Refactor out implementation of Player Entity

scene_man
En Yi 2023-05-16 21:55:59 +08:00
parent 7b3685b792
commit 3580209f71
8 changed files with 69 additions and 68 deletions

View File

@ -1,6 +1,6 @@
add_subdirectory(engine)
add_library(lib_scenes STATIC
assets_maps.c
player_ent.c
editor_scene.c
menu_scene.c
game_systems.c

View File

@ -1,7 +0,0 @@
#include "assets_maps.h"
const char* const player_sprite_map[N_PLAYER_SPRITES] = {
"plr_stand",
"plr_run",
};

View File

@ -1,13 +0,0 @@
#ifndef __ASSETS_MAPS_H
#define __ASSETS_MAPS_H
#define N_PLAYER_SPRITES 2
enum PlayerSpriteEnum
{
SPR_PLAYER_STAND = 0,
SPR_PLAYER_RUN
};
extern const char* const player_sprite_map[N_PLAYER_SPRITES];
#endif // __ASSETS_MAPS_H

View File

@ -1,7 +1,7 @@
#include "scene_impl.h"
#include "game_systems.h"
#include "constants.h"
#include "assets_maps.h"
#include "ent_impl.h"
#include "raylib.h"
#include "raymath.h"
#include <stdio.h>
@ -220,43 +220,6 @@ static void spawn_crate(Scene_t* scene, unsigned int tile_idx, bool metal)
p_hurtbox->fragile = !metal;
}
static void spawn_player(Scene_t* scene)
{
Entity_t* p_ent = add_entity(&scene->ent_manager, PLAYER_ENT_TAG);
CBBox_t* p_bbox = add_component(&scene->ent_manager, p_ent, CBBOX_COMP_T);
set_bbox(p_bbox, PLAYER_WIDTH, PLAYER_HEIGHT);
add_component(&scene->ent_manager, p_ent, CTRANSFORM_COMP_T);
CJump_t* p_cjump = add_component(&scene->ent_manager, p_ent, CJUMP_COMP_T);
p_cjump->jump_speed = 680;
p_cjump->jumps = 1;
p_cjump->max_jumps = 1;
p_cjump->jump_ready = true;
add_component(&scene->ent_manager, p_ent, CPLAYERSTATE_T);
add_component(&scene->ent_manager, p_ent, CTILECOORD_COMP_T);
add_component(&scene->ent_manager, p_ent, CMOVEMENTSTATE_T);
CHitBoxes_t* p_hitbox = add_component(&scene->ent_manager, p_ent, CHITBOXES_T);
p_hitbox->n_boxes = 2;
p_hitbox->boxes[0] = (Rectangle) {
.x = 0,
.y = -1,
.width = p_bbox->size.x - 1,
.height = p_bbox->size.y + 2,
};
p_hitbox->boxes[1] = (Rectangle) {
.x = -1,
.y = 0,
.width = p_bbox->size.x + 2,
.height = p_bbox->size.y - 1,
};
CSprite_t* p_cspr = add_component(&scene->ent_manager, p_ent, CSPRITE_T);
p_cspr->sprite = get_sprite(&scene->engine->assets, "plr_stand");
p_cspr->offset = (Vector2){0, -20};
p_cspr->sprites_map = player_sprite_map;
p_cspr->transition_func = &player_sprite_transition_func;
}
static void toggle_block_system(Scene_t* scene)
{
// TODO: This system is not good as the interface between raw input and actions is broken
@ -473,7 +436,7 @@ void init_level_scene(LevelScene_t* scene)
all_tiles[tile_idx].tile_type = SOLID_TILE; // for testing
}
spawn_player(&scene->scene);
create_player(&scene->scene.ent_manager, &scene->scene.engine->assets);
update_entity_manager(&scene->scene.ent_manager);
}

View File

@ -0,0 +1,8 @@
#ifndef __ENT_IMPL_H
#define __ENT_IMPL_H
#include "entManager.h"
#include "assets.h"
Entity_t* create_player(EntityManager_t* ent_manager, Assets_t* assets);
#endif // __ENT_IMPL_H

View File

@ -1,7 +1,6 @@
#include "game_systems.h"
#include "AABB.h"
#include "constants.h"
#include "assets_maps.h"
#include <stdio.h>
static const Vector2 TILE_SZ = {TILE_SIZE, TILE_SIZE};
@ -1134,8 +1133,3 @@ void term_level_scene_data(LevelSceneData_t* data)
//sc_map_term_32(&data->collision_events);
UnloadRenderTexture(data->game_viewport); // Unload render texture
}
unsigned int player_sprite_transition_func(Entity_t* ent)
{
return SPR_PLAYER_RUN;
}

View File

@ -16,6 +16,4 @@ void update_tilemap_system(Scene_t* scene);
void hitbox_update_system(Scene_t* scene);
void sprite_animation_system(Scene_t* scene);
void camera_update_system(Scene_t* scene);
unsigned int player_sprite_transition_func(Entity_t* ent);
#endif // __GAME_SYSTEMS_H

View File

@ -0,0 +1,58 @@
#include "ent_impl.h"
#include "constants.h"
#define N_PLAYER_SPRITES 2
enum PlayerSpriteEnum
{
SPR_PLAYER_STAND = 0,
SPR_PLAYER_RUN
};
static const char* const player_sprite_map[N_PLAYER_SPRITES] = {
"plr_stand",
"plr_run",
};
static unsigned int player_sprite_transition_func(Entity_t* ent)
{
return SPR_PLAYER_RUN;
}
Entity_t* create_player(EntityManager_t* ent_manager, Assets_t* assets)
{
Entity_t* p_ent = add_entity(ent_manager, PLAYER_ENT_TAG);
CBBox_t* p_bbox = add_component(ent_manager, p_ent, CBBOX_COMP_T);
set_bbox(p_bbox, PLAYER_WIDTH, PLAYER_HEIGHT);
add_component(ent_manager, p_ent, CTRANSFORM_COMP_T);
CJump_t* p_cjump = add_component(ent_manager, p_ent, CJUMP_COMP_T);
p_cjump->jump_speed = 680;
p_cjump->jumps = 1;
p_cjump->max_jumps = 1;
p_cjump->jump_ready = true;
add_component(ent_manager, p_ent, CPLAYERSTATE_T);
add_component(ent_manager, p_ent, CTILECOORD_COMP_T);
add_component(ent_manager, p_ent, CMOVEMENTSTATE_T);
CHitBoxes_t* p_hitbox = add_component(ent_manager, p_ent, CHITBOXES_T);
p_hitbox->n_boxes = 2;
p_hitbox->boxes[0] = (Rectangle) {
.x = 0,
.y = -1,
.width = p_bbox->size.x - 1,
.height = p_bbox->size.y + 2,
};
p_hitbox->boxes[1] = (Rectangle) {
.x = -1,
.y = 0,
.width = p_bbox->size.x + 2,
.height = p_bbox->size.y - 1,
};
CSprite_t* p_cspr = add_component(ent_manager, p_ent, CSPRITE_T);
p_cspr->sprite = get_sprite(assets, "plr_stand");
p_cspr->offset = (Vector2){0, -20};
p_cspr->sprites_map = player_sprite_map;
p_cspr->transition_func = &player_sprite_transition_func;
return p_ent;
}