Adding some code that won't change anything...

This commit is contained in:
Ulysse Cura 2025-05-04 18:18:55 +02:00
parent 61636892c5
commit 0e9dc3b10e
22 changed files with 254 additions and 37 deletions

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@ -27,7 +27,9 @@
"display-cg.h": "c",
"stdbool.h": "c",
"libimg.h": "c",
"stdint.h": "c"
"stdint.h": "c",
"transform_component.h": "c",
"sprite_component.h": "c"
},
"C_Cpp.default.compilerPath": "/home/ulysse-cura/.local/bin/sh-elf-gcc"
}

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@ -20,20 +20,24 @@ set(SOURCES
src/ecs/sprite_component.c
src/ecs/animation_system.c
src/ecs/player_system.c
src/ecs/enemy_system.c
)
# fx-CG-50-only assets
set(ASSETS_cg
assets-cg/player-sheets/player_idle_sheet.png
assets-cg/player-sheets/player_run_sheet.png
assets-cg/enemy-sheets/enemy_idle_sheet.png
assets-cg/enemy-sheets/enemy_run_sheet.png
)
fxconv_declare_assets(${ASSETS_cg} WITH_METADATA)
add_executable(myaddin ${SOURCES} ${ASSETS} ${ASSETS_${FXSDK_PLATFORM}})
# Release only
target_compile_options(myaddin PRIVATE -Wall -Wextra -Ofast -flto)
# target_compile_options(myaddin PRIVATE -Wall -Wextra -g -flto -Wpedantic -Wshadow -Wconversion -Wfloat-equal -Wformat=2 -Wuninitialized -Wsign-compare -Wundef -Wmissing-declarations -Wstrict-prototypes -Wmissing-prototypes)
#target_compile_options(myaddin PRIVATE -Wall -Wextra -Ofast -flto)
target_compile_options(myaddin PRIVATE -Wall -Wextra -g -flto -Wpedantic -Wshadow -Wconversion -Wfloat-equal -Wformat=2 -Wuninitialized -Wsign-compare -Wundef -Wmissing-declarations -Wstrict-prototypes -Wmissing-prototypes)
target_link_libraries(myaddin Gint::Gint)
if("${FXSDK_PLATFORM_LONG}" STREQUAL fxCG50)

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@ -0,0 +1,3 @@
*.png:
type: bopti-image
name_regex: (.*)\.png img_\1

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@ -0,0 +1,35 @@
{
"map_width": 10,
"map_height": 10,
"background": [
[0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0]
],
"hitboxes": [
[0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0]
],
"player_init_pos": {
"x": 2,
"y": 2
}
}

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@ -5,6 +5,7 @@
#include "sprite_component.h"
#include "animation_system.h"
#include "player_system.h"
#include "enemy_system.h"
// Add new components header file here
#endif // COMPONENTS_H

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@ -54,6 +54,17 @@ component_t *create_component(component_type_t component_type)
component->component_deleter = player_system_destroy;
break;
case ENEMY_SYSTEM:
component->component_init = enemy_system_init;
component->component_update = enemy_system_update;
component->component_draw = NULL;
component->component_data.enemy_system_data = kmalloc(sizeof(enemy_system_data_t), NULL);
if(!component->component_data.enemy_system_data) return NULL;
component->component_deleter = enemy_system_destroy;
break;
// Add new components attributions here
default:

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@ -8,13 +8,15 @@ typedef enum component_type_t {
TRANSFORM_COMPONENT,
SPRITE_COMPONENT,
ANIMATION_SYSTEM,
PLAYER_SYSTEM
PLAYER_SYSTEM,
ENEMY_SYSTEM,
} component_type_t;
typedef struct transform_component_data_t transform_component_data_t;
typedef struct sprite_component_data_t sprite_component_data_t;
typedef struct animation_system_data_t animation_system_data_t;
typedef struct player_system_data_t player_system_data_t;
typedef struct enemy_system_data_t enemy_system_data_t;
typedef struct component_t component_t;
@ -38,6 +40,7 @@ typedef struct component_t {
sprite_component_data_t *sprite_component_data;
animation_system_data_t *animation_system_data;
player_system_data_t *player_system_data;
enemy_system_data_t *enemy_system_data;
} component_data;
component_deleter_t component_deleter;

88
src/ecs/enemy_system.c Normal file
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@ -0,0 +1,88 @@
#include <gint/kmalloc.h>
#include "enemy_system.h"
#include "animation_system.h"
#include "sprite_component.h"
#include "transform_component.h"
#include "../game.h"
// No args
void enemy_system_init(component_t *component, va_list args __attribute__((unused)))
{
enemy_system_data_t *system_data = component->component_data.enemy_system_data;
system_data->animation_system_data = get_component(component->entity, ANIMATION_SYSTEM)->component_data.animation_system_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 = ENEMY_IDLE;
}
// Only for this file
static void enemy_system_get_inputs(enemy_system_data_t *system_data)
{
system_data->last_state = system_data->state;
system_data->state &= 0xF0; // 11110000
system_data->state |= game.event.keys[KEY_UP] * ENEMY_RUNNING_UP;
system_data->state |= game.event.keys[KEY_DOWN] * ENEMY_RUNNING_DOWN;
system_data->state |= game.event.keys[KEY_LEFT] * ENEMY_RUNNING_LEFT;
system_data->state |= game.event.keys[KEY_RIGHT] * ENEMY_RUNNING_RIGHT;
// Special cases
if(system_data->state & ENEMY_RUNNING_UP && system_data->state & ENEMY_RUNNING_DOWN) system_data->state &= 0xFC; // 11111100
if(system_data->state & ENEMY_RUNNING_LEFT && system_data->state & ENEMY_RUNNING_RIGHT) system_data->state &= 0xF3; // 11110011
}
// Only for this file
static void enemy_system_set_velocity(enemy_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 & ENEMY_RUNNING_RIGHT) >> 3) - (float)((system_data->state & ENEMY_RUNNING_LEFT) >> 2);
transform_component_data->velocity.y =
(float)((system_data->state & ENEMY_RUNNING_DOWN) >> 1) - (float)(system_data->state & ENEMY_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 void enemy_system_set_animation(enemy_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 & ENEMY_RUNNING_LEFT) sprite_component_data->flip = true;
if(system_data->state & ENEMY_RUNNING_RIGHT) sprite_component_data->flip = false;
if((system_data->state & ENEMY_RUNNING) && !(system_data->last_state & ENEMY_RUNNING))
{
animation_system_data->frame_delay_ms = ENEMY_DEFAULT_RUN_ANIMATION_SPEED;
animation_system_change_animation(animation_system_data, "enemy_run_sheet", 6);
}
else if(!(system_data->state & ENEMY_RUNNING) && (system_data->last_state & ENEMY_RUNNING))
{
animation_system_data->actual_frame_nb = 0;
animation_system_data->frame_delay_ms = ENEMY_DEFAULT_IDLE_ANIMATION_SPEED;
animation_system_change_animation(animation_system_data, "enemy_idle_sheet", 4);
}
}
void enemy_system_update(component_t *component)
{
enemy_system_data_t *system_data = component->component_data.enemy_system_data;
enemy_system_get_inputs(system_data);
enemy_system_set_velocity(system_data);
enemy_system_set_animation(system_data);
}
void enemy_system_destroy(component_t *component)
{
kfree(component->component_data.enemy_system_data);
}

35
src/ecs/enemy_system.h Normal file
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@ -0,0 +1,35 @@
#ifndef ENEMY_SYSTEM_H
#define ENEMY_SYSTEM_H
#include "ecs.h"
#define ENEMY_DEFAULT_SPEED 80.0f // px / s
#define ENEMY_DEFAULT_IDLE_ANIMATION_SPEED 250.0f // ms / frame
#define ENEMY_DEFAULT_RUN_ANIMATION_SPEED 160.0f // ms / frame
typedef enum enemy_state_t {
ENEMY_IDLE = 0x00, // 00000000
ENEMY_RUNNING_UP = 0x01, // 00000001
ENEMY_RUNNING_DOWN = 0x02, // 00000010
ENEMY_RUNNING_LEFT = 0x04, // 00000100
ENEMY_RUNNING_RIGHT = 0x08, // 00001000
ENEMY_RUNNING = 0x0F, // 00001111
ENEMY_DEATH = 0x80 // 10000000
} enemy_state_t;
typedef struct enemy_system_data_t {
transform_component_data_t *transform_component_data;
sprite_component_data_t *sprite_component_data;
animation_system_data_t *animation_system_data;
enemy_state_t state;
enemy_state_t last_state;
} enemy_system_data_t;
void enemy_system_init(component_t *, va_list);
void enemy_system_update(component_t *);
void enemy_system_destroy(component_t *);
#endif // ENEMY_SYSTEM_H

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@ -14,7 +14,7 @@ void player_system_init(component_t *component, va_list args __attribute__((unus
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 = IDLE;
system_data->state = PLAYER_IDLE;
}
// Only for this file
@ -24,14 +24,14 @@ static void player_system_get_inputs(player_system_data_t *system_data)
system_data->state &= 0xF0; // 11110000
system_data->state |= game.event.keys[KEY_UP] * RUNNING_UP;
system_data->state |= game.event.keys[KEY_DOWN] * RUNNING_DOWN;
system_data->state |= game.event.keys[KEY_LEFT] * RUNNING_LEFT;
system_data->state |= game.event.keys[KEY_RIGHT] * RUNNING_RIGHT;
system_data->state |= game.event.keys[KEY_UP] * PLAYER_RUNNING_UP;
system_data->state |= game.event.keys[KEY_DOWN] * PLAYER_RUNNING_DOWN;
system_data->state |= game.event.keys[KEY_LEFT] * PLAYER_RUNNING_LEFT;
system_data->state |= game.event.keys[KEY_RIGHT] * PLAYER_RUNNING_RIGHT;
// Special cases
if(system_data->state & RUNNING_UP && system_data->state & RUNNING_DOWN) system_data->state &= 0xFC; // 11111100
if(system_data->state & RUNNING_LEFT && system_data->state & RUNNING_RIGHT) system_data->state &= 0xF3; // 11110011
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
@ -40,9 +40,9 @@ static 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 & RUNNING_RIGHT) >> 3) - (float)((system_data->state & RUNNING_LEFT) >> 2);
(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 & RUNNING_DOWN) >> 1) - (float)(system_data->state & RUNNING_UP);
(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))
{
@ -57,15 +57,15 @@ static 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 & RUNNING_LEFT) sprite_component_data->flip = true;
if(system_data->state & RUNNING_RIGHT) sprite_component_data->flip = false;
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 & RUNNING) && !(system_data->last_state & RUNNING))
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 & RUNNING) && (system_data->last_state & RUNNING))
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;

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@ -2,20 +2,19 @@
#define PLAYER_SYSTEM_H
#include "ecs.h"
#include "transform_component.h"
#define PLAYER_DEFAULT_SPEED 80.0f // px / s
#define PLAYER_DEFAULT_IDLE_ANIMATION_SPEED 250.0f // ms / frame
#define PLAYER_DEFAULT_RUN_ANIMATION_SPEED 160.0f // ms / frame
typedef enum player_state_t {
IDLE = 0x00, // 00000000
RUNNING_UP = 0x01, // 00000001
RUNNING_DOWN = 0x02, // 00000010
RUNNING_LEFT = 0x04, // 00000100
RUNNING_RIGHT = 0x08, // 00001000
RUNNING = 0x0F, // 00001111
DEATH = 0x80 // 10000000
PLAYER_IDLE = 0x00, // 00000000
PLAYER_RUNNING_UP = 0x01, // 00000001
PLAYER_RUNNING_DOWN = 0x02, // 00000010
PLAYER_RUNNING_LEFT = 0x04, // 00000100
PLAYER_RUNNING_RIGHT = 0x08, // 00001000
PLAYER_RUNNING = 0x0F, // 00001111
PLAYER_DEATH = 0x80 // 10000000
} player_state_t;
typedef struct player_system_data_t {

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@ -22,6 +22,15 @@ void game_init(void)
add_component(player, create_component(SPRITE_COMPONENT), "player_idle_sheet");
add_component(player, create_component(ANIMATION_SYSTEM), 4, 0, PLAYER_DEFAULT_IDLE_ANIMATION_SPEED, true, true, false);
add_component(player, create_component(PLAYER_SYSTEM));
//entity_t *enemy = entity_manager_add_entity(&game.entity_manager, "enemy0");
//rect_t enemy_bounds = {50.0f, 50.0f, 32.0f, 32.0f};
//add_component(enemy, create_component(TRANSFORM_COMPONENT), enemy_bounds, ENEMY_DEFAULT_SPEED);
//add_component(enemy, create_component(SPRITE_COMPONENT), "enemy_idle_sheet");
//add_component(enemy, create_component(ANIMATION_SYSTEM), 4, 0, ENEMY_DEFAULT_IDLE_ANIMATION_SPEED, true, true, false);
//add_component(enemy, create_component(ENEMY_SYSTEM));
}
void game_handle_event(void)
@ -32,15 +41,15 @@ void game_handle_event(void)
{
key_event = pollevent();
if (key_event.type == KEYEV_DOWN)
if(key_event.type == KEYEV_DOWN)
game.event.keys[key_event.key] = true;
else if (key_event.type == KEYEV_UP)
else if(key_event.type == KEYEV_UP)
game.event.keys[key_event.key] = false;
if (key_event.type == KEYEV_DOWN && key_event.key == KEY_EXIT)
if(key_event.type == KEYEV_DOWN && key_event.key == KEY_EXIT)
game.is_running = false;
}
while (key_event.type != KEYEV_NONE);
while(key_event.type != KEYEV_NONE);
}
void game_update(void)

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@ -1,6 +1,5 @@
#include <gint/defs/types.h>
//#include <gint/gdb.h>
#include <gint/gdb.h>
#include "game.h"
@ -11,7 +10,7 @@ game_t game;
int main(void)
{
//gdb_start();
//gdb_start_on_exception();
//__asm__("trapa #42");

0
src/map_manager.c Normal file
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8
src/map_manager.h Normal file
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@ -0,0 +1,8 @@
#ifndef MAP_MANAGER_H
#define MAP_MANAGER_H
typedef struct map_t {
} map_t;
#endif // MAP_MANAGER_H

15
src/maps.h Normal file
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@ -0,0 +1,15 @@
#ifndef MAPS_H
#define MAPS_H
#include "vector2d.h"
typedef unsigned int tile_t;
typedef struct builtin_map_t {
char *entities;
size_t width;
size_t height;
tile_t *tiles;
} builtin_map_t;
#endif // MAPS_H

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@ -67,7 +67,7 @@ static inline bool is_texture_name(elem_t *elem, va_list args)
return !strcmp(((texture_t *)elem->data)->name, va_arg(args, const char*));
}
texture_t *texture_manager_get_texture(const texture_manager_t *texture_manager, const char *name)
texture_t *texture_manager_get_texture(texture_manager_t *texture_manager, const char *name)
{
texture_t *texture = linked_list_get_if(&texture_manager->textures, is_texture_name, name);
if(texture) return texture;
@ -86,7 +86,7 @@ inline void texture_manager_clear(texture_manager_t *texture_manager)
linked_list_clear(&texture_manager->textures);
}
inline void texture_manager_draw_texture(const texture_manager_t *texture_manager, const char *name, const rect_t *src, const rect_t *dst, bool flip)
inline void texture_manager_draw_texture(texture_manager_t *texture_manager, const char *name, const rect_t *src, const rect_t *dst, bool flip)
{
draw_texture(texture_manager_get_texture(texture_manager, name), src, dst, flip);
}

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@ -55,7 +55,7 @@ void texture_manager_load_builtin_textures(texture_manager_t *);
@texture_manager Pointer to a texture manager
@name Name of the texture to load */
void texture_manager_load_builtin_texture(texture_manager_t *, const char*);
texture_t *texture_manager_load_builtin_texture(texture_manager_t *, const char*);
/* texture_manager_add_texture(): Add a texture in the texture manager
@ -68,7 +68,7 @@ void texture_manager_add_texture(texture_manager_t *, texture_t *);
@texture_manager Pointer to a texture manager
@name Name of the texture to get
Return the texture, NULL on error or if the texture is not found. */
texture_t *texture_manager_get_texture(const texture_manager_t *, const char *);
texture_t *texture_manager_get_texture(texture_manager_t *, const char *);
/* texture_manager_remove_texture(): Remove a texture in the texture manager
@ -87,6 +87,6 @@ void texture_manager_clear(texture_manager_t *);
@texture_manager Pointer to a texture manager
@name Name of the texture to draw
Do nothing if the texture is not found. */
void texture_manager_draw_texture(const texture_manager_t *, const char *, const rect_t *, const rect_t *, bool);
void texture_manager_draw_texture(texture_manager_t *, const char *, const rect_t *, const rect_t *, bool);
#endif // TEXTURE_MANAGER_H

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@ -12,9 +12,14 @@ typedef struct builtin_texture_t {
extern bopti_image_t img_player_idle_sheet;
extern bopti_image_t img_player_run_sheet;
extern bopti_image_t img_enemy_idle_sheet;
extern bopti_image_t img_enemy_run_sheet;
static struct builtin_texture_t builtin_textures[] = {
{"player_idle_sheet", &img_player_idle_sheet},
{"player_run_sheet", &img_player_run_sheet},
{"enemy_idle_sheet", &img_enemy_idle_sheet},
{"enemy_run_sheet", &img_enemy_run_sheet},
};
#define BUILTIN_TEXTURE_COUNT (sizeof(builtin_textures) / sizeof(builtin_texture_t))