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This commit is contained in:
2023-11-14 12:01:28 +01:00
parent ab817ee03d
commit 8825b9e01f
14 changed files with 213 additions and 102 deletions

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@@ -9,8 +9,7 @@ add_subdirectory(engine/)
add_executable(PixelDefense add_executable(PixelDefense
game/systems/animations.c game/systems/entity_systems.c
game/systems/entity_renderer.c
game/systems/systems.h game/systems/systems.h
game/utils/building_types.h game/utils/building_types.h
@@ -19,6 +18,7 @@ add_executable(PixelDefense
game/buildings.c game/buildings.c
game/buildings.h game/buildings.h
game/components.c
game/components.h game/components.h
game/entrypoint.c game/entrypoint.c
game/main.c game/main.c

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@@ -384,8 +384,8 @@
"type":"", "type":"",
"visible":true, "visible":true,
"width":10, "width":10,
"x":1155.52, "x":914.186666666667,
"y":473.417 "y":396.083666666667
}], }],
"opacity":1, "opacity":1,
"type":"objectgroup", "type":"objectgroup",

30
game/components.c Normal file
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@@ -0,0 +1,30 @@
#include "components.h"
ECS_COMPONENT_DECLARE(TilePosition);
ECS_COMPONENT_DECLARE(TileSize);
ECS_COMPONENT_DECLARE(Owner);
ECS_COMPONENT_DECLARE(Position);
ECS_COMPONENT_DECLARE(Size);
ECS_COMPONENT_DECLARE(TargetPosition);
ECS_COMPONENT_DECLARE(Rotation);
ECS_COMPONENT_DECLARE(Health);
ECS_COMPONENT_DECLARE(TextureRegion);
ECS_COMPONENT_DECLARE(AnimationType);
ECS_COMPONENT_DECLARE(Animation);
ECS_COMPONENT_DECLARE(Path);
void initComponentIDs(ecs_world_t *ecs) {
ECS_COMPONENT_DEFINE(ecs, TilePosition);
ECS_COMPONENT_DEFINE(ecs, TileSize);
ECS_COMPONENT_DEFINE(ecs, Owner);
ECS_COMPONENT_DEFINE(ecs, Position);
ECS_COMPONENT_DEFINE(ecs, Size);
ECS_COMPONENT_DEFINE(ecs, TargetPosition);
ECS_COMPONENT_DEFINE(ecs, Rotation);
ECS_COMPONENT_DEFINE(ecs, Health);
ECS_COMPONENT_DEFINE(ecs, TextureRegion);
ECS_COMPONENT_DEFINE(ecs, AnimationType);
ECS_COMPONENT_DEFINE(ecs, Animation);
ECS_COMPONENT_DEFINE(ecs, Path);
}

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@@ -2,28 +2,40 @@
#define PIXELDEFENSE_COMPONENTS_H #define PIXELDEFENSE_COMPONENTS_H
#include <breeze.h> #include <breeze.h>
#include <flecs.h>
#include "utils/building_types.h" #include "utils/building_types.h"
#define ecs_set_p(world, e, T, ...) ecs_set_id(world, e, ecs_id(T), sizeof(T), (T*)__VA_ARGS__)
typedef struct TilePosition { typedef struct TilePosition {
BzTile x; BzTile x;
BzTile y; BzTile y;
} TilePosition; } TilePosition;
extern ECS_COMPONENT_DECLARE(TilePosition);
typedef struct TileSize { typedef struct TileSize {
BzTile sizeX; BzTile sizeX;
BzTile sizeY; BzTile sizeY;
} TileSize; } TileSize;
extern ECS_COMPONENT_DECLARE(TileSize);
typedef struct Owner { typedef struct Owner {
BuildingType playerID; BuildingType playerID;
} Owner; } Owner;
extern ECS_COMPONENT_DECLARE(Owner);
typedef Vector2 Position, Size; typedef Vector2 Position, Size, TargetPosition;
extern ECS_COMPONENT_DECLARE(Position);
extern ECS_COMPONENT_DECLARE(Size);
extern ECS_COMPONENT_DECLARE(TargetPosition);
typedef f32 Rotation; typedef f32 Rotation;
extern ECS_COMPONENT_DECLARE(Rotation);
typedef f32 Health; typedef f32 Health;
extern ECS_COMPONENT_DECLARE(Health);
typedef struct TextureRegion { typedef struct TextureRegion {
Texture2D texture; Texture2D texture;
@@ -31,11 +43,13 @@ typedef struct TextureRegion {
bool flipX; bool flipX;
bool flipY; bool flipY;
} TextureRegion; } TextureRegion;
extern ECS_COMPONENT_DECLARE(TextureRegion);
typedef enum AnimationType { typedef enum AnimationType {
ANIMATION_IDLE, ANIMATION_IDLE,
ANIMATION_WALK, ANIMATION_WALK,
} AnimationType; } AnimationType;
extern ECS_COMPONENT_DECLARE(AnimationType);
typedef struct Animation { typedef struct Animation {
TextureRegion firstFrame; TextureRegion firstFrame;
@@ -45,7 +59,18 @@ typedef struct Animation {
f32 frameDuration; f32 frameDuration;
f32 elapsed; f32 elapsed;
} Animation; } Animation;
extern ECS_COMPONENT_DECLARE(Animation);
typedef struct Path {
Position *waypoints;
i32 maxWaypoints;
i32 numWaypoints;
i32 curWaypoint;
} Path;
extern ECS_COMPONENT_DECLARE(Path);
void initComponentIDs(ecs_world_t *ecs);
#endif //PIXELDEFENSE_COMPONENTS_H #endif //PIXELDEFENSE_COMPONENTS_H

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@@ -14,6 +14,9 @@ typedef struct Game {
ecs_entity_t *entityMap; ecs_entity_t *entityMap;
f32 frameDuration; f32 frameDuration;
Vector2 targetPos; Vector2 targetPos;
ecs_entity_t entity;
Path path;
Position waypoints[128];
} Game; } Game;
extern Game *GAME; extern Game *GAME;

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@@ -40,6 +40,8 @@ bool bzMain(BzAppDesc *appDesc, int argc, const char **argv) {
} }
bool init(Game *game) { bool init(Game *game) {
initComponentIDs(ECS);
int screenWidth = 1280; int screenWidth = 1280;
int screenHeight = 720; int screenHeight = 720;
@@ -48,6 +50,7 @@ bool init(Game *game) {
game->camera.offset = (Vector2) {screenWidth / 2.0f, screenHeight / 2.0f}; game->camera.offset = (Vector2) {screenWidth / 2.0f, screenHeight / 2.0f};
game->camera.rotation = 0.0f; game->camera.rotation = 0.0f;
game->camera.zoom = 1.0f; game->camera.zoom = 1.0f;
game->frameDuration = 0.16f;
game->terrainTileset = bzTilesetCreate( &(BzTilesetDesc) { game->terrainTileset = bzTilesetCreate( &(BzTilesetDesc) {
.path="assets/terrain.tsj", .path="assets/terrain.tsj",
@@ -86,8 +89,9 @@ bool init(Game *game) {
ECS_SYSTEM(ECS, updateAnimations, EcsOnUpdate, Animation, TextureRegion); ECS_SYSTEM(ECS, updateAnimations, EcsOnUpdate, Animation, TextureRegion);
ECS_SYSTEM(ECS, renderEntities, EcsOnUpdate, Position, Size, Rotation, TextureRegion); ECS_SYSTEM(ECS, renderEntities, EcsOnUpdate, Position, Size, Rotation, TextureRegion);
ECS_SYSTEM(ECS, updatePos, EcsOnUpdate, Position, TextureRegion); ECS_SYSTEM(ECS, updatePos, EcsOnUpdate, Position, TargetPosition, TextureRegion);
ECS_OBSERVER(ECS, targetFinish, EcsOnRemove, TargetPosition);
ECS_OBSERVER(ECS, startPath, EcsOnSet, Path);
return true; return true;
} }
void deinit(Game *game) { void deinit(Game *game) {
@@ -121,8 +125,6 @@ void update(float dt, Game *game) {
game->camera.zoom += ((float) GetMouseWheelMove() * 0.05f); game->camera.zoom += ((float) GetMouseWheelMove() * 0.05f);
Vector2 worldPos = GetScreenToWorld2D(GetMousePosition(), game->camera); Vector2 worldPos = GetScreenToWorld2D(GetMousePosition(), game->camera);
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT))
game->targetPos = worldPos;
int tileX = (int) worldPos.x / 16; int tileX = (int) worldPos.x / 16;
int tileY = (int) worldPos.y / 16; int tileY = (int) worldPos.y / 16;
@@ -162,12 +164,26 @@ void render(float dt, Game *game) {
static PathNode *heap = NULL; static PathNode *heap = NULL;
if (!heap) if (!heap)
heap = bzHeapNew(PathNode, game->map.width * game->map.height); heap = bzHeapNew(PathNode, game->map.width * game->map.height);
game->path.waypoints = game->waypoints;
game->path.maxWaypoints = 128;
findPath(&(PathfindingDesc) { findPath(&(PathfindingDesc) {
.start=(TilePosition){57, 24}, .start=(TilePosition){57, 24},
.target=(TilePosition){tileX, tileY}, .target=(TilePosition){tileX, tileY},
.map=&game->map, .map=&game->map,
.heap=heap, .heap=heap,
.outPath=&game->path
}); });
for (i32 i = 0; i < game->path.numWaypoints; i++) {
Position pos = game->path.waypoints[i];
DrawCircle(pos.x, pos.y, 3.0f, RED);
}
if (game->path.numWaypoints > 0 && IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) {
ecs_entity_t e = game->entity;
bzLogInfo("%d", ecs_is_alive(ECS, e));
Position pos = worldPos;
//ecs_set_ptr(ECS, e, Position, &pos);
ecs_set_ptr(ECS, e, Path, &game->path);
}
ecs_progress(ECS, dt); ecs_progress(ECS, dt);

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@@ -18,18 +18,13 @@ bool initGameObjectsLayer(BzTileMap *map, BzTileObjectGroup *objectGroup) {
} }
bool initEntityObjectsLayer(BzTileMap *map, BzTileObjectGroup *objectGroup) { bool initEntityObjectsLayer(BzTileMap *map, BzTileObjectGroup *objectGroup) {
ECS_COMPONENT(ECS, Position);
ECS_COMPONENT(ECS, Size);
ECS_COMPONENT(ECS, Rotation);
ECS_COMPONENT(ECS, TextureRegion);
ECS_COMPONENT(ECS, Animation);
BzTileset *objectTileset = bzTileObjectGroupGetTileset(&GAME->map, objectGroup); BzTileset *objectTileset = bzTileObjectGroupGetTileset(&GAME->map, objectGroup);
if (!objectTileset) return true; if (!objectTileset) return true;
for (i32 i = 0; i < objectGroup->objectCount; i++) { for (i32 i = 0; i < objectGroup->objectCount; i++) {
BzTileObject object = objectGroup->objects[i]; BzTileObject object = objectGroup->objects[i];
ecs_entity_t e = ecs_new_id(ECS); ecs_entity_t e = ecs_new_id(ECS);
GAME->entity = e;
ecs_set(ECS, e, Position, {object.shape.x, object.shape.y}); ecs_set(ECS, e, Position, {object.shape.x, object.shape.y});
ecs_set(ECS, e, Size, {object.shape.sizeX, object.shape.sizeY}); ecs_set(ECS, e, Size, {object.shape.sizeX, object.shape.sizeY});
ecs_set(ECS, e, Rotation, {0.0f}); ecs_set(ECS, e, Rotation, {0.0f});
@@ -50,10 +45,6 @@ bool initEntityObjectsLayer(BzTileMap *map, BzTileObjectGroup *objectGroup) {
} }
bool initBuildingsLayer(BzTileMap *map, BzTileLayer *layer) { bool initBuildingsLayer(BzTileMap *map, BzTileLayer *layer) {
ECS_COMPONENT(ECS, TilePosition);
ECS_COMPONENT(ECS, TileSize);
ECS_COMPONENT(ECS, Owner);
GAME->entityMap = bzCalloc(sizeof(*GAME->entityMap), layer->width * layer->height); GAME->entityMap = bzCalloc(sizeof(*GAME->entityMap), layer->width * layer->height);
BzTileLayer *ownershipLayer = layer; BzTileLayer *ownershipLayer = layer;

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@@ -1,20 +0,0 @@
#include "systems.h"
#include "../game_state.h"
void updateAnimations(ecs_iter_t *it) {
Animation *anim = ecs_field(it, Animation, 1);
TextureRegion *t = ecs_field(it, TextureRegion, 2);
float dt = GetFrameTime();
for (i32 i = 0; i < it->count; i++) {
anim[i].frameDuration = GAME->frameDuration;
anim[i].elapsed += dt;
if (anim[i].elapsed < anim[i].frameDuration) continue;
anim[i].currFrame = (anim[i].currFrame + 1) % anim[i].frameCount;
anim[i].elapsed = 0.0f;
t[i].rec.x = anim[i].firstFrame.rec.x + anim[i].currFrame * t[i].rec.width;
}
}

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@@ -1,17 +0,0 @@
#include "systems.h"
void renderEntities(ecs_iter_t *it) {
Position *p = ecs_field(it, Position, 1);
Size *s = ecs_field(it, Size, 2);
Rotation *r = ecs_field(it, Rotation, 3);
TextureRegion *t = ecs_field(it, TextureRegion, 4);
for (i32 i = 0; i < it->count; i++) {
Rectangle dst = {p[i].x, p[i].y, s[i].x, s[i].y};
Vector2 origin = {dst.width * 0.5f, dst.height * 0.5f};
Rectangle src = t[i].rec;
if (t[i].flipX) src.width *= -1.0f;
if (t[i].flipY) src.height *= -1.0f;
DrawTexturePro(t[i].texture, src, dst, origin, r[i], WHITE);
}
}

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@@ -0,0 +1,95 @@
#include "systems.h"
#include "../game_state.h"
#include <math.h>
#include <raymath.h>
void updateAnimations(ecs_iter_t *it) {
Animation *anim = ecs_field(it, Animation, 1);
TextureRegion *t = ecs_field(it, TextureRegion, 2);
float dt = GetFrameTime();
for (i32 i = 0; i < it->count; i++) {
anim[i].frameDuration = GAME->frameDuration;
anim[i].elapsed += dt;
if (anim[i].elapsed < anim[i].frameDuration) continue;
anim[i].currFrame = (anim[i].currFrame + 1) % anim[i].frameCount;
anim[i].elapsed = 0.0f;
t[i].rec.x = anim[i].firstFrame.rec.x + anim[i].currFrame * t[i].rec.width;
}
}
void renderEntities(ecs_iter_t *it) {
Position *p = ecs_field(it, Position, 1);
Size *s = ecs_field(it, Size, 2);
Rotation *r = ecs_field(it, Rotation, 3);
TextureRegion *t = ecs_field(it, TextureRegion, 4);
for (i32 i = 0; i < it->count; i++) {
Rectangle dst = {p[i].x, p[i].y, s[i].x, s[i].y};
Vector2 origin = {dst.width * 0.5f, dst.height * 0.5f};
Rectangle src = t[i].rec;
if (t[i].flipX) src.width *= -1.0f;
if (t[i].flipY) src.height *= -1.0f;
DrawTexturePro(t[i].texture, src, dst, origin, r[i], WHITE);
}
}
void updatePos(ecs_iter_t *it) {
Position *pos = ecs_field(it, Position, 1);
TargetPosition *target = ecs_field(it, TargetPosition, 2);
TextureRegion *t = ecs_field(it, TextureRegion, 3);
for (i32 i = 0; i < it->count; i++) {
Vector2 d = Vector2Subtract(target[i], pos[i]);
if (Vector2LengthSqr(d) < 1) {
bzLogInfo("Done");
ecs_remove(ECS, it->entities[i], TargetPosition);
}
Vector2 dN = Vector2Normalize(d);
dN = Vector2Scale(dN, 20);
t[i].flipX = dN.x < 0;
pos[i].x += dN.x * it->delta_time;
pos[i].y += dN.y * it->delta_time;
}
}
#include <stdlib.h>
void targetFinish(ecs_iter_t *it) {
for (i32 i = 0; i < it->count; i++) {
ecs_entity_t e = it->entities[i];
Path *path = ecs_get(it->world, e, Path);
if (!path) continue;
path->curWaypoint++;
if (path->curWaypoint >= path->numWaypoints) {
// Finished
ecs_remove(it->world, e, Path);
continue;
}
TargetPosition target = path->waypoints[path->curWaypoint - 1];
target.x += rand() % (4 + 1 + 2) -2;
ecs_set(it->world, e, TargetPosition, {target.x, target.y});
}
}
void startPath(ecs_iter_t *it) {
Path *path = ecs_field(it, Path, 1);
for (i32 i = 0; i < it->count; i++) {
ecs_entity_t e = it->entities[i];
if (path->numWaypoints == 0) {
ecs_remove(it->world, e, Path);
continue;
}
ecs_set(it->world, e, TargetPosition, {path[i].waypoints[0].x, path[i].waypoints[0].y});
path[i].curWaypoint++;
}
}

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@@ -7,39 +7,8 @@
void renderEntities(ecs_iter_t *it); void renderEntities(ecs_iter_t *it);
void updateAnimations(ecs_iter_t *it); void updateAnimations(ecs_iter_t *it);
void updatePos(ecs_iter_t *it);
#include "../game_state.h" void targetFinish(ecs_iter_t *it);
#include <math.h> void startPath(ecs_iter_t *it);
#include <raymath.h>
static void updatePos(ecs_iter_t *it) {
Position *pos = ecs_field(it, Position, 1);
TextureRegion *t = ecs_field(it, TextureRegion, 2);
Vector2 target = GAME->targetPos;
if (target.x == 0 && target.y == 0) return;
for (i32 i = 0; i < it->count; i++) {
target = Vector2Subtract(target, pos[i]);
float dX = 0, dY = 0;
if (target.x > 0) dX = 1;
else if (target.x < 0) dX = -1;
if (target.y > 0) dY = 1;
else if (target.y < 0) dY = -1;
dX *= 20;
dY *= 20;
if (Vector2Length(target) < 1) continue;
pos[i].x += dX * it->delta_time;
pos[i].y += dY * it->delta_time;
f32 ddx = GAME->targetPos.x - pos[i].x;
if (ddx < 0) ddx *= -1.0f;
if (ddx > 5)
t[i].flipX = dX < 0;
}
}
#endif //PIXELDEFENSE_SYSTEMS_H #endif //PIXELDEFENSE_SYSTEMS_H

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@@ -78,28 +78,46 @@ bool findPath(const PathfindingDesc *desc) {
} }
} }
DrawRectangle(desc->start.x * 16, desc->start.y * 16, 16, 16, BLUE); i32 pathLen = 0;
Color color = RED; if (foundPath && desc->outPath) {
if (foundPath) {
color = GREEN;
TilePosition pos = desc->target; TilePosition pos = desc->target;
int count = 0;
while (pos.x != desc->start.x || pos.y != desc->start.y) { while (pos.x != desc->start.x || pos.y != desc->start.y) {
Visited *visit = &visited[pos.y * map->width + pos.x];
BZ_ASSERT(visit->x != 0 && visit->y != 0);
pos.x -= visit->x;
pos.y -= visit->y;
pathLen++;
}
Path *out = desc->outPath;
out->curWaypoint = 0;
pos = desc->target;
i32 len = pathLen;
// Skip positions
while (len >= out->maxWaypoints) {
Visited visit = visited[pos.y * map->width + pos.x]; Visited visit = visited[pos.y * map->width + pos.x];
BZ_ASSERT(visit.x != 0 && visit.y != 0);
pos.x -= visit.x; pos.x -= visit.x;
pos.y -= visit.y; pos.y -= visit.y;
DrawRectangle(pos.x * 16, pos.y * 16, 16, 16, GREEN); len--;
count++;
} }
bzLogInfo("Path length: %d", count); // Write path
for (i32 i = 0; i < len; i++) {
out->waypoints[len - i - 1] = (Position){
pos.x * map->tileWidth + map->tileWidth * 0.5f,
pos.y * map->tileHeight + map->tileHeight * 0.5f
};
out->numWaypoints++;
Visited visit = visited[pos.y * map->width + pos.x];
pos.x -= visit.x;
pos.y -= visit.y;
}
BZ_ASSERT(len == out->maxWaypoints);
out->numWaypoints = len;
} }
DrawRectangle(desc->target.x * 16, desc->target.y * 16, 16, 16, color);
if (!desc->heap) { if (!desc->heap) {
bzHeapFree(heap); bzHeapFree(heap);
heap = NULL; heap = NULL;
} }
return foundPath; return foundPath ? pathLen : -1;
} }

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@@ -22,6 +22,7 @@ typedef struct PathfindingDesc {
TilePosition target; TilePosition target;
BzTileMap *map; BzTileMap *map;
PathNode *heap; PathNode *heap;
Path *outPath;
} PathfindingDesc; } PathfindingDesc;
bool findPath(const PathfindingDesc *desc); bool findPath(const PathfindingDesc *desc);

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@@ -331,7 +331,7 @@
</data> </data>
</layer> </layer>
<objectgroup id="31" name="Entities"> <objectgroup id="31" name="Entities">
<object id="19728" gid="1322" x="1155.52" y="473.417" width="10" height="10"/> <object id="19728" gid="1322" x="914.187" y="396.084" width="10" height="10"/>
</objectgroup> </objectgroup>
<objectgroup id="28" name="Game"> <objectgroup id="28" name="Game">
<object id="19726" name="camera" x="1048" y="476"> <object id="19726" name="camera" x="1048" y="476">