Wall jumping!

master
Louis Pearson 2022-01-17 17:24:22 -07:00
parent 6fc70c1279
commit 1e70cebc3f
5 changed files with 80 additions and 58 deletions

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@ -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;
}