master
Louis Pearson 2022-01-15 23:59:15 -07:00
parent 5961061583
commit 54d6aab97e
5 changed files with 132 additions and 33 deletions

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@ -3,7 +3,7 @@
"infinite":false, "infinite":false,
"layers":[ "layers":[
{ {
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"height":20, "height":20,
"id":1, "id":1,
"name":"solid", "name":"solid",
@ -15,7 +15,7 @@
"y":0 "y":0
}, },
{ {
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"height":20, "height":20,
"id":2, "id":2,
"name":"conduit", "name":"conduit",

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@ -8,7 +8,7 @@
<data encoding="csv"> <data encoding="csv">
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1,1,54,54,54,54,54,54,54,54,54,54,54,54,54,54,54,54,1,1, 1,1,54,54,54,54,54,54,54,54,54,54,54,54,54,54,54,54,1,1,
1,39,1,1,1,1,1,1,1,178,180,1,1,1,1,1,1,1,37,1, 1,39,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,37,1,
1,39,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,37,1, 1,39,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,37,1,
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@ -32,7 +32,7 @@
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@ -3,8 +3,16 @@ const w4 = @import("wasm4.zig");
const ecs = @import("ecs.zig"); const ecs = @import("ecs.zig");
const assets = @import("assets"); const assets = @import("assets");
const Vec2 = std.meta.Vector(2, i32);
const Vec2f = std.meta.Vector(2, f32); const Vec2f = std.meta.Vector(2, f32);
const AABB = struct { offset: Vec2f, size: Vec2f }; const AABB = struct {
pos: Vec2f,
size: Vec2f,
pub fn addv(this: @This(), vec2f: Vec2f) @This() {
return @This(){ .pos = this.pos + vec2f, .size = this.size };
}
};
const Anim = struct { const Anim = struct {
time: usize = 0, time: usize = 0,
currentOp: usize = 0, currentOp: usize = 0,
@ -49,6 +57,8 @@ const Anim = struct {
// Components // Components
const Pos = Vec2f; const Pos = Vec2f;
/// Stores last position, for velocity
const LastPos = Vec2f;
const Control = struct { const Control = struct {
controller: enum { player }, controller: enum { player },
state: enum { stand, walk, jump, fall }, state: enum { stand, walk, jump, fall },
@ -61,6 +71,7 @@ const Kinematic = struct { col: AABB };
const Wire = struct { end: Vec2f, grabbed: ?enum { begin, end } = null }; const Wire = struct { end: Vec2f, grabbed: ?enum { begin, end } = null };
const Component = struct { const Component = struct {
pos: Pos, pos: Pos,
lastpos: LastPos,
control: Control, control: Control,
sprite: Sprite, sprite: Sprite,
staticAnim: StaticAnim, staticAnim: StaticAnim,
@ -96,30 +107,31 @@ const playerAnim = pac: {
export fn start() void { export fn start() void {
_ = world.create(.{ _ = world.create(.{
.pos = .{ 76, 76 }, .pos = .{ 100, 80 },
.lastpos = .{ 100, 80 },
.control = .{ .controller = .player, .state = .stand }, .control = .{ .controller = .player, .state = .stand },
.sprite = .{ .offset = .{ -4, -8 }, .size = .{ 8, 8 }, .index = 0, .flags = .{ .bpp = .b1 } }, .sprite = .{ .offset = .{ -4, -8 }, .size = .{ 8, 8 }, .index = 0, .flags = .{ .bpp = .b1 } },
.controlAnim = ControlAnim{ .controlAnim = ControlAnim{
.anims = playerAnim, .anims = playerAnim,
.state = Anim{ .anim = &.{} }, .state = Anim{ .anim = &.{} },
}, },
.kinematic = .{ .col = .{ .offset = .{ -2, -8 }, .size = .{ 4, 8 } } }, .kinematic = .{ .col = .{ .pos = .{ -3, -6 }, .size = .{ 5, 5 } } },
}) catch unreachable; }) catch unreachable;
for (assets.wire) |wire| { for (assets.wire) |wire| {
w4.trace("begin {}, end {}", .{ wire[0], wire[1] }); // w4.trace("begin {}, end {}", .{ wire[0], wire[1] });
const begin = Vec2f{ @intToFloat(f32, wire[0][0]), @intToFloat(f32, wire[0][1]) }; const begin = Vec2f{ @intToFloat(f32, wire[0][0]), @intToFloat(f32, wire[0][1]) };
const end = Vec2f{ @intToFloat(f32, wire[1][0]), @intToFloat(f32, wire[1][1]) }; const end = Vec2f{ @intToFloat(f32, wire[1][0]), @intToFloat(f32, wire[1][1]) };
w4.trace("{}, {}, begin {d:3.0}, end {d:3.0}", .{ wire[0], wire[1], begin, end }); // w4.trace("{}, {}, begin {d:3.0}, end {d:3.0}", .{ wire[0], wire[1], begin, end });
const w = Wire{ .end = end }; const w = Wire{ .end = end };
const e = world.create(.{ _ = world.create(.{
.pos = begin, .pos = begin,
.wire = w, .wire = w,
}) catch { }) catch {
w4.trace("problem", .{}); w4.trace("problem", .{});
unreachable; unreachable;
}; };
w4.trace("{}", .{world.components.items(.wire)[e]}); // w4.trace("{}", .{world.components.items(.wire)[e]});
} }
} }
@ -127,8 +139,9 @@ export fn update() void {
w4.DRAW_COLORS.* = 0x0004; w4.DRAW_COLORS.* = 0x0004;
w4.rect(.{ 0, 0 }, .{ 160, 160 }); w4.rect(.{ 0, 0 }, .{ 160, 160 });
world.process(1, &.{ .pos, .kinematic }, kinematicProcess); world.process(1, &.{ .pos, .lastpos }, velocityProcess);
world.process(1, &.{ .pos, .control }, controlProcess); world.process(1, &.{ .pos, .control }, controlProcess);
world.process(1, &.{ .pos, .lastpos, .kinematic }, kinematicProcess);
world.process(1, &.{ .sprite, .staticAnim }, staticAnimProcess); world.process(1, &.{ .sprite, .staticAnim }, staticAnimProcess);
world.process(1, &.{ .sprite, .controlAnim, .control }, controlAnimProcess); world.process(1, &.{ .sprite, .controlAnim, .control }, controlAnimProcess);
world.process(1, &.{ .pos, .sprite }, drawProcess); world.process(1, &.{ .pos, .sprite }, drawProcess);
@ -148,15 +161,8 @@ export fn update() void {
} }
world.process(1, &.{ .pos, .wire }, wireProcess); world.process(1, &.{ .pos, .wire }, wireProcess);
// for (assets.wire) |wire| {
// w4.DRAW_COLORS.* = 0x0001;
// w4.line(wire[0], wire[1]);
// w4.DRAW_COLORS.* = 0x0031;
// if (distance(wire[0], w4.MOUSE.pos()) < 8) w4.oval(wire[0] - w4.Vec2{ 2, 2 }, w4.Vec2{ 5, 5 });
// if (distance(wire[1], w4.MOUSE.pos()) < 8) w4.oval(wire[1] - w4.Vec2{ 2, 2 }, w4.Vec2{ 5, 5 });
// }
mouseLast = w4.MOUSE.buttons.left; mouseLast = w4.MOUSE.buttons.left;
button_1_last = w4.GAMEPAD1.button_1;
} }
fn distance(a: w4.Vec2, b: w4.Vec2) i32 { fn distance(a: w4.Vec2, b: w4.Vec2) i32 {
@ -176,6 +182,9 @@ fn wireProcess(_: f32, pos: *Pos, wire: *Wire) void {
w4.line(begin, end); w4.line(begin, end);
w4.DRAW_COLORS.* = 0x0031; w4.DRAW_COLORS.* = 0x0031;
const drawdistance = 16;
const clickdistance = 3;
if (wire.grabbed) |whichEnd| { if (wire.grabbed) |whichEnd| {
switch (whichEnd) { switch (whichEnd) {
.begin => pos.* = vec2tovec2f(w4.MOUSE.pos()), .begin => pos.* = vec2tovec2f(w4.MOUSE.pos()),
@ -183,13 +192,13 @@ fn wireProcess(_: f32, pos: *Pos, wire: *Wire) void {
} }
if (w4.MOUSE.buttons.left and !mouseLast) wire.grabbed = null; if (w4.MOUSE.buttons.left and !mouseLast) wire.grabbed = null;
} else { } else {
if (distance(begin, w4.MOUSE.pos()) < 8) { if (distance(begin, w4.MOUSE.pos()) < drawdistance) {
w4.oval(begin - w4.Vec2{ 2, 2 }, w4.Vec2{ 5, 5 }); w4.oval(begin - w4.Vec2{ 2, 2 }, w4.Vec2{ 5, 5 });
if (w4.MOUSE.buttons.left and !mouseLast) wire.grabbed = .begin; if (distance(begin, w4.MOUSE.pos()) < clickdistance and w4.MOUSE.buttons.left and !mouseLast) wire.grabbed = .begin;
} }
if (distance(end, w4.MOUSE.pos()) < 8) { if (distance(end, w4.MOUSE.pos()) < drawdistance) {
w4.oval(end - w4.Vec2{ 2, 2 }, w4.Vec2{ 5, 5 }); w4.oval(end - w4.Vec2{ 2, 2 }, w4.Vec2{ 5, 5 });
if (w4.MOUSE.buttons.left and !mouseLast) wire.grabbed = .end; if (distance(end, w4.MOUSE.pos()) < clickdistance and w4.MOUSE.buttons.left and !mouseLast) wire.grabbed = .end;
} }
} }
} }
@ -221,23 +230,113 @@ fn controlAnimProcess(_: f32, sprite: *Sprite, anim: *ControlAnim, control: *Con
anim.state.update(&sprite.index); anim.state.update(&sprite.index);
} }
var button_1_last = false;
fn controlProcess(_: f32, pos: *Pos, control: *Control) void { fn controlProcess(_: f32, pos: *Pos, control: *Control) void {
var delta = Vec2f{ 0, 0 }; var delta = Vec2f{ 0, 0 };
if (w4.GAMEPAD1.button_up) delta[1] -= 1; if (w4.GAMEPAD1.button_1 and !button_1_last) delta[1] -= 20;
if (w4.GAMEPAD1.button_down) delta[1] += 1;
if (w4.GAMEPAD1.button_left) delta[0] -= 1; if (w4.GAMEPAD1.button_left) delta[0] -= 1;
if (w4.GAMEPAD1.button_right) delta[0] += 1; if (w4.GAMEPAD1.button_right) delta[0] += 1;
if (delta[0] != 0 or delta[1] != 0) { if (delta[0] != 0 or delta[1] != 0) {
control.state = .walk; control.state = .walk;
pos.* += delta; var move = delta * @splat(2, @as(f32, 0.2));
pos.* += move;
if (delta[0] > 0) control.facing = .right;
if (delta[0] < 0) control.facing = .left;
} else { } else {
control.state = .stand; control.state = .stand;
} }
} }
fn kinematicProcess(_: f32, pos: *Pos, kinematic: *Kinematic) void { /// pos should be in tile coordinates, not world coordinates
pos.* += Vec2f{ 0, 1 }; fn get_tile(x: i32, y: i32) ?u8 {
var topleft = pos.* + kinematic.col.offset; if (x < 0 or x > 19 or y < 0 or y > 19) return null;
var bottomright = topleft + kinematic.col.size; const i = x + y * 20;
if (bottomright[1] > 160) pos.*[1] = 160 - (kinematic.col.offset[1] + kinematic.col.size[1]); return assets.solid[@intCast(u32, i)];
} }
/// rect should be absolutely positioned. Add pos to kinematic.collider
fn level_collide(rect: AABB) std.BoundedArray(AABB, 9) {
const tileSize = 8;
const top_left = rect.pos / @splat(2, @as(f32, tileSize));
const bot_right = (rect.pos + rect.size) / @splat(2, @as(f32, tileSize));
var collisions = std.BoundedArray(AABB, 9).init(0) catch unreachable;
var i: isize = @floatToInt(i32, top_left[0]);
while (i <= @floatToInt(i32, bot_right[0])) : (i += 1) {
var a: isize = @floatToInt(i32, top_left[1]);
while (a <= @floatToInt(i32, bot_right[1])) : (a += 1) {
var tile = get_tile(i, a);
if (tile == null or tile.? != 1) {
collisions.append(AABB{
.pos = Vec2f{
@intToFloat(f32, i * tileSize),
@intToFloat(f32, a * tileSize),
},
.size = Vec2f{ tileSize, tileSize },
}) catch unreachable;
}
}
}
return collisions;
}
fn kinematicProcess(_: f32, pos: *Pos, lastpos: *LastPos, kinematic: *Kinematic) void {
var next = lastpos.*;
next[0] = pos.*[0];
var hcol = level_collide(kinematic.col.addv(next));
if (hcol.len > 0) {
next[0] = lastpos.*[0];
}
next[1] = pos.*[1];
var vcol = level_collide(kinematic.col.addv(next));
if (vcol.len > 0) {
next[1] = lastpos.*[1];
}
pos.* = next;
}
fn velocityProcess(_: f32, pos: *Pos, lastpos: *LastPos) void {
var vel = pos.* - lastpos.*;
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;
}
// fn gravityprocess(dt: f32, posptr: *comp.pos, gravityptr: *comp.gravity) void {
// _ = dt;
// posptr.*.cur = posptr.*.cur.add(gravityptr.*);
// }
// fn collisionprocess(_: f32, posptr: *comp.pos, kinematicptr: *comp.kinematic) void {
// const pos = posptr.*.cur;
// const old = posptr.*.old;
// const kinematic = kinematicptr.*;
// var next = vec.init(pos.x, old.y);
// var collisions = level_collide(kinematic.collider.addv(next));
// if (collisions.len > 0) {
// next.x = old.x;
// kinematicptr.*.onwall = true;
// } else {
// kinematicptr.*.onwall = false;
// }
// next.y = pos.y;
// collisions = level_collide(kinematic.collider.addv(next));
// if (collisions.len > 0) {
// next.y = old.y;
// kinematicptr.*.onground = true;
// } else {
// kinematicptr.*.onground = false;
// }
// posptr.*.cur = next;
// }