Reactions to core changes.
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8e92aaca5f
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9c728f6992
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@ -1 +1 @@
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Subproject commit 9d06fa7877e6afba927a572311cd0bba68d2a823
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Subproject commit 1fa9d1cb8703da10bc7e6011df9f29d87e4eac95
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@ -4,6 +4,7 @@
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#include "ecs.h"
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#include "transform_component.h"
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#include "asset_manager.h"
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#include "texture.h"
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typedef struct sprite_component_data_t {
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transform_component_data_t *transform_component_data;
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@ -64,11 +64,11 @@ static inline void player_system_get_inputs(player_system_data_t *system_data)
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system_data->state &= 0xE0; // 11100000
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system_data->state |= game.events.keys[KEY_UP] ? PLAYER_MOVING_UP : 0;
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system_data->state |= game.events.keys[KEY_DOWN] ? PLAYER_MOVING_DOWN : 0;
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system_data->state |= game.events.keys[KEY_LEFT] ? PLAYER_MOVING_LEFT : 0;
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system_data->state |= game.events.keys[KEY_RIGHT] ? PLAYER_MOVING_RIGHT : 0;
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system_data->state |= game.events.keys[KEY_MOD] ? PLAYER_RUNNING : 0;
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system_data->state |= game.inputs.keys[KEY_UP] ? PLAYER_MOVING_UP : 0;
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system_data->state |= game.inputs.keys[KEY_DOWN] ? PLAYER_MOVING_DOWN : 0;
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system_data->state |= game.inputs.keys[KEY_LEFT] ? PLAYER_MOVING_LEFT : 0;
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system_data->state |= game.inputs.keys[KEY_RIGHT] ? PLAYER_MOVING_RIGHT : 0;
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system_data->state |= game.inputs.keys[KEY_MOD] ? PLAYER_RUNNING : 0;
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// Special cases
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if(system_data->state & PLAYER_MOVING_UP && system_data->state & PLAYER_MOVING_DOWN)
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@ -186,12 +186,12 @@ static inline int player_system_process_interaction(player_system_data_t *system
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{
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static bool last_state = false; // XXX UGLY XXX //
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if(game.events.keys[KEY_INTERACT] && !last_state)
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if(game.inputs.keys[KEY_INTERACT] && !last_state)
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{
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if(linked_list_for_each(&game.entity_manager.entities, action_detect_activate_interact, system_data)) return_failure_int;
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}
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last_state = game.events.keys[KEY_INTERACT];
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last_state = game.inputs.keys[KEY_INTERACT];
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return EXIT_SUCCESS;
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}
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18
src/game.c
18
src/game.c
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@ -18,13 +18,13 @@ int game_init(void)
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event_bus_init(&game.event_bus);
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entity_manager_init(&game.entity_manager);
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if(asset_manager_load_asset(&game.asset_manager, "player_idle_sheet", ASSET_TEXTURE)) return_failure_int;
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if(asset_manager_load_asset(&game.asset_manager, "player_walk_sheet", ASSET_TEXTURE)) return_failure_int;
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if(asset_manager_load_asset(&game.asset_manager, "player_run_sheet", ASSET_TEXTURE)) return_failure_int;
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if(asset_manager_load_asset(&game.asset_manager, "lever_sheet", ASSET_TEXTURE)) return_failure_int;
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if(asset_manager_load_asset(&game.asset_manager, "barred_door_sheet", ASSET_TEXTURE)) return_failure_int;
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if(asset_manager_load_asset(&game.asset_manager, "wooden_door_sheet", ASSET_TEXTURE)) return_failure_int;
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if(asset_manager_load_asset(&game.asset_manager, "tileset", ASSET_TEXTURE)) return_failure_int;
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if(!asset_manager_load_asset(&game.asset_manager, "player_idle_sheet", ASSET_TEXTURE)) return_failure_int;
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if(!asset_manager_load_asset(&game.asset_manager, "player_walk_sheet", ASSET_TEXTURE)) return_failure_int;
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if(!asset_manager_load_asset(&game.asset_manager, "player_run_sheet", ASSET_TEXTURE)) return_failure_int;
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if(!asset_manager_load_asset(&game.asset_manager, "lever_sheet", ASSET_TEXTURE)) return_failure_int;
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if(!asset_manager_load_asset(&game.asset_manager, "barred_door_sheet", ASSET_TEXTURE)) return_failure_int;
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if(!asset_manager_load_asset(&game.asset_manager, "wooden_door_sheet", ASSET_TEXTURE)) return_failure_int;
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if(!asset_manager_load_asset(&game.asset_manager, "tileset", ASSET_TEXTURE)) return_failure_int;
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/* ======== Player ======== */
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{
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@ -352,9 +352,9 @@ void game_handle_event(void)
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while(poll_event(&event))
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{
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if(event.type == INPUT_EVENT_KEY_DOWN)
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game.events.keys[event.key] = true;
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game.inputs.keys[event.key] = true;
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else if(event.type == INPUT_EVENT_KEY_UP)
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game.events.keys[event.key] = false;
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game.inputs.keys[event.key] = false;
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if(event.type == INPUT_EVENT_QUIT)
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game.is_running = false;
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