Moved movement to new physics component.

This commit is contained in:
Ulysse Cura 2026-08-04 01:57:26 +02:00
parent 85c2777b90
commit 6202a20f72
10 changed files with 80 additions and 27 deletions

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@ -3,6 +3,7 @@ SOURCES := \
game.c \ game.c \
components/transform_component.c \ components/transform_component.c \
components/hitbox_component.c \ components/hitbox_component.c \
components/physics_system.c \
components/sprite_component.c \ components/sprite_component.c \
components/animation_system.c \ components/animation_system.c \
components/player_system.c components/player_system.c

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@ -10,6 +10,7 @@ COMPONENT(TRANSFORM_COMPONENT, transform_component, NO_DRAW)
COMPONENT(HITBOX_COMPONENT, hitbox_component, NO_DRAW) COMPONENT(HITBOX_COMPONENT, hitbox_component, NO_DRAW)
#endif // DEBUG >= 2 #endif // DEBUG >= 2
COMPONENT(PHYSICS_SYSTEM, physics_system, NO_DRAW)
COMPONENT(SPRITE_COMPONENT, sprite_component, DRAW) COMPONENT(SPRITE_COMPONENT, sprite_component, DRAW)
COMPONENT(ANIMATION_SYSTEM, animation_system, NO_DRAW) COMPONENT(ANIMATION_SYSTEM, animation_system, NO_DRAW)
COMPONENT(PLAYER_SYSTEM, player_system, NO_DRAW) COMPONENT(PLAYER_SYSTEM, player_system, NO_DRAW)

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@ -3,6 +3,7 @@
#include "transform_component.h" #include "transform_component.h"
#include "hitbox_component.h" #include "hitbox_component.h"
#include "physics_system.h"
#include "sprite_component.h" #include "sprite_component.h"
#include "animation_system.h" #include "animation_system.h"
#include "player_system.h" #include "player_system.h"

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@ -0,0 +1,20 @@
#ifndef PHYSICS_SYSTEM_H
#define PHYSICS_SYSTEM_H
#include "ecs.h"
#include "transform_component.h"
#include "vector2d.h"
typedef struct physics_system_data_t {
transform_component_data_t *transform_component_data;
fvector2d_t velocity;
float speed;
} physics_system_data_t;
int physics_system_init(component_t *component);
int physics_system_update(component_t *component);
int physics_system_destroy(component_t *component);
#endif // PHYSICS_SYSTEM_H

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@ -2,7 +2,7 @@
#define PLAYER_SYSTEM_H #define PLAYER_SYSTEM_H
#include "ecs.h" #include "ecs.h"
#include "transform_component.h" #include "physics_system.h"
#include "sprite_component.h" #include "sprite_component.h"
#include "animation_system.h" #include "animation_system.h"
@ -24,7 +24,7 @@ typedef enum player_state_t {
} player_state_t; } player_state_t;
typedef struct player_system_data_t { typedef struct player_system_data_t {
transform_component_data_t *transform_component_data; physics_system_data_t *physics_system_data;
sprite_component_data_t *sprite_component_data; sprite_component_data_t *sprite_component_data;
animation_system_data_t *animation_system_data; animation_system_data_t *animation_system_data;

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@ -6,8 +6,6 @@
typedef struct transform_component_data_t { typedef struct transform_component_data_t {
frect_t bounds; frect_t bounds;
fvector2d_t velocity;
float speed;
} transform_component_data_t; } transform_component_data_t;
int transform_component_init(component_t *component); int transform_component_init(component_t *component);

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@ -0,0 +1,42 @@
#include "physics_system.h"
#include "memory_alloc.h"
#include "game.h"
// Args : frect_t bounds, double speed
int physics_system_init(component_t *component)
{
physics_system_data_t *component_data = component->component_data;
component_data->transform_component_data = entity_get_component(component->entity, TRANSFORM_COMPONENT)->component_data;
if(!component_data->transform_component_data) return EXIT_FAILURE;
component_data->velocity = (fvector2d_t) {
.x = 0.0f,
.y = 0.0f
};
component_data->speed = 0.0f;
return EXIT_SUCCESS;
}
int physics_system_update(component_t *component)
{
physics_system_data_t *component_data = component->component_data;
transform_component_data_t *transform_component_data = component_data->transform_component_data;
transform_component_data->bounds.x += component_data->velocity.x * component_data->speed * (float)game.delta_time_ms / 1000.0f;
transform_component_data->bounds.y += component_data->velocity.y * component_data->speed * (float)game.delta_time_ms / 1000.0f;
return EXIT_SUCCESS;
}
inline int physics_system_destroy(component_t *component)
{
physics_system_data_t *component_data = component->component_data;
free(component_data);
return EXIT_SUCCESS;
}

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@ -4,7 +4,7 @@
#include "memory_alloc.h" #include "memory_alloc.h"
#include "animation_system.h" #include "animation_system.h"
#include "sprite_component.h" #include "sprite_component.h"
#include "transform_component.h" #include "physics_system.h"
// No args // No args
inline int player_system_init(component_t *component) inline int player_system_init(component_t *component)
@ -14,7 +14,8 @@ inline int player_system_init(component_t *component)
system_data->animation_system_data = entity_get_component(component->entity, ANIMATION_SYSTEM)->component_data; system_data->animation_system_data = entity_get_component(component->entity, ANIMATION_SYSTEM)->component_data;
if(!system_data->animation_system_data) return EXIT_FAILURE; if(!system_data->animation_system_data) return EXIT_FAILURE;
system_data->sprite_component_data = system_data->animation_system_data->sprite_component_data; system_data->sprite_component_data = system_data->animation_system_data->sprite_component_data;
system_data->transform_component_data = system_data->sprite_component_data->transform_component_data; system_data->physics_system_data = entity_get_component(component->entity, PHYSICS_SYSTEM)->component_data;
if(!system_data->physics_system_data) return EXIT_FAILURE;
system_data->state = PLAYER_MOVING; system_data->state = PLAYER_MOVING;
@ -60,19 +61,19 @@ static inline void player_system_get_inputs(player_system_data_t *system_data)
// Only for this file // Only for this file
static inline void player_system_set_velocity(player_system_data_t *system_data) static inline void player_system_set_velocity(player_system_data_t *system_data)
{ {
transform_component_data_t *transform_component_data = system_data->transform_component_data; physics_system_data_t *physics_system_data = system_data->physics_system_data;
if((system_data->state & PLAYER_MOVING) != (system_data->last_state & PLAYER_MOVING)) if((system_data->state & PLAYER_MOVING) != (system_data->last_state & PLAYER_MOVING))
{ {
transform_component_data->velocity.x = physics_system_data->velocity.x =
(float)((system_data->state & PLAYER_MOVING_RIGHT) >> 3) - (float)((system_data->state & PLAYER_MOVING_LEFT) >> 2); (float)((system_data->state & PLAYER_MOVING_RIGHT) >> 3) - (float)((system_data->state & PLAYER_MOVING_LEFT) >> 2);
transform_component_data->velocity.y = physics_system_data->velocity.y =
(float)((system_data->state & PLAYER_MOVING_DOWN) >> 1) - (float)(system_data->state & PLAYER_MOVING_UP); (float)((system_data->state & PLAYER_MOVING_DOWN) >> 1) - (float)(system_data->state & PLAYER_MOVING_UP);
if(f_is_not_zero(transform_component_data->velocity.x) && f_is_not_zero(transform_component_data->velocity.y)) if(f_is_not_zero(physics_system_data->velocity.x) && f_is_not_zero(physics_system_data->velocity.y))
{ {
transform_component_data->velocity.x *= 0.707106781186548f; physics_system_data->velocity.x *= 0.707106781186548f;
transform_component_data->velocity.y *= 0.707106781186548f; physics_system_data->velocity.y *= 0.707106781186548f;
} }
} }
} }
@ -82,7 +83,7 @@ static inline int player_system_set_animation_and_speed(player_system_data_t *sy
{ {
animation_system_data_t *animation_system_data = system_data->animation_system_data; animation_system_data_t *animation_system_data = system_data->animation_system_data;
sprite_component_data_t *sprite_component_data = system_data->sprite_component_data; sprite_component_data_t *sprite_component_data = system_data->sprite_component_data;
transform_component_data_t *transform_component_data = system_data->transform_component_data; physics_system_data_t *physics_system_data = system_data->physics_system_data;
if(system_data->state & PLAYER_MOVING_LEFT) sprite_component_data->flip = true; if(system_data->state & PLAYER_MOVING_LEFT) sprite_component_data->flip = true;
if(system_data->state & PLAYER_MOVING_RIGHT) sprite_component_data->flip = false; if(system_data->state & PLAYER_MOVING_RIGHT) sprite_component_data->flip = false;
@ -92,7 +93,7 @@ static inline int player_system_set_animation_and_speed(player_system_data_t *sy
{ {
if(system_data->state & PLAYER_RUNNING) if(system_data->state & PLAYER_RUNNING)
{ {
transform_component_data->speed = PLAYER_DEFAULT_RUN_SPEED; physics_system_data->speed = PLAYER_DEFAULT_RUN_SPEED;
if(sprite_component_set_texture(sprite_component_data, "player_run_sheet")) return EXIT_FAILURE; if(sprite_component_set_texture(sprite_component_data, "player_run_sheet")) return EXIT_FAILURE;
@ -103,7 +104,7 @@ static inline int player_system_set_animation_and_speed(player_system_data_t *sy
} }
else else
{ {
transform_component_data->speed = PLAYER_DEFAULT_WALK_SPEED; physics_system_data->speed = PLAYER_DEFAULT_WALK_SPEED;
if(sprite_component_set_texture(sprite_component_data, "player_walk_sheet")) return EXIT_FAILURE; if(sprite_component_set_texture(sprite_component_data, "player_walk_sheet")) return EXIT_FAILURE;

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@ -15,23 +15,11 @@ int transform_component_init(component_t *component)
.h = 32.0f .h = 32.0f
}; };
component_data->velocity = (fvector2d_t) {
.x = 0.0f,
.y = 0.0f
};
component_data->speed = 0.0f;
return EXIT_SUCCESS; return EXIT_SUCCESS;
} }
inline int transform_component_update(component_t *component) inline int transform_component_update(component_t *component)
{ {
transform_component_data_t *component_data = component->component_data;
component_data->bounds.x += component_data->velocity.x * component_data->speed * (float)game.delta_time_ms / 1000.0f;
component_data->bounds.y += component_data->velocity.y * component_data->speed * (float)game.delta_time_ms / 1000.0f;
return EXIT_SUCCESS; return EXIT_SUCCESS;
} }

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@ -49,6 +49,7 @@ int game_init(void)
.y = 0.5f .y = 0.5f
}; };
if(!entity_new_component(player, PHYSICS_SYSTEM)) return EXIT_FAILURE;
if(!entity_new_component(player, SPRITE_COMPONENT)) return EXIT_FAILURE; if(!entity_new_component(player, SPRITE_COMPONENT)) return EXIT_FAILURE;
if(!entity_new_component(player, ANIMATION_SYSTEM)) return EXIT_FAILURE; if(!entity_new_component(player, ANIMATION_SYSTEM)) return EXIT_FAILURE;
if(!entity_new_component(player, PLAYER_SYSTEM)) return EXIT_FAILURE; if(!entity_new_component(player, PLAYER_SYSTEM)) return EXIT_FAILURE;