Moving initialisation values where they should be.
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24bc80482e
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771aa18f80
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@ -15,6 +15,8 @@
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Convert RGBA to RGB with #FF00FF as the transparent color.
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If alpha null then the color of the pixel will be replaced with this.
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Image data is in RGB 565.
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### Image asset data structure
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| Description | Length |
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@ -13,9 +13,8 @@ int animation_system_init(component_t *component)
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if(!system_data->sprite_component_data) return EXIT_FAILURE;
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system_data->nb_frames = 1;
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linked_list_init(&system_data->frames, sizeof(rect_t), NULL, NULL);
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system_data->current_frame_nb = 0;
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linked_list_init(&system_data->frames, sizeof(rect_t), NULL, NULL);
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animation_system_create_frames_clips(system_data);
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system_data->frame_delay_ms = 0.0f;
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@ -16,21 +16,10 @@ int player_system_init(component_t *component)
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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->state = PLAYER_IDLE;
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system_data->last_state = PLAYER_IDLE;
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system_data->state = PLAYER_MOVING;
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transform_component_data_t *transform_component_data = system_data->transform_component_data;
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sprite_component_data_t *sprite_component_data = system_data->sprite_component_data;
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animation_system_data_t *animation_system_data = system_data->animation_system_data;
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transform_component_data->bounds.x = 10.0f;
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transform_component_data->bounds.y = 10.0f;
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sprite_component_set_texture(sprite_component_data, "player_idle_sheet");
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animation_system_data->nb_frames = 4;
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animation_system_data->frame_delay_ms = PLAYER_DEFAULT_IDLE_ANIMATION_SPEED;
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animation_system_apply_changes(animation_system_data);
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animation_system_data->loop = true;
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animation_system_data->play = true;
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@ -13,8 +13,13 @@ int sprite_component_init(component_t *component)
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transform_component_data_t *transform_component_data = component_data->transform_component_data;
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if(sprite_component_set_texture(component_data, "dummy_sheet")) return EXIT_FAILURE;
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frect_to_rect(&transform_component_data->bounds, &component_data->src_rect);
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component_data->src_rect.x = 0.0f;
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component_data->src_rect.y = 0.0f;
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frect_to_rect(&transform_component_data->bounds, &component_data->dst_rect);
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component_data->flip = false;
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return EXIT_SUCCESS;
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14
src/game.c
14
src/game.c
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@ -25,7 +25,16 @@ int game_init(void)
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entity_t *player = entity_manager_new_entity(&game.entity_manager, 0);
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if(!player) return EXIT_FAILURE;
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if(!entity_new_component(player, TRANSFORM_COMPONENT)) return EXIT_FAILURE;
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component_t *component = entity_new_component(player, TRANSFORM_COMPONENT);
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if(!component) return EXIT_FAILURE;
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((transform_component_data_t *)component->component_data)->bounds = (frect_t) {
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.x = 10.0f,
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.y = 10.0f,
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.w = 32.0f,
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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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if(!entity_new_component(player, PLAYER_SYSTEM)) return EXIT_FAILURE;
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@ -83,11 +92,12 @@ int game_render(void)
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int game_exit(void)
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{
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entity_manager_exit(&game.entity_manager);
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if(asset_manager_let_go_asset(&game.asset_manager, "player_idle_sheet")) return EXIT_FAILURE;
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if(asset_manager_let_go_asset(&game.asset_manager, "player_walk_sheet")) return EXIT_FAILURE;
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if(asset_manager_let_go_asset(&game.asset_manager, "player_run_sheet")) return EXIT_FAILURE;
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entity_manager_exit(&game.entity_manager);
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if(asset_manager_exit(&game.asset_manager)) return EXIT_FAILURE;
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display_exit();
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