1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
|
#include <raylib.h>
#include <string.h>
#include "game.h"
#include "player.h"
Game game;
static inline bool EntityAllocated(const Entity* e) {
return (e->flags & ENTITY_ALLOCATED);
}
static inline bool PhysicsEnabled(const Entity* e) {
return EntityAllocated(e) && (e->flags & ENTITY_PHYSICS_ACTIVE);
}
static inline bool ShouldDrawEntity(const Entity* e) {
return EntityAllocated(e) && (e->flags & ENTITY_VISIBLE);
}
static inline bool SameEntity(const Entity* a, const Entity* b) {
return a->id == b->id;
}
static inline bool IsColliding(const Rectangle* a, const Rectangle* b) {
bool collisionX = (a->x <= b->x && a->x + a->width > b->x)
|| (b->x <= a->x && b->x + b->width > a->x);
bool collisionY = (a->y <= b->y && a->y + a->height > b->height)
|| (b->y <= a->y && b->y + b->height > a->y);
return collisionX && collisionY;
}
static inline Rectangle GetPhysicsColliderGlobal(const Entity* e) {
Rectangle physicsColliderGlobal = e->physicsCollider;
physicsColliderGlobal.x += e->position.x;
physicsColliderGlobal.y += e->position.y;
return physicsColliderGlobal;
}
void MoveAndSlide(Entity* e, float deltaTime) {
Vector2 velocity = e->velocity;
Rectangle physicsCollider = GetPhysicsColliderGlobal(e);
physicsCollider.x += e->velocity.x * deltaTime;
for (int i = 0; i < MAX_ENTITY_COUNT; i++) {
Entity* c = &game.entities[i];
if(!PhysicsEnabled(c) || SameEntity(c, e)) continue;
Rectangle otherCollider = GetPhysicsColliderGlobal(c);
if(IsColliding(&physicsCollider, &otherCollider)) {
if (velocity.x > 0) {
physicsCollider.x = otherCollider.x - physicsCollider.width;
} else {
physicsCollider.x = otherCollider.x + otherCollider.width;
}
}
}
physicsCollider.y += e->velocity.y * deltaTime;
for (int i = 0; i < MAX_ENTITY_COUNT; i++) {
Entity* c = &game.entities[i];
if(!PhysicsEnabled(c) || SameEntity(c, e)) continue;
Rectangle otherCollider = GetPhysicsColliderGlobal(c);
if(IsColliding(&physicsCollider, &otherCollider)) {
if (velocity.y > 0) {
physicsCollider.y = otherCollider.y - physicsCollider.height;
} else {
physicsCollider.y = otherCollider.y + otherCollider.height;
}
}
}
e->position.x = physicsCollider.x;
e->position.y = physicsCollider.y;
}
void AddEntity(Entity* e) {
static int nextId = 0;
e->id = nextId++;
e->flags |= ENTITY_ALLOCATED;
for(int i = 0; i < MAX_ENTITY_COUNT; i++) {
if (!EntityAllocated(&game.entities[i])) {
game.entities[i] = *e;
break;
}
}
}
void InitGame() {
game.paused = false;
memset(game.entities, 0, sizeof(game.entities));
}
void UpdateEntity(Entity* e, float deltaTime) {
switch (e->type) {
case Player_Entity:
UpdatePlayer(e, deltaTime);
break;
default:
break;
}
}
void UpdateGame(float deltaTime) {
(void)deltaTime;
for (int i = 0; i < MAX_ENTITY_COUNT; i++) {
Entity* e = &game.entities[i];
if (EntityAllocated(e))
UpdateEntity(e, deltaTime);
}
}
#ifdef BEATEMUP_DEBUG
void DebugHighlights(const Entity* e) {
Rectangle dstRect = GetPhysicsColliderGlobal(e);
DrawRectangle(dstRect.x, dstRect.y, dstRect.width, dstRect.height, e->physicsColliderColor);
}
#endif
void DrawEntity(const Entity* e) {
}
void DrawGame() {
BeginDrawing();
ClearBackground(RAYWHITE);
for (int i = 0; i < MAX_ENTITY_COUNT; i++) {
Entity* e = &game.entities[i];
#ifdef BEATEMUP_DEBUG
DebugHighlights(e);
#endif
if (ShouldDrawEntity(e))
DrawEntity(e);
}
EndDrawing();
}
void AddWall(float xpos, float ypos, float width, float height) {
Entity wall;
wall.type = Wall_Entity;
wall.flags |= ENTITY_PHYSICS_ACTIVE;
wall.position = (Vector2) {xpos, ypos};
wall.physicsCollider = (Rectangle) {0, 0, width, height};
#ifdef BEATEMUP_DEBUG
wall.physicsColliderColor = BLUE;
#endif
AddEntity(&wall);
}
|