Fix player system and clean progs
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@ -18,59 +18,68 @@ void player_system_init(component_t *component, va_list args __attribute__((unus
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}
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// Only for this file
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static void player_system_get_inputs(component_t *component)
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static void player_system_get_inputs(player_system_data_t *system_data)
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{
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player_system_data_t *system_data = component->component_data.player_system_data;
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system_data->last_state = system_data->state;
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system_data->state &= 0xF0;
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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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// 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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}
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// Only for this file
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static void player_system_set_state_velocity_and_animation(component_t *component)
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static void player_system_set_velocity(player_system_data_t *system_data)
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{
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player_system_data_t *system_data = component->component_data.player_system_data;
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transform_component_data_t *transform_component_data = system_data->transform_component_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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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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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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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(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 player_system_set_animation(player_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 & 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 & RUNNING) && !(system_data->last_state & RUNNING))
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{
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animation_system_data->frame_delay_ms = 200;
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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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{
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animation_system_data->actual_frame_nb = 0;
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animation_system_data->frame_delay_ms = 200;
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animation_system_data->frame_delay_ms = PLAYER_DEFAULT_IDLE_ANIMATION_SPEED;
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animation_system_change_animation(animation_system_data, "player_idle_sheet", 4);
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}
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}
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void player_system_update(component_t *component)
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{
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player_system_get_inputs(component);
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player_system_set_state_velocity_and_animation(component);
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player_system_data_t *system_data = component->component_data.player_system_data;
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player_system_get_inputs(system_data);
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player_system_set_velocity(system_data);
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player_system_set_animation(system_data);
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}
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void player_system_destroy(component_t *component)
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@ -4,6 +4,10 @@
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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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19
src/game.c
19
src/game.c
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@ -10,19 +10,18 @@ void game_init(void)
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entity_manager_init(&game.entity_manager);
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entity_t *player = entity_manager_add_entity(&game.entity_manager, "player");
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rect_t player_bounds = {10.0f, 10.0f, 32.0f, 32.0f};
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float player_speed = 50.0f;
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add_component(player, create_component(TRANSFORM_COMPONENT), player_bounds, player_speed);
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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, 200.0f, true, true, false);
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add_component(player, create_component(PLAYER_SYSTEM));
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game.last_clock_state = clock();
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game.is_running = true;
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entity_t *player = entity_manager_add_entity(&game.entity_manager, "player");
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rect_t player_bounds = {10.0f, 10.0f, 32.0f, 32.0f};
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add_component(player, create_component(TRANSFORM_COMPONENT), player_bounds, PLAYER_DEFAULT_SPEED);
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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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}
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void game_handle_event(void)
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