2D_Engine_C/src/components/player_system.c

214 lines
8.1 KiB
C

#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;
}