#include "player_system.h" #include "game.h" #include "sprite_component.h" #include "animation_system.h" #include "interact_component.h" #include "physics_system.h" #include "memory_alloc.h" #include "errors.h" inline int player_system_init(component_t *component) { player_system_data_t *system_data = component->data; component_t *sprite_component = entity_get_component(component->entity, SPRITE_COMPONENT); if(!sprite_component) { error_printf("Player system require a sprite component."); return EXIT_FAILURE; } system_data->sprite_component_data = sprite_component->data; component_t *animation_system = entity_get_component(component->entity, ANIMATION_SYSTEM); if(!animation_system) { error_printf("Player system require an animation system."); return EXIT_FAILURE; } system_data->animation_system_data = animation_system->data; component_t *physics_system = entity_get_component(component->entity, PHYSICS_SYSTEM); if(!physics_system) { error_printf("Player system require a physics system."); return EXIT_FAILURE; } system_data->physics_system_data = physics_system->data; 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; } static void player_system_get_inputs(player_system_data_t *system_data); static void player_system_set_velocity(player_system_data_t *system_data); static int player_system_set_animation_and_speed(player_system_data_t *system_data); static int player_system_process_interaction(player_system_data_t *system_data); inline int player_system_update(component_t *component) { player_system_data_t *system_data = component->data; player_system_get_inputs(system_data); player_system_set_velocity(system_data); if(player_system_set_animation_and_speed(system_data)) return EXIT_FAILURE; if(player_system_process_interaction(system_data)) return EXIT_FAILURE; return EXIT_SUCCESS; } static inline void player_system_get_inputs(player_system_data_t *system_data) { system_data->last_state = system_data->state; system_data->state &= 0xE0; // 11100000 system_data->state |= game.events.keys[KEY_UP] ? PLAYER_MOVING_UP : 0; system_data->state |= game.events.keys[KEY_DOWN] ? PLAYER_MOVING_DOWN : 0; system_data->state |= game.events.keys[KEY_LEFT] ? PLAYER_MOVING_LEFT : 0; system_data->state |= game.events.keys[KEY_RIGHT] ? PLAYER_MOVING_RIGHT : 0; system_data->state |= game.events.keys[KEY_MOD] ? PLAYER_RUNNING : 0; // Special cases if(system_data->state & PLAYER_MOVING_UP && system_data->state & PLAYER_MOVING_DOWN) { if(system_data->last_state & PLAYER_MOVING_UP) system_data->state &= ~PLAYER_MOVING_DOWN; else system_data->state &= ~PLAYER_MOVING_UP; } if(system_data->state & PLAYER_MOVING_LEFT && system_data->state & PLAYER_MOVING_RIGHT) { if(system_data->last_state & PLAYER_MOVING_LEFT) system_data->state &= ~PLAYER_MOVING_RIGHT; else system_data->state &= ~PLAYER_MOVING_LEFT; } } static inline void player_system_set_velocity(player_system_data_t *system_data) { physics_system_data_t *physics_system_data = system_data->physics_system_data; if((system_data->state & PLAYER_MOVING) != (system_data->last_state & PLAYER_MOVING)) { physics_system_data->target_velocity.x = (float)((system_data->state & PLAYER_MOVING_RIGHT) >> 3) - (float)((system_data->state & PLAYER_MOVING_LEFT) >> 2); physics_system_data->target_velocity.y = (float)((system_data->state & PLAYER_MOVING_DOWN) >> 1) - (float)(system_data->state & PLAYER_MOVING_UP); if(f_is_not_zero(physics_system_data->target_velocity.x) && f_is_not_zero(physics_system_data->target_velocity.y)) { physics_system_data->target_velocity.x *= 0.707106781186548f; physics_system_data->target_velocity.y *= 0.707106781186548f; } } } static inline int player_system_set_animation_and_speed(player_system_data_t *system_data) { animation_system_data_t *animation_system_data = system_data->animation_system_data; sprite_component_data_t *sprite_component_data = system_data->sprite_component_data; physics_system_data_t *physics_system_data = system_data->physics_system_data; if(system_data->state & PLAYER_MOVING_LEFT) sprite_component_data->flip = true; if(system_data->state & PLAYER_MOVING_RIGHT) sprite_component_data->flip = false; if(((system_data->state & PLAYER_MOVING) && !(system_data->last_state & PLAYER_MOVING)) || ((system_data->state & PLAYER_MOVING) && (system_data->state & PLAYER_RUNNING) != (system_data->last_state & PLAYER_RUNNING))) { if(system_data->state & PLAYER_RUNNING) { physics_system_data->speed = PLAYER_DEFAULT_RUN_SPEED; if(sprite_component_set_texture(sprite_component_data, "player_run_sheet")) return EXIT_FAILURE; animation_system_data->nb_frames = 8; animation_system_data->current_frame_nb = 0; animation_system_data->frame_delay_ms = PLAYER_DEFAULT_RUN_ANIMATION_SPEED; if(animation_system_apply_changes(animation_system_data)) return EXIT_FAILURE; } else { physics_system_data->speed = PLAYER_DEFAULT_WALK_SPEED; if(sprite_component_set_texture(sprite_component_data, "player_walk_sheet")) return EXIT_FAILURE; animation_system_data->nb_frames = 4; animation_system_data->current_frame_nb = 0; animation_system_data->frame_delay_ms = PLAYER_DEFAULT_WALK_ANIMATION_SPEED; if(animation_system_apply_changes(animation_system_data)) return EXIT_FAILURE; } } else if(!(system_data->state & PLAYER_MOVING) && (system_data->last_state & PLAYER_MOVING)) { if(sprite_component_set_texture(sprite_component_data, "player_idle_sheet")) return EXIT_FAILURE; animation_system_data->nb_frames = 4; animation_system_data->current_frame_nb = 0; animation_system_data->frame_delay_ms = PLAYER_DEFAULT_IDLE_ANIMATION_SPEED; if(animation_system_apply_changes(animation_system_data)) return EXIT_FAILURE; } return EXIT_SUCCESS; } // Args : player_system_data_t *system_data static inline int action_detect_activate_interact(elem_t *elem, va_list args) { const entity_t *target_entity = elem->data; const player_system_data_t *system_data = va_arg(args, player_system_data_t *); const component_t *target_interact_component = entity_get_component(target_entity, INTERACT_COMPONENT); if(!target_interact_component) return EXIT_SUCCESS; const interact_component_data_t *target_interact_component_data = target_interact_component->data; if(!target_interact_component_data->activated) { return EXIT_SUCCESS; } const frect_t *hitbox_bounds = &system_data->physics_system_data->hitbox_component_data->bounds; const frect_t *target_interact_bounds = &target_interact_component_data->bounds; if(fhas_intersection(hitbox_bounds, target_interact_bounds)) { static size_t i = 0; debug_printf("Interact n*%lu", i++); if(event_bus_publish(&game.event_bus, target_interact_component_data->topic_id, (void *)&target_interact_component_data->event_payload)) return EXIT_FAILURE; } return EXIT_SUCCESS; } static inline int player_system_process_interaction(player_system_data_t *system_data) { static bool last_state = false; if(game.events.keys[KEY_INTERACT] && !last_state) { if(linked_list_for_each(&game.entity_manager.entities, action_detect_activate_interact, system_data)) return EXIT_FAILURE; } last_state = game.events.keys[KEY_INTERACT]; return EXIT_SUCCESS; } inline int player_system_destroy(component_t *component) { player_system_data_t *component_data = component->data; free(component_data); return EXIT_SUCCESS; }