Moving initialisation values where they should be.

This commit is contained in:
Ulysse Cura 2026-08-03 18:40:40 +02:00
parent 24bc80482e
commit 771aa18f80
5 changed files with 24 additions and 19 deletions

View File

@ -15,6 +15,8 @@
Convert RGBA to RGB with #FF00FF as the transparent color. Convert RGBA to RGB with #FF00FF as the transparent color.
If alpha null then the color of the pixel will be replaced with this. If alpha null then the color of the pixel will be replaced with this.
Image data is in RGB 565.
### Image asset data structure ### Image asset data structure
| Description | Length | | Description | Length |

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@ -13,9 +13,8 @@ int animation_system_init(component_t *component)
if(!system_data->sprite_component_data) return EXIT_FAILURE; if(!system_data->sprite_component_data) return EXIT_FAILURE;
system_data->nb_frames = 1; system_data->nb_frames = 1;
linked_list_init(&system_data->frames, sizeof(rect_t), NULL, NULL);
system_data->current_frame_nb = 0; system_data->current_frame_nb = 0;
linked_list_init(&system_data->frames, sizeof(rect_t), NULL, NULL);
animation_system_create_frames_clips(system_data); animation_system_create_frames_clips(system_data);
system_data->frame_delay_ms = 0.0f; system_data->frame_delay_ms = 0.0f;

View File

@ -16,21 +16,10 @@ int player_system_init(component_t *component)
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->transform_component_data = system_data->sprite_component_data->transform_component_data;
system_data->state = PLAYER_IDLE; system_data->state = PLAYER_MOVING;
system_data->last_state = PLAYER_IDLE;
transform_component_data_t *transform_component_data = system_data->transform_component_data;
sprite_component_data_t *sprite_component_data = system_data->sprite_component_data;
animation_system_data_t *animation_system_data = system_data->animation_system_data; animation_system_data_t *animation_system_data = system_data->animation_system_data;
transform_component_data->bounds.x = 10.0f;
transform_component_data->bounds.y = 10.0f;
sprite_component_set_texture(sprite_component_data, "player_idle_sheet");
animation_system_data->nb_frames = 4;
animation_system_data->frame_delay_ms = PLAYER_DEFAULT_IDLE_ANIMATION_SPEED;
animation_system_apply_changes(animation_system_data);
animation_system_data->loop = true; animation_system_data->loop = true;
animation_system_data->play = true; animation_system_data->play = true;

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@ -13,8 +13,13 @@ int sprite_component_init(component_t *component)
transform_component_data_t *transform_component_data = component_data->transform_component_data; transform_component_data_t *transform_component_data = component_data->transform_component_data;
if(sprite_component_set_texture(component_data, "dummy_sheet")) return EXIT_FAILURE; if(sprite_component_set_texture(component_data, "dummy_sheet")) return EXIT_FAILURE;
frect_to_rect(&transform_component_data->bounds, &component_data->src_rect); frect_to_rect(&transform_component_data->bounds, &component_data->src_rect);
component_data->src_rect.x = 0.0f;
component_data->src_rect.y = 0.0f;
frect_to_rect(&transform_component_data->bounds, &component_data->dst_rect); frect_to_rect(&transform_component_data->bounds, &component_data->dst_rect);
component_data->flip = false; component_data->flip = false;
return EXIT_SUCCESS; return EXIT_SUCCESS;

View File

@ -25,10 +25,19 @@ int game_init(void)
entity_t *player = entity_manager_new_entity(&game.entity_manager, 0); entity_t *player = entity_manager_new_entity(&game.entity_manager, 0);
if(!player) return EXIT_FAILURE; if(!player) return EXIT_FAILURE;
if(!entity_new_component(player, TRANSFORM_COMPONENT)) return EXIT_FAILURE; component_t *component = entity_new_component(player, TRANSFORM_COMPONENT);
if(!entity_new_component(player, SPRITE_COMPONENT)) return EXIT_FAILURE; if(!component) return EXIT_FAILURE;
if(!entity_new_component(player, ANIMATION_SYSTEM)) return EXIT_FAILURE;
if(!entity_new_component(player, PLAYER_SYSTEM)) return EXIT_FAILURE; ((transform_component_data_t *)component->component_data)->bounds = (frect_t) {
.x = 10.0f,
.y = 10.0f,
.w = 32.0f,
.h = 32.0f
};
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, PLAYER_SYSTEM)) return EXIT_FAILURE;
game.is_running = true; game.is_running = true;
@ -83,11 +92,12 @@ int game_render(void)
int game_exit(void) int game_exit(void)
{ {
entity_manager_exit(&game.entity_manager);
if(asset_manager_let_go_asset(&game.asset_manager, "player_idle_sheet")) return EXIT_FAILURE; if(asset_manager_let_go_asset(&game.asset_manager, "player_idle_sheet")) return EXIT_FAILURE;
if(asset_manager_let_go_asset(&game.asset_manager, "player_walk_sheet")) return EXIT_FAILURE; if(asset_manager_let_go_asset(&game.asset_manager, "player_walk_sheet")) return EXIT_FAILURE;
if(asset_manager_let_go_asset(&game.asset_manager, "player_run_sheet")) return EXIT_FAILURE; if(asset_manager_let_go_asset(&game.asset_manager, "player_run_sheet")) return EXIT_FAILURE;
entity_manager_exit(&game.entity_manager);
if(asset_manager_exit(&game.asset_manager)) return EXIT_FAILURE; if(asset_manager_exit(&game.asset_manager)) return EXIT_FAILURE;
display_exit(); display_exit();