Added running animation for player.
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parent
12749672a3
commit
d3f3ec21e0
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@ -1 +1 @@
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Subproject commit b2eabff7b13618d6e7872e3e0867bfb7f07bf8a6
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Subproject commit 8b37fc78fa36748444054cac3c862e94de3565e9
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@ -1,6 +1,7 @@
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ASSETS := \
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player_sheets/player_idle_sheet.png \
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player_sheets/player_walk_sheet.png \
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player_sheets/player_run_sheet.png\
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tileset/tileset.png
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ASSETS := $(addprefix $(ASSETS_DIR)/,$(ASSETS))
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@ -16,8 +17,8 @@ include $(ASSET_BUILDER_DIR)/Makefile
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setup_asset:
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@echo "Building $(notdir $(ASSET_OUTPUT))"
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$(ASSET_OUTPUT): $(ASSET_BUILDER_OUTPUT)
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$(Q)$^ $@ $(ASSETS)
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$(ASSET_OUTPUT): $(ASSET_BUILDER_OUTPUT) $(ASSETS)
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$(Q)$(ASSET_BUILDER_OUTPUT) $@ $(ASSETS)
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asset_end: $(ASSET_OUTPUT)
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@echo "Built target $(notdir $(ASSET_OUTPUT))"
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@ -6,18 +6,21 @@
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#include "sprite_component.h"
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#include "animation_system.h"
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#define PLAYER_DEFAULT_SPEED 80.0f // px / s
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#define PLAYER_DEFAULT_WALK_SPEED 60.0f // px / s
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#define PLAYER_DEFAULT_RUN_SPEED 100.0f // px / s
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#define PLAYER_DEFAULT_IDLE_ANIMATION_SPEED 500.0f // ms / frame
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#define PLAYER_DEFAULT_WALK_ANIMATION_SPEED 160.0f // ms / frame
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#define PLAYER_DEFAULT_RUN_ANIMATION_SPEED 100.0f // ms / frame
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typedef enum player_state_t {
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PLAYER_IDLE = 0x00, // 00000000
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PLAYER_RUNNING_UP = 0x01, // 00000001
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PLAYER_RUNNING_DOWN = 0x02, // 00000010
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PLAYER_RUNNING_LEFT = 0x04, // 00000100
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PLAYER_RUNNING_RIGHT = 0x08, // 00001000
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PLAYER_RUNNING = 0x0F, // 00001111
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PLAYER_DEATH = 0x80 // 10000000
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PLAYER_IDLE = 0x00, // 00000000
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PLAYER_MOVING_UP = 0x01, // 00000001
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PLAYER_MOVING_DOWN = 0x02, // 00000010
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PLAYER_MOVING_LEFT = 0x04, // 00000100
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PLAYER_MOVING_RIGHT = 0x08, // 00001000
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PLAYER_MOVING = 0x0F, // 00001111
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PLAYER_RUNNING = 0x10, // 00010000
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PLAYER_DEATH = 0x80 // 10000000
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} player_state_t;
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typedef struct player_system_data_t {
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@ -23,16 +23,30 @@ static inline void player_system_get_inputs(player_system_data_t *system_data)
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{
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system_data->last_state = system_data->state;
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system_data->state &= 0xF0; // 11110000
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system_data->state &= 0xE0; // 11100000
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system_data->state |= game.events.keys[KEY_UP] * PLAYER_RUNNING_UP;
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system_data->state |= game.events.keys[KEY_DOWN] * PLAYER_RUNNING_DOWN;
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system_data->state |= game.events.keys[KEY_LEFT] * PLAYER_RUNNING_LEFT;
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system_data->state |= game.events.keys[KEY_RIGHT] * PLAYER_RUNNING_RIGHT;
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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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// Special cases
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if(system_data->state & PLAYER_RUNNING_UP && system_data->state & PLAYER_RUNNING_DOWN) system_data->state &= 0xFC; // 11111100
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if(system_data->state & PLAYER_RUNNING_LEFT && system_data->state & PLAYER_RUNNING_RIGHT) system_data->state &= 0xF3; // 11110011
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if(system_data->state & PLAYER_MOVING_UP && system_data->state & PLAYER_MOVING_DOWN)
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{
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if(system_data->last_state & PLAYER_MOVING_UP)
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system_data->state &= ~PLAYER_MOVING_DOWN;
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else
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system_data->state &= ~PLAYER_MOVING_UP;
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}
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if(system_data->state & PLAYER_MOVING_LEFT && system_data->state & PLAYER_MOVING_RIGHT)
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{
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if(system_data->last_state & PLAYER_MOVING_LEFT)
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system_data->state &= ~PLAYER_MOVING_RIGHT;
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else
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system_data->state &= ~PLAYER_MOVING_LEFT;
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}
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}
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// Only for this file
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@ -40,36 +54,54 @@ static inline void player_system_set_velocity(player_system_data_t *system_data)
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{
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transform_component_data_t *transform_component_data = system_data->transform_component_data;
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transform_component_data->velocity.x =
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(float)((system_data->state & PLAYER_RUNNING_RIGHT) >> 3) - (float)((system_data->state & PLAYER_RUNNING_LEFT) >> 2);
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transform_component_data->velocity.y =
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(float)((system_data->state & PLAYER_RUNNING_DOWN) >> 1) - (float)(system_data->state & PLAYER_RUNNING_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((system_data->state & PLAYER_MOVING) != (system_data->last_state & PLAYER_MOVING))
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{
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transform_component_data->velocity.x *= 0.707106781186548f;
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transform_component_data->velocity.y *= 0.707106781186548f;
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transform_component_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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transform_component_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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if(f_is_not_zero(transform_component_data->velocity.x) && f_is_not_zero(transform_component_data->velocity.y))
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{
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transform_component_data->velocity.x *= 0.707106781186548f;
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transform_component_data->velocity.y *= 0.707106781186548f;
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}
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}
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}
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// Only for this file
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static inline void player_system_set_animation(player_system_data_t *system_data)
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static inline void player_system_set_animation_and_speed(player_system_data_t *system_data)
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{
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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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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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if(system_data->state & PLAYER_RUNNING_LEFT) sprite_component_data->flip = true;
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if(system_data->state & PLAYER_RUNNING_RIGHT) sprite_component_data->flip = false;
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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_RUNNING) && !(system_data->last_state & PLAYER_RUNNING))
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if(((system_data->state & PLAYER_MOVING) && !(system_data->last_state & PLAYER_MOVING))
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|| ((system_data->state & PLAYER_MOVING) && (system_data->state & PLAYER_RUNNING) != (system_data->last_state & PLAYER_RUNNING)))
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{
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animation_system_data->frame_delay_ms = PLAYER_DEFAULT_WALK_ANIMATION_SPEED;
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animation_system_change_animation(animation_system_data, "player_walk_sheet", 4);
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if(system_data->state & PLAYER_RUNNING)
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{
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transform_component_data->speed = PLAYER_DEFAULT_RUN_SPEED;
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animation_system_data->frame_delay_ms = PLAYER_DEFAULT_RUN_ANIMATION_SPEED;
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animation_system_data->actual_frame_nb = 0;
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animation_system_change_animation(animation_system_data, "player_run_sheet", 8);
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}
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else
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{
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transform_component_data->speed = PLAYER_DEFAULT_WALK_SPEED;
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animation_system_data->frame_delay_ms = PLAYER_DEFAULT_WALK_ANIMATION_SPEED;
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animation_system_data->actual_frame_nb = 0;
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animation_system_change_animation(animation_system_data, "player_walk_sheet", 4);
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}
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}
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else if(!(system_data->state & PLAYER_RUNNING) && (system_data->last_state & PLAYER_RUNNING))
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else if(!(system_data->state & PLAYER_MOVING) && (system_data->last_state & PLAYER_MOVING))
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{
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animation_system_data->actual_frame_nb = 0;
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animation_system_data->frame_delay_ms = PLAYER_DEFAULT_IDLE_ANIMATION_SPEED;
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animation_system_data->actual_frame_nb = 0;
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animation_system_change_animation(animation_system_data, "player_idle_sheet", 4);
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}
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}
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@ -80,7 +112,7 @@ void player_system_update(component_t *component)
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player_system_get_inputs(system_data);
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player_system_set_velocity(system_data);
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player_system_set_animation(system_data);
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player_system_set_animation_and_speed(system_data);
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}
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void player_system_destroy(component_t *component)
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@ -23,9 +23,10 @@ int game_init(void)
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if(asset_manager_load_asset(&game.asset_manager, "player_idle_sheet", ASSET_TEXTURE)) return EXIT_FAILURE;
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if(asset_manager_load_asset(&game.asset_manager, "player_walk_sheet", ASSET_TEXTURE)) return EXIT_FAILURE;
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if(asset_manager_load_asset(&game.asset_manager, "player_run_sheet", ASSET_TEXTURE)) return EXIT_FAILURE;
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component_t *component = create_component(TRANSFORM_COMPONENT); if(!component) return EXIT_FAILURE;
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add_component(player, component, player_bounds, PLAYER_DEFAULT_SPEED);
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add_component(player, component, player_bounds, PLAYER_DEFAULT_WALK_SPEED);
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component = create_component(SPRITE_COMPONENT); if(!component) return EXIT_FAILURE;
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add_component(player, component, "player_idle_sheet");
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@ -86,6 +87,7 @@ int game_exit(void)
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{
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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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