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Author SHA1 Message Date
Ulysse Cura f6f303969d indent ! 2025-08-11 18:35:39 +02:00
Ulysse Cura e8bad2bdf4 Documented event.h and vector2d.h 2025-08-11 18:35:31 +02:00
Ulysse Cura 8d7813bb53 Cleaning code in game.c and documented game.h 2025-08-11 18:35:08 +02:00
6 changed files with 97 additions and 62 deletions

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@ -29,7 +29,9 @@
"libimg.h": "c",
"stdint.h": "c",
"transform_component.h": "c",
"sprite_component.h": "c"
"sprite_component.h": "c",
"texture_manager.h": "c",
"image.h": "c"
},
"C_Cpp.default.compilerPath": "/home/ulysse-cura/.local/bin/sh-elf-gcc"
}

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@ -4,9 +4,11 @@
#include <gint/keycodes.h>
#include <stdbool.h>
/* event_t: Events struct
Store events for inputs
@keys Addressable array containing boolean state of each key */
/**
* @brief Store events for inputs
*
* @param keys Addressable array containing boolean state of each key
*/
typedef struct event_t {
bool keys[0xa6];
} event_t;

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@ -10,10 +10,6 @@ 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};
@ -23,14 +19,7 @@ void game_init(void)
add_component(player, create_component(ANIMATION_SYSTEM), 4, 0, PLAYER_DEFAULT_IDLE_ANIMATION_SPEED, true, true, false);
add_component(player, create_component(PLAYER_SYSTEM));
//entity_t *enemy = entity_manager_add_entity(&game.entity_manager, "enemy0");
//rect_t enemy_bounds = {50.0f, 50.0f, 32.0f, 32.0f};
//add_component(enemy, create_component(TRANSFORM_COMPONENT), enemy_bounds, ENEMY_DEFAULT_SPEED);
//add_component(enemy, create_component(SPRITE_COMPONENT), "enemy_idle_sheet");
//add_component(enemy, create_component(ANIMATION_SYSTEM), 4, 0, ENEMY_DEFAULT_IDLE_ANIMATION_SPEED, true, true, false);
//add_component(enemy, create_component(ENEMY_SYSTEM));
game.is_running = true;
}
void game_handle_event(void)
@ -52,11 +41,17 @@ void game_handle_event(void)
while(key_event.type != KEYEV_NONE);
}
static inline void update_time(void)
{
clock_t last_clock_state = clock();
clock_t start_clock = clock();
game.delta_time_ms = (double)(start_clock - last_clock_state) * 1000.0f / CLOCKS_PER_SEC;
last_clock_state = start_clock;
}
void game_update(void)
{
clock_t start_clock = clock();
game.delta_time_ms = (double)(start_clock - game.last_clock_state) * 1000.0f / CLOCKS_PER_SEC;
game.last_clock_state = start_clock;
update_time();
entity_manager_update(&game.entity_manager);
}

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@ -6,26 +6,53 @@
#include "texture_manager.h"
#include "ecs/ecs.h"
/**
* @brief Game data.
* There should be only one instance of this struct.
*
* @param event Events data
* @param texture_manager Texture manager instance
* @param entity_manager Entity manager instance
* @param is_running Game running state
* @param delta_time_ms Frame time
*/
typedef struct game_t {
event_t event;
texture_manager_t texture_manager;
entity_manager_t entity_manager;
bool is_running;
clock_t last_clock_state;
double delta_time_ms;
} game_t;
/**
* @brief Global game instance
*/
extern game_t game;
/**
* @brief Initialise game
*/
void game_init(void);
/**
* @brief Handle event like inputs
*/
void game_handle_event(void);
/**
* @brief Update game
*/
void game_update(void);
/**
* @brief Render game
*/
void game_render(void);
/**
* @brief Free game instance
*/
void game_exit(void);
#endif // GAME_H

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@ -10,22 +10,24 @@
#include <gint/defs/types.h>
/* vector2d_t: A point in space
This struct is the base for storing 2D positions.
@x X pos of the vector
@y Y pos of the vector */
/**
* @brief Point struct.
*
* @param x X pos
* @param y Y pos
*/
typedef struct vector2d_t {
float x, y;
} vector2d_t;
/* vector2d_t: A point in space
This struct is the base for storing 2D positions.
@x X pos of the rectangle
@y Y pos of the rectangle
@w Width of the rectangle
@h Height of the rectangle */
/**
* @brief Rectangle struct.
*
* @param x X pos
* @param y Y pos
* @param w Width
* @param h Height
*/
typedef struct rect_t {
float x, y;
float w, h;
@ -39,38 +41,45 @@ __attribute__((const)) float fabsf(float x);
#define is_not_zero(X) (fabsf(X) > EPSILON)
/* point_in_rect(): Verify if a point is in a rectangle
This function is useful for verify if a point is in a rectangle.
@P A Vector2d
@R A rectangle
Return true if the condition is validated else false. */
/**
* @brief Verify if a point is in a rectangle
*
* @param P Vector2d
* @param R Rectangle
*
* @return True if the point is in the rectangle, else false.
*/
#define point_in_rect(P, R) (((P)->x >= (R)->x) && ((P)->x < ((R)->x + (R)->w)) && \
((P)->y >= (R)->y) && ((P)->y < ((R)->y + (R)->h)))
/* rect_empty(): Verify if a rectangle is empty
This function is useful for verify if a rectangle exists.
@R A rectangle
Return true if the condition is validated else false. */
/**
* @brief Verify if a rectangle is empty
*
* @param R Rectangle
*
* @return True if the rectangle is empty, else false.
*/
#define rect_empty(R) ((!(R)) || (is_equal_to_zero((R)->w)) || (is_equal_to_zero((R)->h)))
/* has_intersection(): Verify if there is a intersction between two rectangles
This function is useful for verify intersection between two rectangles.
/**
* @brief Verify if there is a intersction between two rectangles
*
* @param A Rectangle A
* @param B Rectangle B
*
* @return True if there is an intersection, else false.
*/
bool has_intersection(const rect_t *A, const rect_t *B);
@A A rectangle
@B Another rectangle
Return true if the condition is validated else false. */
bool has_intersection(const rect_t *, const rect_t *);
/* intersect_rect(): Like has_intersection but has a result rectangle
This function is useful for verify intersection between two rectangles
and get the intersection rectangle.
@A A rectangle
@B Another rectangle
@result The intersection rectangle
Return true if the condition is validated else false. */
bool intersect_rect(const rect_t *, const rect_t *, rect_t *);
/**
* @brief Verify if there is an intersection between two rectangles and get the intersection rectangle.
*
* @param A Rectangle A
* @param B Rectangle B
* @param result The intersection rectangle
*
* @return True if there is an intersection, else false.
*/
bool intersect_rect(const rect_t *A, const rect_t *B, rect_t *result);
#endif // VECTOR2D_H