#include "memory_alloc.h" #include "player_system.h" #include "animation_system.h" #include "sprite_component.h" #include "transform_component.h" #include "game.h" // No args void player_system_init(component_t *component, va_list args __attribute__((unused))) { player_system_data_t *system_data = component->component_data; system_data->animation_system_data = get_component(component->entity, ANIMATION_SYSTEM)->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->state = PLAYER_IDLE; } // Only for this file static inline void player_system_get_inputs(player_system_data_t *system_data) { system_data->last_state = system_data->state; system_data->state &= 0xF0; // 11110000 system_data->state |= game.events.keys[KEY_UP] * PLAYER_RUNNING_UP; system_data->state |= game.events.keys[KEY_DOWN] * PLAYER_RUNNING_DOWN; system_data->state |= game.events.keys[KEY_LEFT] * PLAYER_RUNNING_LEFT; system_data->state |= game.events.keys[KEY_RIGHT] * PLAYER_RUNNING_RIGHT; // Special cases if(system_data->state & PLAYER_RUNNING_UP && system_data->state & PLAYER_RUNNING_DOWN) system_data->state &= 0xFC; // 11111100 if(system_data->state & PLAYER_RUNNING_LEFT && system_data->state & PLAYER_RUNNING_RIGHT) system_data->state &= 0xF3; // 11110011 } // Only for this file static inline void player_system_set_velocity(player_system_data_t *system_data) { transform_component_data_t *transform_component_data = system_data->transform_component_data; transform_component_data->velocity.x = (float)((system_data->state & PLAYER_RUNNING_RIGHT) >> 3) - (float)((system_data->state & PLAYER_RUNNING_LEFT) >> 2); transform_component_data->velocity.y = (float)((system_data->state & PLAYER_RUNNING_DOWN) >> 1) - (float)(system_data->state & PLAYER_RUNNING_UP); if(is_not_zero(transform_component_data->velocity.x) && is_not_zero(transform_component_data->velocity.y)) { transform_component_data->velocity.x *= 0.707106781186548f; transform_component_data->velocity.y *= 0.707106781186548f; } } // Only for this file static inline void player_system_set_animation(player_system_data_t *system_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; if(system_data->state & PLAYER_RUNNING_LEFT) sprite_component_data->flip = true; if(system_data->state & PLAYER_RUNNING_RIGHT) sprite_component_data->flip = false; if((system_data->state & PLAYER_RUNNING) && !(system_data->last_state & PLAYER_RUNNING)) { animation_system_data->frame_delay_ms = PLAYER_DEFAULT_RUN_ANIMATION_SPEED; animation_system_change_animation(animation_system_data, "player_run_sheet", 6); } else if(!(system_data->state & PLAYER_RUNNING) && (system_data->last_state & PLAYER_RUNNING)) { animation_system_data->actual_frame_nb = 0; animation_system_data->frame_delay_ms = PLAYER_DEFAULT_IDLE_ANIMATION_SPEED; animation_system_change_animation(animation_system_data, "player_idle_sheet", 4); } } void player_system_update(component_t *component) { player_system_data_t *system_data = component->component_data; player_system_get_inputs(system_data); player_system_set_velocity(system_data); player_system_set_animation(system_data); } void player_system_destroy(component_t *component) { free(component->component_data); }