diff --git a/assets/sprites.png b/assets/sprites.png index e087bc7..b03b22c 100644 Binary files a/assets/sprites.png and b/assets/sprites.png differ diff --git a/assets/sprites.zig b/assets/sprites.zig index 8fefa5f..5e68690 100644 --- a/assets/sprites.zig +++ b/assets/sprites.zig @@ -2,5 +2,5 @@ pub const sprites_width = 128; pub const sprites_height = 128; pub const sprites_flags = 0; // BLIT_1BPP -pub const sprites = [2048]u8{ 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}; diff --git a/assets/tiles.png b/assets/tiles.png index 99bf05c..71f4d84 100644 Binary files a/assets/tiles.png and b/assets/tiles.png differ diff --git a/assets/tiles.zig b/assets/tiles.zig index d3d2458..196777a 100644 --- a/assets/tiles.zig +++ b/assets/tiles.zig @@ -2,5 +2,5 @@ pub const tiles_width = 128; pub const tiles_height = 128; pub const tiles_flags = 1; // BLIT_2BPP -pub const tiles = [4096]u8{ 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}; diff --git a/src/main.zig b/src/main.zig index 88ad52f..0c5ea94 100644 --- a/src/main.zig +++ b/src/main.zig @@ -57,30 +57,33 @@ const Anim = struct { }; // Components -const Pos = Vec2f; -/// Stores last position, for velocity -const LastPos = Vec2f; +const Pos = struct { + pos: Vec2f, + last: Vec2f, + pub fn init(pos: Vec2f) @This() { + return @This(){ .pos = pos, .last = pos }; + } +}; const Control = struct { controller: enum { player }, - state: enum { stand, walk, jump, fall }, + state: enum { stand, walk, jump, fall, wallSlide }, facing: enum { left, right } = .right, }; const Sprite = struct { offset: Vec2f = Vec2f{ 0, 0 }, size: w4.Vec2, index: usize, flags: w4.BlitFlags }; const StaticAnim = Anim; const ControlAnim = struct { anims: []AnimData, state: Anim }; -const Kinematic = struct { col: AABB, onWall: bool = false, onFloor: bool = false, onCeil: bool = false }; +const Kinematic = struct { col: AABB, move: Vec2f = Vec2f{ 0, 0 }, lastCol: Vec2f = Vec2f{ 0, 0 } }; const Wire = struct { end: Vec2f, grabbed: ?enum { begin, end } = null }; -const Gravity = Vec2f; +const Physics = struct { gravity: Vec2f, friction: Vec2f }; const Component = struct { pos: Pos, - lastpos: LastPos, control: Control, sprite: Sprite, staticAnim: StaticAnim, controlAnim: ControlAnim, kinematic: Kinematic, wire: Wire, - gravity: Gravity, + physics: Physics, }; const World = ecs.World(Component); @@ -95,6 +98,7 @@ const anim_store = struct { const walk = Anim.simple(4, &[_]usize{ 1, 2, 3, 4 }); const jump = Anim.frame(5); const fall = Anim.frame(6); + const wallSlide = Anim.frame(7); }; const AnimData = []const Anim.Ops; @@ -105,16 +109,16 @@ const playerAnim = pac: { animArr.append(&anim_store.walk) catch unreachable; animArr.append(&anim_store.jump) catch unreachable; animArr.append(&anim_store.fall) catch unreachable; + animArr.append(&anim_store.wallSlide) catch unreachable; break :pac animArr.slice(); }; export fn start() void { _ = world.create(.{ - .pos = .{ 100, 80 }, - .lastpos = .{ 100, 80 }, + .pos = Pos.init(Vec2f{ 100, 80 }), .control = .{ .controller = .player, .state = .stand }, .sprite = .{ .offset = .{ -4, -8 }, .size = .{ 8, 8 }, .index = 0, .flags = .{ .bpp = .b1 } }, - .gravity = Vec2f{ 0, 0.25 }, + .physics = .{ .friction = Vec2f{ 0.05, 0.01 }, .gravity = Vec2f{ 0, 0.25 } }, .controlAnim = ControlAnim{ .anims = playerAnim, .state = Anim{ .anim = &.{} }, @@ -127,7 +131,7 @@ export fn start() void { const end = Vec2f{ @intToFloat(f32, wire[1][0]), @intToFloat(f32, wire[1][1]) }; const w = Wire{ .end = end }; _ = world.create(.{ - .pos = begin, + .pos = Pos.init(begin), .wire = w, }) catch { w4.trace("problem", .{}); @@ -140,10 +144,10 @@ export fn update() void { w4.DRAW_COLORS.* = 0x0004; w4.rect(.{ 0, 0 }, .{ 160, 160 }); - world.process(1, &.{ .pos, .lastpos }, velocityProcess); - world.process(1, &.{ .pos, .gravity }, gravityProcess); - world.process(1, &.{ .pos, .control, .gravity, .kinematic }, controlProcess); - world.process(1, &.{ .pos, .lastpos, .kinematic }, kinematicProcess); + world.process(1, &.{.pos}, velocityProcess); + world.process(1, &.{ .pos, .physics }, physicsProcess); + world.process(1, &.{ .pos, .control, .physics, .kinematic }, controlProcess); + world.process(1, &.{ .pos, .kinematic }, kinematicProcess); world.process(1, &.{ .sprite, .staticAnim }, staticAnimProcess); world.process(1, &.{ .sprite, .controlAnim, .control }, controlAnimProcess); world.process(1, &.{ .pos, .sprite }, drawProcess); @@ -176,8 +180,8 @@ fn distance(a: w4.Vec2, b: w4.Vec2) i32 { var mouseLast = false; fn wireProcess(_: f32, pos: *Pos, wire: *Wire) void { - const begin = w4.Vec2{ @floatToInt(i32, pos.*[0]), @floatToInt(i32, pos.*[1]) }; - const end = w4.Vec2{ @floatToInt(i32, wire.end[0]), @floatToInt(i32, wire.end[1]) }; + const begin = vec2ftovec2(pos.pos); + const end = vec2ftovec2(wire.end); w4.DRAW_COLORS.* = 0x0001; w4.line(begin, end); @@ -188,7 +192,7 @@ fn wireProcess(_: f32, pos: *Pos, wire: *Wire) void { if (wire.grabbed) |whichEnd| { switch (whichEnd) { - .begin => pos.* = vec2tovec2f(w4.MOUSE.pos()), + .begin => pos.pos = vec2tovec2f(w4.MOUSE.pos()), .end => wire.end = vec2tovec2f(w4.MOUSE.pos()), } if (w4.MOUSE.buttons.left and !mouseLast) wire.grabbed = null; @@ -209,12 +213,12 @@ fn vec2tovec2f(vec2: w4.Vec2) Vec2f { } fn vec2ftovec2(vec2f: Vec2f) w4.Vec2 { - return w4.Vec2{ @floatToInt(i32, vec2f[0]), @intToFloat(i32, vec2f[1]) }; + return w4.Vec2{ @floatToInt(i32, vec2f[0]), @floatToInt(i32, vec2f[1]) }; } fn drawProcess(_: f32, pos: *Pos, sprite: *Sprite) void { w4.DRAW_COLORS.* = 0x0010; - const fpos = pos.* + sprite.offset; + const fpos = pos.pos + sprite.offset; const ipos = w4.Vec2{ @floatToInt(i32, fpos[0]), @floatToInt(i32, fpos[1]) }; const t = w4.Vec2{ @intCast(i32, (sprite.index * 8) % 128), @intCast(i32, (sprite.index * 8) / 128) }; w4.blitSub(&assets.sprites, ipos, sprite.size, t, 128, sprite.flags); @@ -225,36 +229,47 @@ fn staticAnimProcess(_: f32, sprite: *Sprite, anim: *StaticAnim) void { } fn controlAnimProcess(_: f32, sprite: *Sprite, anim: *ControlAnim, control: *Control) void { - const a: usize = if (control.state == .stand) 0 else 1; + const a: usize = switch (control.state) { + .stand => 0, + .walk => 1, + .jump => 2, + .fall => 3, + .wallSlide => 4, + }; sprite.flags.flip_x = (control.facing == .left); anim.state.play(anim.anims[a]); anim.state.update(&sprite.index); } -fn controlProcess(_: f32, pos: *Pos, control: *Control, gravity: *Gravity, kinematic: *Kinematic) void { +const approxEqAbs = std.math.approxEqAbs; + +fn controlProcess(_: f32, pos: *Pos, control: *Control, physics: *Physics, kinematic: *Kinematic) void { var delta = Vec2f{ 0, 0 }; - if (kinematic.onFloor) { + if (approxEqAbs(f32, kinematic.move[1], 0, 0.01) and kinematic.lastCol[1] > 0) { if (input.btnp(.one, .one)) delta[1] -= 23; if (input.btn(.one, .left)) delta[0] -= 1; if (input.btn(.one, .right)) delta[0] += 1; if (delta[0] != 0 or delta[1] != 0) { control.state = .walk; - if (delta[0] > 0) control.facing = .right; - if (delta[0] < 0) control.facing = .left; } else { control.state = .stand; } - } else if (kinematic.onWall) { - if (input.btn(.one, .left) and input.btnp(.one, .one)) delta = Vec2f{ -1, -23 }; - if (input.btn(.one, .right) and input.btnp(.one, .one)) delta = Vec2f{ 1, -23 }; - gravity.* = Vec2f{ 0, 0.01 }; + } else if (kinematic.move[1] > 0 and !approxEqAbs(f32, kinematic.lastCol[0], 0, 0.01) and approxEqAbs(f32, kinematic.lastCol[1], 0, 0.01)) { + // w4.trace("{}, {}", .{ kinematic.move, kinematic.lastCol }); + if (kinematic.lastCol[0] > 0 and input.btnp(.one, .one)) delta = Vec2f{ -10, -15 }; + if (kinematic.lastCol[0] < 0 and input.btnp(.one, .one)) delta = Vec2f{ 10, -15 }; + physics.gravity = Vec2f{ 0, 0.05 }; + control.state = .wallSlide; } else { - if (w4.GAMEPAD1.button_left) delta[0] -= 1; - if (w4.GAMEPAD1.button_right) delta[0] += 1; - gravity.* = Vec2f{ 0, 0.25 }; + if (input.btn(.one, .left)) delta[0] -= 1; + if (input.btn(.one, .right)) delta[0] += 1; + physics.gravity = Vec2f{ 0, 0.25 }; + if (kinematic.move[1] < 0) control.state = .jump else control.state = .fall; } + if (delta[0] > 0) control.facing = .right; + if (delta[0] < 0) control.facing = .left; var move = delta * @splat(2, @as(f32, 0.2)); - pos.* += move; + pos.pos += move; } /// pos should be in tile coordinates, not world coordinates @@ -291,43 +306,50 @@ fn level_collide(rect: AABB) std.BoundedArray(AABB, 9) { return collisions; } -fn kinematicProcess(_: f32, pos: *Pos, lastpos: *LastPos, kinematic: *Kinematic) void { - var next = lastpos.*; - next[0] = pos.*[0]; +fn kinematicProcess(_: f32, pos: *Pos, kinematic: *Kinematic) void { + var next = pos.last; + next[0] = pos.pos[0]; var hcol = level_collide(kinematic.col.addv(next)); if (hcol.len > 0) { - kinematic.onWall = true; - next[0] = lastpos.*[0]; - } else { - kinematic.onWall = false; + kinematic.lastCol[0] = next[0] - pos.last[0]; + next[0] = pos.last[0]; + } else if (!approxEqAbs(f32, next[0] - pos.last[0], 0, 0.01)) { + kinematic.lastCol[0] = 0; } - next[1] = pos.*[1]; + next[1] = pos.pos[1]; var vcol = level_collide(kinematic.col.addv(next)); if (vcol.len > 0) { - if (next[1] > lastpos.*[1]) kinematic.onFloor = true; - if (next[1] < lastpos.*[1]) kinematic.onCeil = true; - next[1] = lastpos.*[1]; - } else { - kinematic.onFloor = false; - kinematic.onCeil = false; + kinematic.lastCol[1] = next[1] - pos.last[1]; + next[1] = pos.last[1]; + } else if (!approxEqAbs(f32, next[1] - pos.last[1], 0, 0.01)) { + kinematic.lastCol[1] = 0; } - pos.* = next; + var colPosAbs = next + kinematic.lastCol; + var lastCol = level_collide(kinematic.col.addv(colPosAbs)); + if (lastCol.len == 0) { + kinematic.lastCol = Vec2f{ 0, 0 }; + } + + kinematic.move = next - pos.last; + + pos.pos = next; } -fn velocityProcess(_: f32, pos: *Pos, lastpos: *LastPos) void { - var vel = pos.* - lastpos.*; +fn velocityProcess(_: f32, pos: *Pos) void { + var vel = pos.pos - pos.last; vel *= @splat(2, @as(f32, 0.9)); - // vel += Vec2f{ 0, 0.25 }; vel = @minimum(Vec2f{ 8, 8 }, @maximum(Vec2f{ -8, -8 }, vel)); - lastpos.* = pos.*; - pos.* += vel; + pos.last = pos.pos; + pos.pos += vel; } -fn gravityProcess(dt: f32, pos: *Pos, gravity: *Gravity) void { +fn physicsProcess(dt: f32, pos: *Pos, physics: *Physics) void { _ = dt; - pos.* = pos.* + gravity.*; + var friction = @splat(2, @as(f32, 1)) - physics.friction; + pos.pos = pos.last + (pos.pos - pos.last) * friction; + pos.pos += physics.gravity; }