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8 changed files with 27 additions and 26 deletions

@ -1 +1 @@
Subproject commit ea7f7453133cb3ce231db074986820cbba86c0a6
Subproject commit 50dc383e2d027add50672b0003744b7845019780

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@ -4,6 +4,8 @@
###### Features
- [ ] Work on entities draw order
- [ ] Create tilemap management and display
- [ ] Find tilemap building format
- [ ] Add building support for tilemaps in asset builder
@ -24,9 +26,8 @@
### In progress
### Done
- [x] Work on entities draw order
### Done
- [x] Make entities react to events

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@ -43,7 +43,14 @@ inline int door_component_init(component_t *component)
}
component_data->hitbox_component_data = hitbox_component->data;
animation_system_data_t *animation_system_data = component_data->animation_system_data;
animation_system_data->nb_frames = 8;
animation_system_data->frame_delay_ms = DOOR_DEFAULT_ANIMATION_SPEED;
if(animation_system_create_frames_clips(animation_system_data)) return EXIT_FAILURE;
component_data->topic_id = 0;
event_bus_subscribe(&game.event_bus, component_data->topic_id, door_component_callback, component->entity);
component_data->state = false;

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@ -37,7 +37,14 @@ inline int lever_component_init(component_t *component)
}
component_data->animation_system_data = animation_system->data;
animation_system_data_t *animation_system_data = component_data->animation_system_data;
animation_system_data->nb_frames = 3;
animation_system_data->frame_delay_ms = LEVER_DEFAULT_ANIMATION_SPEED;
if(animation_system_create_frames_clips(animation_system_data)) return EXIT_FAILURE;
component_data->topic_id = 0;
event_bus_subscribe(&game.event_bus, component_data->topic_id, lever_component_callback, component->entity);
component_data->state = false;

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@ -38,6 +38,11 @@ inline int player_system_init(component_t *component)
system_data->state = PLAYER_MOVING;
animation_system_data_t *animation_system_data = system_data->animation_system_data;
animation_system_data->loop = true;
animation_system_data->play = true;
return EXIT_SUCCESS;
}

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@ -32,10 +32,8 @@ inline int sprite_component_init(component_t *component)
inline int sprite_component_update(component_t *component)
{
sprite_component_data_t *component_data = component->data;
transform_component_data_t *transform_component_data = component_data->transform_component_data;
component_data->dst_rect = transform_component_data->bounds;
component->entity->draw_priority = transform_component_data->bounds.y + transform_component_data->bounds.h;
component_data->dst_rect = component_data->transform_component_data->bounds;
return EXIT_SUCCESS;
}

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@ -41,13 +41,7 @@ int game_init(void)
};
if(!entity_new_component(player_entity, SPRITE_COMPONENT)) return EXIT_FAILURE;
component = entity_new_component(player_entity, ANIMATION_SYSTEM);
if(!component) return EXIT_FAILURE;
((animation_system_data_t *)component->data)->loop = true;
((animation_system_data_t *)component->data)->play = true;
if(!entity_new_component(player_entity, ANIMATION_SYSTEM)) return EXIT_FAILURE;
component = entity_new_component(player_entity, HITBOX_COMPONENT);
if(!component) return EXIT_FAILURE;
@ -62,7 +56,6 @@ int game_init(void)
};
if(!entity_new_component(player_entity, PHYSICS_SYSTEM)) return EXIT_FAILURE;
if(!entity_new_component(player_entity, PLAYER_SYSTEM)) return EXIT_FAILURE;
/* ======== Lever ========*/
@ -84,12 +77,7 @@ int game_init(void)
if(sprite_component_set_texture(component->data, "lever_sheet")) return EXIT_FAILURE;
component = entity_new_component(lever_entity, ANIMATION_SYSTEM);
if(!component) return EXIT_FAILURE;
((animation_system_data_t *)component->data)->nb_frames = 3;
((animation_system_data_t *)component->data)->frame_delay_ms = LEVER_DEFAULT_ANIMATION_SPEED;
if(animation_system_create_frames_clips(component->data)) return EXIT_FAILURE;
if(!entity_new_component(lever_entity, ANIMATION_SYSTEM)) return EXIT_FAILURE;
component = entity_new_component(lever_entity, HITBOX_COMPONENT);
if(!component) return EXIT_FAILURE;
@ -138,12 +126,7 @@ int game_init(void)
if(sprite_component_set_texture(component->data, "barred_door_sheet")) return EXIT_FAILURE;
component = entity_new_component(door_entity, ANIMATION_SYSTEM);
if(!component) return EXIT_FAILURE;
((animation_system_data_t *)component->data)->nb_frames = 8;
((animation_system_data_t *)component->data)->frame_delay_ms = DOOR_DEFAULT_ANIMATION_SPEED;
if(animation_system_create_frames_clips(component->data)) return EXIT_FAILURE;
if(!entity_new_component(door_entity, ANIMATION_SYSTEM)) return EXIT_FAILURE;
component = entity_new_component(door_entity, HITBOX_COMPONENT);
if(!component) return EXIT_FAILURE;