From bc98f5040f7b494dc391cdbbd9a6470ed4fc0f4b Mon Sep 17 00:00:00 2001 From: Ulysse Cura Date: Fri, 28 Feb 2025 19:29:30 +0100 Subject: [PATCH] Fix player system and clean progs --- src/ecs/player_system.c | 39 ++++++++++++++++++++++++--------------- src/ecs/player_system.h | 4 ++++ src/game.c | 19 +++++++++---------- src/vector2d.c | 2 +- 4 files changed, 38 insertions(+), 26 deletions(-) diff --git a/src/ecs/player_system.c b/src/ecs/player_system.c index cabd27f..102bc0c 100644 --- a/src/ecs/player_system.c +++ b/src/ecs/player_system.c @@ -18,59 +18,68 @@ void player_system_init(component_t *component, va_list args __attribute__((unus } // Only for this file -static void player_system_get_inputs(component_t *component) +static void player_system_get_inputs(player_system_data_t *system_data) { - player_system_data_t *system_data = component->component_data.player_system_data; - system_data->last_state = system_data->state; - system_data->state &= 0xF0; + 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; + + // 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 } // Only for this file -static void player_system_set_state_velocity_and_animation(component_t *component) +static void player_system_set_velocity(player_system_data_t *system_data) { - player_system_data_t *system_data = component->component_data.player_system_data; transform_component_data_t *transform_component_data = system_data->transform_component_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; transform_component_data->velocity.x = (float)((system_data->state & RUNNING_RIGHT) >> 3) - (float)((system_data->state & RUNNING_LEFT) >> 2); transform_component_data->velocity.y = (float)((system_data->state & RUNNING_DOWN) >> 1) - (float)(system_data->state & RUNNING_UP); - if(system_data->state & RUNNING_LEFT) sprite_component_data->flip = true; - if(system_data->state & RUNNING_RIGHT) sprite_component_data->flip = false; - 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 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 & RUNNING) && !(system_data->last_state & RUNNING)) { - animation_system_data->frame_delay_ms = 200; + 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)) { animation_system_data->actual_frame_nb = 0; - animation_system_data->frame_delay_ms = 200; + animation_system_data->frame_delay_ms = PLAYER_DEFAULT_IDLE_ANIMATION_SPEED; animation_system_change_animation(animation_system_data, "player_idle_sheet", 4); } } void player_system_update(component_t *component) { - player_system_get_inputs(component); - player_system_set_state_velocity_and_animation(component); + player_system_data_t *system_data = component->component_data.player_system_data; + + player_system_get_inputs(system_data); + player_system_set_velocity(system_data); + player_system_set_animation(system_data); } void player_system_destroy(component_t *component) diff --git a/src/ecs/player_system.h b/src/ecs/player_system.h index d8d87a2..f47c366 100644 --- a/src/ecs/player_system.h +++ b/src/ecs/player_system.h @@ -4,6 +4,10 @@ #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 diff --git a/src/game.c b/src/game.c index fb83537..474a710 100644 --- a/src/game.c +++ b/src/game.c @@ -10,19 +10,18 @@ void game_init(void) entity_manager_init(&game.entity_manager); - entity_t *player = entity_manager_add_entity(&game.entity_manager, "player"); - - rect_t player_bounds = {10.0f, 10.0f, 32.0f, 32.0f}; - float player_speed = 50.0f; - - add_component(player, create_component(TRANSFORM_COMPONENT), player_bounds, player_speed); - add_component(player, create_component(SPRITE_COMPONENT), "player_idle_sheet"); - add_component(player, create_component(ANIMATION_SYSTEM), 4, 0, 200.0f, true, true, false); - add_component(player, create_component(PLAYER_SYSTEM)); - game.last_clock_state = clock(); game.is_running = true; + + entity_t *player = entity_manager_add_entity(&game.entity_manager, "player"); + + rect_t player_bounds = {10.0f, 10.0f, 32.0f, 32.0f}; + + add_component(player, create_component(TRANSFORM_COMPONENT), player_bounds, PLAYER_DEFAULT_SPEED); + 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)); } void game_handle_event(void) diff --git a/src/vector2d.c b/src/vector2d.c index a1ed109..5844d31 100644 --- a/src/vector2d.c +++ b/src/vector2d.c @@ -5,7 +5,7 @@ __attribute__((const)) float fabsf(float x) union { float f; uint32_t i; - } u = { x }; + } u = {x}; u.i &= 0x7FFFFFFF; return u.f;