mirror of
https://gitlab.com/drummyfish/anarch.git
synced 2024-11-21 16:35:08 -05:00
Add item collision map
This commit is contained in:
parent
e0922011bb
commit
e6367982b1
8
TODO.txt
8
TODO.txt
@ -1,9 +1,5 @@
|
||||
general:
|
||||
|
||||
- make enemies not move through items:
|
||||
create a 2D bit array saying at which squares there are colliding items, then
|
||||
check collisions for both player and monsters against this array (elevate
|
||||
these squares for collisions only) -- will also be faster
|
||||
- try to remove the debug flag (-g1) from compiler and see if it decreases size
|
||||
- port to GB Meta
|
||||
- more level prop items
|
||||
@ -107,4 +103,8 @@ done:
|
||||
- check if monsters are hit by bullets from completely up close
|
||||
- menu
|
||||
- GUI
|
||||
- make enemies not move through items:
|
||||
create a 2D bit array saying at which squares there are colliding items, then
|
||||
check collisions for both player and monsters against this array (elevate
|
||||
these squares for collisions only) -- will also be faster
|
||||
|
||||
|
2
levels.h
2
levels.h
@ -303,7 +303,7 @@ SFG_PROGRAM_MEMORY SFG_Level SFG_levels[SFG_NUMBER_OF_LEVELS] =
|
||||
{SFG_LEVEL_ELEMENT_TELEPORT, {11, 12}}, {SFG_LEVEL_ELEMENT_TELEPORT, {17, 20}},
|
||||
{SFG_LEVEL_ELEMENT_TELEPORT, {20, 40}}, {SFG_LEVEL_ELEMENT_NONE, {0, 0}},
|
||||
{SFG_LEVEL_ELEMENT_TERMINAL, {11, 25}}, {SFG_LEVEL_ELEMENT_TERMINAL, {11, 26}},
|
||||
{SFG_LEVEL_ELEMENT_NONE, {0, 0}}, {SFG_LEVEL_ELEMENT_NONE, {0, 0}},
|
||||
{SFG_LEVEL_ELEMENT_MONSTER_WARRIOR, {10, 45}}, {SFG_LEVEL_ELEMENT_NONE, {0, 0}},
|
||||
{SFG_LEVEL_ELEMENT_NONE, {0, 0}}, {SFG_LEVEL_ELEMENT_NONE, {0, 0}},
|
||||
{SFG_LEVEL_ELEMENT_NONE, {0, 0}}, {SFG_LEVEL_ELEMENT_NONE, {0, 0}},
|
||||
{SFG_LEVEL_ELEMENT_NONE, {0, 0}}, {SFG_LEVEL_ELEMENT_NONE, {0, 0}},
|
||||
|
236
main.c
236
main.c
@ -338,8 +338,41 @@ struct
|
||||
|
||||
uint16_t mapRevealMask; /**< Bits say which parts of the map have been
|
||||
revealed. */
|
||||
|
||||
uint8_t itemCollisionMap[(SFG_MAP_SIZE * SFG_MAP_SIZE) / 8];
|
||||
/**< Bit array, for each map square says whether there
|
||||
is a colliding item or not. */
|
||||
} SFG_currentLevel;
|
||||
|
||||
void SFG_getItemCollisionMapIndex(
|
||||
uint8_t x, uint8_t y, uint16_t *byte, uint8_t *bit)
|
||||
{
|
||||
uint16_t index = y * SFG_MAP_SIZE + x;
|
||||
|
||||
*byte = index / 8;
|
||||
*bit = index % 8;
|
||||
}
|
||||
|
||||
void SFG_setItemCollisionMapBit(uint8_t x, uint8_t y, uint8_t value)
|
||||
{
|
||||
uint16_t byte;
|
||||
uint8_t bit;
|
||||
|
||||
SFG_getItemCollisionMapIndex(x,y,&byte,&bit);
|
||||
|
||||
SFG_currentLevel.itemCollisionMap[byte] &= ~(0x01 << bit);
|
||||
SFG_currentLevel.itemCollisionMap[byte] |= (value & 0x01) << bit;
|
||||
}
|
||||
|
||||
uint8_t SFG_getItemCollisionMapBit(uint8_t x, uint8_t y)
|
||||
{
|
||||
uint16_t byte;
|
||||
uint8_t bit;
|
||||
|
||||
SFG_getItemCollisionMapIndex(x,y,&byte,&bit);
|
||||
return (SFG_currentLevel.itemCollisionMap[byte] >> bit) & 0x01;
|
||||
}
|
||||
|
||||
#if SFG_DITHERED_SHADOW
|
||||
SFG_PROGRAM_MEMORY uint8_t SFG_ditheringPatterns[] =
|
||||
{
|
||||
@ -994,6 +1027,12 @@ RCL_Unit SFG_floorHeightAt(int16_t x, int16_t y)
|
||||
doorHeight * SFG_DOOR_HEIGHT_STEP;
|
||||
}
|
||||
|
||||
RCL_Unit SFG_floorCollisionHeightAt(int16_t x, int16_t y)
|
||||
{
|
||||
return SFG_floorHeightAt(x,y) +
|
||||
SFG_getItemCollisionMapBit(x,y) * RCL_UNITS_PER_SQUARE;
|
||||
}
|
||||
|
||||
void SFG_initPlayer()
|
||||
{
|
||||
RCL_initCamera(&SFG_player.camera);
|
||||
@ -1063,6 +1102,46 @@ RCL_Unit SFG_ceilingHeightAt(int16_t x, int16_t y)
|
||||
SFG_game.frameTime - SFG_currentLevel.timeStart);
|
||||
}
|
||||
|
||||
void SFG_getLevelElementSprite( // TODO: this is just for items -- rename?
|
||||
uint8_t elementType, uint8_t *spriteIndex, uint8_t *spriteSize)
|
||||
{
|
||||
*spriteSize = 0;
|
||||
*spriteIndex = elementType - 1;
|
||||
|
||||
switch (elementType)
|
||||
{
|
||||
case SFG_LEVEL_ELEMENT_TREE:
|
||||
*spriteSize = 2;
|
||||
break;
|
||||
|
||||
case SFG_LEVEL_ELEMENT_TERMINAL:
|
||||
*spriteSize = 1;
|
||||
break;
|
||||
|
||||
case SFG_LEVEL_ELEMENT_TELEPORT:
|
||||
case SFG_LEVEL_ELEMENT_FINISH:
|
||||
*spriteSize = 3;
|
||||
break;
|
||||
|
||||
case SFG_LEVEL_ELEMENT_CARD0:
|
||||
case SFG_LEVEL_ELEMENT_CARD1:
|
||||
case SFG_LEVEL_ELEMENT_CARD2:
|
||||
*spriteIndex = SFG_LEVEL_ELEMENT_CARD0 - 1;
|
||||
break;
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
uint8_t SFG_levelElementCollides(uint8_t elementType) // TODO: better name?
|
||||
{
|
||||
return
|
||||
elementType == SFG_LEVEL_ELEMENT_BARREL ||
|
||||
elementType == SFG_LEVEL_ELEMENT_TREE ||
|
||||
elementType == SFG_LEVEL_ELEMENT_TERMINAL;
|
||||
}
|
||||
|
||||
void SFG_setAndInitLevel(const SFG_Level *level)
|
||||
{
|
||||
SFG_LOG("setting and initializing level");
|
||||
@ -1129,6 +1208,9 @@ void SFG_setAndInitLevel(const SFG_Level *level)
|
||||
|
||||
SFG_MonsterRecord *monster;
|
||||
|
||||
for (uint16_t i = 0; i < ((SFG_MAP_SIZE * SFG_MAP_SIZE) / 8); ++i)
|
||||
SFG_currentLevel.itemCollisionMap[i] = 0;
|
||||
|
||||
for (uint8_t i = 0; i < SFG_MAX_LEVEL_ELEMENTS; ++i)
|
||||
{
|
||||
const SFG_LevelElement *e = &(SFG_currentLevel.levelPointer->elements[i]);
|
||||
@ -1160,6 +1242,9 @@ void SFG_setAndInitLevel(const SFG_Level *level)
|
||||
|
||||
if (e->type == SFG_LEVEL_ELEMENT_TELEPORT)
|
||||
SFG_currentLevel.teleportCount++;
|
||||
|
||||
if (SFG_levelElementCollides(e->type))
|
||||
SFG_setItemCollisionMapBit(e->coords[0],e->coords[1],1);
|
||||
}
|
||||
else
|
||||
{
|
||||
@ -1376,7 +1461,7 @@ uint8_t SFG_pushAway(
|
||||
c.position.y = pos[1];
|
||||
c.height = pos[2];
|
||||
|
||||
RCL_moveCameraWithCollision(&c,offset,0,SFG_floorHeightAt,
|
||||
RCL_moveCameraWithCollision(&c,offset,0,SFG_floorCollisionHeightAt,
|
||||
SFG_ceilingHeightAt,1,1);
|
||||
|
||||
pos[0] = c.position.x;
|
||||
@ -1473,11 +1558,36 @@ void SFG_removeItem(uint8_t index)
|
||||
|
||||
SFG_currentLevel.itemRecordCount--;
|
||||
}
|
||||
|
||||
/**
|
||||
Helper function, returns a pointer to level element representing item with
|
||||
given index, but only if the item is active (otherwise 0 is returned).
|
||||
*/
|
||||
static inline const SFG_LevelElement *SFG_getActiveItemElement(uint8_t index)
|
||||
{
|
||||
SFG_ItemRecord item = SFG_currentLevel.itemRecords[index];
|
||||
|
||||
if ((item & SFG_ITEM_RECORD_ACTIVE_MASK) == 0)
|
||||
return 0;
|
||||
|
||||
return &(SFG_currentLevel.levelPointer->elements[item &
|
||||
~SFG_ITEM_RECORD_ACTIVE_MASK]);
|
||||
}
|
||||
|
||||
static inline const SFG_LevelElement *SFG_getLevelElement(uint8_t index)
|
||||
{
|
||||
SFG_ItemRecord item = SFG_currentLevel.itemRecords[index];
|
||||
|
||||
return &(SFG_currentLevel.levelPointer->elements[item &
|
||||
~SFG_ITEM_RECORD_ACTIVE_MASK]);
|
||||
}
|
||||
|
||||
void SFG_createExplosion(RCL_Unit, RCL_Unit, RCL_Unit); // forward decl
|
||||
|
||||
void SFG_explodeBarrel(uint8_t itemIndex, RCL_Unit x, RCL_Unit y, RCL_Unit z)
|
||||
{
|
||||
const SFG_LevelElement *e = SFG_getLevelElement(itemIndex);
|
||||
SFG_setItemCollisionMapBit(e->coords[0],e->coords[1],0);
|
||||
SFG_removeItem(itemIndex);
|
||||
SFG_createExplosion(x,y,z);
|
||||
}
|
||||
@ -1852,10 +1962,10 @@ void SFG_monsterPerformAI(SFG_MonsterRecord *monster)
|
||||
else
|
||||
{
|
||||
RCL_Unit currentHeight =
|
||||
SFG_floorHeightAt(monster->coords[0] / 4,monster->coords[1] / 4);
|
||||
SFG_floorCollisionHeightAt(monster->coords[0] / 4,monster->coords[1] / 4);
|
||||
|
||||
RCL_Unit newHeight =
|
||||
SFG_floorHeightAt(newPos[0] / 4,newPos[1] / 4);
|
||||
SFG_floorCollisionHeightAt(newPos[0] / 4,newPos[1] / 4);
|
||||
|
||||
collision =
|
||||
RCL_absVal(currentHeight - newHeight) > RCL_CAMERA_COLL_STEP_HEIGHT;
|
||||
@ -1875,21 +1985,6 @@ void SFG_monsterPerformAI(SFG_MonsterRecord *monster)
|
||||
monster->coords[1] = newPos[1];;
|
||||
}
|
||||
|
||||
/**
|
||||
Helper function, returns a pointer to level element representing item with
|
||||
given index, but only if the item is active (otherwise 0 is returned).
|
||||
*/
|
||||
static inline const SFG_LevelElement *SFG_getActiveItemElement(uint8_t index)
|
||||
{
|
||||
SFG_ItemRecord item = SFG_currentLevel.itemRecords[index];
|
||||
|
||||
if ((item & SFG_ITEM_RECORD_ACTIVE_MASK) == 0)
|
||||
return 0;
|
||||
|
||||
return &(SFG_currentLevel.levelPointer->elements[item &
|
||||
~SFG_ITEM_RECORD_ACTIVE_MASK]);
|
||||
}
|
||||
|
||||
static inline uint8_t SFG_elementCollides(
|
||||
RCL_Unit pointX,
|
||||
RCL_Unit pointY,
|
||||
@ -1933,38 +2028,6 @@ uint8_t SFG_projectileCollides(SFG_ProjectileRecord *projectile,
|
||||
return RCL_vectorsAngleCos(projDir,toElement) >= 0;
|
||||
}
|
||||
|
||||
void SFG_getLevelElementSprite(
|
||||
uint8_t elementType, uint8_t *spriteIndex, uint8_t *spriteSize)
|
||||
{
|
||||
*spriteSize = 0;
|
||||
*spriteIndex = elementType - 1;
|
||||
|
||||
switch (elementType)
|
||||
{
|
||||
case SFG_LEVEL_ELEMENT_TREE:
|
||||
*spriteSize = 2;
|
||||
break;
|
||||
|
||||
case SFG_LEVEL_ELEMENT_TERMINAL:
|
||||
*spriteSize = 1;
|
||||
break;
|
||||
|
||||
case SFG_LEVEL_ELEMENT_TELEPORT:
|
||||
case SFG_LEVEL_ELEMENT_FINISH:
|
||||
*spriteSize = 3;
|
||||
break;
|
||||
|
||||
case SFG_LEVEL_ELEMENT_CARD0:
|
||||
case SFG_LEVEL_ELEMENT_CARD1:
|
||||
case SFG_LEVEL_ELEMENT_CARD2:
|
||||
*spriteIndex = SFG_LEVEL_ELEMENT_CARD0 - 1;
|
||||
break;
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
Updates a frame of the currently loaded level, i.e. enemies, projectiles,
|
||||
aimations etc., with the exception of player.
|
||||
@ -2059,7 +2122,7 @@ void SFG_updateLevel()
|
||||
}
|
||||
}
|
||||
|
||||
if (!eliminate) // items
|
||||
if (!eliminate) // items (can't check itemCollisionMap because of barrels)
|
||||
for (uint16_t j = 0; j < SFG_currentLevel.itemRecordCount; ++j)
|
||||
{
|
||||
const SFG_LevelElement *e = SFG_getActiveItemElement(j);
|
||||
@ -2753,54 +2816,47 @@ void SFG_gameStepPlaying()
|
||||
SFG_playSoundSafe(3,255);
|
||||
#endif
|
||||
}
|
||||
else
|
||||
else if (
|
||||
e->type == SFG_LEVEL_ELEMENT_TELEPORT &&
|
||||
SFG_currentLevel.teleportCount > 1 &&
|
||||
!SFG_player.justTeleported)
|
||||
{
|
||||
if (e->type != SFG_LEVEL_ELEMENT_TELEPORT)
|
||||
{
|
||||
// collide
|
||||
moveOffset = SFG_resolveCollisionWithElement(
|
||||
SFG_player.camera.position,moveOffset,ePos);
|
||||
}
|
||||
else if ((SFG_currentLevel.teleportCount > 1) &&
|
||||
!SFG_player.justTeleported)
|
||||
{
|
||||
// teleport to random destination teleport
|
||||
// teleport to random destination teleport
|
||||
|
||||
uint8_t teleportNumber =
|
||||
SFG_random() % (SFG_currentLevel.teleportCount - 1) + 1;
|
||||
uint8_t teleportNumber =
|
||||
SFG_random() % (SFG_currentLevel.teleportCount - 1) + 1;
|
||||
|
||||
for (uint16_t j = 0; j < SFG_currentLevel.itemRecordCount; ++j)
|
||||
for (uint16_t j = 0; j < SFG_currentLevel.itemRecordCount; ++j)
|
||||
{
|
||||
SFG_LevelElement e2 =
|
||||
SFG_currentLevel.levelPointer->elements
|
||||
[SFG_currentLevel.itemRecords[j] &
|
||||
~SFG_ITEM_RECORD_ACTIVE_MASK];
|
||||
|
||||
if ((e2.type == SFG_LEVEL_ELEMENT_TELEPORT) && (j != i))
|
||||
teleportNumber--;
|
||||
|
||||
if (teleportNumber == 0)
|
||||
{
|
||||
SFG_LevelElement e2 =
|
||||
SFG_currentLevel.levelPointer->elements
|
||||
[SFG_currentLevel.itemRecords[j] &
|
||||
~SFG_ITEM_RECORD_ACTIVE_MASK];
|
||||
SFG_player.camera.position.x =
|
||||
SFG_ELEMENT_COORD_TO_RCL_UNITS(e2.coords[0]);
|
||||
|
||||
if ((e2.type == SFG_LEVEL_ELEMENT_TELEPORT) && (j != i))
|
||||
teleportNumber--;
|
||||
SFG_player.camera.position.y =
|
||||
SFG_ELEMENT_COORD_TO_RCL_UNITS(e2.coords[1]);
|
||||
|
||||
if (teleportNumber == 0)
|
||||
{
|
||||
SFG_player.camera.position.x =
|
||||
SFG_ELEMENT_COORD_TO_RCL_UNITS(e2.coords[0]);
|
||||
SFG_player.camera.height =
|
||||
SFG_floorHeightAt(e2.coords[0],e2.coords[1]) +
|
||||
RCL_CAMERA_COLL_HEIGHT_BELOW;
|
||||
|
||||
SFG_player.camera.position.y =
|
||||
SFG_ELEMENT_COORD_TO_RCL_UNITS(e2.coords[1]);
|
||||
SFG_currentLevel.itemRecords[j] |= SFG_ITEM_RECORD_ACTIVE_MASK;
|
||||
/* ^ we have to make the new teleport immediately active so
|
||||
that it will immediately collide */
|
||||
|
||||
SFG_player.camera.height =
|
||||
SFG_floorHeightAt(e2.coords[0],e2.coords[1]) +
|
||||
RCL_CAMERA_COLL_HEIGHT_BELOW;
|
||||
SFG_player.justTeleported = 1;
|
||||
|
||||
SFG_currentLevel.itemRecords[j] |= SFG_ITEM_RECORD_ACTIVE_MASK;
|
||||
/* ^ we have to make the new teleport immediately active so
|
||||
that it will immediately collide */
|
||||
SFG_playSoundSafe(4,255);
|
||||
|
||||
SFG_player.justTeleported = 1;
|
||||
|
||||
SFG_playSoundSafe(4,255);
|
||||
|
||||
break;
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -2822,7 +2878,7 @@ void SFG_gameStepPlaying()
|
||||
SFG_PREVIEW_MODE_SPEED_MULTIPLIER * SFG_player.verticalSpeed;
|
||||
#else
|
||||
RCL_moveCameraWithCollision(&(SFG_player.camera),moveOffset,
|
||||
verticalOffset,SFG_floorHeightAt,SFG_ceilingHeightAt,1,1);
|
||||
verticalOffset,SFG_floorCollisionHeightAt,SFG_ceilingHeightAt,1,1);
|
||||
|
||||
SFG_player.previousVerticalSpeed = SFG_player.verticalSpeed;
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user