Adding wodden door.

This commit is contained in:
Ulysse Cura 2026-08-11 15:16:06 +02:00
parent 21428dbe29
commit 53194e3fc7
5 changed files with 52 additions and 2 deletions

6
SCENARIO.fr.txt Normal file
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@ -0,0 +1,6 @@
# Idées
## Masion abuelo
Cycle jour / nuit.
Ordre des salles en bazard.

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@ -5,6 +5,7 @@ ASSETS := \
player_sheets/player_run_sheet.png \ player_sheets/player_run_sheet.png \
props_sheets/lever_sheet.png \ props_sheets/lever_sheet.png \
props_sheets/barred_door_sheet.png \ props_sheets/barred_door_sheet.png \
props_sheets/wooden_door_sheet.png \
tileset/tileset.png tileset/tileset.png
ASSETS := $(addprefix $(ASSETS_DIR)/,$(ASSETS)) ASSETS := $(addprefix $(ASSETS_DIR)/,$(ASSETS))

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@ -5,7 +5,8 @@
#include "animation_system.h" #include "animation_system.h"
#include "hitbox_component.h" #include "hitbox_component.h"
#define DOOR_DEFAULT_ANIMATION_SPEED 30 #define BARRED_DOOR_DEFAULT_ANIMATION_SPEED 30
#define WOODEN_DOOR_DEFAULT_ANIMATION_SPEED 100
typedef struct door_component_data_t { typedef struct door_component_data_t {
animation_system_data_t *animation_system_data; animation_system_data_t *animation_system_data;

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@ -24,6 +24,7 @@ int game_init(void)
if(asset_manager_load_asset(&game.asset_manager, "player_run_sheet", ASSET_TEXTURE)) return EXIT_FAILURE; if(asset_manager_load_asset(&game.asset_manager, "player_run_sheet", ASSET_TEXTURE)) return EXIT_FAILURE;
if(asset_manager_load_asset(&game.asset_manager, "lever_sheet", ASSET_TEXTURE)) return EXIT_FAILURE; if(asset_manager_load_asset(&game.asset_manager, "lever_sheet", ASSET_TEXTURE)) return EXIT_FAILURE;
if(asset_manager_load_asset(&game.asset_manager, "barred_door_sheet", ASSET_TEXTURE)) return EXIT_FAILURE; if(asset_manager_load_asset(&game.asset_manager, "barred_door_sheet", ASSET_TEXTURE)) return EXIT_FAILURE;
if(asset_manager_load_asset(&game.asset_manager, "wooden_door_sheet", ASSET_TEXTURE)) return EXIT_FAILURE;
if(asset_manager_load_asset(&game.asset_manager, "tileset", ASSET_TEXTURE)) return EXIT_FAILURE; if(asset_manager_load_asset(&game.asset_manager, "tileset", ASSET_TEXTURE)) return EXIT_FAILURE;
/* ======== Player ======== */ /* ======== Player ======== */
@ -142,7 +143,7 @@ int game_init(void)
if(!component) return EXIT_FAILURE; if(!component) return EXIT_FAILURE;
((animation_system_data_t *)component->data)->nb_frames = 8; ((animation_system_data_t *)component->data)->nb_frames = 8;
((animation_system_data_t *)component->data)->frame_delay_ms = DOOR_DEFAULT_ANIMATION_SPEED; ((animation_system_data_t *)component->data)->frame_delay_ms = BARRED_DOOR_DEFAULT_ANIMATION_SPEED;
if(animation_system_create_frames_clips(component->data)) return EXIT_FAILURE; if(animation_system_create_frames_clips(component->data)) return EXIT_FAILURE;
component = entity_new_component(door_entity, HITBOX_COMPONENT); component = entity_new_component(door_entity, HITBOX_COMPONENT);
@ -160,6 +161,47 @@ int game_init(void)
if(!entity_new_component(door_entity, DOOR_COMPONENT)) return EXIT_FAILURE; if(!entity_new_component(door_entity, DOOR_COMPONENT)) return EXIT_FAILURE;
/* ======== Door 2 ======== */
entity_t *door2_entity = entity_manager_new_entity(&game.entity_manager, 1);
if(!lever_entity) return EXIT_FAILURE;
component = entity_new_component(door2_entity, TRANSFORM_COMPONENT);
if(!component) return EXIT_FAILURE;
((transform_component_data_t *)component->data)->bounds = (frect_t) {
.x = 240.0f,
.y = 30.0f,
.w = 32.0f,
.h = 48.0f
};
component = entity_new_component(door2_entity, SPRITE_COMPONENT);
if(!component) return EXIT_FAILURE;
if(sprite_component_set_texture(component->data, "wooden_door_sheet")) return EXIT_FAILURE;
component = entity_new_component(door2_entity, ANIMATION_SYSTEM);
if(!component) return EXIT_FAILURE;
((animation_system_data_t *)component->data)->nb_frames = 6;
((animation_system_data_t *)component->data)->frame_delay_ms = WOODEN_DOOR_DEFAULT_ANIMATION_SPEED;
if(animation_system_create_frames_clips(component->data)) return EXIT_FAILURE;
component = entity_new_component(door2_entity, HITBOX_COMPONENT);
if(!component) return EXIT_FAILURE;
((hitbox_component_data_t *)component->data)->position = (fvector2d_t) {
.x = 0.5f,
.y = 1.0f
};
((hitbox_component_data_t *)component->data)->scale = (fvector2d_t) {
.x = 1.0f,
.y = 1.0f / 7.0f
};
if(!entity_new_component(door2_entity, DOOR_COMPONENT)) return EXIT_FAILURE;
game.is_running = true; game.is_running = true;
return EXIT_SUCCESS; return EXIT_SUCCESS;