Moved movement to new physics component.
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parent
85c2777b90
commit
6202a20f72
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@ -3,6 +3,7 @@ SOURCES := \
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game.c \
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game.c \
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components/transform_component.c \
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components/transform_component.c \
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components/hitbox_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/sprite_component.c \
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components/animation_system.c \
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components/animation_system.c \
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components/player_system.c
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components/player_system.c
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@ -10,6 +10,7 @@ COMPONENT(TRANSFORM_COMPONENT, transform_component, NO_DRAW)
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COMPONENT(HITBOX_COMPONENT, hitbox_component, NO_DRAW)
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COMPONENT(HITBOX_COMPONENT, hitbox_component, NO_DRAW)
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#endif // DEBUG >= 2
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#endif // DEBUG >= 2
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COMPONENT(PHYSICS_SYSTEM, physics_system, NO_DRAW)
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COMPONENT(SPRITE_COMPONENT, sprite_component, DRAW)
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COMPONENT(SPRITE_COMPONENT, sprite_component, DRAW)
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COMPONENT(ANIMATION_SYSTEM, animation_system, NO_DRAW)
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COMPONENT(ANIMATION_SYSTEM, animation_system, NO_DRAW)
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COMPONENT(PLAYER_SYSTEM, player_system, NO_DRAW)
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COMPONENT(PLAYER_SYSTEM, player_system, NO_DRAW)
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@ -3,6 +3,7 @@
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#include "transform_component.h"
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#include "transform_component.h"
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#include "hitbox_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 "sprite_component.h"
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#include "animation_system.h"
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#include "animation_system.h"
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#include "player_system.h"
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#include "player_system.h"
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@ -0,0 +1,20 @@
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#ifndef PHYSICS_SYSTEM_H
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#define PHYSICS_SYSTEM_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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typedef struct physics_system_data_t {
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transform_component_data_t *transform_component_data;
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fvector2d_t velocity;
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float speed;
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} physics_system_data_t;
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int physics_system_init(component_t *component);
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int physics_system_update(component_t *component);
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int physics_system_destroy(component_t *component);
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#endif // PHYSICS_SYSTEM_H
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@ -2,7 +2,7 @@
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#define PLAYER_SYSTEM_H
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#define PLAYER_SYSTEM_H
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#include "ecs.h"
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#include "ecs.h"
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#include "transform_component.h"
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#include "physics_system.h"
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#include "sprite_component.h"
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#include "sprite_component.h"
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#include "animation_system.h"
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#include "animation_system.h"
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@ -24,7 +24,7 @@ typedef enum player_state_t {
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} player_state_t;
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} player_state_t;
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typedef struct player_system_data_t {
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typedef struct player_system_data_t {
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transform_component_data_t *transform_component_data;
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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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sprite_component_data_t *sprite_component_data;
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animation_system_data_t *animation_system_data;
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animation_system_data_t *animation_system_data;
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@ -6,8 +6,6 @@
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typedef struct transform_component_data_t {
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typedef struct transform_component_data_t {
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frect_t bounds;
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frect_t bounds;
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fvector2d_t velocity;
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float speed;
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} transform_component_data_t;
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} transform_component_data_t;
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int transform_component_init(component_t *component);
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int transform_component_init(component_t *component);
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@ -0,0 +1,42 @@
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#include "physics_system.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 physics_system_init(component_t *component)
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{
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physics_system_data_t *component_data = component->component_data;
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component_data->transform_component_data = entity_get_component(component->entity, TRANSFORM_COMPONENT)->component_data;
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if(!component_data->transform_component_data) return EXIT_FAILURE;
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component_data->velocity = (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->speed = 0.0f;
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return EXIT_SUCCESS;
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}
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int physics_system_update(component_t *component)
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{
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physics_system_data_t *component_data = component->component_data;
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transform_component_data_t *transform_component_data = component_data->transform_component_data;
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transform_component_data->bounds.x += component_data->velocity.x * component_data->speed * (float)game.delta_time_ms / 1000.0f;
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transform_component_data->bounds.y += component_data->velocity.y * component_data->speed * (float)game.delta_time_ms / 1000.0f;
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return EXIT_SUCCESS;
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}
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inline int physics_system_destroy(component_t *component)
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{
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physics_system_data_t *component_data = component->component_data;
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free(component_data);
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return EXIT_SUCCESS;
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}
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@ -4,7 +4,7 @@
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#include "memory_alloc.h"
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#include "memory_alloc.h"
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#include "animation_system.h"
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#include "animation_system.h"
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#include "sprite_component.h"
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#include "sprite_component.h"
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#include "transform_component.h"
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#include "physics_system.h"
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// No args
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// No args
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inline int player_system_init(component_t *component)
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inline int player_system_init(component_t *component)
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@ -14,7 +14,8 @@ inline int player_system_init(component_t *component)
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system_data->animation_system_data = entity_get_component(component->entity, ANIMATION_SYSTEM)->component_data;
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system_data->animation_system_data = entity_get_component(component->entity, ANIMATION_SYSTEM)->component_data;
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if(!system_data->animation_system_data) return EXIT_FAILURE;
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if(!system_data->animation_system_data) return EXIT_FAILURE;
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system_data->sprite_component_data = system_data->animation_system_data->sprite_component_data;
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system_data->sprite_component_data = system_data->animation_system_data->sprite_component_data;
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system_data->transform_component_data = system_data->sprite_component_data->transform_component_data;
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system_data->physics_system_data = entity_get_component(component->entity, PHYSICS_SYSTEM)->component_data;
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if(!system_data->physics_system_data) return EXIT_FAILURE;
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system_data->state = PLAYER_MOVING;
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system_data->state = PLAYER_MOVING;
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@ -60,19 +61,19 @@ static inline void player_system_get_inputs(player_system_data_t *system_data)
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// Only for this file
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// Only for this file
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static inline void player_system_set_velocity(player_system_data_t *system_data)
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static inline void player_system_set_velocity(player_system_data_t *system_data)
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{
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{
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transform_component_data_t *transform_component_data = system_data->transform_component_data;
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physics_system_data_t *physics_system_data = system_data->physics_system_data;
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if((system_data->state & PLAYER_MOVING) != (system_data->last_state & PLAYER_MOVING))
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if((system_data->state & PLAYER_MOVING) != (system_data->last_state & PLAYER_MOVING))
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{
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{
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transform_component_data->velocity.x =
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physics_system_data->velocity.x =
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(float)((system_data->state & PLAYER_MOVING_RIGHT) >> 3) - (float)((system_data->state & PLAYER_MOVING_LEFT) >> 2);
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(float)((system_data->state & PLAYER_MOVING_RIGHT) >> 3) - (float)((system_data->state & PLAYER_MOVING_LEFT) >> 2);
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transform_component_data->velocity.y =
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physics_system_data->velocity.y =
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(float)((system_data->state & PLAYER_MOVING_DOWN) >> 1) - (float)(system_data->state & PLAYER_MOVING_UP);
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(float)((system_data->state & PLAYER_MOVING_DOWN) >> 1) - (float)(system_data->state & PLAYER_MOVING_UP);
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if(f_is_not_zero(transform_component_data->velocity.x) && f_is_not_zero(transform_component_data->velocity.y))
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if(f_is_not_zero(physics_system_data->velocity.x) && f_is_not_zero(physics_system_data->velocity.y))
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{
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{
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transform_component_data->velocity.x *= 0.707106781186548f;
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physics_system_data->velocity.x *= 0.707106781186548f;
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transform_component_data->velocity.y *= 0.707106781186548f;
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physics_system_data->velocity.y *= 0.707106781186548f;
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}
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}
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}
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}
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}
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}
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@ -82,7 +83,7 @@ static inline int player_system_set_animation_and_speed(player_system_data_t *sy
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{
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{
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animation_system_data_t *animation_system_data = system_data->animation_system_data;
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animation_system_data_t *animation_system_data = system_data->animation_system_data;
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sprite_component_data_t *sprite_component_data = system_data->sprite_component_data;
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sprite_component_data_t *sprite_component_data = system_data->sprite_component_data;
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transform_component_data_t *transform_component_data = system_data->transform_component_data;
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physics_system_data_t *physics_system_data = system_data->physics_system_data;
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if(system_data->state & PLAYER_MOVING_LEFT) sprite_component_data->flip = true;
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if(system_data->state & PLAYER_MOVING_LEFT) sprite_component_data->flip = true;
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if(system_data->state & PLAYER_MOVING_RIGHT) sprite_component_data->flip = false;
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if(system_data->state & PLAYER_MOVING_RIGHT) sprite_component_data->flip = false;
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@ -92,7 +93,7 @@ static inline int player_system_set_animation_and_speed(player_system_data_t *sy
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{
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{
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if(system_data->state & PLAYER_RUNNING)
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if(system_data->state & PLAYER_RUNNING)
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{
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{
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transform_component_data->speed = PLAYER_DEFAULT_RUN_SPEED;
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physics_system_data->speed = PLAYER_DEFAULT_RUN_SPEED;
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if(sprite_component_set_texture(sprite_component_data, "player_run_sheet")) return EXIT_FAILURE;
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if(sprite_component_set_texture(sprite_component_data, "player_run_sheet")) return EXIT_FAILURE;
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@ -103,7 +104,7 @@ static inline int player_system_set_animation_and_speed(player_system_data_t *sy
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}
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}
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else
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else
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{
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{
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transform_component_data->speed = PLAYER_DEFAULT_WALK_SPEED;
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physics_system_data->speed = PLAYER_DEFAULT_WALK_SPEED;
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if(sprite_component_set_texture(sprite_component_data, "player_walk_sheet")) return EXIT_FAILURE;
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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)
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.h = 32.0f
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.h = 32.0f
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};
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};
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component_data->velocity = (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->speed = 0.0f;
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return EXIT_SUCCESS;
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return EXIT_SUCCESS;
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}
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}
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inline int transform_component_update(component_t *component)
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inline int transform_component_update(component_t *component)
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{
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{
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transform_component_data_t *component_data = component->component_data;
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component_data->bounds.x += component_data->velocity.x * component_data->speed * (float)game.delta_time_ms / 1000.0f;
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component_data->bounds.y += component_data->velocity.y * component_data->speed * (float)game.delta_time_ms / 1000.0f;
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return EXIT_SUCCESS;
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return EXIT_SUCCESS;
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}
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}
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@ -49,6 +49,7 @@ int game_init(void)
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.y = 0.5f
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.y = 0.5f
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};
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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, 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, ANIMATION_SYSTEM)) return EXIT_FAILURE;
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if(!entity_new_component(player, PLAYER_SYSTEM)) return EXIT_FAILURE;
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if(!entity_new_component(player, PLAYER_SYSTEM)) return EXIT_FAILURE;
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