Reorganised headers to match design choices and component creation order for correct update order.
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@ -2,10 +2,10 @@
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#define COMPONENTS_H
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#include "transform_component.h"
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#include "hitbox_component.h"
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#include "physics_system.h"
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#include "sprite_component.h"
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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 "player_system.h"
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// Add new components header file here
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@ -5,6 +5,7 @@
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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 hitbox_component_data_t {
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transform_component_data_t *transform_component_data;
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@ -2,9 +2,9 @@
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#define PLAYER_SYSTEM_H
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#include "ecs.h"
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#include "physics_system.h"
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#include "sprite_component.h"
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#include "animation_system.h"
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#include "physics_system.h"
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#define PLAYER_DEFAULT_WALK_SPEED 60.0f // px / s
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#define PLAYER_DEFAULT_RUN_SPEED 100.0f // px / s
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@ -24,9 +24,9 @@ typedef enum player_state_t {
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} player_state_t;
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typedef struct player_system_data_t {
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physics_system_data_t *physics_system_data;
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sprite_component_data_t *sprite_component_data;
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animation_system_data_t *animation_system_data;
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physics_system_data_t *physics_system_data;
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player_state_t state;
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player_state_t last_state;
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@ -3,6 +3,7 @@
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#include "ecs.h"
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#include "vector2d.h"
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#include "errors.h"
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typedef struct transform_component_data_t {
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frect_t bounds;
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@ -1,8 +1,8 @@
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#include "hitbox_component.h"
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#include "game.h"
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#include "transform_component.h"
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#include "memory_alloc.h"
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#include "game.h"
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// Args : frect_t bounds, double speed
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int hitbox_component_init(component_t *component)
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@ -1,9 +1,9 @@
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#include "physics_system.h"
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#include <stdarg.h>
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#include "game.h"
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#include "vector2d.h"
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#include "memory_alloc.h"
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#include "game.h"
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#include "errors.h"
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// Args : frect_t bounds, double speed
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@ -1,10 +1,10 @@
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#include "player_system.h"
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#include "game.h"
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#include "memory_alloc.h"
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#include "animation_system.h"
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#include "sprite_component.h"
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#include "physics_system.h"
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#include "memory_alloc.h"
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// No args
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inline int player_system_init(component_t *component)
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@ -1,8 +1,8 @@
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#include "sprite_component.h"
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#include "memory_alloc.h"
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#include "display.h"
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#include "game.h"
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#include "display.h"
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#include "memory_alloc.h"
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// Arg : const char *name
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inline int sprite_component_init(component_t *component)
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@ -1,7 +1,7 @@
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#include "transform_component.h"
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#include "memory_alloc.h"
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#include "game.h"
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#include "memory_alloc.h"
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// Args : frect_t bounds, double speed
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int transform_component_init(component_t *component)
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@ -36,6 +36,8 @@ int game_init(void)
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.h = 32.0f
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};
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if(!entity_new_component(player, SPRITE_COMPONENT)) return EXIT_FAILURE;
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if(!entity_new_component(player, ANIMATION_SYSTEM)) return EXIT_FAILURE;
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component = entity_new_component(player, HITBOX_COMPONENT);
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if(!component) return EXIT_FAILURE;
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@ -50,8 +52,6 @@ int game_init(void)
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};
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if(!entity_new_component(player, PHYSICS_SYSTEM)) return EXIT_FAILURE;
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if(!entity_new_component(player, SPRITE_COMPONENT)) return EXIT_FAILURE;
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if(!entity_new_component(player, ANIMATION_SYSTEM)) return EXIT_FAILURE;
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if(!entity_new_component(player, PLAYER_SYSTEM)) return EXIT_FAILURE;
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/* ======== Test entity ======== */
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@ -68,6 +68,7 @@ int game_init(void)
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.h = 32.0f
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};
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if(!entity_new_component(entity, SPRITE_COMPONENT)) return EXIT_FAILURE;
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component = entity_new_component(entity, HITBOX_COMPONENT);
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if(!component) return EXIT_FAILURE;
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@ -81,8 +82,6 @@ int game_init(void)
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.y = 2.0f / 3.0f
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};
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if(!entity_new_component(entity, SPRITE_COMPONENT)) return EXIT_FAILURE;
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game.is_running = true;
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return EXIT_SUCCESS;
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