Starting to add interact component.
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a636553e39
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1878f02972
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@ -2,9 +2,10 @@
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SOURCES := \
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game.c \
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components/transform_component.c \
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components/sprite_component.c \
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components/hitbox_component.c \
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components/physics_system.c \
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components/sprite_component.c \
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components/interact_component.c \
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components/animation_system.c \
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components/player_system.c
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@ -5,9 +5,11 @@
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#if DEBUG >= 2
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COMPONENT(TRANSFORM_COMPONENT, transform_component, DRAW)
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COMPONENT(HITBOX_COMPONENT, hitbox_component, DRAW)
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COMPONENT(INTERACT_COMPONENT, interact_component, DRAW)
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#else
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COMPONENT(TRANSFORM_COMPONENT, transform_component, NO_DRAW)
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COMPONENT(HITBOX_COMPONENT, hitbox_component, NO_DRAW)
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COMPONENT(INTERACT_COMPONENT, interct_component, NO_DRAW)
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#endif // DEBUG >= 2
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COMPONENT(PHYSICS_SYSTEM, physics_system, NO_DRAW)
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@ -6,6 +6,7 @@
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#include "animation_system.h"
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#include "hitbox_component.h"
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#include "physics_system.h"
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#include "interact_component.h"
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#include "player_system.h"
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// Add new components header file here
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@ -0,0 +1,26 @@
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#ifndef INTERACT_COMPONENT_H
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#define INTERACT_COMPONENT_H
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#include "ecs.h"
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#include "transform_component.h"
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#include "vector2d.h"
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#include "errors.h"
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typedef struct interact_component_data_t {
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transform_component_data_t *transform_component_data;
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fvector2d_t position;
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fvector2d_t scale;
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frect_t bounds;
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} interact_component_data_t;
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int interact_component_init(component_t *component);
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int interact_component_update(component_t *component);
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#if DEBUG >= 2
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int interact_component_draw(const component_t *component);
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#endif // DEBUG >= 2
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int interact_component_destroy(component_t *component);
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#endif // TRANSFORM_COMPONENT_H
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@ -5,7 +5,7 @@
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#include "memory_alloc.h"
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#include "errors.h"
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int hitbox_component_init(component_t *component)
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inline int hitbox_component_init(component_t *component)
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{
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hitbox_component_data_t *component_data = component->data;
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@ -32,7 +32,7 @@ int hitbox_component_init(component_t *component)
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return EXIT_SUCCESS;
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}
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int hitbox_component_update(component_t *component)
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inline int hitbox_component_update(component_t *component)
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{
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hitbox_component_data_t *component_data = component->data;
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const transform_component_data_t *transform_component_data = component_data->transform_component_data;
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@ -48,7 +48,7 @@ int hitbox_component_update(component_t *component)
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#if DEBUG >= 2
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#include "display.h"
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int hitbox_component_draw(const component_t *component)
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inline int hitbox_component_draw(const component_t *component)
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{
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const hitbox_component_data_t *component_data = component->data;
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@ -0,0 +1,65 @@
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#include "interact_component.h"
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#include "game.h"
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#include "memory_alloc.h"
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#include "errors.h"
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inline int interact_component_init(component_t *component)
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{
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interact_component_data_t *component_data = component->data;
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component_t *transform_component = entity_get_component(component->entity, TRANSFORM_COMPONENT);
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if(!transform_component)
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{
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error_printf("Hitbox component require a transform component.");
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return EXIT_FAILURE;
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}
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component_data->transform_component_data = transform_component->data;
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component_data->position = (fvector2d_t) {
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.x = 0.0f,
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.y = 0.0f
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};
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component_data->scale = (fvector2d_t) {
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.x = 1.0f,
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.y = 1.0f
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};
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return EXIT_SUCCESS;
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}
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inline int interact_component_update(component_t *component __attribute__((unused)))
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{
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interact_component_data_t *component_data = component->data;
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const transform_component_data_t *transform_component_data = component_data->transform_component_data;
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component_data->bounds.x = transform_component_data->bounds.x + (transform_component_data->bounds.w - component_data->bounds.w) * component_data->position.x;
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component_data->bounds.y = transform_component_data->bounds.y + (transform_component_data->bounds.h - component_data->bounds.h) * component_data->position.y;
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component_data->bounds.w = transform_component_data->bounds.w * component_data->scale.x;
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component_data->bounds.h = transform_component_data->bounds.h * component_data->scale.y;
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return EXIT_SUCCESS;
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}
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#if DEBUG >= 2
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#include "display.h"
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inline int interact_component_draw(const component_t *component)
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{
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const interact_component_data_t *component_data = component->data;
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if(display_draw_frect(&component_data->bounds, C_GREEN, 128)) return EXIT_FAILURE;
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return EXIT_SUCCESS;
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}
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#endif // DEBUG >= 2
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inline int interact_component_destroy(component_t *component)
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{
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interact_component_data_t *component_data = component->data;
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free(component_data);
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return EXIT_SUCCESS;
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}
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@ -6,7 +6,7 @@
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#include "memory_alloc.h"
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#include "errors.h"
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int physics_system_init(component_t *component)
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inline int physics_system_init(component_t *component)
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{
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physics_system_data_t *system_data = component->data;
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@ -3,7 +3,7 @@
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#include "game.h"
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#include "memory_alloc.h"
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int transform_component_init(component_t *component)
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inline int transform_component_init(component_t *component)
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{
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transform_component_data_t *component_data = component->data;
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13
src/game.c
13
src/game.c
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@ -89,6 +89,19 @@ int game_init(void)
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.y = 1.0f / 3.0f
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};
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component = entity_new_component(lever_entity, INTERACT_COMPONENT);
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if(!component) return EXIT_FAILURE;
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((interact_component_data_t *)component->data)->position = (fvector2d_t) {
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.x = 0.5f,
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.y = 4.0f / 3.0f
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};
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((interact_component_data_t *)component->data)->scale = (fvector2d_t) {
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.x = 2.0f / 3.0f,
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.y = 0.7f
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};
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/* ======== Door ======== */
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entity_t *door_entity = entity_manager_new_entity(&game.entity_manager, 2);
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if(!door_entity) return EXIT_FAILURE;
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