
three_point_beizer(topleft, top_handle, topright, square->top_vertices);
three_point_beizer(topright, right_handle, bottomright, square->right_vertices);
three_point_beizer(bottomright, bottom_handle, bottomleft, square->bottom_vertices);
three_point_beizer(bottomleft, left_handle, topleft, square->left_vertices);
}
void calc_offsets(struct squishy_square *square){
/* 0 - left, 1 - top, 2 - right, 3 - bottom
*/
// TODO: Normalise the offsets
double left_target_offset = 0;
double right_target_offset = 0;
double top_target_offset = 0;
double bottom_target_offset = 0;
double target_offsets[4] = {0,0,0,0};
if (IsKeyDown(KEY_A)){
left_target_offset = OFFSET_VALUE;
if (place_meeting(square->parent, (Vector2){1, 0})){
top_target_offset = -OFFSET_VALUE / 2;
bottom_target_offset = -OFFSET_VALUE / 2;
}else{
right_target_offset = -OFFSET_VALUE * 0.8;
}
target_offsets[0] += OFFSET_VALUE;
target_offsets[2] += -OFFSET_VALUE * 0.5;
}
if (IsKeyDown(KEY_D)){
right_target_offset = OFFSET_VALUE;
if (place_meeting(square->parent, (Vector2){-1, 0})){
top_target_offset = -OFFSET_VALUE / 2;
bottom_target_offset = -OFFSET_VALUE / 2;
}else{
left_target_offset = -OFFSET_VALUE * 0.8;
}
target_offsets[2] += OFFSET_VALUE;
target_offsets[0] += -OFFSET_VALUE * 0.5;
}
if (IsKeyDown(KEY_W)){
top_target_offset = OFFSET_VALUE;
if (place_meeting(square->parent, (Vector2){0, 1})){
right_target_offset = -OFFSET_VALUE / 2;
left_target_offset = -OFFSET_VALUE / 2;
}else{
bottom_target_offset = -OFFSET_VALUE * 0.8;
}
target_offsets[1] += OFFSET_VALUE;
target_offsets[3] += -OFFSET_VALUE * 0.5;
}
if (IsKeyDown(KEY_S)){
bottom_target_offset = OFFSET_VALUE;
if (place_meeting(square->parent, (Vector2){0, -1})){
right_target_offset = -OFFSET_VALUE / 2;
left_target_offset = -OFFSET_VALUE / 2;
}else{
top_target_offset = -OFFSET_VALUE * 0.8;
target_offsets[3] += OFFSET_VALUE;
target_offsets[1] += -OFFSET_VALUE * 0.5;
}
bool contacts[4];
int n_contacts = 0;
contacts[0] = place_meeting(square->parent, (Vector2){-1, 0});
contacts[1] = place_meeting(square->parent, (Vector2){0, -1});
contacts[2] = place_meeting(square->parent, (Vector2){1, 0});
contacts[3] = place_meeting(square->parent, (Vector2){0, 1});
// Redistribute the offset on contact
for (int i=0; i < 4; ++i){
if (contacts[i] == true && target_offsets[i] < 0){
unsigned int n = 0;
unsigned int j;
unsigned int ind;
for (j=0; j < 3; ++j){
ind = (i+1+j) % 4;
if (contacts[ind] == false)
++n;
}
if (n > 0){
for (j=0; j < 3; ++j){
ind = (i+1+j) % 4;
if (contacts[ind] == false)
target_offsets[ind] += target_offsets[i] / n;
}
}
target_offsets[i] = 0;
}
}
approach(&square->left_offset, left_target_offset, INTERP_FACTOR);
approach(&square->right_offset, right_target_offset, INTERP_FACTOR);
approach(&square->top_offset, top_target_offset, INTERP_FACTOR);
approach(&square->bottom_offset, bottom_target_offset, INTERP_FACTOR);
approach(&square->left_offset, target_offsets[0], INTERP_FACTOR);
approach(&square->top_offset, target_offsets[1], INTERP_FACTOR);
approach(&square->right_offset, target_offsets[2], INTERP_FACTOR);
approach(&square->bottom_offset, target_offsets[3], INTERP_FACTOR);
}
void draw_squishy(struct squishy_square *square){
Vector2 center = (Vector2){
.x = (square->topleft.x + square->topright.x)/2,
.y = (square->topleft.y + square->bottomleft.y)/2
};
Vector2 vertices[BEZIER_POINTS+1];
int i;
three_point_beizerfan(square->topleft, square->top_handle, square->topright, vertices);
for(i=0;i<BEZIER_POINTS;++i)
DrawTriangle(vertices[i], center,vertices[i+1], square->color);
three_point_beizerfan(square->topright, square->right_handle, square->bottomright, vertices);
for(i=0;i<BEZIER_POINTS;++i)
DrawTriangle(vertices[i], center,vertices[i+1], square->color);
three_point_beizerfan(square->bottomright, square->bottom_handle, square->bottomleft, vertices);
for(i=0;i<BEZIER_POINTS;++i)
DrawTriangle(vertices[i], center,vertices[i+1], square->color);
three_point_beizerfan(square->bottomleft, square->left_handle, square->topleft, vertices);
for(i=0;i<BEZIER_POINTS;++i)
DrawTriangle(vertices[i], center,vertices[i+1],square->color);
rlPushMatrix();
//rlScalef(0.5, 0.5, 1.0); // Scale Sun
//rlTranslatef(square->center.x, square->center.y, 0.0f);
int i;
for(i=0;i<BEZIER_POINTS;++i){
DrawTriangle(square->top_vertices[i], square->center, square->top_vertices[i+1], square->color);
DrawTriangle(square->bottom_vertices[i], square->center, square->bottom_vertices[i+1], square->color);
DrawTriangle(square->left_vertices[i], square->center, square->left_vertices[i+1], square->color);
DrawTriangle(square->right_vertices[i], square->center, square->right_vertices[i+1],square->color);
}
rlPopMatrix();
}
void three_point_beizerfan(Vector2 start, Vector2 mid, Vector2 end, Vector2* arr){
void three_point_beizer(Vector2 start, Vector2 mid, Vector2 end, Vector2* arr){
/* Generate the vertices for a beizer curve
*/
double t;
double t_prime;
for (int i=0;i<=BEZIER_POINTS;++i){