Add a rendering queue for sprite

Only applies for editor scene as a test
main
En Yi 2024-12-21 14:37:18 +08:00
parent 34b60fb699
commit 04d928c97f
14 changed files with 226 additions and 78 deletions

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@ -32,6 +32,7 @@ add_library(lib_engine OBJECT
collisions.c collisions.c
mempool.c mempool.c
entManager.c entManager.c
render_queue.c
) )
target_link_libraries(lib_engine target_link_libraries(lib_engine
PUBLIC PUBLIC

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@ -6,6 +6,7 @@
#include "sc/heap/sc_heap.h" #include "sc/heap/sc_heap.h"
#include "assets.h" #include "assets.h"
#include "particle_sys.h" #include "particle_sys.h"
#include "render_queue.h"
typedef struct Scene Scene_t; typedef struct Scene Scene_t;

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@ -5,6 +5,7 @@
// if memory used too high // if memory used too high
#define MAX_SCENES_TO_RENDER 8 #define MAX_SCENES_TO_RENDER 8
#define MAX_RENDER_LAYERS 4 #define MAX_RENDER_LAYERS 4
#define MAX_RENDERMANAGER_DEPTH 4
#define MAX_ENTITIES 2047 #define MAX_ENTITIES 2047
#define MAX_TEXTURES 16 #define MAX_TEXTURES 16
#define MAX_SPRITES 127 #define MAX_SPRITES 127

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@ -0,0 +1,42 @@
#include "render_queue.h"
#include "raylib.h"
void init_render_manager(RenderManager *manager)
{
memset(manager, 0, sizeof(*manager));
}
bool add_render_node(RenderManager *manager, RenderInfoNode *node, uint8_t layer_num)
{
if (node->next != NULL)
{
return false;
}
if (node->spr == NULL) {
return false;
}
layer_num = (layer_num >= MAX_RENDERMANAGER_DEPTH) ? MAX_RENDERMANAGER_DEPTH - 1 : layer_num;
node->next = manager->layers[layer_num];
manager->layers[layer_num] = node;
return true;
}
void execute_render(RenderManager *manager) {
for (uint8_t depth = 0; depth < MAX_RENDERMANAGER_DEPTH; ++depth)
{
RenderInfoNode* curr = manager->layers[depth];
while (curr != NULL)
{
draw_sprite_pro(
curr->spr, curr->frame_num, curr->pos,
curr->rotation, curr->flip, curr->scale,
curr->colour
);
RenderInfoNode* next = curr->next;
curr->next = NULL;
curr = next;
}
}
reset_render_manager(manager);
}

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@ -0,0 +1,29 @@
#ifndef RENDER_QUEUE_H
#define RENDER_QUEUE_H
#include "assets.h"
#include "engine_conf.h"
typedef struct RenderInfoNode RenderInfoNode;
struct RenderInfoNode {
// Intrusive Linked-list Node
RenderInfoNode* next;
Sprite_t* spr;
Vector2 pos;
int frame_num;
float rotation;
Vector2 scale;
Color colour;
uint8_t flip;
};
typedef struct RenderManager {
RenderInfoNode* layers[MAX_RENDERMANAGER_DEPTH];
} RenderManager;
void init_render_manager(RenderManager* manager);
#define reset_render_manager init_render_manager
bool add_render_node(RenderManager* manager, RenderInfoNode* node, uint8_t layer_num);
void execute_render(RenderManager* manager);
#endif

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@ -1,4 +1,5 @@
#include "EC.h" #include "EC.h"
#include "render_queue.h"
#include "particle_sys.h" // includes assets #include "particle_sys.h" // includes assets
enum ComponentEnum { enum ComponentEnum {
@ -145,19 +146,17 @@ typedef struct _SpriteRenderInfo
} SpriteRenderInfo_t; } SpriteRenderInfo_t;
typedef struct _CSprite_t { typedef struct _CSprite_t {
RenderInfoNode node;
SpriteRenderInfo_t* sprites; SpriteRenderInfo_t* sprites;
sprite_transition_func_t transition_func; sprite_transition_func_t transition_func;
unsigned int current_idx; unsigned int current_idx;
bool flip_x;
bool flip_y;
bool pause;
int current_frame; int current_frame;
float fractional; float fractional;
float rotation; // Degree
float rotation_speed; // Degree / s float rotation_speed; // Degree / s
int elapsed; int elapsed;
Vector2 offset; Vector2 offset;
Color colour; uint8_t depth;
bool pause;
} CSprite_t; } CSprite_t;
typedef struct _CMoveable_t { typedef struct _CMoveable_t {

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@ -302,6 +302,92 @@ static void render_editor_game_scene(Scene_t* scene)
max.x = (int)fmin(tilemap.width, max.x + 1); max.x = (int)fmin(tilemap.width, max.x + 1);
max.y = (int)fmin(tilemap.height, max.y + 1); max.y = (int)fmin(tilemap.height, max.y + 1);
// Queue Sprite rendering
sc_map_foreach_value(&scene->ent_manager.entities, p_ent)
{
if (!p_ent->m_alive) continue;
CSprite_t* p_cspr = get_component(p_ent, CSPRITE_T);
if (p_cspr == NULL) continue;
if (p_ent->m_tag == LEVEL_END_TAG)
{
if (p_cspr != NULL)
{
const SpriteRenderInfo_t spr = p_cspr->sprites[p_cspr->current_idx];
if (spr.sprite != NULL)
{
Vector2 pos = p_ent->position;
pos = Vector2Subtract(
pos,
get_anchor_offset(spr.sprite->frame_size, spr.src_anchor, p_cspr->node.flip & 1)
);
Vector2 offset = spr.offset;
if (p_cspr->node.flip & 1) offset.x *= -1;
pos = Vector2Add(pos, offset);
p_cspr->node.spr = spr.sprite;
p_cspr->node.frame_num =
2 * data->selected_solid_tilemap + (
(data->coins.current < data->coins.total) ? 0 : 1
);
p_cspr->node.pos = pos;
p_cspr->node.scale = (Vector2){1, 1};
p_cspr->node.colour = WHITE;
add_render_node(&data->render_manager, &p_cspr->node, p_cspr->depth);
}
}
continue;
}
CBBox_t* p_bbox = get_component(p_ent, CBBOX_COMP_T);
// Entity culling
Vector2 box_size = {0};
if (p_bbox != NULL) box_size = p_bbox->size;
if (
p_ent->position.x + box_size.x < min.x * tilemap.tile_size
|| p_ent->position.x > max.x * tilemap.tile_size
|| p_ent->position.y + box_size.y < min.y * tilemap.tile_size
|| p_ent->position.y > max.y * tilemap.tile_size
)
{
continue;
}
if (p_cspr != NULL)
{
const SpriteRenderInfo_t spr = p_cspr->sprites[p_cspr->current_idx];
if (spr.sprite != NULL)
{
Vector2 pos = p_ent->position;
if (p_bbox != NULL)
{
pos = Vector2Add(
pos,
get_anchor_offset(p_bbox->size, spr.dest_anchor, p_cspr->node.flip & 1)
);
}
pos = Vector2Subtract(
pos,
get_anchor_offset(spr.sprite->frame_size, spr.src_anchor, p_cspr->node.flip & 1)
);
Vector2 offset = spr.offset;
if (p_cspr->node.flip & 1) offset.x *= -1;
pos = Vector2Add(pos, offset);
p_cspr->node.spr = spr.sprite;
p_cspr->node.frame_num = p_cspr->current_frame;
p_cspr->node.pos = pos;
add_render_node(&data->render_manager, &p_cspr->node, p_cspr->depth);
}
}
}
Texture2D* bg = get_texture(&scene->engine->assets, "bg_tex"); Texture2D* bg = get_texture(&scene->engine->assets, "bg_tex");
BeginTextureMode(scene->layers.render_layers[GAME_LAYER].layer_tex); BeginTextureMode(scene->layers.render_layers[GAME_LAYER].layer_tex);
ClearBackground(WHITE); ClearBackground(WHITE);
@ -342,43 +428,18 @@ static void render_editor_game_scene(Scene_t* scene)
} }
} }
sc_map_foreach_value(&scene->ent_manager.entities_map[LEVEL_END_TAG], p_ent)
{
CSprite_t* p_cspr = get_component(p_ent, CSPRITE_T);
if (p_cspr != NULL)
{
const SpriteRenderInfo_t spr = p_cspr->sprites[p_cspr->current_idx];
if (spr.sprite != NULL)
{
Vector2 pos = p_ent->position;
pos = Vector2Subtract(
pos,
get_anchor_offset(spr.sprite->frame_size, spr.src_anchor, p_cspr->flip_x)
);
Vector2 offset = spr.offset;
if (p_cspr->flip_x) offset.x *= -1;
pos = Vector2Add(pos, offset);
draw_sprite(
spr.sprite,
2 * data->selected_solid_tilemap + (
(data->coins.current < data->coins.total) ? 0 : 1
),
pos, 0.0f, p_cspr->flip_x
);
}
}
else
{
DrawCircleV(p_ent->position, tilemap.tile_size >> 1, (data->coins.current < data->coins.total)? RED : GREEN);
}
}
char buffer[64] = {0}; char buffer[64] = {0};
sc_map_foreach_value(&scene->ent_manager.entities, p_ent) sc_map_foreach_value(&scene->ent_manager.entities, p_ent)
{ {
if (p_ent->m_tag == LEVEL_END_TAG) continue; if (p_ent->m_tag == LEVEL_END_TAG && data->show_grid)
{
CSprite_t* p_cspr = get_component(p_ent, CSPRITE_T);
if (p_cspr == NULL)
{
DrawCircleV(p_ent->position, tilemap.tile_size >> 1, (data->coins.current < data->coins.total)? RED : GREEN);
}
continue;
}
CBBox_t* p_bbox = get_component(p_ent, CBBOX_COMP_T); CBBox_t* p_bbox = get_component(p_ent, CBBOX_COMP_T);
@ -508,35 +569,10 @@ static void render_editor_game_scene(Scene_t* scene)
DrawRectangleLinesEx(rec, 1.5, PURPLE); DrawRectangleLinesEx(rec, 1.5, PURPLE);
} }
} }
CSprite_t* p_cspr = get_component(p_ent, CSPRITE_T);
if (p_cspr != NULL)
{
const SpriteRenderInfo_t spr = p_cspr->sprites[p_cspr->current_idx];
if (spr.sprite != NULL)
{
Vector2 pos = p_ent->position;
if (p_bbox != NULL)
{
pos = Vector2Add(
pos,
get_anchor_offset(p_bbox->size, spr.dest_anchor, p_cspr->flip_x)
);
}
pos = Vector2Subtract(
pos,
get_anchor_offset(spr.sprite->frame_size, spr.src_anchor, p_cspr->flip_x)
);
Vector2 offset = spr.offset;
if (p_cspr->flip_x) offset.x *= -1;
pos = Vector2Add(pos, offset);
draw_sprite(spr.sprite, p_cspr->current_frame, pos, 0.0f, p_cspr->flip_x);
}
}
} }
execute_render(&data->render_manager);
for (int tile_y = min.y; tile_y < max.y; tile_y++) for (int tile_y = min.y; tile_y < max.y; tile_y++)
{ {
for (int tile_x = min.x; tile_x < max.x; tile_x++) for (int tile_x = min.x; tile_x < max.x; tile_x++)
@ -1321,7 +1357,7 @@ void init_sandbox_scene(LevelScene_t* scene)
{ {
Entity_t* p_player = create_player(&scene->scene.ent_manager); Entity_t* p_player = create_player(&scene->scene.ent_manager);
CSprite_t* p_cspr = get_component(p_player, CSPRITE_T); CSprite_t* p_cspr = get_component(p_player, CSPRITE_T);
p_cspr->flip_x = true; p_cspr->node.flip |= 1;
p_player->position.x = 100; p_player->position.x = 100;
p_player->position.y = (scene->data.tilemap.height - 1) * scene->data.tilemap.tile_size - PLAYER_HEIGHT; p_player->position.y = (scene->data.tilemap.height - 1) * scene->data.tilemap.tile_size - PLAYER_HEIGHT;

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@ -208,11 +208,11 @@ static void render_regular_game_scene(Scene_t* scene)
Vector2 pos = p_ent->position; Vector2 pos = p_ent->position;
pos = Vector2Subtract( pos = Vector2Subtract(
pos, pos,
get_anchor_offset(spr.sprite->frame_size, spr.src_anchor, p_cspr->flip_x) get_anchor_offset(spr.sprite->frame_size, spr.src_anchor, p_cspr->node.flip & 1)
); );
Vector2 offset = spr.offset; Vector2 offset = spr.offset;
if (p_cspr->flip_x) offset.x *= -1; if (p_cspr->node.flip & 1) offset.x *= -1;
pos = Vector2Add(pos, offset); pos = Vector2Add(pos, offset);
draw_sprite( draw_sprite(
@ -220,7 +220,7 @@ static void render_regular_game_scene(Scene_t* scene)
2 * data->selected_solid_tilemap + ( 2 * data->selected_solid_tilemap + (
(data->coins.current < data->coins.total) ? 0 : 1 (data->coins.current < data->coins.total) ? 0 : 1
), ),
pos, 0.0f, p_cspr->flip_x pos, 0.0f, p_cspr->node.flip & 1
); );
} }
} }
@ -258,19 +258,19 @@ static void render_regular_game_scene(Scene_t* scene)
{ {
pos = Vector2Add( pos = Vector2Add(
pos, pos,
get_anchor_offset(p_bbox->size, spr.dest_anchor, p_cspr->flip_x) get_anchor_offset(p_bbox->size, spr.dest_anchor, p_cspr->node.flip & 1)
); );
} }
pos = Vector2Subtract( pos = Vector2Subtract(
pos, pos,
get_anchor_offset(spr.sprite->frame_size, spr.src_anchor, p_cspr->flip_x) get_anchor_offset(spr.sprite->frame_size, spr.src_anchor, p_cspr->node.flip & 1)
); );
Vector2 offset = spr.offset; Vector2 offset = spr.offset;
if (p_cspr->flip_x) offset.x *= -1; if (p_cspr->node.flip & 1) offset.x *= -1;
pos = Vector2Add(pos, offset); pos = Vector2Add(pos, offset);
draw_sprite(spr.sprite, p_cspr->current_frame, pos, 0.0f, p_cspr->flip_x); draw_sprite(spr.sprite, p_cspr->current_frame, pos, 0.0f, p_cspr->node.flip & 1);
} }
continue; continue;
} }

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@ -2155,7 +2155,7 @@ void level_end_detection_system(Scene_t* scene)
ent->position.y += tilemap.tile_size >> 1; ent->position.y += tilemap.tile_size >> 1;
CSprite_t* p_cspr = get_component(p_other_ent, CSPRITE_T); CSprite_t* p_cspr = get_component(p_other_ent, CSPRITE_T);
CSprite_t* new_cspr = get_component(ent, CSPRITE_T); CSprite_t* new_cspr = get_component(ent, CSPRITE_T);
new_cspr->flip_x = p_cspr->flip_x; new_cspr->node.flip = p_cspr->node.flip;
} }
destroy_entity(scene, &lvl_scene->data.tilemap, p_other_ent); destroy_entity(scene, &lvl_scene->data.tilemap, p_other_ent);

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@ -74,6 +74,9 @@ Entity_t* create_crate(EntityManager_t* ent_manager, bool metal, ContainerItem_t
CSprite_t* p_cspr = add_component(p_crate, CSPRITE_T); CSprite_t* p_cspr = add_component(p_crate, CSPRITE_T);
p_cspr->sprites = item_sprite_map; p_cspr->sprites = item_sprite_map;
p_cspr->node.scale = (Vector2){1, 1};
p_cspr->node.colour = WHITE;
{ {
CContainer_t* p_container = add_component(p_crate, CCONTAINER_T); CContainer_t* p_container = add_component(p_crate, CCONTAINER_T);
p_container->material = metal? METAL_CONTAINER : WOODEN_CONTAINER; p_container->material = metal? METAL_CONTAINER : WOODEN_CONTAINER;
@ -122,6 +125,9 @@ Entity_t* create_boulder(EntityManager_t* ent_manager)
CSprite_t* p_cspr = add_component(p_boulder, CSPRITE_T); CSprite_t* p_cspr = add_component(p_boulder, CSPRITE_T);
p_cspr->sprites = item_sprite_map; p_cspr->sprites = item_sprite_map;
p_cspr->current_idx = 19; p_cspr->current_idx = 19;
p_cspr->node.scale = (Vector2){1, 1};
p_cspr->node.colour = WHITE;
p_cspr->depth = 2;
return p_boulder; return p_boulder;
} }
@ -145,6 +151,8 @@ Entity_t* create_arrow(EntityManager_t* ent_manager, uint8_t dir)
CSprite_t* p_cspr = add_component(p_arrow, CSPRITE_T); CSprite_t* p_cspr = add_component(p_arrow, CSPRITE_T);
p_cspr->sprites = item_sprite_map; p_cspr->sprites = item_sprite_map;
p_cspr->current_idx = 2; p_cspr->current_idx = 2;
p_cspr->node.scale = (Vector2){1, 1};
p_cspr->node.colour = WHITE;
//p_hitbox->boxes[0] = (Rectangle){TILE_SIZE - 5, TILE_SIZE / 2 - 5, 5, 5}; //p_hitbox->boxes[0] = (Rectangle){TILE_SIZE - 5, TILE_SIZE / 2 - 5, 5, 5};
const int HITBOX_LONG_SIDE = 10; const int HITBOX_LONG_SIDE = 10;
const int HITBOX_SHORT_SIDE = 4; const int HITBOX_SHORT_SIDE = 4;
@ -197,6 +205,8 @@ Entity_t* create_bomb(EntityManager_t* ent_manager, Vector2 launch_dir)
CSprite_t* p_cspr = add_component(p_bomb, CSPRITE_T); CSprite_t* p_cspr = add_component(p_bomb, CSPRITE_T);
p_cspr->sprites = item_sprite_map; p_cspr->sprites = item_sprite_map;
p_cspr->current_idx = 6; p_cspr->current_idx = 6;
p_cspr->node.scale = (Vector2){1, 1};
p_cspr->node.colour = WHITE;
CTransform_t* p_ctransform = add_component(p_bomb, CTRANSFORM_COMP_T); CTransform_t* p_ctransform = add_component(p_bomb, CTRANSFORM_COMP_T);
p_ctransform->active = true; p_ctransform->active = true;
@ -230,6 +240,9 @@ Entity_t* create_explosion(EntityManager_t* ent_manager)
CSprite_t* p_cspr = add_component(p_explosion, CSPRITE_T); CSprite_t* p_cspr = add_component(p_explosion, CSPRITE_T);
p_cspr->sprites = item_sprite_map; p_cspr->sprites = item_sprite_map;
p_cspr->current_idx = 17; p_cspr->current_idx = 17;
p_cspr->node.scale = (Vector2){1, 1};
p_cspr->node.colour = WHITE;
p_cspr->depth = 3;
CLifeTimer_t* p_clifetimer = add_component(p_explosion, CLIFETIMER_T); CLifeTimer_t* p_clifetimer = add_component(p_explosion, CLIFETIMER_T);
p_clifetimer->life_time = 0.05f; p_clifetimer->life_time = 0.05f;
@ -269,6 +282,9 @@ Entity_t* create_urchin(EntityManager_t* ent_manager)
CSprite_t* p_cspr = add_component(p_urchin, CSPRITE_T); CSprite_t* p_cspr = add_component(p_urchin, CSPRITE_T);
p_cspr->sprites = item_sprite_map; p_cspr->sprites = item_sprite_map;
p_cspr->current_idx = 21; p_cspr->current_idx = 21;
p_cspr->node.scale = (Vector2){1, 1};
p_cspr->node.colour = WHITE;
p_cspr->depth = 2;
add_component(p_urchin, CSQUISHABLE_T); add_component(p_urchin, CSQUISHABLE_T);
@ -298,6 +314,9 @@ Entity_t* create_chest(EntityManager_t* ent_manager)
CSprite_t* p_cspr = add_component(p_chest, CSPRITE_T); CSprite_t* p_cspr = add_component(p_chest, CSPRITE_T);
p_cspr->sprites = item_sprite_map; p_cspr->sprites = item_sprite_map;
p_cspr->current_idx = 18; p_cspr->current_idx = 18;
p_cspr->node.scale = (Vector2){1, 1};
p_cspr->node.colour = WHITE;
p_cspr->depth = 2;
return p_chest; return p_chest;
@ -311,6 +330,8 @@ Entity_t* create_level_end(EntityManager_t* ent_manager)
CSprite_t* p_cspr = add_component(p_flag, CSPRITE_T); CSprite_t* p_cspr = add_component(p_flag, CSPRITE_T);
p_cspr->sprites = item_sprite_map; p_cspr->sprites = item_sprite_map;
p_cspr->current_idx = 20; p_cspr->current_idx = 20;
p_cspr->node.scale = (Vector2){1, 1};
p_cspr->node.colour = WHITE;
add_component(p_flag, CTILECOORD_COMP_T); add_component(p_flag, CTILECOORD_COMP_T);
return p_flag; return p_flag;

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@ -30,8 +30,13 @@ static unsigned int player_sprite_transition_func(Entity_t* ent)
CSprite_t* p_spr = get_component(ent, CSPRITE_T); CSprite_t* p_spr = get_component(ent, CSPRITE_T);
CPlayerState_t* p_plr = get_component(ent, CPLAYERSTATE_T); CPlayerState_t* p_plr = get_component(ent, CPLAYERSTATE_T);
if (p_ctrans->velocity.x > 0) p_spr->flip_x = true; if (p_ctrans->velocity.x > 0) {
else if (p_ctrans->velocity.x < 0) p_spr->flip_x = false; p_spr->node.flip |= 1;
}
else if (p_ctrans->velocity.x < 0)
{
p_spr->node.flip &= ~1;
}
p_spr->pause = false; p_spr->pause = false;
@ -111,6 +116,9 @@ Entity_t* create_player(EntityManager_t* ent_manager)
CSprite_t* p_cspr = add_component(p_ent, CSPRITE_T); CSprite_t* p_cspr = add_component(p_ent, CSPRITE_T);
p_cspr->sprites = player_sprite_map; p_cspr->sprites = player_sprite_map;
p_cspr->transition_func = &player_sprite_transition_func; p_cspr->transition_func = &player_sprite_transition_func;
p_cspr->node.colour = WHITE;
p_cspr->node.scale = (Vector2){1, 1};
p_cspr->depth = 1;
CEmitter_t* p_emitter = add_component(p_ent, CEMITTER_T); CEmitter_t* p_emitter = add_component(p_ent, CEMITTER_T);
p_emitter->offset = (Vector2){7,0}; p_emitter->offset = (Vector2){7,0};
@ -133,6 +141,9 @@ Entity_t* create_dead_player(EntityManager_t* ent_manager)
CSprite_t* p_cspr = add_component(p_ent, CSPRITE_T); CSprite_t* p_cspr = add_component(p_ent, CSPRITE_T);
p_cspr->sprites = player_sprite_map; p_cspr->sprites = player_sprite_map;
p_cspr->current_idx = SPR_PLAYER_DEAD; p_cspr->current_idx = SPR_PLAYER_DEAD;
p_cspr->node.colour = WHITE;
p_cspr->node.scale = (Vector2){1, 1};
p_cspr->depth = 2;
add_component(p_ent, CMOVEMENTSTATE_T); add_component(p_ent, CMOVEMENTSTATE_T);
@ -160,6 +171,9 @@ Entity_t* create_player_finish(EntityManager_t* ent_manager)
p_cspr->sprites = player_sprite_map; p_cspr->sprites = player_sprite_map;
p_cspr->current_idx = SPR_PLAYER_ENTER; p_cspr->current_idx = SPR_PLAYER_ENTER;
p_cspr->transition_func = &player_finish_transition_func; p_cspr->transition_func = &player_finish_transition_func;
p_cspr->node.colour = WHITE;
p_cspr->node.scale = (Vector2){1, 1};
p_cspr->depth = 1;
CLifeTimer_t* p_clifetimer = add_component(p_ent, CLIFETIMER_T); CLifeTimer_t* p_clifetimer = add_component(p_ent, CLIFETIMER_T);
p_clifetimer->life_time = 0.9f; p_clifetimer->life_time = 0.9f;

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@ -75,6 +75,7 @@ typedef struct LevelSceneData {
bool show_grid; bool show_grid;
Vector2 player_spawn; Vector2 player_spawn;
LevelSceneStateMachine_t sm; LevelSceneStateMachine_t sm;
RenderManager render_manager;
}LevelSceneData_t; }LevelSceneData_t;
static inline void change_level_state(LevelSceneData_t* data, LevelSceneState_t state) static inline void change_level_state(LevelSceneData_t* data, LevelSceneState_t state)

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@ -7,6 +7,8 @@
void init_level_scene_data(LevelSceneData_t* data, uint32_t max_tiles, Tile_t* tiles, Rectangle view_zone) void init_level_scene_data(LevelSceneData_t* data, uint32_t max_tiles, Tile_t* tiles, Rectangle view_zone)
{ {
init_render_manager(&data->render_manager);
data->game_rec = view_zone; data->game_rec = view_zone;
memset(&data->camera, 0, sizeof(LevelCamera_t)); memset(&data->camera, 0, sizeof(LevelCamera_t));
data->camera.cam.rotation = 0.0f; data->camera.cam.rotation = 0.0f;
@ -45,6 +47,7 @@ void init_level_scene_data(LevelSceneData_t* data, uint32_t max_tiles, Tile_t* t
data->show_grid = false; data->show_grid = false;
memset(&data->sm, 0, sizeof(data->sm)); memset(&data->sm, 0, sizeof(data->sm));
} }
void term_level_scene_data(LevelSceneData_t* data) void term_level_scene_data(LevelSceneData_t* data)

View File

@ -110,7 +110,7 @@ static void level_scene_render_func(Scene_t* scene)
if (spr.sprite != NULL) if (spr.sprite != NULL)
{ {
Vector2 pos = Vector2Add(p_ent->position, spr.offset); Vector2 pos = Vector2Add(p_ent->position, spr.offset);
draw_sprite(spr.sprite, p_cspr->current_frame, pos, 0.0f, p_cspr->flip_x); draw_sprite(spr.sprite, p_cspr->current_frame, pos, 0.0f, p_cspr->node.flip & 1);
} }
} }
} }