Using global game instance instead of passing it as an argument.

This commit is contained in:
Ulysse Cura 2026-08-14 17:25:32 +02:00
parent c6cb48d539
commit b4cb4634cf
6 changed files with 29 additions and 30 deletions

@ -1 +1 @@
Subproject commit 4a93ca2a9d77eeb65ac51bba13560258d83fe772
Subproject commit 95167c91e8713cf05e9bade6c978903e9f0bdb39

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@ -82,7 +82,7 @@ inline int door_component_destroy(component_t *component)
inline int door_component_subscribe(door_component_data_t *component_data, entity_t *entity)
{
if(event_bus_subscribe(&game.event_bus, component_data->topic_id, door_component_callback, entity)) return_failure_int;
if(event_bus_subscribe(component_data->topic_id, door_component_callback, entity)) return_failure_int;
return EXIT_SUCCESS;
}

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@ -28,7 +28,7 @@ inline int interact_component_init(component_t *component)
component_data->topic_id = 0;
if(event_bus_new_topic(&game.event_bus, component_data->topic_id)) return_failure_int;
if(event_bus_new_topic(component_data->topic_id)) return_failure_int;
component_data->activated = true;
@ -83,14 +83,14 @@ inline int interact_component_interact(interact_component_data_t *component_data
return EXIT_FAILURE;
}
if(event_bus_publish(&game.event_bus, component_data->topic_id, component_data->state)) return_failure_int;
if(event_bus_publish(component_data->topic_id, component_data->state)) return_failure_int;
return EXIT_SUCCESS;
}
inline int interact_component_modify_topic_id(interact_component_data_t *component_data, size_t id)
{
if(event_bus_change_topic_id(&game.event_bus, component_data->topic_id, id)) return_failure_int;
if(event_bus_change_topic_id(component_data->topic_id, id)) return_failure_int;
component_data->topic_id = id;

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@ -71,7 +71,7 @@ inline int lever_component_destroy(component_t *component)
inline int lever_component_subscribe(lever_component_data_t *component_data, entity_t *entity)
{
if(event_bus_subscribe(&game.event_bus, component_data->topic_id, lever_component_callback, entity)) return_failure_int;
if(event_bus_subscribe(component_data->topic_id, lever_component_callback, entity)) return_failure_int;
return EXIT_SUCCESS;
}

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@ -123,7 +123,7 @@ static inline int player_system_set_animation_and_speed(player_system_data_t *sy
{
physics_system_data->speed = PLAYER_DEFAULT_RUN_SPEED;
asset_t *asset = asset_manager_get_asset(&game.asset_manager, "player_run_sheet");
asset_t *asset = asset_manager_get_asset("player_run_sheet");
if(!asset) return_failure_int;
sprite_component_data->texture = asset->data;
@ -137,7 +137,7 @@ static inline int player_system_set_animation_and_speed(player_system_data_t *sy
{
physics_system_data->speed = PLAYER_DEFAULT_WALK_SPEED;
asset_t *asset = asset_manager_get_asset(&game.asset_manager, "player_walk_sheet");
asset_t *asset = asset_manager_get_asset("player_walk_sheet");
if(!asset) return_failure_int;
sprite_component_data->texture = asset->data;
@ -150,7 +150,7 @@ static inline int player_system_set_animation_and_speed(player_system_data_t *sy
}
else if(!(system_data->state & PLAYER_MOVING) && (system_data->last_state & PLAYER_MOVING))
{
asset_t *asset = asset_manager_get_asset(&game.asset_manager, "player_idle_sheet");
asset_t *asset = asset_manager_get_asset("player_idle_sheet");
if(!asset) return_failure_int;
sprite_component_data->texture = asset->data;

View File

@ -14,15 +14,15 @@ int game_init(void)
game.is_running = false;
if(display_init()) return_failure_int;
if(asset_manager_init(&game.asset_manager)) return_failure_int;
event_bus_init(&game.event_bus);
entity_manager_init(&game.entity_manager);
if(asset_manager_init()) return_failure_int;
event_bus_init();
entity_manager_init();
if(!asset_manager_load_asset(&game.asset_manager, "tileset", ASSET_TEXTURE)) return_failure_int;
if(!asset_manager_load_asset("tileset", ASSET_TEXTURE)) return_failure_int;
/* ======== Player ======== */
{
entity_t *player_entity = entity_manager_new_entity(&game.entity_manager, 0);
entity_t *player_entity = entity_manager_new_entity(0);
if(!player_entity) return_failure_int;
{
@ -45,14 +45,13 @@ int game_init(void)
sprite_component_data_t *sprite_component_data = sprite_component->data;
if(!asset_manager_load_asset(&game.asset_manager, "player_idle_sheet", ASSET_TEXTURE)) return_failure_int;
if(!asset_manager_load_asset(&game.asset_manager, "player_walk_sheet", ASSET_TEXTURE)) return_failure_int;
if(!asset_manager_load_asset(&game.asset_manager, "player_run_sheet", ASSET_TEXTURE)) return_failure_int;
asset_t *asset = asset_manager_get_asset(&game.asset_manager, "player_idle_sheet");
asset_t *asset = asset_manager_load_asset("player_idle_sheet", ASSET_TEXTURE);
if(!asset) return_failure_int;
sprite_component_data->texture = asset->data;
if(!asset_manager_load_asset("player_walk_sheet", ASSET_TEXTURE)) return_failure_int;
if(!asset_manager_load_asset("player_run_sheet", ASSET_TEXTURE)) return_failure_int;
}
{
@ -95,7 +94,7 @@ int game_init(void)
}
/* ======== Lever ========*/
{
entity_t *lever_entity = entity_manager_new_entity(&game.entity_manager, 1);
entity_t *lever_entity = entity_manager_new_entity(1);
if(!lever_entity) return_failure_int;
{
@ -118,7 +117,7 @@ int game_init(void)
sprite_component_data_t *sprite_component_data = sprite_component->data;
asset_t *asset = asset_manager_load_asset(&game.asset_manager, "lever_sheet", ASSET_TEXTURE);
asset_t *asset = asset_manager_load_asset("lever_sheet", ASSET_TEXTURE);
if(!asset) return_failure_int;
sprite_component_data->texture = asset->data;
@ -196,7 +195,7 @@ int game_init(void)
/* ======== Door ======== */
{
entity_t *door_entity = entity_manager_new_entity(&game.entity_manager, 1);
entity_t *door_entity = entity_manager_new_entity(1);
if(!door_entity) return_failure_int;
{
@ -219,7 +218,7 @@ int game_init(void)
sprite_component_data_t * sprite_component_data = sprite_component->data;
asset_t *asset = asset_manager_load_asset(&game.asset_manager, "barred_door_sheet", ASSET_TEXTURE);
asset_t *asset = asset_manager_load_asset("barred_door_sheet", ASSET_TEXTURE);
if(!asset) return_failure_int;
sprite_component_data->texture = asset->data;
@ -274,7 +273,7 @@ int game_init(void)
/* ======== Door 2 ======== */
{
entity_t *door2_entity = entity_manager_new_entity(&game.entity_manager, 1);
entity_t *door2_entity = entity_manager_new_entity(1);
if(!door2_entity) return_failure_int;
{
@ -297,7 +296,7 @@ int game_init(void)
sprite_component_data_t *sprite_component_data = sprite_component->data;
asset_t *asset = asset_manager_load_asset(&game.asset_manager, "wooden_door_sheet", ASSET_TEXTURE);
asset_t *asset = asset_manager_load_asset("wooden_door_sheet", ASSET_TEXTURE);
if(!asset) return_failure_int;
sprite_component_data->texture = asset->data;
@ -373,7 +372,7 @@ void game_handle_event(void)
int game_update(void)
{
if(entity_manager_update(&game.entity_manager))
if(entity_manager_update())
{
game.is_running = false;
return_failure_int;
@ -390,7 +389,7 @@ int game_render(void)
return_failure_int;
}
if(entity_manager_draw(&game.entity_manager))
if(entity_manager_draw())
{
game.is_running = false;
return_failure_int;
@ -403,9 +402,9 @@ int game_render(void)
int game_exit(void)
{
entity_manager_exit(&game.entity_manager);
event_bus_exit(&game.event_bus);
if(asset_manager_exit(&game.asset_manager)) return_failure_int;
entity_manager_exit();
event_bus_exit();
if(asset_manager_exit()) return_failure_int;
display_exit();
return EXIT_SUCCESS;