parent
34b60fb699
commit
04d928c97f
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@ -32,6 +32,7 @@ add_library(lib_engine OBJECT
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collisions.c
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mempool.c
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entManager.c
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render_queue.c
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)
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target_link_libraries(lib_engine
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PUBLIC
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@ -6,6 +6,7 @@
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#include "sc/heap/sc_heap.h"
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#include "assets.h"
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#include "particle_sys.h"
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#include "render_queue.h"
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typedef struct Scene Scene_t;
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@ -5,6 +5,7 @@
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// if memory used too high
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#define MAX_SCENES_TO_RENDER 8
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#define MAX_RENDER_LAYERS 4
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#define MAX_RENDERMANAGER_DEPTH 4
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#define MAX_ENTITIES 2047
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#define MAX_TEXTURES 16
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#define MAX_SPRITES 127
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@ -0,0 +1,42 @@
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#include "render_queue.h"
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#include "raylib.h"
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void init_render_manager(RenderManager *manager)
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{
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memset(manager, 0, sizeof(*manager));
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}
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bool add_render_node(RenderManager *manager, RenderInfoNode *node, uint8_t layer_num)
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{
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if (node->next != NULL)
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{
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return false;
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}
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if (node->spr == NULL) {
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return false;
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}
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layer_num = (layer_num >= MAX_RENDERMANAGER_DEPTH) ? MAX_RENDERMANAGER_DEPTH - 1 : layer_num;
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node->next = manager->layers[layer_num];
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manager->layers[layer_num] = node;
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return true;
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}
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void execute_render(RenderManager *manager) {
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for (uint8_t depth = 0; depth < MAX_RENDERMANAGER_DEPTH; ++depth)
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{
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RenderInfoNode* curr = manager->layers[depth];
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while (curr != NULL)
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{
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draw_sprite_pro(
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curr->spr, curr->frame_num, curr->pos,
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curr->rotation, curr->flip, curr->scale,
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curr->colour
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);
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RenderInfoNode* next = curr->next;
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curr->next = NULL;
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curr = next;
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}
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}
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reset_render_manager(manager);
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}
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@ -0,0 +1,29 @@
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#ifndef RENDER_QUEUE_H
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#define RENDER_QUEUE_H
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#include "assets.h"
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#include "engine_conf.h"
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typedef struct RenderInfoNode RenderInfoNode;
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struct RenderInfoNode {
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// Intrusive Linked-list Node
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RenderInfoNode* next;
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Sprite_t* spr;
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Vector2 pos;
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int frame_num;
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float rotation;
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Vector2 scale;
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Color colour;
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uint8_t flip;
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};
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typedef struct RenderManager {
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RenderInfoNode* layers[MAX_RENDERMANAGER_DEPTH];
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} RenderManager;
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void init_render_manager(RenderManager* manager);
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#define reset_render_manager init_render_manager
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bool add_render_node(RenderManager* manager, RenderInfoNode* node, uint8_t layer_num);
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void execute_render(RenderManager* manager);
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#endif
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@ -1,4 +1,5 @@
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#include "EC.h"
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#include "render_queue.h"
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#include "particle_sys.h" // includes assets
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enum ComponentEnum {
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@ -145,19 +146,17 @@ typedef struct _SpriteRenderInfo
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} SpriteRenderInfo_t;
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typedef struct _CSprite_t {
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RenderInfoNode node;
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SpriteRenderInfo_t* sprites;
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sprite_transition_func_t transition_func;
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unsigned int current_idx;
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bool flip_x;
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bool flip_y;
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bool pause;
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int current_frame;
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float fractional;
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float rotation; // Degree
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float rotation_speed; // Degree / s
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int elapsed;
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Vector2 offset;
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Color colour;
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uint8_t depth;
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bool pause;
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} CSprite_t;
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typedef struct _CMoveable_t {
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@ -302,6 +302,92 @@ static void render_editor_game_scene(Scene_t* scene)
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max.x = (int)fmin(tilemap.width, max.x + 1);
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max.y = (int)fmin(tilemap.height, max.y + 1);
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// Queue Sprite rendering
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sc_map_foreach_value(&scene->ent_manager.entities, p_ent)
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{
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if (!p_ent->m_alive) continue;
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CSprite_t* p_cspr = get_component(p_ent, CSPRITE_T);
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if (p_cspr == NULL) continue;
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if (p_ent->m_tag == LEVEL_END_TAG)
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{
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if (p_cspr != NULL)
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{
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const SpriteRenderInfo_t spr = p_cspr->sprites[p_cspr->current_idx];
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if (spr.sprite != NULL)
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{
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Vector2 pos = p_ent->position;
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pos = Vector2Subtract(
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pos,
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get_anchor_offset(spr.sprite->frame_size, spr.src_anchor, p_cspr->node.flip & 1)
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);
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Vector2 offset = spr.offset;
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if (p_cspr->node.flip & 1) offset.x *= -1;
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pos = Vector2Add(pos, offset);
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p_cspr->node.spr = spr.sprite;
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p_cspr->node.frame_num =
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2 * data->selected_solid_tilemap + (
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(data->coins.current < data->coins.total) ? 0 : 1
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);
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p_cspr->node.pos = pos;
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p_cspr->node.scale = (Vector2){1, 1};
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p_cspr->node.colour = WHITE;
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add_render_node(&data->render_manager, &p_cspr->node, p_cspr->depth);
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}
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}
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continue;
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}
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CBBox_t* p_bbox = get_component(p_ent, CBBOX_COMP_T);
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// Entity culling
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Vector2 box_size = {0};
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if (p_bbox != NULL) box_size = p_bbox->size;
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if (
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p_ent->position.x + box_size.x < min.x * tilemap.tile_size
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|| p_ent->position.x > max.x * tilemap.tile_size
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|| p_ent->position.y + box_size.y < min.y * tilemap.tile_size
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|| p_ent->position.y > max.y * tilemap.tile_size
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)
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{
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continue;
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}
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if (p_cspr != NULL)
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{
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const SpriteRenderInfo_t spr = p_cspr->sprites[p_cspr->current_idx];
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if (spr.sprite != NULL)
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{
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Vector2 pos = p_ent->position;
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if (p_bbox != NULL)
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{
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pos = Vector2Add(
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pos,
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get_anchor_offset(p_bbox->size, spr.dest_anchor, p_cspr->node.flip & 1)
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);
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}
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pos = Vector2Subtract(
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pos,
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get_anchor_offset(spr.sprite->frame_size, spr.src_anchor, p_cspr->node.flip & 1)
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);
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Vector2 offset = spr.offset;
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if (p_cspr->node.flip & 1) offset.x *= -1;
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pos = Vector2Add(pos, offset);
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p_cspr->node.spr = spr.sprite;
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p_cspr->node.frame_num = p_cspr->current_frame;
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p_cspr->node.pos = pos;
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add_render_node(&data->render_manager, &p_cspr->node, p_cspr->depth);
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}
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}
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}
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Texture2D* bg = get_texture(&scene->engine->assets, "bg_tex");
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BeginTextureMode(scene->layers.render_layers[GAME_LAYER].layer_tex);
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ClearBackground(WHITE);
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@ -342,43 +428,18 @@ static void render_editor_game_scene(Scene_t* scene)
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}
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}
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sc_map_foreach_value(&scene->ent_manager.entities_map[LEVEL_END_TAG], p_ent)
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{
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CSprite_t* p_cspr = get_component(p_ent, CSPRITE_T);
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if (p_cspr != NULL)
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{
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const SpriteRenderInfo_t spr = p_cspr->sprites[p_cspr->current_idx];
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if (spr.sprite != NULL)
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{
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Vector2 pos = p_ent->position;
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pos = Vector2Subtract(
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pos,
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get_anchor_offset(spr.sprite->frame_size, spr.src_anchor, p_cspr->flip_x)
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);
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Vector2 offset = spr.offset;
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if (p_cspr->flip_x) offset.x *= -1;
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pos = Vector2Add(pos, offset);
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draw_sprite(
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spr.sprite,
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2 * data->selected_solid_tilemap + (
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(data->coins.current < data->coins.total) ? 0 : 1
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),
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pos, 0.0f, p_cspr->flip_x
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);
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}
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}
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else
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{
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DrawCircleV(p_ent->position, tilemap.tile_size >> 1, (data->coins.current < data->coins.total)? RED : GREEN);
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}
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}
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char buffer[64] = {0};
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sc_map_foreach_value(&scene->ent_manager.entities, p_ent)
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{
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if (p_ent->m_tag == LEVEL_END_TAG) continue;
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if (p_ent->m_tag == LEVEL_END_TAG && data->show_grid)
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{
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CSprite_t* p_cspr = get_component(p_ent, CSPRITE_T);
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if (p_cspr == NULL)
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{
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DrawCircleV(p_ent->position, tilemap.tile_size >> 1, (data->coins.current < data->coins.total)? RED : GREEN);
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}
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continue;
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}
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CBBox_t* p_bbox = get_component(p_ent, CBBOX_COMP_T);
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@ -508,34 +569,9 @@ static void render_editor_game_scene(Scene_t* scene)
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DrawRectangleLinesEx(rec, 1.5, PURPLE);
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}
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}
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}
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CSprite_t* p_cspr = get_component(p_ent, CSPRITE_T);
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if (p_cspr != NULL)
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{
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const SpriteRenderInfo_t spr = p_cspr->sprites[p_cspr->current_idx];
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if (spr.sprite != NULL)
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{
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Vector2 pos = p_ent->position;
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if (p_bbox != NULL)
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{
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pos = Vector2Add(
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pos,
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get_anchor_offset(p_bbox->size, spr.dest_anchor, p_cspr->flip_x)
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);
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}
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pos = Vector2Subtract(
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pos,
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get_anchor_offset(spr.sprite->frame_size, spr.src_anchor, p_cspr->flip_x)
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);
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Vector2 offset = spr.offset;
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if (p_cspr->flip_x) offset.x *= -1;
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pos = Vector2Add(pos, offset);
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draw_sprite(spr.sprite, p_cspr->current_frame, pos, 0.0f, p_cspr->flip_x);
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}
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}
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}
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execute_render(&data->render_manager);
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for (int tile_y = min.y; tile_y < max.y; tile_y++)
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{
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@ -1321,7 +1357,7 @@ void init_sandbox_scene(LevelScene_t* scene)
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{
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Entity_t* p_player = create_player(&scene->scene.ent_manager);
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CSprite_t* p_cspr = get_component(p_player, CSPRITE_T);
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p_cspr->flip_x = true;
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p_cspr->node.flip |= 1;
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p_player->position.x = 100;
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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)
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Vector2 pos = p_ent->position;
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pos = Vector2Subtract(
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pos,
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get_anchor_offset(spr.sprite->frame_size, spr.src_anchor, p_cspr->flip_x)
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get_anchor_offset(spr.sprite->frame_size, spr.src_anchor, p_cspr->node.flip & 1)
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);
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Vector2 offset = spr.offset;
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if (p_cspr->flip_x) offset.x *= -1;
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if (p_cspr->node.flip & 1) offset.x *= -1;
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pos = Vector2Add(pos, offset);
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draw_sprite(
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@ -220,7 +220,7 @@ static void render_regular_game_scene(Scene_t* scene)
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2 * data->selected_solid_tilemap + (
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(data->coins.current < data->coins.total) ? 0 : 1
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),
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pos, 0.0f, p_cspr->flip_x
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pos, 0.0f, p_cspr->node.flip & 1
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);
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}
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}
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@ -258,19 +258,19 @@ static void render_regular_game_scene(Scene_t* scene)
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{
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pos = Vector2Add(
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pos,
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get_anchor_offset(p_bbox->size, spr.dest_anchor, p_cspr->flip_x)
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get_anchor_offset(p_bbox->size, spr.dest_anchor, p_cspr->node.flip & 1)
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);
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}
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pos = Vector2Subtract(
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pos,
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get_anchor_offset(spr.sprite->frame_size, spr.src_anchor, p_cspr->flip_x)
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get_anchor_offset(spr.sprite->frame_size, spr.src_anchor, p_cspr->node.flip & 1)
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);
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Vector2 offset = spr.offset;
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if (p_cspr->flip_x) offset.x *= -1;
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if (p_cspr->node.flip & 1) offset.x *= -1;
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pos = Vector2Add(pos, offset);
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draw_sprite(spr.sprite, p_cspr->current_frame, pos, 0.0f, p_cspr->flip_x);
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draw_sprite(spr.sprite, p_cspr->current_frame, pos, 0.0f, p_cspr->node.flip & 1);
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}
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continue;
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}
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@ -2155,7 +2155,7 @@ void level_end_detection_system(Scene_t* scene)
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ent->position.y += tilemap.tile_size >> 1;
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CSprite_t* p_cspr = get_component(p_other_ent, CSPRITE_T);
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CSprite_t* new_cspr = get_component(ent, CSPRITE_T);
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new_cspr->flip_x = p_cspr->flip_x;
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new_cspr->node.flip = p_cspr->node.flip;
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}
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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
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CSprite_t* p_cspr = add_component(p_crate, CSPRITE_T);
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p_cspr->sprites = item_sprite_map;
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p_cspr->node.scale = (Vector2){1, 1};
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p_cspr->node.colour = WHITE;
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{
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CContainer_t* p_container = add_component(p_crate, CCONTAINER_T);
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p_container->material = metal? METAL_CONTAINER : WOODEN_CONTAINER;
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@ -122,6 +125,9 @@ Entity_t* create_boulder(EntityManager_t* ent_manager)
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CSprite_t* p_cspr = add_component(p_boulder, CSPRITE_T);
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p_cspr->sprites = item_sprite_map;
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p_cspr->current_idx = 19;
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p_cspr->node.scale = (Vector2){1, 1};
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p_cspr->node.colour = WHITE;
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p_cspr->depth = 2;
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return p_boulder;
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}
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@ -145,6 +151,8 @@ Entity_t* create_arrow(EntityManager_t* ent_manager, uint8_t dir)
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CSprite_t* p_cspr = add_component(p_arrow, CSPRITE_T);
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p_cspr->sprites = item_sprite_map;
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p_cspr->current_idx = 2;
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p_cspr->node.scale = (Vector2){1, 1};
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p_cspr->node.colour = WHITE;
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//p_hitbox->boxes[0] = (Rectangle){TILE_SIZE - 5, TILE_SIZE / 2 - 5, 5, 5};
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const int HITBOX_LONG_SIDE = 10;
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const int HITBOX_SHORT_SIDE = 4;
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@ -197,6 +205,8 @@ Entity_t* create_bomb(EntityManager_t* ent_manager, Vector2 launch_dir)
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CSprite_t* p_cspr = add_component(p_bomb, CSPRITE_T);
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p_cspr->sprites = item_sprite_map;
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p_cspr->current_idx = 6;
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p_cspr->node.scale = (Vector2){1, 1};
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p_cspr->node.colour = WHITE;
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CTransform_t* p_ctransform = add_component(p_bomb, CTRANSFORM_COMP_T);
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p_ctransform->active = true;
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@ -230,6 +240,9 @@ Entity_t* create_explosion(EntityManager_t* ent_manager)
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CSprite_t* p_cspr = add_component(p_explosion, CSPRITE_T);
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p_cspr->sprites = item_sprite_map;
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p_cspr->current_idx = 17;
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p_cspr->node.scale = (Vector2){1, 1};
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p_cspr->node.colour = WHITE;
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p_cspr->depth = 3;
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CLifeTimer_t* p_clifetimer = add_component(p_explosion, CLIFETIMER_T);
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p_clifetimer->life_time = 0.05f;
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@ -269,6 +282,9 @@ Entity_t* create_urchin(EntityManager_t* ent_manager)
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CSprite_t* p_cspr = add_component(p_urchin, CSPRITE_T);
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p_cspr->sprites = item_sprite_map;
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p_cspr->current_idx = 21;
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p_cspr->node.scale = (Vector2){1, 1};
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p_cspr->node.colour = WHITE;
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p_cspr->depth = 2;
|
||||
|
||||
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);
|
||||
p_cspr->sprites = item_sprite_map;
|
||||
p_cspr->current_idx = 18;
|
||||
p_cspr->node.scale = (Vector2){1, 1};
|
||||
p_cspr->node.colour = WHITE;
|
||||
p_cspr->depth = 2;
|
||||
|
||||
|
||||
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);
|
||||
p_cspr->sprites = item_sprite_map;
|
||||
p_cspr->current_idx = 20;
|
||||
p_cspr->node.scale = (Vector2){1, 1};
|
||||
p_cspr->node.colour = WHITE;
|
||||
|
||||
add_component(p_flag, CTILECOORD_COMP_T);
|
||||
return p_flag;
|
||||
|
|
|
@ -30,8 +30,13 @@ static unsigned int player_sprite_transition_func(Entity_t* ent)
|
|||
CSprite_t* p_spr = get_component(ent, CSPRITE_T);
|
||||
CPlayerState_t* p_plr = get_component(ent, CPLAYERSTATE_T);
|
||||
|
||||
if (p_ctrans->velocity.x > 0) p_spr->flip_x = true;
|
||||
else if (p_ctrans->velocity.x < 0) p_spr->flip_x = false;
|
||||
if (p_ctrans->velocity.x > 0) {
|
||||
p_spr->node.flip |= 1;
|
||||
}
|
||||
else if (p_ctrans->velocity.x < 0)
|
||||
{
|
||||
p_spr->node.flip &= ~1;
|
||||
}
|
||||
|
||||
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);
|
||||
p_cspr->sprites = player_sprite_map;
|
||||
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);
|
||||
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);
|
||||
p_cspr->sprites = player_sprite_map;
|
||||
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);
|
||||
|
||||
|
@ -160,6 +171,9 @@ Entity_t* create_player_finish(EntityManager_t* ent_manager)
|
|||
p_cspr->sprites = player_sprite_map;
|
||||
p_cspr->current_idx = SPR_PLAYER_ENTER;
|
||||
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);
|
||||
p_clifetimer->life_time = 0.9f;
|
||||
|
|
|
@ -75,6 +75,7 @@ typedef struct LevelSceneData {
|
|||
bool show_grid;
|
||||
Vector2 player_spawn;
|
||||
LevelSceneStateMachine_t sm;
|
||||
RenderManager render_manager;
|
||||
}LevelSceneData_t;
|
||||
|
||||
static inline void change_level_state(LevelSceneData_t* data, LevelSceneState_t state)
|
||||
|
|
|
@ -7,6 +7,8 @@
|
|||
|
||||
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;
|
||||
memset(&data->camera, 0, sizeof(LevelCamera_t));
|
||||
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;
|
||||
|
||||
memset(&data->sm, 0, sizeof(data->sm));
|
||||
|
||||
}
|
||||
|
||||
void term_level_scene_data(LevelSceneData_t* data)
|
||||
|
|
|
@ -110,7 +110,7 @@ static void level_scene_render_func(Scene_t* scene)
|
|||
if (spr.sprite != NULL)
|
||||
{
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue