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14 changed files with 190 additions and 105 deletions

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Subproject commit 457de07ecb02822d5e309c188bdcdba1ce2cdc59 Subproject commit b1dd9baf98ba5496a606cced00ca7ccde0df36db

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TODO.md Normal file
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@ -0,0 +1,26 @@
# What to do for the 2D Engine
### Todo
- [ ] Create tilemap management and display
- [ ] Find tilemap building format
- [ ] Add building support for tilemaps in asset builder
- [ ] Add loading support in asset manager
- [ ] Display tilemaps
- [ ] Work on optimizations !
- [ ] Create camera
- [ ] Create entities management
- [ ] Find entities building format
- [ ] Add building support for entities in asset builder
- [ ] Add loading support in asset manager
- [ ] Change the way default values are defined across components and systems
- [ ] Remove the need of a dummy texture
### In progress
### Done
- [x] Work on linked lists optimizations

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@ -1,4 +1,5 @@
ASSETS := \ ASSETS := \
misc/dummy_sheet.png \
player_sheets/player_idle_sheet.png \ player_sheets/player_idle_sheet.png \
player_sheets/player_walk_sheet.png \ player_sheets/player_walk_sheet.png \
player_sheets/player_run_sheet.png\ player_sheets/player_run_sheet.png\

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@ -4,26 +4,28 @@
#include "memory_alloc.h" #include "memory_alloc.h"
#include "errors.h" #include "errors.h"
// Args : size_t nb_frames, size_t actual_frame, float frame_delay_ms, bool play, bool loop, bool reverse // Args : size_t nb_frames, size_t current_frame, float frame_delay_ms, bool play, bool loop, bool reverse
int animation_system_init(component_t *component, va_list args) int animation_system_init(component_t *component)
{ {
animation_system_data_t *system_data = component->component_data; animation_system_data_t *system_data = component->component_data;
system_data->sprite_component_data = get_component(component->entity, SPRITE_COMPONENT)->component_data; system_data->sprite_component_data = entity_get_component(component->entity, SPRITE_COMPONENT)->component_data;
if(!system_data->sprite_component_data) return EXIT_FAILURE; if(!system_data->sprite_component_data) return EXIT_FAILURE;
system_data->nb_frames = va_arg(args, size_t); system_data->nb_frames = 1;
system_data->actual_frame_nb= va_arg(args, size_t); linked_list_init(&system_data->frames, sizeof(rect_t), NULL, NULL);
system_data->frame_delay_ms = (float)va_arg(args, double);
system_data->play = (bool)va_arg(args, int);
system_data->loop = (bool)va_arg(args, int);
system_data->reverse = (bool)va_arg(args, int);
system_data->frame_timer_ms = 0; system_data->current_frame_nb = 0;
animation_system_create_frames_clips(system_data);
linked_list_init(&system_data->frames, sizeof(rect_t), NULL); system_data->frame_delay_ms = 0.0f;
system_data->frame_timer_ms = 0.0f;
return animation_system_create_frames_clips(system_data); system_data->play = false;
system_data->loop = false;
system_data->reverse = false;
return EXIT_SUCCESS;
} }
int animation_system_update(component_t *component) int animation_system_update(component_t *component)
@ -32,23 +34,23 @@ int animation_system_update(component_t *component)
if(system_data->play) if(system_data->play)
{ {
system_data->frame_timer_ms += (float)game.delta_time_ms; system_data->frame_timer_ms += game.delta_time_ms;
if(system_data->frame_timer_ms >= system_data->frame_delay_ms) if(system_data->frame_timer_ms >= system_data->frame_delay_ms)
{ {
system_data->frame_timer_ms = 0; system_data->frame_timer_ms = 0.0f;
if(system_data->reverse) if(system_data->reverse)
{ {
if(system_data->actual_frame->prev) if(system_data->current_frame->prev)
{ {
system_data->actual_frame = system_data->actual_frame->prev; system_data->current_frame = system_data->current_frame->prev;
system_data->actual_frame_nb--; system_data->current_frame_nb--;
} }
else if(system_data->loop) else if(system_data->loop)
{ {
system_data->actual_frame = system_data->frames.last; system_data->current_frame = system_data->frames.last;
system_data->actual_frame_nb = system_data->frames.size - 1; system_data->current_frame_nb = system_data->frames.size - 1;
} }
else else
{ {
@ -57,15 +59,15 @@ int animation_system_update(component_t *component)
} }
else else
{ {
if(system_data->actual_frame->next) if(system_data->current_frame->next)
{ {
system_data->actual_frame = system_data->actual_frame->next; system_data->current_frame = system_data->current_frame->next;
system_data->actual_frame_nb++; system_data->current_frame_nb++;
} }
else if(system_data->loop) else if(system_data->loop)
{ {
system_data->actual_frame = system_data->frames.first; system_data->current_frame = system_data->frames.first;
system_data->actual_frame_nb = 0; system_data->current_frame_nb = 0;
} }
else else
{ {
@ -74,52 +76,57 @@ int animation_system_update(component_t *component)
} }
} }
system_data->sprite_component_data->src_rect = *(rect_t *)system_data->actual_frame->data; system_data->sprite_component_data->src_rect = *(rect_t *)system_data->current_frame->data;
} }
return EXIT_SUCCESS; return EXIT_SUCCESS;
} }
inline void animation_system_destroy(component_t *component) inline int animation_system_destroy(component_t *component)
{ {
animation_system_data_t *system_data = component->component_data; animation_system_data_t *system_data = component->component_data;
linked_list_clear(&system_data->frames); if(linked_list_clear(&system_data->frames)) return EXIT_FAILURE;
free(system_data); free(system_data);
return EXIT_SUCCESS;
} }
int animation_system_create_frames_clips(animation_system_data_t *system_data) int animation_system_create_frames_clips(animation_system_data_t *system_data)
{ {
linked_list_clear(&system_data->frames); sprite_component_data_t *sprite_component_data = system_data->sprite_component_data;
rect_t *sprite_srcR = &system_data->sprite_component_data->src_rect; if(linked_list_clear(&system_data->frames)) return EXIT_FAILURE;
for(size_t actual_frame_nb = 0; actual_frame_nb < system_data->nb_frames; actual_frame_nb++) if(linked_list_reserve(&system_data->frames, system_data->nb_frames)) return EXIT_FAILURE;
for(size_t current_frame_nb = 0; current_frame_nb < system_data->nb_frames; current_frame_nb++)
{ {
elem_t *frame = elem_create(&system_data->frames); elem_t *frame = create_elem(&system_data->frames);
if(!frame) return EXIT_FAILURE;
((rect_t *)frame->data)->x = sprite_srcR->w * (float)actual_frame_nb; ((rect_t *)frame->data)->x = sprite_component_data->src_rect.w * (float)current_frame_nb;
((rect_t *)frame->data)->y = 0; ((rect_t *)frame->data)->y = 0;
((rect_t *)frame->data)->w = sprite_srcR->w; ((rect_t *)frame->data)->w = sprite_component_data->src_rect.w;
((rect_t *)frame->data)->h = sprite_srcR->h; ((rect_t *)frame->data)->h = sprite_component_data->src_rect.h;
if(linked_list_push_back_elem(&system_data->frames, frame)) return EXIT_FAILURE; if(linked_list_push_back(&system_data->frames, frame)) return EXIT_FAILURE;
} }
system_data->actual_frame = linked_list_get_elem(&system_data->frames, system_data->actual_frame_nb); system_data->current_frame = linked_list_get(&system_data->frames, system_data->current_frame_nb);
if(!system_data->actual_frame) return EXIT_FAILURE; if(!system_data->current_frame) return EXIT_FAILURE;
return EXIT_SUCCESS; return EXIT_SUCCESS;
} }
inline int animation_system_change_animation(animation_system_data_t *system_data, const char *name, size_t nb_frames) inline int animation_system_apply_changes(animation_system_data_t *system_data)
{ {
system_data->sprite_component_data->texture = asset_manager_get_texture(&game.asset_manager, name); sprite_component_data_t *sprite_component_data = system_data->sprite_component_data;
system_data->nb_frames = nb_frames;
if(animation_system_create_frames_clips(system_data)) return EXIT_FAILURE; if(animation_system_create_frames_clips(system_data)) return EXIT_FAILURE;
system_data->sprite_component_data->src_rect = *(rect_t *)system_data->actual_frame->data; sprite_component_data->src_rect = *(rect_t *)system_data->current_frame->data;
return EXIT_SUCCESS; return EXIT_SUCCESS;
} }

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@ -10,8 +10,8 @@ typedef struct animation_system_data_t {
size_t nb_frames; size_t nb_frames;
linked_list_t frames; linked_list_t frames;
elem_t *actual_frame; size_t current_frame_nb;
size_t actual_frame_nb; elem_t *current_frame;
float frame_delay_ms; float frame_delay_ms;
float frame_timer_ms; float frame_timer_ms;
@ -21,14 +21,14 @@ typedef struct animation_system_data_t {
bool reverse :1; bool reverse :1;
} animation_system_data_t; } animation_system_data_t;
int animation_system_init(component_t *component, va_list args); int animation_system_init(component_t *component);
int animation_system_update(component_t *component); int animation_system_update(component_t *component);
void animation_system_destroy(component_t *component); int animation_system_destroy(component_t *component);
int animation_system_create_frames_clips(animation_system_data_t *system_data); int animation_system_create_frames_clips(animation_system_data_t *system_data);
int animation_system_change_animation(animation_system_data_t *system_data, const char *name, size_t nb_frames); int animation_system_apply_changes(animation_system_data_t *system_data);
#endif // SPRITE_COMPONENT_H #endif // SPRITE_COMPONENT_H

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@ -10,7 +10,7 @@
#define PLAYER_DEFAULT_RUN_SPEED 100.0f // px / s #define PLAYER_DEFAULT_RUN_SPEED 100.0f // px / s
#define PLAYER_DEFAULT_IDLE_ANIMATION_SPEED 500.0f // ms / frame #define PLAYER_DEFAULT_IDLE_ANIMATION_SPEED 500.0f // ms / frame
#define PLAYER_DEFAULT_WALK_ANIMATION_SPEED 160.0f // ms / frame #define PLAYER_DEFAULT_WALK_ANIMATION_SPEED 160.0f // ms / frame
#define PLAYER_DEFAULT_RUN_ANIMATION_SPEED 100.0f // ms / frame #define PLAYER_DEFAULT_RUN_ANIMATION_SPEED 110.0f // ms / frame
typedef enum player_state_t { typedef enum player_state_t {
PLAYER_IDLE = 0x00, // 00000000 PLAYER_IDLE = 0x00, // 00000000
@ -32,10 +32,10 @@ typedef struct player_system_data_t {
player_state_t last_state; player_state_t last_state;
} player_system_data_t; } player_system_data_t;
int player_system_init(component_t *, va_list); int player_system_init(component_t *component);
int player_system_update(component_t *); int player_system_update(component_t *component);
void player_system_destroy(component_t *); int player_system_destroy(component_t *component);
#endif // PLAYER_SYSTEM_H #endif // PLAYER_SYSTEM_H

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@ -16,12 +16,14 @@ typedef struct sprite_component_data_t {
bool flip; bool flip;
} sprite_component_data_t; } sprite_component_data_t;
int sprite_component_init(component_t *, va_list); int sprite_component_init(component_t *component);
int sprite_component_update(component_t *); int sprite_component_update(component_t *component);
int sprite_component_draw(component_t *); int sprite_component_draw(component_t *component);
void sprite_component_destroy(component_t *); int sprite_component_destroy(component_t *component);
int sprite_component_set_texture(sprite_component_data_t *component_data, const char *texture_name);
#endif // SPRITE_COMPONENT_H #endif // SPRITE_COMPONENT_H

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@ -10,10 +10,10 @@ typedef struct transform_component_data_t {
float speed; float speed;
} transform_component_data_t; } transform_component_data_t;
int transform_component_init(component_t *, va_list); int transform_component_init(component_t *component);
int transform_component_update(component_t *); int transform_component_update(component_t *component);
void transform_component_destroy(component_t *); int transform_component_destroy(component_t *component);
#endif // TRANSFORM_COMPONENT_H #endif // TRANSFORM_COMPONENT_H

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@ -7,15 +7,32 @@
#include "transform_component.h" #include "transform_component.h"
// No args // No args
int player_system_init(component_t *component, va_list args __attribute__((unused))) int player_system_init(component_t *component)
{ {
player_system_data_t *system_data = component->component_data; player_system_data_t *system_data = component->component_data;
system_data->animation_system_data = get_component(component->entity, ANIMATION_SYSTEM)->component_data; system_data->animation_system_data = entity_get_component(component->entity, ANIMATION_SYSTEM)->component_data;
if(!system_data->animation_system_data) return EXIT_FAILURE;
system_data->sprite_component_data = system_data->animation_system_data->sprite_component_data; system_data->sprite_component_data = system_data->animation_system_data->sprite_component_data;
system_data->transform_component_data = system_data->sprite_component_data->transform_component_data; system_data->transform_component_data = system_data->sprite_component_data->transform_component_data;
transform_component_data_t *transform_component_data = system_data->transform_component_data;
sprite_component_data_t *sprite_component_data = system_data->sprite_component_data;
animation_system_data_t *animation_system_data = system_data->animation_system_data;
transform_component_data->bounds.x = 10.0f;
transform_component_data->bounds.y = 10.0f;
sprite_component_set_texture(sprite_component_data, "player_idle_sheet");
animation_system_data->nb_frames = 4;
animation_system_data->frame_delay_ms = PLAYER_DEFAULT_IDLE_ANIMATION_SPEED;
animation_system_apply_changes(animation_system_data);
animation_system_data->loop = true;
animation_system_data->play = true;
system_data->state = PLAYER_IDLE; system_data->state = PLAYER_IDLE;
system_data->last_state = PLAYER_IDLE;
return EXIT_SUCCESS; return EXIT_SUCCESS;
} }
@ -87,24 +104,34 @@ static inline int player_system_set_animation_and_speed(player_system_data_t *sy
if(system_data->state & PLAYER_RUNNING) if(system_data->state & PLAYER_RUNNING)
{ {
transform_component_data->speed = PLAYER_DEFAULT_RUN_SPEED; transform_component_data->speed = PLAYER_DEFAULT_RUN_SPEED;
sprite_component_set_texture(sprite_component_data, "player_run_sheet");
animation_system_data->nb_frames = 8;
animation_system_data->current_frame_nb = 0;
animation_system_data->frame_delay_ms = PLAYER_DEFAULT_RUN_ANIMATION_SPEED; animation_system_data->frame_delay_ms = PLAYER_DEFAULT_RUN_ANIMATION_SPEED;
animation_system_data->actual_frame_nb = 0; if(animation_system_apply_changes(animation_system_data)) return EXIT_FAILURE;
if(animation_system_change_animation(animation_system_data, "player_run_sheet", 8)) return EXIT_FAILURE;
} }
else else
{ {
transform_component_data->speed = PLAYER_DEFAULT_WALK_SPEED; transform_component_data->speed = PLAYER_DEFAULT_WALK_SPEED;
sprite_component_set_texture(sprite_component_data, "player_walk_sheet");
animation_system_data->nb_frames = 4;
animation_system_data->current_frame_nb = 0;
animation_system_data->frame_delay_ms = PLAYER_DEFAULT_WALK_ANIMATION_SPEED; animation_system_data->frame_delay_ms = PLAYER_DEFAULT_WALK_ANIMATION_SPEED;
animation_system_data->actual_frame_nb = 0; if(animation_system_apply_changes(animation_system_data)) return EXIT_FAILURE;
if(animation_system_change_animation(animation_system_data, "player_walk_sheet", 4)) return EXIT_FAILURE;
} }
} }
else if(!(system_data->state & PLAYER_MOVING) && (system_data->last_state & PLAYER_MOVING)) else if(!(system_data->state & PLAYER_MOVING) && (system_data->last_state & PLAYER_MOVING))
{ {
animation_system_data->actual_frame_nb = 0; sprite_component_set_texture(sprite_component_data, "player_idle_sheet");
animation_system_data->nb_frames = 4;
animation_system_data->current_frame_nb = 0;
animation_system_data->frame_delay_ms = PLAYER_DEFAULT_IDLE_ANIMATION_SPEED; animation_system_data->frame_delay_ms = PLAYER_DEFAULT_IDLE_ANIMATION_SPEED;
animation_system_data->actual_frame_nb = 0; if(animation_system_apply_changes(animation_system_data)) return EXIT_FAILURE;
if(animation_system_change_animation(animation_system_data, "player_idle_sheet", 4)) return EXIT_FAILURE;
} }
return EXIT_SUCCESS; return EXIT_SUCCESS;
@ -121,7 +148,11 @@ int player_system_update(component_t *component)
return EXIT_SUCCESS; return EXIT_SUCCESS;
} }
void player_system_destroy(component_t *component) int player_system_destroy(component_t *component)
{ {
free(component->component_data); player_system_data_t *component_data = component->component_data;
free(component_data);
return EXIT_SUCCESS;
} }

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@ -3,21 +3,20 @@
#include "game.h" #include "game.h"
// Arg : const char *name // Arg : const char *name
int sprite_component_init(component_t *component, va_list args) int sprite_component_init(component_t *component)
{ {
sprite_component_data_t *component_data = component->component_data; sprite_component_data_t *component_data = component->component_data;
component_data->transform_component_data = get_component(component->entity, TRANSFORM_COMPONENT)->component_data; component_data->transform_component_data = entity_get_component(component->entity, TRANSFORM_COMPONENT)->component_data;
if(!component_data->transform_component_data) return EXIT_FAILURE;
frect_to_rect(&component_data->transform_component_data->bounds, &component_data->src_rect); transform_component_data_t *transform_component_data = component_data->transform_component_data;
component_data->src_rect.x = 0;
component_data->src_rect.y = 0;
sprite_component_set_texture(component_data, "dummy_sheet");
frect_to_rect(&transform_component_data->bounds, &component_data->src_rect);
frect_to_rect(&transform_component_data->bounds, &component_data->dst_rect);
component_data->flip = false; component_data->flip = false;
component_data->texture = asset_manager_get_texture(&game.asset_manager, va_arg(args, const char *));
if(!component_data->texture) return EXIT_FAILURE;
return EXIT_SUCCESS; return EXIT_SUCCESS;
} }
@ -37,7 +36,19 @@ inline int sprite_component_draw(component_t *component)
return EXIT_SUCCESS; return EXIT_SUCCESS;
} }
inline void sprite_component_destroy(component_t *component) inline int sprite_component_destroy(component_t *component)
{ {
free(component->component_data); sprite_component_data_t *component_data = component->component_data;
free(component_data);
return EXIT_SUCCESS;
}
inline int sprite_component_set_texture(sprite_component_data_t *component_data, const char *texture_name)
{
component_data->texture = asset_manager_get_texture(&game.asset_manager, texture_name);
if(!component_data->texture) return EXIT_FAILURE;
return EXIT_SUCCESS;
} }

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@ -3,15 +3,23 @@
#include "game.h" #include "game.h"
// Args : frect_t bounds, double speed // Args : frect_t bounds, double speed
int transform_component_init(component_t *component, va_list args) int transform_component_init(component_t *component)
{ {
transform_component_data_t *const component_data = component->component_data; transform_component_data_t *component_data = component->component_data;
component_data->bounds = va_arg(args, frect_t); component_data->bounds = (frect_t) {
component_data->speed = (float)va_arg(args, double); .x = 0.0f,
.y = 0.0f,
.w = 32.0f,
.h = 32.0f
};
component_data->velocity.x = 0.0f; component_data->velocity = (fvector2d_t) {
component_data->velocity.y = 0.0f; .x = 0.0f,
.y = 0.0f
};
component_data->speed = 0.0f;
return EXIT_SUCCESS; return EXIT_SUCCESS;
} }
@ -26,7 +34,11 @@ int transform_component_update(component_t *component)
return EXIT_SUCCESS; return EXIT_SUCCESS;
} }
inline void transform_component_destroy(component_t *component) inline int transform_component_destroy(component_t *component)
{ {
free(component->component_data); transform_component_data_t *component_data = component->component_data;
free(component_data);
return EXIT_SUCCESS;
} }

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@ -5,6 +5,7 @@
#include "asset_manager.h" #include "asset_manager.h"
#include "ecs.h" #include "ecs.h"
#include "components.h" #include "components.h"
#include "errors.h"
int game_init(void) int game_init(void)
{ {
@ -13,29 +14,23 @@ int game_init(void)
if(display_init()) return EXIT_FAILURE; if(display_init()) return EXIT_FAILURE;
if(asset_manager_init(&game.asset_manager)) return EXIT_FAILURE; if(asset_manager_init(&game.asset_manager)) return EXIT_FAILURE;
if(asset_manager_load_asset(&game.asset_manager, "dummy_sheet", ASSET_TEXTURE)) return EXIT_FAILURE;
if(asset_manager_load_asset(&game.asset_manager, "player_idle_sheet", ASSET_TEXTURE)) return EXIT_FAILURE;
if(asset_manager_load_asset(&game.asset_manager, "player_walk_sheet", ASSET_TEXTURE)) return EXIT_FAILURE;
if(asset_manager_load_asset(&game.asset_manager, "player_run_sheet", ASSET_TEXTURE)) return EXIT_FAILURE;
entity_manager_init(&game.entity_manager); entity_manager_init(&game.entity_manager);
entity_t *player = create_entity(0); entity_t *player = entity_manager_new_entity(&game.entity_manager, 0);
if(!player) return EXIT_FAILURE;
if(entity_manager_add_entity(&game.entity_manager, player)) return EXIT_FAILURE;
frect_t player_bounds = {10.0f, 10.0f, 32.0f, 32.0f}; frect_t player_bounds = {10.0f, 10.0f, 32.0f, 32.0f};
if(asset_manager_load_asset(&game.asset_manager, "player_idle_sheet", ASSET_TEXTURE)) return EXIT_FAILURE; if(!entity_new_component(player, TRANSFORM_COMPONENT)) return EXIT_FAILURE;
if(asset_manager_load_asset(&game.asset_manager, "player_walk_sheet", ASSET_TEXTURE)) return EXIT_FAILURE; if(!entity_new_component(player, SPRITE_COMPONENT)) return EXIT_FAILURE;
if(asset_manager_load_asset(&game.asset_manager, "player_run_sheet", ASSET_TEXTURE)) return EXIT_FAILURE; if(!entity_new_component(player, ANIMATION_SYSTEM)) return EXIT_FAILURE;
if(!entity_new_component(player, PLAYER_SYSTEM)) return EXIT_FAILURE;
component_t *component = create_component(TRANSFORM_COMPONENT); if(!component) return EXIT_FAILURE;
add_component(player, component, player_bounds, PLAYER_DEFAULT_WALK_SPEED);
component = create_component(SPRITE_COMPONENT); if(!component) return EXIT_FAILURE;
add_component(player, component, "player_idle_sheet");
component = create_component(ANIMATION_SYSTEM); if(!component) return EXIT_FAILURE;
add_component(player, component, 4, 0, PLAYER_DEFAULT_IDLE_ANIMATION_SPEED, true, true, false);
component = create_component(PLAYER_SYSTEM); if(!component) return EXIT_FAILURE;
add_component(player, component);
game.is_running = true; game.is_running = true;