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6 changed files with 25 additions and 62 deletions

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@ -18,68 +18,59 @@ void player_system_init(component_t *component, va_list args __attribute__((unus
}
// Only for this file
static void player_system_get_inputs(player_system_data_t *system_data)
static void player_system_get_inputs(component_t *component)
{
player_system_data_t *system_data = component->component_data.player_system_data;
system_data->last_state = system_data->state;
system_data->state &= 0xF0; // 11110000
system_data->state &= 0xF0;
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_velocity(player_system_data_t *system_data)
static void player_system_set_state_velocity_and_animation(component_t *component)
{
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 = PLAYER_DEFAULT_RUN_ANIMATION_SPEED;
animation_system_data->frame_delay_ms = 200;
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 = PLAYER_DEFAULT_IDLE_ANIMATION_SPEED;
animation_system_data->frame_delay_ms = 200;
animation_system_change_animation(animation_system_data, "player_idle_sheet", 4);
}
}
void player_system_update(component_t *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);
player_system_get_inputs(component);
player_system_set_state_velocity_and_animation(component);
}
void player_system_destroy(component_t *component)

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@ -4,10 +4,6 @@
#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

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@ -10,18 +10,19 @@ void game_init(void)
entity_manager_init(&game.entity_manager);
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};
float player_speed = 50.0f;
add_component(player, create_component(TRANSFORM_COMPONENT), player_bounds, PLAYER_DEFAULT_SPEED);
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, PLAYER_DEFAULT_IDLE_ANIMATION_SPEED, true, true, false);
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;
}
void game_handle_event(void)

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@ -40,21 +40,6 @@ void texture_manager_load_builtin_textures(texture_manager_t *texture_manager)
}
}
texture_t *texture_manager_load_builtin_texture(texture_manager_t *texture_manager, const char *name)
{
for(size_t i = 0; i < BUILTIN_TEXTURE_COUNT; i++)
{
if(!strcmp(builtin_textures[i].name, name))
{
texture_t *texture = create_texture((image_t *)builtin_textures[i].image, builtin_textures[i].name);
texture_manager_add_texture(texture_manager, texture);
return texture;
}
}
return NULL;
}
inline void texture_manager_add_texture(texture_manager_t *texture_manager, texture_t *texture)
{
linked_list_push_back(&texture_manager->textures, texture);
@ -67,13 +52,9 @@ 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)
inline texture_t *texture_manager_get_texture(const 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;
texture = texture_manager_load_builtin_texture(texture_manager, name);
return texture;
return linked_list_get_if(&texture_manager->textures, is_texture_name, name);
}
inline void texture_manager_remove_texture(texture_manager_t *texture_manager, const char *name)

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@ -51,12 +51,6 @@ void texture_manager_init(texture_manager_t *);
@texture_manager Pointer to a texture manager */
void texture_manager_load_builtin_textures(texture_manager_t *);
/* texture_manager_load_builtin_texture(): Load texture declared in "textures.h" wich have "name"
@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_manager_add_texture(): Add a texture in the texture manager
@texture_manager Pointer to a texture manager