Adding some code that won't change anything...
This commit is contained in:
parent
61636892c5
commit
0e9dc3b10e
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@ -27,7 +27,9 @@
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"display-cg.h": "c",
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"stdbool.h": "c",
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"libimg.h": "c",
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"stdint.h": "c"
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"stdint.h": "c",
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"transform_component.h": "c",
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"sprite_component.h": "c"
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},
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"C_Cpp.default.compilerPath": "/home/ulysse-cura/.local/bin/sh-elf-gcc"
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}
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@ -20,20 +20,24 @@ set(SOURCES
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src/ecs/sprite_component.c
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src/ecs/animation_system.c
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src/ecs/player_system.c
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src/ecs/enemy_system.c
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)
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# fx-CG-50-only assets
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set(ASSETS_cg
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assets-cg/player-sheets/player_idle_sheet.png
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assets-cg/player-sheets/player_run_sheet.png
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assets-cg/enemy-sheets/enemy_idle_sheet.png
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assets-cg/enemy-sheets/enemy_run_sheet.png
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)
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fxconv_declare_assets(${ASSETS_cg} WITH_METADATA)
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add_executable(myaddin ${SOURCES} ${ASSETS} ${ASSETS_${FXSDK_PLATFORM}})
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# Release only
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target_compile_options(myaddin PRIVATE -Wall -Wextra -Ofast -flto)
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# 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)
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#target_compile_options(myaddin PRIVATE -Wall -Wextra -Ofast -flto)
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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)
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target_link_libraries(myaddin Gint::Gint)
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if("${FXSDK_PLATFORM_LONG}" STREQUAL fxCG50)
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After Width: | Height: | Size: 1.6 KiB |
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After Width: | Height: | Size: 2.1 KiB |
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@ -0,0 +1,3 @@
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*.png:
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type: bopti-image
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name_regex: (.*)\.png img_\1
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@ -0,0 +1,35 @@
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{
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"map_width": 10,
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"map_height": 10,
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"background": [
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[0,0,0,0,0,0,0,0,0],
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[0,0,0,0,0,0,0,0,0],
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[0,0,0,0,0,0,0,0,0],
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[0,0,0,0,0,0,0,0,0],
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[0,0,0,0,0,0,0,0,0],
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[0,0,0,0,0,0,0,0,0],
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[0,0,0,0,0,0,0,0,0],
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[0,0,0,0,0,0,0,0,0],
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[0,0,0,0,0,0,0,0,0],
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[0,0,0,0,0,0,0,0,0]
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],
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"hitboxes": [
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[0,0,0,0,0,0,0,0,0],
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[0,0,0,0,0,0,0,0,0],
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[0,0,0,0,0,0,0,0,0],
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[0,0,0,0,0,0,0,0,0],
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[0,0,0,0,0,0,0,0,0],
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[0,0,0,0,0,0,0,0,0],
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[0,0,0,0,0,0,0,0,0],
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[0,0,0,0,0,0,0,0,0],
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[0,0,0,0,0,0,0,0,0],
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[0,0,0,0,0,0,0,0,0]
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],
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"player_init_pos": {
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"x": 2,
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"y": 2
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}
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}
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@ -5,6 +5,7 @@
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#include "sprite_component.h"
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#include "animation_system.h"
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#include "player_system.h"
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#include "enemy_system.h"
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// Add new components header file here
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#endif // COMPONENTS_H
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@ -54,6 +54,17 @@ component_t *create_component(component_type_t component_type)
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component->component_deleter = player_system_destroy;
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break;
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case ENEMY_SYSTEM:
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component->component_init = enemy_system_init;
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component->component_update = enemy_system_update;
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component->component_draw = NULL;
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component->component_data.enemy_system_data = kmalloc(sizeof(enemy_system_data_t), NULL);
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if(!component->component_data.enemy_system_data) return NULL;
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component->component_deleter = enemy_system_destroy;
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break;
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// Add new components attributions here
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default:
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@ -8,13 +8,15 @@ typedef enum component_type_t {
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TRANSFORM_COMPONENT,
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SPRITE_COMPONENT,
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ANIMATION_SYSTEM,
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PLAYER_SYSTEM
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PLAYER_SYSTEM,
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ENEMY_SYSTEM,
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} component_type_t;
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typedef struct transform_component_data_t transform_component_data_t;
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typedef struct sprite_component_data_t sprite_component_data_t;
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typedef struct animation_system_data_t animation_system_data_t;
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typedef struct player_system_data_t player_system_data_t;
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typedef struct enemy_system_data_t enemy_system_data_t;
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typedef struct component_t component_t;
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@ -38,6 +40,7 @@ typedef struct component_t {
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sprite_component_data_t *sprite_component_data;
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animation_system_data_t *animation_system_data;
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player_system_data_t *player_system_data;
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enemy_system_data_t *enemy_system_data;
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} component_data;
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component_deleter_t component_deleter;
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@ -0,0 +1,88 @@
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#include <gint/kmalloc.h>
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#include "enemy_system.h"
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#include "animation_system.h"
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#include "sprite_component.h"
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#include "transform_component.h"
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#include "../game.h"
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// No args
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void enemy_system_init(component_t *component, va_list args __attribute__((unused)))
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{
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enemy_system_data_t *system_data = component->component_data.enemy_system_data;
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system_data->animation_system_data = get_component(component->entity, ANIMATION_SYSTEM)->component_data.animation_system_data;
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system_data->sprite_component_data = system_data->animation_system_data->sprite_component_data;
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system_data->transform_component_data = system_data->sprite_component_data->transform_component_data;
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system_data->state = ENEMY_IDLE;
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}
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// Only for this file
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static void enemy_system_get_inputs(enemy_system_data_t *system_data)
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{
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system_data->last_state = system_data->state;
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system_data->state &= 0xF0; // 11110000
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system_data->state |= game.event.keys[KEY_UP] * ENEMY_RUNNING_UP;
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system_data->state |= game.event.keys[KEY_DOWN] * ENEMY_RUNNING_DOWN;
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system_data->state |= game.event.keys[KEY_LEFT] * ENEMY_RUNNING_LEFT;
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system_data->state |= game.event.keys[KEY_RIGHT] * ENEMY_RUNNING_RIGHT;
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// Special cases
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if(system_data->state & ENEMY_RUNNING_UP && system_data->state & ENEMY_RUNNING_DOWN) system_data->state &= 0xFC; // 11111100
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if(system_data->state & ENEMY_RUNNING_LEFT && system_data->state & ENEMY_RUNNING_RIGHT) system_data->state &= 0xF3; // 11110011
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}
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// Only for this file
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static void enemy_system_set_velocity(enemy_system_data_t *system_data)
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{
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transform_component_data_t *transform_component_data = system_data->transform_component_data;
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transform_component_data->velocity.x =
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(float)((system_data->state & ENEMY_RUNNING_RIGHT) >> 3) - (float)((system_data->state & ENEMY_RUNNING_LEFT) >> 2);
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transform_component_data->velocity.y =
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(float)((system_data->state & ENEMY_RUNNING_DOWN) >> 1) - (float)(system_data->state & ENEMY_RUNNING_UP);
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if(is_not_zero(transform_component_data->velocity.x) && is_not_zero(transform_component_data->velocity.y))
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{
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transform_component_data->velocity.x *= 0.707106781186548f;
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transform_component_data->velocity.y *= 0.707106781186548f;
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}
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}
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// Only for this file
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static void enemy_system_set_animation(enemy_system_data_t *system_data)
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{
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sprite_component_data_t *sprite_component_data = system_data->sprite_component_data;
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animation_system_data_t *animation_system_data = system_data->animation_system_data;
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if(system_data->state & ENEMY_RUNNING_LEFT) sprite_component_data->flip = true;
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if(system_data->state & ENEMY_RUNNING_RIGHT) sprite_component_data->flip = false;
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if((system_data->state & ENEMY_RUNNING) && !(system_data->last_state & ENEMY_RUNNING))
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{
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animation_system_data->frame_delay_ms = ENEMY_DEFAULT_RUN_ANIMATION_SPEED;
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animation_system_change_animation(animation_system_data, "enemy_run_sheet", 6);
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}
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else if(!(system_data->state & ENEMY_RUNNING) && (system_data->last_state & ENEMY_RUNNING))
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{
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animation_system_data->actual_frame_nb = 0;
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animation_system_data->frame_delay_ms = ENEMY_DEFAULT_IDLE_ANIMATION_SPEED;
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animation_system_change_animation(animation_system_data, "enemy_idle_sheet", 4);
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}
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}
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void enemy_system_update(component_t *component)
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{
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enemy_system_data_t *system_data = component->component_data.enemy_system_data;
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enemy_system_get_inputs(system_data);
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enemy_system_set_velocity(system_data);
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enemy_system_set_animation(system_data);
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}
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void enemy_system_destroy(component_t *component)
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{
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kfree(component->component_data.enemy_system_data);
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}
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@ -0,0 +1,35 @@
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#ifndef ENEMY_SYSTEM_H
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#define ENEMY_SYSTEM_H
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#include "ecs.h"
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#define ENEMY_DEFAULT_SPEED 80.0f // px / s
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#define ENEMY_DEFAULT_IDLE_ANIMATION_SPEED 250.0f // ms / frame
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#define ENEMY_DEFAULT_RUN_ANIMATION_SPEED 160.0f // ms / frame
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typedef enum enemy_state_t {
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ENEMY_IDLE = 0x00, // 00000000
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ENEMY_RUNNING_UP = 0x01, // 00000001
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ENEMY_RUNNING_DOWN = 0x02, // 00000010
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ENEMY_RUNNING_LEFT = 0x04, // 00000100
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ENEMY_RUNNING_RIGHT = 0x08, // 00001000
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ENEMY_RUNNING = 0x0F, // 00001111
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ENEMY_DEATH = 0x80 // 10000000
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} enemy_state_t;
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typedef struct enemy_system_data_t {
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transform_component_data_t *transform_component_data;
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sprite_component_data_t *sprite_component_data;
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animation_system_data_t *animation_system_data;
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enemy_state_t state;
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enemy_state_t last_state;
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} enemy_system_data_t;
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void enemy_system_init(component_t *, va_list);
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void enemy_system_update(component_t *);
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void enemy_system_destroy(component_t *);
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#endif // ENEMY_SYSTEM_H
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@ -14,7 +14,7 @@ void player_system_init(component_t *component, va_list args __attribute__((unus
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system_data->sprite_component_data = system_data->animation_system_data->sprite_component_data;
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system_data->transform_component_data = system_data->sprite_component_data->transform_component_data;
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system_data->state = IDLE;
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system_data->state = PLAYER_IDLE;
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}
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// Only for this file
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system_data->state &= 0xF0; // 11110000
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system_data->state |= game.event.keys[KEY_UP] * RUNNING_UP;
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system_data->state |= game.event.keys[KEY_DOWN] * RUNNING_DOWN;
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system_data->state |= game.event.keys[KEY_LEFT] * RUNNING_LEFT;
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system_data->state |= game.event.keys[KEY_RIGHT] * RUNNING_RIGHT;
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system_data->state |= game.event.keys[KEY_UP] * PLAYER_RUNNING_UP;
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system_data->state |= game.event.keys[KEY_DOWN] * PLAYER_RUNNING_DOWN;
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system_data->state |= game.event.keys[KEY_LEFT] * PLAYER_RUNNING_LEFT;
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system_data->state |= game.event.keys[KEY_RIGHT] * PLAYER_RUNNING_RIGHT;
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// Special cases
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if(system_data->state & RUNNING_UP && system_data->state & RUNNING_DOWN) system_data->state &= 0xFC; // 11111100
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if(system_data->state & RUNNING_LEFT && system_data->state & RUNNING_RIGHT) system_data->state &= 0xF3; // 11110011
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if(system_data->state & PLAYER_RUNNING_UP && system_data->state & PLAYER_RUNNING_DOWN) system_data->state &= 0xFC; // 11111100
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if(system_data->state & PLAYER_RUNNING_LEFT && system_data->state & PLAYER_RUNNING_RIGHT) system_data->state &= 0xF3; // 11110011
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}
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// Only for this file
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@ -40,9 +40,9 @@ static void player_system_set_velocity(player_system_data_t *system_data)
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transform_component_data_t *transform_component_data = system_data->transform_component_data;
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transform_component_data->velocity.x =
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(float)((system_data->state & RUNNING_RIGHT) >> 3) - (float)((system_data->state & RUNNING_LEFT) >> 2);
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(float)((system_data->state & PLAYER_RUNNING_RIGHT) >> 3) - (float)((system_data->state & PLAYER_RUNNING_LEFT) >> 2);
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transform_component_data->velocity.y =
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(float)((system_data->state & RUNNING_DOWN) >> 1) - (float)(system_data->state & RUNNING_UP);
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(float)((system_data->state & PLAYER_RUNNING_DOWN) >> 1) - (float)(system_data->state & PLAYER_RUNNING_UP);
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if(is_not_zero(transform_component_data->velocity.x) && is_not_zero(transform_component_data->velocity.y))
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{
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@ -57,15 +57,15 @@ static void player_system_set_animation(player_system_data_t *system_data)
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sprite_component_data_t *sprite_component_data = system_data->sprite_component_data;
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animation_system_data_t *animation_system_data = system_data->animation_system_data;
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if(system_data->state & RUNNING_LEFT) sprite_component_data->flip = true;
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if(system_data->state & RUNNING_RIGHT) sprite_component_data->flip = false;
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if(system_data->state & PLAYER_RUNNING_LEFT) sprite_component_data->flip = true;
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if(system_data->state & PLAYER_RUNNING_RIGHT) sprite_component_data->flip = false;
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if((system_data->state & RUNNING) && !(system_data->last_state & RUNNING))
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if((system_data->state & PLAYER_RUNNING) && !(system_data->last_state & PLAYER_RUNNING))
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{
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animation_system_data->frame_delay_ms = PLAYER_DEFAULT_RUN_ANIMATION_SPEED;
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animation_system_change_animation(animation_system_data, "player_run_sheet", 6);
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}
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else if(!(system_data->state & RUNNING) && (system_data->last_state & RUNNING))
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else if(!(system_data->state & PLAYER_RUNNING) && (system_data->last_state & PLAYER_RUNNING))
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{
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animation_system_data->actual_frame_nb = 0;
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animation_system_data->frame_delay_ms = PLAYER_DEFAULT_IDLE_ANIMATION_SPEED;
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@ -2,20 +2,19 @@
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#define PLAYER_SYSTEM_H
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#include "ecs.h"
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#include "transform_component.h"
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#define PLAYER_DEFAULT_SPEED 80.0f // px / s
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#define PLAYER_DEFAULT_IDLE_ANIMATION_SPEED 250.0f // ms / frame
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#define PLAYER_DEFAULT_RUN_ANIMATION_SPEED 160.0f // ms / frame
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typedef enum player_state_t {
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IDLE = 0x00, // 00000000
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RUNNING_UP = 0x01, // 00000001
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RUNNING_DOWN = 0x02, // 00000010
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RUNNING_LEFT = 0x04, // 00000100
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RUNNING_RIGHT = 0x08, // 00001000
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RUNNING = 0x0F, // 00001111
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DEATH = 0x80 // 10000000
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PLAYER_IDLE = 0x00, // 00000000
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PLAYER_RUNNING_UP = 0x01, // 00000001
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PLAYER_RUNNING_DOWN = 0x02, // 00000010
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PLAYER_RUNNING_LEFT = 0x04, // 00000100
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PLAYER_RUNNING_RIGHT = 0x08, // 00001000
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PLAYER_RUNNING = 0x0F, // 00001111
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PLAYER_DEATH = 0x80 // 10000000
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} player_state_t;
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typedef struct player_system_data_t {
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17
src/game.c
17
src/game.c
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@ -22,6 +22,15 @@ void game_init(void)
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add_component(player, create_component(SPRITE_COMPONENT), "player_idle_sheet");
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add_component(player, create_component(ANIMATION_SYSTEM), 4, 0, PLAYER_DEFAULT_IDLE_ANIMATION_SPEED, true, true, false);
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add_component(player, create_component(PLAYER_SYSTEM));
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//entity_t *enemy = entity_manager_add_entity(&game.entity_manager, "enemy0");
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//rect_t enemy_bounds = {50.0f, 50.0f, 32.0f, 32.0f};
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//add_component(enemy, create_component(TRANSFORM_COMPONENT), enemy_bounds, ENEMY_DEFAULT_SPEED);
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//add_component(enemy, create_component(SPRITE_COMPONENT), "enemy_idle_sheet");
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//add_component(enemy, create_component(ANIMATION_SYSTEM), 4, 0, ENEMY_DEFAULT_IDLE_ANIMATION_SPEED, true, true, false);
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//add_component(enemy, create_component(ENEMY_SYSTEM));
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}
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void game_handle_event(void)
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@ -32,15 +41,15 @@ void game_handle_event(void)
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{
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key_event = pollevent();
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|
||||
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)
|
||||
|
|
|
@ -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");
|
||||
|
||||
|
|
|
@ -0,0 +1,8 @@
|
|||
#ifndef MAP_MANAGER_H
|
||||
#define MAP_MANAGER_H
|
||||
|
||||
typedef struct map_t {
|
||||
|
||||
} map_t;
|
||||
|
||||
#endif // MAP_MANAGER_H
|
|
@ -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
|
|
@ -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);
|
||||
}
|
||||
|
|
|
@ -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
|
|
@ -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))
|
||||
|
|
Loading…
Reference in New Issue