From 86738d3406671046ce50a2d1b07d858e14b2f968 Mon Sep 17 00:00:00 2001 From: iamcheeseman <[hidden email]> Date: Thu, 15 Jan 2026 16:17:16 -0500 Subject: Ensure upwards and downwards transitions work --- src/assets.odin | 28 ++++++++++++---------- src/draw.odin | 4 ++-- src/input.odin | 1 + src/main.odin | 65 +++++++++++++++++++++++++++++++++++++++++++-------- src/player.odin | 68 +++++++++++++++++++++++++++++++++++++++--------------- src/resources.odin | 4 +++- src/world.odin | 14 +++++++++++ 7 files changed, 141 insertions(+), 43 deletions(-) (limited to 'src') diff --git a/src/assets.odin b/src/assets.odin index 0b6fcc9..24170ba 100644 --- a/src/assets.odin +++ b/src/assets.odin @@ -19,9 +19,10 @@ Animation_Id :: enum { } Room_Id :: enum { - ROOM_BEGIN, - ROOM_BEGIN_1, - ROOM_BEGIN_SECRET_1, + CARRABASSETT0, + CARRABASSETT1, + CARRABASSETT2, + CARRABASSETT3, } Tileset_Id :: enum { @@ -53,9 +54,10 @@ animations: [Animation_Id]Animation_Resource = { } rooms: [Room_Id]Room_Resource = { 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40, 40, 40, 40, 40, 40, 40, 40, 40, 32, 0, 0, 0, 0, 0, 0, 0, 0, 7, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 38, 6, 0, 0, 0, 0, 41, 9, 9, 39, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 43, 6, 0, 0, 41, 39, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40, 40}}, objects={}, background_image=nil}, } tilesets: [Tileset_Id]Tileset_Resource = { @@ -154,15 +156,17 @@ tiles: []Tile_Resource = { } world: []Room_Position_Resource = { - {id=.ROOM_BEGIN, x=307, y=292, width=480, height=320}, - {id=.ROOM_BEGIN_1, x=-173, y=292, width=480, height=320}, - {id=.ROOM_BEGIN_SECRET_1, x=787, y=292, width=480, height=320}, + {id=.CARRABASSETT0, x=307, y=292, width=640, height=320}, + {id=.CARRABASSETT1, x=-13, y=292, width=320, height=320}, + {id=.CARRABASSETT2, x=947, y=292, width=320, height=320}, + {id=.CARRABASSETT3, x=947, y=-348, width=320, height=640}, } path_to_id: map[string]Resource_Id = { - "res/rooms/room_begin_secret_1.tmj" = Room_Id.ROOM_BEGIN_SECRET_1, - "res/rooms/room_begin.tmj" = Room_Id.ROOM_BEGIN, - "res/rooms/room_begin_1.tmj" = Room_Id.ROOM_BEGIN_1, + "res/rooms/carrabassett2.tmj" = Room_Id.CARRABASSETT2, + "res/rooms/carrabassett0.tmj" = Room_Id.CARRABASSETT0, + "res/rooms/carrabassett1.tmj" = Room_Id.CARRABASSETT1, + "res/rooms/carrabassett3.tmj" = Room_Id.CARRABASSETT3, "res/img/player.ase" = Image_Id.PLAYER, "res/img/bullet.qoi" = Image_Id.BULLET, "res/img/pistol.qoi" = Image_Id.PISTOL, diff --git a/src/draw.odin b/src/draw.odin index e51e0ae..8e31b96 100644 --- a/src/draw.odin +++ b/src/draw.odin @@ -7,7 +7,7 @@ import rl "vendor:raylib" Color :: [4]f32 -SCREEN_WIDTH :: 480 +SCREEN_WIDTH :: 320 SCREEN_HEIGHT :: 320 SCREEN_SIZE :: Vec2{SCREEN_WIDTH, SCREEN_HEIGHT} @@ -37,7 +37,7 @@ deinit_draw :: proc() { draw_new_frame :: proc() { rl.BeginTextureMode(renderer.screen) - rl.ClearBackground(_color_to_rl(Color{0.2, 0.2, 0.2, 1})) + rl.ClearBackground(rl.BLACK) } draw_end_frame :: proc() { diff --git a/src/input.odin b/src/input.odin index 1513c33..7ba2884 100644 --- a/src/input.odin +++ b/src/input.odin @@ -59,5 +59,6 @@ get_mouse_pos :: proc() -> (mouse_pos: Vec2) { mouse_pos = Vec2{f32(rl.GetMouseX()), f32(rl.GetMouseY())} mouse_pos /= Vec2{f32(rl.GetScreenWidth()), f32(rl.GetScreenHeight())} mouse_pos *= SCREEN_SIZE + mouse_pos += state.camera.target return } diff --git a/src/main.odin b/src/main.odin index 969c25b..0775449 100644 --- a/src/main.odin +++ b/src/main.odin @@ -7,7 +7,7 @@ import "core:c/libc" import "core:fmt" import "core:log" import "core:mem" -import os "core:os/os2" +import "core:math/linalg" import rl "vendor:raylib" @@ -22,6 +22,7 @@ Rect :: struct { state: struct { debug_mode: bool, + camera_target: Vec2, camera: rl.Camera2D, platform_list: Entity_List(Platform), bullet_list: Entity_List(Bullet), @@ -51,18 +52,13 @@ raylib_log :: proc "c" ( } } -die :: proc(msg: string, args: ..any, #any_int exit_code := 1) { - log.fatalf(msg, args) - os.exit(exit_code) -} - init :: proc() { state.camera.zoom = 1 init_keybinds() init_draw() init_player() - open_room(.ROOM_BEGIN) + open_room(.CARRABASSETT0) } frame :: proc() { @@ -70,25 +66,74 @@ frame :: proc() { state.debug_mode = !state.debug_mode } - update_player(rl.GetFrameTime()) - update_bullets(rl.GetFrameTime()) + dt := rl.GetFrameTime() + + update_player(dt) + update_bullets(dt) + + state.camera.target = linalg.lerp( + state.camera.target, + state.camera_target, + 10 * dt, + ) draw_new_frame() rl.BeginMode2D(state.camera) + renderer.tint = {0.2, 0.2, 0.2, 1} + draw_rect({ + {0, 0}, + {f32(current_room.width), f32(current_room.height)}, + }) + renderer.tint = {1, 1, 1, 1} + draw_player() draw_room(current_room.id) draw_bullets() + rl.DrawRectangleGradientH( + 0, + 0, + 8, + current_room.height, + rl.BLACK, + rl.BLANK, + ) + rl.DrawRectangleGradientH( + current_room.width - 8, + 0, + 8, + current_room.height, + rl.BLANK, + rl.BLACK, + ) + rl.DrawRectangleGradientV( + 0, + 0, + current_room.width, + 8, + rl.BLACK, + rl.BLANK, + ) + rl.DrawRectangleGradientV( + 0, + current_room.height - 8, + current_room.width, + 8, + rl.BLANK, + rl.BLACK, + ) + if state.debug_mode { // Draw all collisions body_it: int - renderer.tint = {1, 0.25, 0.5, 0.5} + renderer.tint = {1, 0.25, 0.5, 0.25} for body in phys.iterate_bodies(&body_it) { rect := phys.get_rect(body) rect.start += phys.get_position(body) draw_linerect(transmute(Rect)rect) + draw_rect(transmute(Rect)rect) } renderer.tint = {1, 1, 1, 1} } diff --git a/src/player.odin b/src/player.odin index 497407c..2029195 100644 --- a/src/player.odin +++ b/src/player.odin @@ -20,7 +20,7 @@ PLAYER_DASH_SPEED :: 500 PLAYER_DASH_TIME :: 0.15 PLAYER_DASH_COOLDOWN :: 0.3 -PLAYER_GUN_HEIGHT :: 7 +PLAYER_GUN_HEIGHT :: 0 PLAYER_GUN_DIST :: 5 // how far out to hold the gun Player_State :: enum { @@ -44,7 +44,7 @@ player: struct { init_player :: proc() { body := phys.make_body( - phys.Rect{{-4, -16}, {8, 16}}, + phys.Rect{{-4, -8}, {8, 16}}, layers = {.PLAYER}, mask = {.DEFAULT} ) @@ -54,7 +54,7 @@ init_player :: proc() { player.sprite.offset = Vec2 { math.floor(f32(player.sprite.width / 2)), - f32(player.sprite.height), + math.floor(f32(player.sprite.height / 2)), } init_sprite(&player.gun_sprite, .PISTOL) @@ -71,6 +71,10 @@ deinit_player :: proc() { @(private = "file") _get_input_dir :: proc() -> f32 { + if !point_inside_room(phys.get_position(player.body)) { + return 0 + } + input: f32 if is_keybind_down(actions.move_left) { @@ -187,7 +191,6 @@ _dash_state :: proc(dt: f32) { phys.update_body(player.body) player.dash_timer -= dt - // body := phys.get_body(player.body_handle) if player.dash_timer <= 0 || phys.get_collisions(player.body) != {} { _exit_dash() @@ -205,26 +208,53 @@ _exit_dash :: proc() { } @(private = "file") -_change_rooms :: proc() { - width := f32(current_room.width) - height := f32(current_room.height) +_get_camera_target_pos :: proc() -> Vec2 { + pos := phys.get_position(player.body) - SCREEN_SIZE * 0.5 + room_size := Vec2{ + f32(current_room.width), + f32(current_room.height), + } + + camera_bounds_min := Vec2{0, 0} + camera_bounds_max := room_size - SCREEN_SIZE + + pos.x = math.clamp(pos.x, camera_bounds_min.x, camera_bounds_max.x) + pos.y = math.clamp(pos.y, camera_bounds_min.y, camera_bounds_max.y) + + return pos +} +@(private = "file") +_change_rooms :: proc() { pos := phys.get_position(player.body) - if pos.x < 0 || - pos.x > width || - pos.y < 0 || - pos.y > height { - prev_room_pos := Vec2{f32(current_room.x), f32(current_room.y)} - changed := open_room_at({i32(pos.x), i32(pos.y)}) + if point_inside_room(pos) { + return + } + + prev_room_pos := Vec2{f32(current_room.x), f32(current_room.y)} + changed := open_room_at({i32(pos.x), i32(pos.y)}) - if changed { - new_room_pos := Vec2{f32(current_room.x), f32(current_room.y)} + if changed { + new_room_pos := Vec2{f32(current_room.x), f32(current_room.y)} - diff := prev_room_pos - new_room_pos - new_pos := pos + diff - {0, 0} - phys.set_position(player.body, new_pos) + diff := prev_room_pos - new_room_pos + new_pos := pos + diff + phys.set_position(player.body, new_pos) + + if diff.y > 0 { + vel := phys.get_velocity(player.body) + vel.y = -PLAYER_JUMP_FORCE + phys.set_velocity(player.body, vel.y) + } else if diff.y > 0 { + vel := phys.get_velocity(player.body) + vel.y = 0 + phys.set_velocity(player.body, vel.y) } + + new_cam_pos := _get_camera_target_pos() + state.camera.target += diff + state.camera_target += diff } } @@ -253,6 +283,8 @@ update_player :: proc(dt: f32) { player.jump_buffer -= dt player.coyote_time -= dt + state.camera_target = _get_camera_target_pos() + _change_rooms() } diff --git a/src/resources.odin b/src/resources.odin index 0a4f843..537c265 100644 --- a/src/resources.odin +++ b/src/resources.odin @@ -1,5 +1,7 @@ package demonchime +import "core:log" + import rl "vendor:raylib" Image_Resource :: struct { @@ -67,7 +69,7 @@ get_image :: proc(id: Image_Id) -> rl.Texture2D { i32(len(img_res.data)), ) if !rl.IsImageValid(rl_img) { - die("Could not load asset %v", id) + log.warnf("Could not load asset %v", id) } img_res.texture = rl.LoadTextureFromImage(rl_img) diff --git a/src/world.odin b/src/world.odin index d6f611e..eca934c 100644 --- a/src/world.odin +++ b/src/world.odin @@ -1,5 +1,7 @@ package demonchime +import "core:log" + import rl "vendor:raylib" Object_Spawner :: proc(Object_Resource) @@ -40,6 +42,8 @@ _open_room :: proc(room_pos: Room_Position_Resource) { current_room = room_pos + log.infof("Opened room %v", current_room.id) + for cb in room_open_cb { cb(current_room.id) } @@ -47,6 +51,16 @@ _open_room :: proc(room_pos: Room_Position_Resource) { _spawn_objects(current_room.id) } +point_inside_room :: proc(pos: Vec2) -> bool { + width := f32(current_room.width) + height := f32(current_room.height) + + return pos.x >= 0 && + pos.x <= width && + pos.y >= 0 && + pos.y <= height +} + open_room_at :: proc(pos: [2]i32) -> bool { pos := pos pos += {current_room.x, current_room.y} -- cgit v1.3-2-g0d8e