2 #include "system/stacktrace.h"
10 #include "system/line_stream.h"
11 #include "system/nth_alloc.h"
12 #include "system/log.h"
13 #include "game/level/level_editor/rect_layer.h"
14 #include "math/extrema.h"
24 Platforms *create_platforms_from_rect_layer(const RectLayer *layer)
30 Platforms *platforms = PUSH_LT(
32 nth_calloc(1, sizeof(Platforms)),
34 if (platforms == NULL) {
39 platforms->rects_size = rect_layer_count(layer);
41 platforms->rects = PUSH_LT(lt, nth_calloc(1, sizeof(Rect) * platforms->rects_size), free);
42 if (platforms->rects == NULL) {
45 memcpy(platforms->rects, rect_layer_rects(layer), sizeof(Rect) * platforms->rects_size);
48 platforms->colors = PUSH_LT(lt, nth_calloc(1, sizeof(Color) * platforms->rects_size), free);
49 if (platforms->colors == NULL) {
52 memcpy(platforms->colors, rect_layer_colors(layer), sizeof(Color) * platforms->rects_size);
57 void destroy_platforms(Platforms *platforms)
59 trace_assert(platforms);
60 RETURN_LT0(platforms->lt);
63 int platforms_render(const Platforms *platforms,
66 for (size_t i = 0; i < platforms->rects_size; ++i) {
67 Rect platform_rect = platforms->rects[i];
71 platforms->colors[i]) < 0) {
76 snprintf(debug_text, 256,
82 i, platform_rect.x, platform_rect.y, platform_rect.w, platform_rect.h);
84 Vec2f text_pos = (Vec2f){.x = platform_rect.x, .y = platform_rect.y};
85 Rect text_rect = sprite_font_boundary_box(text_pos, vec(2.0f, 2.0f), debug_text);
87 Rect world_viewport = camera_view_port(camera);
88 Rect viewport = camera_view_port_screen(camera);
95 camera_is_point_visible(
98 if (platform_rect.w > text_rect.w){
99 text_pos.x = fmaxf(fminf(world_viewport.x, platform_rect.x + platform_rect.w - text_rect.w),
102 if (platform_rect.h > text_rect.h){
103 text_pos.y = fmaxf(fminf(world_viewport.y, platform_rect.y + platform_rect.h - text_rect.h),
108 if (camera_render_debug_text(
119 void platforms_touches_rect_sides(const Platforms *platforms,
121 int sides[RECT_SIDE_N])
123 trace_assert(platforms);
125 for (size_t i = 0; i < platforms->rects_size; ++i) {
126 rect_object_impact(object, platforms->rects[i], sides);
130 Vec2f platforms_snap_rect(const Platforms *platforms,
133 trace_assert(platforms);
135 Vec2f result = vec(1.0f, 1.0f);
136 for (size_t i = 0; i < platforms->rects_size; ++i) {
137 if (rects_overlap(platforms->rects[i], *object)) {
138 // TODO(#1161): can we reuse the Level Editor snapping mechanism in physics snapping
139 result = vec_entry_mult(result, rect_snap(platforms->rects[i], object));