diff --git a/entManager_test.c b/entManager_test.c index 8f1dcd7..7ee95af 100644 --- a/entManager_test.c +++ b/entManager_test.c @@ -11,10 +11,10 @@ int main(void) puts("Creating two entities"); Entity_t *p_ent = add_entity(&manager, PLAYER_ENT_TAG); - CBBox_t * p_bbox = (CBBox_t *)add_component(&manager, p_ent, CBBOX_COMP_T); + CBBox_t * p_bbox = (CBBox_t *)add_component(p_ent, CBBOX_COMP_T); p_bbox->size.x = 15; p_ent = add_entity(&manager, ENEMY_ENT_TAG); - p_bbox = (CBBox_t *)add_component(&manager, p_ent, CBBOX_COMP_T); + p_bbox = (CBBox_t *)add_component(p_ent, CBBOX_COMP_T); p_bbox->size.y = 40; update_entity_manager(&manager); @@ -22,7 +22,7 @@ int main(void) unsigned long idx = 0; sc_map_foreach(&manager.entities, idx, p_ent) { - p_bbox = (CBBox_t *)get_component(&manager, p_ent, CBBOX_COMP_T); + p_bbox = (CBBox_t *)get_component(p_ent, CBBOX_COMP_T); printf("BBOX: %f,%f\n", p_bbox->size.x, p_bbox->size.y); remove_entity(&manager, idx); } @@ -32,7 +32,7 @@ int main(void) puts("Print again, should show nothing"); sc_map_foreach(&manager.entities, idx, p_ent) { - p_bbox = (CBBox_t *)get_component(&manager, p_ent, CBBOX_COMP_T); + p_bbox = (CBBox_t *)get_component(p_ent, CBBOX_COMP_T); printf("BBOX: %f,%f\n", p_bbox->size.x, p_bbox->size.y); remove_entity(&manager, idx); } diff --git a/scenes/editor_scene.c b/scenes/editor_scene.c index 2e76c94..d57090a 100644 --- a/scenes/editor_scene.c +++ b/scenes/editor_scene.c @@ -2,6 +2,7 @@ #include "game_systems.h" #include "constants.h" #include "ent_impl.h" +#include "mempool.h" #include "raylib.h" #include "raymath.h" #include @@ -78,8 +79,8 @@ static void level_scene_render_func(Scene_t* scene) char buffer[64] = {0}; sc_map_foreach_value(&scene->ent_manager.entities, p_ent) { - CTransform_t* p_ct = get_component(&scene->ent_manager, p_ent, CTRANSFORM_COMP_T); - CBBox_t* p_bbox = get_component(&scene->ent_manager, p_ent, CBBOX_COMP_T); + CTransform_t* p_ct = get_component(p_ent, CTRANSFORM_COMP_T); + CBBox_t* p_bbox = get_component(p_ent, CBBOX_COMP_T); Color colour; switch(p_ent->m_tag) { @@ -93,8 +94,8 @@ static void level_scene_render_func(Scene_t* scene) colour = BLACK; } DrawRectangle(p_ct->position.x, p_ct->position.y, p_bbox->size.x, p_bbox->size.y, colour); - CHurtbox_t* p_hurtbox = get_component(&scene->ent_manager, p_ent, CHURTBOX_T); - CHitBoxes_t* p_hitbox = get_component(&scene->ent_manager, p_ent, CHITBOXES_T); + CHurtbox_t* p_hurtbox = get_component(p_ent, CHURTBOX_T); + CHitBoxes_t* p_hitbox = get_component(p_ent, CHITBOXES_T); if (p_hitbox != NULL) { for (uint8_t i = 0;i < p_hitbox->n_boxes; ++i) @@ -118,7 +119,7 @@ static void level_scene_render_func(Scene_t* scene) }; DrawRectangleLinesEx(rec, 1.5, PURPLE); } - CSprite_t* p_cspr = get_component(&scene->ent_manager, p_ent, CSPRITE_T); + 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]; @@ -177,10 +178,10 @@ static void level_scene_render_func(Scene_t* scene) const int gui_x = data->game_rec.x + data->game_rec.width + 10; sc_map_foreach_value(&scene->ent_manager.entities_map[PLAYER_ENT_TAG], p_ent) { - CTransform_t* p_ct = get_component(&scene->ent_manager, p_ent, CTRANSFORM_COMP_T); - CJump_t* p_cjump = get_component(&scene->ent_manager, p_ent, CJUMP_COMP_T); - CPlayerState_t* p_pstate = get_component(&scene->ent_manager, p_ent, CPLAYERSTATE_T); - CMovementState_t* p_mstate = get_component(&scene->ent_manager, p_ent, CMOVEMENTSTATE_T); + CTransform_t* p_ct = get_component(p_ent, CTRANSFORM_COMP_T); + CJump_t* p_cjump = get_component(p_ent, CJUMP_COMP_T); + CPlayerState_t* p_pstate = get_component(p_ent, CPLAYERSTATE_T); + CMovementState_t* p_mstate = get_component(p_ent, CMOVEMENTSTATE_T); sprintf(buffer, "Pos: %.3f\n %.3f", p_ct->position.x, p_ct->position.y); DrawText(buffer, gui_x, 15, 12, BLACK); sprintf(buffer, "Vel: %.3f\n %.3f", p_ct->velocity.x, p_ct->velocity.y); @@ -214,7 +215,7 @@ static void spawn_crate(Scene_t* scene, unsigned int tile_idx, bool metal) LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data); Entity_t* p_crate = create_crate(&scene->ent_manager, &scene->engine->assets, metal); - CTransform_t* p_ctransform = get_component(&scene->ent_manager, p_crate, CTRANSFORM_COMP_T); + CTransform_t* p_ctransform = get_component(p_crate, CTRANSFORM_COMP_T); p_ctransform->position.x = (tile_idx % data->tilemap.width) * TILE_SIZE; p_ctransform->position.y = (tile_idx / data->tilemap.width) * TILE_SIZE; } diff --git a/scenes/engine/EC/EC.h b/scenes/engine/EC/EC.h index f2e36c7..a43ea03 100644 --- a/scenes/engine/EC/EC.h +++ b/scenes/engine/EC/EC.h @@ -153,7 +153,8 @@ struct Entity { unsigned long m_id; EntityTag_t m_tag; bool m_alive; - unsigned long components[N_COMPONENTS]; + unsigned long components[N_COMPONENTS]; + EntityManager_t* manager; }; struct EntityManager { @@ -174,8 +175,8 @@ Entity_t* add_entity(EntityManager_t* p_manager, EntityTag_t tag); void remove_entity(EntityManager_t* p_manager, unsigned long id); Entity_t *get_entity(EntityManager_t* p_manager, unsigned long id); -void* add_component(EntityManager_t* p_manager, Entity_t *entity, ComponentEnum_t comp_type); -void* get_component(EntityManager_t* p_manager, Entity_t *entity, ComponentEnum_t comp_type); -void remove_component(EntityManager_t* p_manager, Entity_t* entity, ComponentEnum_t comp_type); +void* add_component(Entity_t *entity, ComponentEnum_t comp_type); +void* get_component(Entity_t *entity, ComponentEnum_t comp_type); +void remove_component(Entity_t* entity, ComponentEnum_t comp_type); #endif // __ENTITY_H diff --git a/scenes/engine/EC/entManager.c b/scenes/engine/EC/entManager.c index 0e30833..7afce11 100644 --- a/scenes/engine/EC/entManager.c +++ b/scenes/engine/EC/entManager.c @@ -83,6 +83,7 @@ Entity_t *add_entity(EntityManager_t* p_manager, EntityTag_t tag) { sc_queue_add_last(&p_manager->to_add, e_idx); } + p_ent->manager = p_manager; return p_ent; } @@ -108,7 +109,7 @@ Entity_t* get_entity(EntityManager_t* p_manager, unsigned long id) // Components are not expected to be removed // So, no need to extra steps to deal with iterator invalidation -void* add_component(EntityManager_t* p_manager, Entity_t* p_entity, ComponentEnum_t comp_type) +void* add_component(Entity_t* p_entity, ComponentEnum_t comp_type) { unsigned long comp_type_idx = (unsigned long)comp_type; unsigned long comp_idx = 0; @@ -116,23 +117,23 @@ void* add_component(EntityManager_t* p_manager, Entity_t* p_entity, ComponentEnu if (p_comp) { p_entity->components[comp_type] = comp_idx; - sc_map_put_64v(&p_manager->component_map[comp_type_idx], p_entity->m_id, p_comp); + sc_map_put_64v(&p_entity->manager->component_map[comp_type_idx], p_entity->m_id, p_comp); } return p_comp; } -void* get_component(EntityManager_t *p_manager, Entity_t *p_entity, ComponentEnum_t comp_type) +void* get_component(Entity_t *p_entity, ComponentEnum_t comp_type) { unsigned long comp_type_idx = (unsigned long)comp_type; - void * p_comp = sc_map_get_64v(&p_manager->component_map[comp_type_idx], p_entity->m_id); - if (!sc_map_found(&p_manager->component_map[comp_type_idx])) return NULL; + void * p_comp = sc_map_get_64v(&p_entity->manager->component_map[comp_type_idx], p_entity->m_id); + if (!sc_map_found(&p_entity->manager->component_map[comp_type_idx])) return NULL; return p_comp; } -void remove_component(EntityManager_t *p_manager, Entity_t *p_entity, ComponentEnum_t comp_type) +void remove_component(Entity_t *p_entity, ComponentEnum_t comp_type) { unsigned long comp_type_idx = (unsigned long)comp_type; if (p_entity->components[comp_type] == MAX_COMP_POOL_SIZE) return; - sc_map_del_64v(&p_manager->component_map[comp_type_idx], p_entity->m_id); + sc_map_del_64v(&p_entity->manager->component_map[comp_type_idx], p_entity->m_id); free_component_to_mempool(comp_type, p_entity->components[comp_type]); } diff --git a/scenes/game_systems.c b/scenes/game_systems.c index 493db25..84c9f06 100644 --- a/scenes/game_systems.c +++ b/scenes/game_systems.c @@ -67,8 +67,8 @@ static bool check_collision(const CollideEntity_t* ent, TileGrid_t* grid, Entity { if (ent->idx == ent_idx) continue; Entity_t * p_ent = get_entity(p_manager, ent_idx); - CTransform_t *p_ctransform = get_component(p_manager, p_ent, CTRANSFORM_COMP_T); - CBBox_t *p_bbox = get_component(p_manager, p_ent, CBBOX_COMP_T); + CTransform_t *p_ctransform = get_component(p_ent, CTRANSFORM_COMP_T); + CBBox_t *p_bbox = get_component(p_ent, CBBOX_COMP_T); if (p_bbox == NULL || p_ctransform == NULL) continue; //if (p_bbox->solid && !p_bbox->fragile) if (p_bbox->solid) @@ -308,10 +308,10 @@ void player_movement_input_system(Scene_t* scene) sc_map_foreach(&scene->ent_manager.component_map[CPLAYERSTATE_T], ent_idx, p_pstate) { Entity_t* p_player = get_entity(&scene->ent_manager, ent_idx); - CTransform_t* p_ctransform = get_component(&scene->ent_manager, p_player, CTRANSFORM_COMP_T); - CBBox_t* p_bbox = get_component(&scene->ent_manager, p_player, CBBOX_COMP_T); - CJump_t* p_cjump = get_component(&scene->ent_manager, p_player, CJUMP_COMP_T); - CMovementState_t* p_mstate = get_component(&scene->ent_manager, p_player, CMOVEMENTSTATE_T); + CTransform_t* p_ctransform = get_component(p_player, CTRANSFORM_COMP_T); + CBBox_t* p_bbox = get_component(p_player, CBBOX_COMP_T); + CJump_t* p_cjump = get_component(p_player, CJUMP_COMP_T); + CMovementState_t* p_mstate = get_component(p_player, CMOVEMENTSTATE_T); // Ladder handling if (!p_pstate->ladder_state) @@ -478,10 +478,10 @@ void player_bbox_update_system(Scene_t* scene) Entity_t* p_player; sc_map_foreach_value(&scene->ent_manager.entities_map[PLAYER_ENT_TAG], p_player) { - CTransform_t* p_ctransform = get_component(&scene->ent_manager, p_player, CTRANSFORM_COMP_T); - CBBox_t* p_bbox = get_component(&scene->ent_manager, p_player, CBBOX_COMP_T); - CPlayerState_t* p_pstate = get_component(&scene->ent_manager, p_player, CPLAYERSTATE_T); - CMovementState_t* p_mstate = get_component(&scene->ent_manager, p_player, CMOVEMENTSTATE_T); + CTransform_t* p_ctransform = get_component(p_player, CTRANSFORM_COMP_T); + CBBox_t* p_bbox = get_component(p_player, CBBOX_COMP_T); + CPlayerState_t* p_pstate = get_component(p_player, CPLAYERSTATE_T); + CMovementState_t* p_mstate = get_component(p_player, CMOVEMENTSTATE_T); Vector2 new_bbox; Vector2 offset; @@ -527,7 +527,7 @@ void player_bbox_update_system(Scene_t* scene) p_ctransform->position = Vector2Add(p_ctransform->position, offset); } - CHitBoxes_t* p_hitbox = get_component(&scene->ent_manager, p_player, CHITBOXES_T); + CHitBoxes_t* p_hitbox = get_component(p_player, CHITBOXES_T); p_hitbox->boxes[0].height = p_bbox->size.y + 2; //p_hitbox->boxes[1].y = p_bbox->size.y / 4; p_hitbox->boxes[1].height = p_bbox->size.y - 1; @@ -548,7 +548,7 @@ void tile_collision_system(Scene_t* scene) sc_map_foreach(&scene->ent_manager.component_map[CBBOX_COMP_T], ent_idx, p_bbox) { Entity_t* p_ent = get_entity(&scene->ent_manager, ent_idx); - CTransform_t* p_ctransform = get_component(&scene->ent_manager, p_ent, CTRANSFORM_COMP_T); + CTransform_t* p_ctransform = get_component(p_ent, CTRANSFORM_COMP_T); // Get the occupied tiles // For each tile, loop through the entities, check collision and move // exclude self @@ -588,10 +588,10 @@ void tile_collision_system(Scene_t* scene) Entity_t *p_other_ent = get_entity(&scene->ent_manager, other_ent_idx); if (!p_other_ent->m_alive) continue; // To only allow one way collision check if (p_other_ent->m_tag < p_ent->m_tag) continue; // To only allow one way collision check - CBBox_t *p_other_bbox = get_component(&scene->ent_manager, p_other_ent, CBBOX_COMP_T); + CBBox_t *p_other_bbox = get_component(p_other_ent, CBBOX_COMP_T); if (p_other_bbox == NULL) continue; - CTransform_t *p_other_ct = get_component(&scene->ent_manager, p_other_ent, CTRANSFORM_COMP_T); + CTransform_t *p_other_ct = get_component(p_other_ent, CTRANSFORM_COMP_T); check_collision_and_move( &scene->ent_manager, &tilemap, ent_idx, p_ctransform, p_bbox->size, p_other_ct->position, @@ -699,7 +699,7 @@ void friction_coefficient_update_system(Scene_t* scene) sc_map_foreach(&scene->ent_manager.component_map[CTRANSFORM_COMP_T], ent_idx, p_ct) { Entity_t* p_ent = get_entity(&scene->ent_manager, ent_idx); - CMovementState_t* p_mstate = get_component(&scene->ent_manager, p_ent, CMOVEMENTSTATE_T); + CMovementState_t* p_mstate = get_component(p_ent, CMOVEMENTSTATE_T); // Friction @@ -718,7 +718,7 @@ void friction_coefficient_update_system(Scene_t* scene) p_ct->fric_coeff = (Vector2){-3.3, -1}; } - CPlayerState_t* p_pstate = get_component(&scene->ent_manager, p_ent, CPLAYERSTATE_T); + CPlayerState_t* p_pstate = get_component(p_ent, CPLAYERSTATE_T); if (p_pstate != NULL && (p_pstate->is_crouch & 1)) { p_ct->fric_coeff.x -= 4; @@ -734,8 +734,8 @@ void global_external_forces_system(Scene_t* scene) sc_map_foreach(&scene->ent_manager.component_map[CMOVEMENTSTATE_T], ent_idx, p_mstate) { Entity_t* p_ent = get_entity(&scene->ent_manager, ent_idx); - CTransform_t* p_ctransform = get_component(&scene->ent_manager, p_ent, CTRANSFORM_COMP_T); - CBBox_t* p_bbox = get_component(&scene->ent_manager, p_ent, CBBOX_COMP_T); + CTransform_t* p_ctransform = get_component(p_ent, CTRANSFORM_COMP_T); + CBBox_t* p_bbox = get_component(p_ent, CBBOX_COMP_T); if (!(p_mstate->ground_state & 1)) { @@ -791,7 +791,7 @@ void global_external_forces_system(Scene_t* scene) sc_map_foreach(&scene->ent_manager.component_map[CPLAYERSTATE_T], ent_idx, p_pstate) { Entity_t* p_ent = get_entity(&scene->ent_manager, ent_idx); - CTransform_t* p_ctransform = get_component(&scene->ent_manager, p_ent, CTRANSFORM_COMP_T); + CTransform_t* p_ctransform = get_component(p_ent, CTRANSFORM_COMP_T); if (p_pstate->ladder_state) { p_ctransform->accel = (Vector2){0,0}; @@ -839,9 +839,9 @@ void player_ground_air_transition_system(Scene_t* scene) Entity_t* p_player; sc_map_foreach_value(&scene->ent_manager.entities_map[PLAYER_ENT_TAG], p_player) { - CJump_t* p_cjump = get_component(&scene->ent_manager, p_player, CJUMP_COMP_T); - CMovementState_t* p_mstate = get_component(&scene->ent_manager, p_player, CMOVEMENTSTATE_T); - CPlayerState_t* p_pstate = get_component(&scene->ent_manager, p_player, CPLAYERSTATE_T); + CJump_t* p_cjump = get_component(p_player, CJUMP_COMP_T); + CMovementState_t* p_mstate = get_component(p_player, CMOVEMENTSTATE_T); + CPlayerState_t* p_pstate = get_component(p_player, CPLAYERSTATE_T); // Handle Ground<->Air Transition bool in_water = (p_mstate->water_state & 1); @@ -875,8 +875,8 @@ void state_transition_update_system(Scene_t* scene) sc_map_foreach(&scene->ent_manager.component_map[CMOVEMENTSTATE_T], ent_idx, p_mstate) { Entity_t* p_ent = get_entity(&scene->ent_manager, ent_idx); - CTransform_t* p_ctransform = get_component(&scene->ent_manager, p_ent, CTRANSFORM_COMP_T); - CBBox_t* p_bbox = get_component(&scene->ent_manager, p_ent, CBBOX_COMP_T); + CTransform_t* p_ctransform = get_component(p_ent, CTRANSFORM_COMP_T); + CBBox_t* p_bbox = get_component(p_ent, CBBOX_COMP_T); if (p_ctransform == NULL || p_bbox == NULL) continue; bool on_ground = check_on_ground( @@ -928,9 +928,9 @@ void update_tilemap_system(Scene_t* scene) sc_map_foreach(&scene->ent_manager.component_map[CTILECOORD_COMP_T], ent_idx, p_tilecoord) { Entity_t* p_ent = get_entity(&scene->ent_manager, ent_idx); - CTransform_t* p_ctransform = get_component(&scene->ent_manager, p_ent, CTRANSFORM_COMP_T); + CTransform_t* p_ctransform = get_component(p_ent, CTRANSFORM_COMP_T); if (p_ctransform == NULL) continue; - CBBox_t* p_bbox = get_component(&scene->ent_manager, p_ent, CBBOX_COMP_T); + CBBox_t* p_bbox = get_component(p_ent, CBBOX_COMP_T); if (p_bbox == NULL) continue; // Update tilemap position @@ -975,7 +975,7 @@ void hitbox_update_system(Scene_t* scene) sc_map_foreach(&scene->ent_manager.component_map[CHITBOXES_T], ent_idx, p_hitbox) { Entity_t *p_ent = get_entity(&scene->ent_manager, ent_idx); - CTransform_t* p_ctransform = get_component(&scene->ent_manager, p_ent, CTRANSFORM_COMP_T); + CTransform_t* p_ctransform = get_component(p_ent, CTRANSFORM_COMP_T); for (uint8_t i = 0; i < p_hitbox->n_boxes; ++i) { Vector2 hitbox_pos = { @@ -1004,9 +1004,9 @@ void hitbox_update_system(Scene_t* scene) if (!p_other_ent->m_alive) continue; // To only allow one way collision check if (p_other_ent->m_tag < p_ent->m_tag) continue; // To only allow one way collision check - CHurtbox_t* p_other_hurtbox = get_component(&scene->ent_manager, p_other_ent, CHURTBOX_T); + CHurtbox_t* p_other_hurtbox = get_component(p_other_ent, CHURTBOX_T); if (p_other_hurtbox == NULL) continue; - CTransform_t* p_other_ct = get_component(&scene->ent_manager, p_other_ent, CTRANSFORM_COMP_T); + CTransform_t* p_other_ct = get_component(p_other_ent, CTRANSFORM_COMP_T); Vector2 hurtbox_pos = Vector2Add(p_other_ct->position, p_other_hurtbox->offset); Vector2 overlap; @@ -1021,8 +1021,8 @@ void hitbox_update_system(Scene_t* scene) if (p_other_ent->m_tag == CRATES_ENT_TAG) { - CBBox_t* p_bbox = get_component(&scene->ent_manager, p_ent, CBBOX_COMP_T); - CPlayerState_t* p_pstate = get_component(&scene->ent_manager, p_ent, CPLAYERSTATE_T); + CBBox_t* p_bbox = get_component(p_ent, CBBOX_COMP_T); + CPlayerState_t* p_pstate = get_component(p_ent, CPLAYERSTATE_T); if ( // TODO: Check Material of the crates p_ctransform->position.y + p_bbox->size.y <= p_other_ct->position.y @@ -1032,14 +1032,14 @@ void hitbox_update_system(Scene_t* scene) if (p_pstate->jump_pressed) { p_ctransform->velocity.y = -600; - CJump_t * p_cjump = get_component(&scene->ent_manager, p_ent, CJUMP_COMP_T); + CJump_t * p_cjump = get_component(p_ent, CJUMP_COMP_T); p_cjump->short_hop = false; p_cjump->jumped = true; } } CTileCoord_t* p_tilecoord = get_component( - &scene->ent_manager, p_other_ent, CTILECOORD_COMP_T + p_other_ent, CTILECOORD_COMP_T ); for (size_t i = 0;i < p_tilecoord->n_tiles; ++i) @@ -1096,7 +1096,7 @@ void camera_update_system(Scene_t* scene) const int height = lvl_scene->data.game_rec.height; sc_map_foreach_value(&scene->ent_manager.entities_map[PLAYER_ENT_TAG], p_player) { - CTransform_t* p_ctransform = get_component(&scene->ent_manager, p_player, CTRANSFORM_COMP_T); + CTransform_t* p_ctransform = get_component(p_player, CTRANSFORM_COMP_T); lvl_scene->data.cam.offset = (Vector2){ width/2.0f, height/2.0f }; lvl_scene->data.cam.target = p_ctransform->position; } diff --git a/scenes/items_ent.c b/scenes/items_ent.c index df5c9bd..aa5a2d5 100644 --- a/scenes/items_ent.c +++ b/scenes/items_ent.c @@ -4,16 +4,16 @@ Entity_t* create_crate(EntityManager_t* ent_manager, Assets_t* assets, bool metal) { Entity_t* p_crate = add_entity(ent_manager, CRATES_ENT_TAG); - CBBox_t* p_bbox = add_component(ent_manager, p_crate, CBBOX_COMP_T); + CBBox_t* p_bbox = add_component(p_crate, CBBOX_COMP_T); set_bbox(p_bbox, TILE_SIZE, TILE_SIZE); p_bbox->solid = true; p_bbox->fragile = !metal; - add_component(ent_manager, p_crate, CTRANSFORM_COMP_T); - add_component(ent_manager, p_crate, CMOVEMENTSTATE_T); - add_component(ent_manager, p_crate, CTILECOORD_COMP_T); - CHurtbox_t* p_hurtbox = add_component(ent_manager, p_crate, CHURTBOX_T); + add_component(p_crate, CTRANSFORM_COMP_T); + add_component(p_crate, CMOVEMENTSTATE_T); + add_component(p_crate, CTILECOORD_COMP_T); + CHurtbox_t* p_hurtbox = add_component(p_crate, CHURTBOX_T); p_hurtbox->size = p_bbox->size; p_hurtbox->fragile = !metal; return p_crate; diff --git a/scenes/player_ent.c b/scenes/player_ent.c index a1d4d21..a9efc0d 100644 --- a/scenes/player_ent.c +++ b/scenes/player_ent.c @@ -20,20 +20,20 @@ static unsigned int player_sprite_transition_func(Entity_t* ent) 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); + CBBox_t* p_bbox = add_component(p_ent, CBBOX_COMP_T); set_bbox(p_bbox, PLAYER_WIDTH, PLAYER_HEIGHT); - add_component(ent_manager, p_ent, CTRANSFORM_COMP_T); + add_component(p_ent, CTRANSFORM_COMP_T); - CJump_t* p_cjump = add_component(ent_manager, p_ent, CJUMP_COMP_T); + CJump_t* p_cjump = add_component(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); + add_component(p_ent, CPLAYERSTATE_T); + add_component(p_ent, CTILECOORD_COMP_T); + add_component(p_ent, CMOVEMENTSTATE_T); + CHitBoxes_t* p_hitbox = add_component(p_ent, CHITBOXES_T); p_hitbox->n_boxes = 2; p_hitbox->boxes[0] = (Rectangle) { .x = 0, @@ -47,7 +47,7 @@ Entity_t* create_player(EntityManager_t* ent_manager, Assets_t* assets) .width = p_bbox->size.x + 2, .height = p_bbox->size.y - 1, }; - CSprite_t* p_cspr = add_component(ent_manager, p_ent, CSPRITE_T); + CSprite_t* p_cspr = add_component(p_ent, CSPRITE_T); p_cspr->sprites = player_sprite_map; p_cspr->transition_func = &player_sprite_transition_func;