Removed not functionnal and useless enemy system

This commit is contained in:
Ulysse Cura 2025-08-06 10:28:20 +02:00
parent 0e9dc3b10e
commit 1e31fe03f1
4 changed files with 1 additions and 138 deletions

View File

@ -54,17 +54,6 @@ 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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@ -8,15 +8,13 @@ typedef enum component_type_t {
TRANSFORM_COMPONENT,
SPRITE_COMPONENT,
ANIMATION_SYSTEM,
PLAYER_SYSTEM,
ENEMY_SYSTEM,
PLAYER_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;
@ -40,7 +38,6 @@ 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;

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@ -1,88 +0,0 @@
#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);
}

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@ -1,35 +0,0 @@
#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