2D_Engine_C/src/components/player_system.c

149 lines
5.8 KiB
C

#include "player_system.h"
#include "game.h"
#include "memory_alloc.h"
#include "animation_system.h"
#include "sprite_component.h"
#include "physics_system.h"
// No args
inline int player_system_init(component_t *component)
{
player_system_data_t *system_data = component->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->physics_system_data = entity_get_component(component->entity, PHYSICS_SYSTEM)->component_data;
if(!system_data->physics_system_data) return EXIT_FAILURE;
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;
}
// 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 &= 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;
}
}
// Only for this file
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->velocity.x =
(float)((system_data->state & PLAYER_MOVING_RIGHT) >> 3) - (float)((system_data->state & PLAYER_MOVING_LEFT) >> 2);
physics_system_data->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->velocity.x) && f_is_not_zero(physics_system_data->velocity.y))
{
physics_system_data->velocity.x *= 0.707106781186548f;
physics_system_data->velocity.y *= 0.707106781186548f;
}
}
}
// Only for this file
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;
}
inline int 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);
if(player_system_set_animation_and_speed(system_data)) return EXIT_FAILURE;
return EXIT_SUCCESS;
}
inline int player_system_destroy(component_t *component)
{
player_system_data_t *component_data = component->component_data;
free(component_data);
return EXIT_SUCCESS;
}