Add manager field to an entity
Since an entity is essentially tied to a manager, put it as a field in Entity. This means no need to pass entity manager when getting a component, which is more intuitive.scene_man
parent
4478a512a3
commit
bc7f9ef777
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@ -11,10 +11,10 @@ int main(void)
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puts("Creating two entities");
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Entity_t *p_ent = add_entity(&manager, PLAYER_ENT_TAG);
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CBBox_t * p_bbox = (CBBox_t *)add_component(&manager, p_ent, CBBOX_COMP_T);
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CBBox_t * p_bbox = (CBBox_t *)add_component(p_ent, CBBOX_COMP_T);
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p_bbox->size.x = 15;
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p_ent = add_entity(&manager, ENEMY_ENT_TAG);
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p_bbox = (CBBox_t *)add_component(&manager, p_ent, CBBOX_COMP_T);
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p_bbox = (CBBox_t *)add_component(p_ent, CBBOX_COMP_T);
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p_bbox->size.y = 40;
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update_entity_manager(&manager);
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@ -22,7 +22,7 @@ int main(void)
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unsigned long idx = 0;
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sc_map_foreach(&manager.entities, idx, p_ent)
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{
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p_bbox = (CBBox_t *)get_component(&manager, p_ent, CBBOX_COMP_T);
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p_bbox = (CBBox_t *)get_component(p_ent, CBBOX_COMP_T);
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printf("BBOX: %f,%f\n", p_bbox->size.x, p_bbox->size.y);
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remove_entity(&manager, idx);
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}
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@ -32,7 +32,7 @@ int main(void)
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puts("Print again, should show nothing");
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sc_map_foreach(&manager.entities, idx, p_ent)
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{
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p_bbox = (CBBox_t *)get_component(&manager, p_ent, CBBOX_COMP_T);
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p_bbox = (CBBox_t *)get_component(p_ent, CBBOX_COMP_T);
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printf("BBOX: %f,%f\n", p_bbox->size.x, p_bbox->size.y);
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remove_entity(&manager, idx);
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}
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@ -2,6 +2,7 @@
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#include "game_systems.h"
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#include "constants.h"
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#include "ent_impl.h"
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#include "mempool.h"
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#include "raylib.h"
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#include "raymath.h"
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#include <stdio.h>
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@ -78,8 +79,8 @@ static void level_scene_render_func(Scene_t* scene)
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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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CTransform_t* p_ct = get_component(&scene->ent_manager, p_ent, CTRANSFORM_COMP_T);
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CBBox_t* p_bbox = get_component(&scene->ent_manager, p_ent, CBBOX_COMP_T);
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CTransform_t* p_ct = get_component(p_ent, CTRANSFORM_COMP_T);
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CBBox_t* p_bbox = get_component(p_ent, CBBOX_COMP_T);
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Color colour;
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switch(p_ent->m_tag)
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{
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@ -93,8 +94,8 @@ static void level_scene_render_func(Scene_t* scene)
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colour = BLACK;
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}
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DrawRectangle(p_ct->position.x, p_ct->position.y, p_bbox->size.x, p_bbox->size.y, colour);
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CHurtbox_t* p_hurtbox = get_component(&scene->ent_manager, p_ent, CHURTBOX_T);
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CHitBoxes_t* p_hitbox = get_component(&scene->ent_manager, p_ent, CHITBOXES_T);
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CHurtbox_t* p_hurtbox = get_component(p_ent, CHURTBOX_T);
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CHitBoxes_t* p_hitbox = get_component(p_ent, CHITBOXES_T);
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if (p_hitbox != NULL)
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{
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for (uint8_t i = 0;i < p_hitbox->n_boxes; ++i)
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@ -118,7 +119,7 @@ static void level_scene_render_func(Scene_t* scene)
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};
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DrawRectangleLinesEx(rec, 1.5, PURPLE);
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}
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CSprite_t* p_cspr = get_component(&scene->ent_manager, p_ent, CSPRITE_T);
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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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@ -177,10 +178,10 @@ static void level_scene_render_func(Scene_t* scene)
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const int gui_x = data->game_rec.x + data->game_rec.width + 10;
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sc_map_foreach_value(&scene->ent_manager.entities_map[PLAYER_ENT_TAG], p_ent)
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{
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CTransform_t* p_ct = get_component(&scene->ent_manager, p_ent, CTRANSFORM_COMP_T);
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CJump_t* p_cjump = get_component(&scene->ent_manager, p_ent, CJUMP_COMP_T);
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CPlayerState_t* p_pstate = get_component(&scene->ent_manager, p_ent, CPLAYERSTATE_T);
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CMovementState_t* p_mstate = get_component(&scene->ent_manager, p_ent, CMOVEMENTSTATE_T);
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CTransform_t* p_ct = get_component(p_ent, CTRANSFORM_COMP_T);
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CJump_t* p_cjump = get_component(p_ent, CJUMP_COMP_T);
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CPlayerState_t* p_pstate = get_component(p_ent, CPLAYERSTATE_T);
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CMovementState_t* p_mstate = get_component(p_ent, CMOVEMENTSTATE_T);
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sprintf(buffer, "Pos: %.3f\n %.3f", p_ct->position.x, p_ct->position.y);
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DrawText(buffer, gui_x, 15, 12, BLACK);
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sprintf(buffer, "Vel: %.3f\n %.3f", p_ct->velocity.x, p_ct->velocity.y);
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@ -214,7 +215,7 @@ static void spawn_crate(Scene_t* scene, unsigned int tile_idx, bool metal)
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LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data);
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Entity_t* p_crate = create_crate(&scene->ent_manager, &scene->engine->assets, metal);
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CTransform_t* p_ctransform = get_component(&scene->ent_manager, p_crate, CTRANSFORM_COMP_T);
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CTransform_t* p_ctransform = get_component(p_crate, CTRANSFORM_COMP_T);
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p_ctransform->position.x = (tile_idx % data->tilemap.width) * TILE_SIZE;
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p_ctransform->position.y = (tile_idx / data->tilemap.width) * TILE_SIZE;
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}
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@ -153,7 +153,8 @@ struct Entity {
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unsigned long m_id;
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EntityTag_t m_tag;
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bool m_alive;
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unsigned long components[N_COMPONENTS];
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unsigned long components[N_COMPONENTS];
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EntityManager_t* manager;
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};
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struct EntityManager {
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@ -174,8 +175,8 @@ Entity_t* add_entity(EntityManager_t* p_manager, EntityTag_t tag);
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void remove_entity(EntityManager_t* p_manager, unsigned long id);
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Entity_t *get_entity(EntityManager_t* p_manager, unsigned long id);
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void* add_component(EntityManager_t* p_manager, Entity_t *entity, ComponentEnum_t comp_type);
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void* get_component(EntityManager_t* p_manager, Entity_t *entity, ComponentEnum_t comp_type);
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void remove_component(EntityManager_t* p_manager, Entity_t* entity, ComponentEnum_t comp_type);
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void* add_component(Entity_t *entity, ComponentEnum_t comp_type);
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void* get_component(Entity_t *entity, ComponentEnum_t comp_type);
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void remove_component(Entity_t* entity, ComponentEnum_t comp_type);
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#endif // __ENTITY_H
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@ -83,6 +83,7 @@ Entity_t *add_entity(EntityManager_t* p_manager, EntityTag_t tag)
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{
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sc_queue_add_last(&p_manager->to_add, e_idx);
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}
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p_ent->manager = p_manager;
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return p_ent;
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}
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@ -108,7 +109,7 @@ Entity_t* get_entity(EntityManager_t* p_manager, unsigned long id)
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// Components are not expected to be removed
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// So, no need to extra steps to deal with iterator invalidation
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void* add_component(EntityManager_t* p_manager, Entity_t* p_entity, ComponentEnum_t comp_type)
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void* add_component(Entity_t* p_entity, ComponentEnum_t comp_type)
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{
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unsigned long comp_type_idx = (unsigned long)comp_type;
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unsigned long comp_idx = 0;
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@ -116,23 +117,23 @@ void* add_component(EntityManager_t* p_manager, Entity_t* p_entity, ComponentEnu
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if (p_comp)
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{
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p_entity->components[comp_type] = comp_idx;
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sc_map_put_64v(&p_manager->component_map[comp_type_idx], p_entity->m_id, p_comp);
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sc_map_put_64v(&p_entity->manager->component_map[comp_type_idx], p_entity->m_id, p_comp);
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}
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return p_comp;
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}
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void* get_component(EntityManager_t *p_manager, Entity_t *p_entity, ComponentEnum_t comp_type)
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void* get_component(Entity_t *p_entity, ComponentEnum_t comp_type)
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{
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unsigned long comp_type_idx = (unsigned long)comp_type;
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void * p_comp = sc_map_get_64v(&p_manager->component_map[comp_type_idx], p_entity->m_id);
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if (!sc_map_found(&p_manager->component_map[comp_type_idx])) return NULL;
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void * p_comp = sc_map_get_64v(&p_entity->manager->component_map[comp_type_idx], p_entity->m_id);
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if (!sc_map_found(&p_entity->manager->component_map[comp_type_idx])) return NULL;
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return p_comp;
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}
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void remove_component(EntityManager_t *p_manager, Entity_t *p_entity, ComponentEnum_t comp_type)
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void remove_component(Entity_t *p_entity, ComponentEnum_t comp_type)
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{
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unsigned long comp_type_idx = (unsigned long)comp_type;
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if (p_entity->components[comp_type] == MAX_COMP_POOL_SIZE) return;
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sc_map_del_64v(&p_manager->component_map[comp_type_idx], p_entity->m_id);
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sc_map_del_64v(&p_entity->manager->component_map[comp_type_idx], p_entity->m_id);
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free_component_to_mempool(comp_type, p_entity->components[comp_type]);
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}
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@ -67,8 +67,8 @@ static bool check_collision(const CollideEntity_t* ent, TileGrid_t* grid, Entity
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{
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if (ent->idx == ent_idx) continue;
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Entity_t * p_ent = get_entity(p_manager, ent_idx);
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CTransform_t *p_ctransform = get_component(p_manager, p_ent, CTRANSFORM_COMP_T);
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CBBox_t *p_bbox = get_component(p_manager, p_ent, CBBOX_COMP_T);
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CTransform_t *p_ctransform = get_component(p_ent, CTRANSFORM_COMP_T);
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CBBox_t *p_bbox = get_component(p_ent, CBBOX_COMP_T);
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if (p_bbox == NULL || p_ctransform == NULL) continue;
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//if (p_bbox->solid && !p_bbox->fragile)
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if (p_bbox->solid)
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@ -308,10 +308,10 @@ void player_movement_input_system(Scene_t* scene)
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sc_map_foreach(&scene->ent_manager.component_map[CPLAYERSTATE_T], ent_idx, p_pstate)
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{
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Entity_t* p_player = get_entity(&scene->ent_manager, ent_idx);
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CTransform_t* p_ctransform = get_component(&scene->ent_manager, p_player, CTRANSFORM_COMP_T);
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CBBox_t* p_bbox = get_component(&scene->ent_manager, p_player, CBBOX_COMP_T);
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CJump_t* p_cjump = get_component(&scene->ent_manager, p_player, CJUMP_COMP_T);
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CMovementState_t* p_mstate = get_component(&scene->ent_manager, p_player, CMOVEMENTSTATE_T);
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CTransform_t* p_ctransform = get_component(p_player, CTRANSFORM_COMP_T);
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CBBox_t* p_bbox = get_component(p_player, CBBOX_COMP_T);
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CJump_t* p_cjump = get_component(p_player, CJUMP_COMP_T);
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CMovementState_t* p_mstate = get_component(p_player, CMOVEMENTSTATE_T);
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// Ladder handling
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if (!p_pstate->ladder_state)
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@ -478,10 +478,10 @@ void player_bbox_update_system(Scene_t* scene)
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Entity_t* p_player;
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sc_map_foreach_value(&scene->ent_manager.entities_map[PLAYER_ENT_TAG], p_player)
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{
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CTransform_t* p_ctransform = get_component(&scene->ent_manager, p_player, CTRANSFORM_COMP_T);
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CBBox_t* p_bbox = get_component(&scene->ent_manager, p_player, CBBOX_COMP_T);
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CPlayerState_t* p_pstate = get_component(&scene->ent_manager, p_player, CPLAYERSTATE_T);
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CMovementState_t* p_mstate = get_component(&scene->ent_manager, p_player, CMOVEMENTSTATE_T);
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CTransform_t* p_ctransform = get_component(p_player, CTRANSFORM_COMP_T);
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CBBox_t* p_bbox = get_component(p_player, CBBOX_COMP_T);
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CPlayerState_t* p_pstate = get_component(p_player, CPLAYERSTATE_T);
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CMovementState_t* p_mstate = get_component(p_player, CMOVEMENTSTATE_T);
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Vector2 new_bbox;
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Vector2 offset;
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@ -527,7 +527,7 @@ void player_bbox_update_system(Scene_t* scene)
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p_ctransform->position = Vector2Add(p_ctransform->position, offset);
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}
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CHitBoxes_t* p_hitbox = get_component(&scene->ent_manager, p_player, CHITBOXES_T);
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CHitBoxes_t* p_hitbox = get_component(p_player, CHITBOXES_T);
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p_hitbox->boxes[0].height = p_bbox->size.y + 2;
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//p_hitbox->boxes[1].y = p_bbox->size.y / 4;
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p_hitbox->boxes[1].height = p_bbox->size.y - 1;
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@ -548,7 +548,7 @@ void tile_collision_system(Scene_t* scene)
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sc_map_foreach(&scene->ent_manager.component_map[CBBOX_COMP_T], ent_idx, p_bbox)
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{
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Entity_t* p_ent = get_entity(&scene->ent_manager, ent_idx);
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CTransform_t* p_ctransform = get_component(&scene->ent_manager, p_ent, CTRANSFORM_COMP_T);
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CTransform_t* p_ctransform = get_component(p_ent, CTRANSFORM_COMP_T);
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// Get the occupied tiles
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// For each tile, loop through the entities, check collision and move
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// exclude self
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@ -588,10 +588,10 @@ void tile_collision_system(Scene_t* scene)
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Entity_t *p_other_ent = get_entity(&scene->ent_manager, other_ent_idx);
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if (!p_other_ent->m_alive) continue; // To only allow one way collision check
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if (p_other_ent->m_tag < p_ent->m_tag) continue; // To only allow one way collision check
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CBBox_t *p_other_bbox = get_component(&scene->ent_manager, p_other_ent, CBBOX_COMP_T);
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CBBox_t *p_other_bbox = get_component(p_other_ent, CBBOX_COMP_T);
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if (p_other_bbox == NULL) continue;
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CTransform_t *p_other_ct = get_component(&scene->ent_manager, p_other_ent, CTRANSFORM_COMP_T);
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CTransform_t *p_other_ct = get_component(p_other_ent, CTRANSFORM_COMP_T);
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check_collision_and_move(
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&scene->ent_manager, &tilemap, ent_idx,
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p_ctransform, p_bbox->size, p_other_ct->position,
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@ -699,7 +699,7 @@ void friction_coefficient_update_system(Scene_t* scene)
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sc_map_foreach(&scene->ent_manager.component_map[CTRANSFORM_COMP_T], ent_idx, p_ct)
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{
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Entity_t* p_ent = get_entity(&scene->ent_manager, ent_idx);
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CMovementState_t* p_mstate = get_component(&scene->ent_manager, p_ent, CMOVEMENTSTATE_T);
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CMovementState_t* p_mstate = get_component(p_ent, CMOVEMENTSTATE_T);
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// Friction
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@ -718,7 +718,7 @@ void friction_coefficient_update_system(Scene_t* scene)
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p_ct->fric_coeff = (Vector2){-3.3, -1};
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}
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CPlayerState_t* p_pstate = get_component(&scene->ent_manager, p_ent, CPLAYERSTATE_T);
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CPlayerState_t* p_pstate = get_component(p_ent, CPLAYERSTATE_T);
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if (p_pstate != NULL && (p_pstate->is_crouch & 1))
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{
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p_ct->fric_coeff.x -= 4;
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@ -734,8 +734,8 @@ void global_external_forces_system(Scene_t* scene)
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sc_map_foreach(&scene->ent_manager.component_map[CMOVEMENTSTATE_T], ent_idx, p_mstate)
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{
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Entity_t* p_ent = get_entity(&scene->ent_manager, ent_idx);
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CTransform_t* p_ctransform = get_component(&scene->ent_manager, p_ent, CTRANSFORM_COMP_T);
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CBBox_t* p_bbox = get_component(&scene->ent_manager, p_ent, CBBOX_COMP_T);
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CTransform_t* p_ctransform = get_component(p_ent, CTRANSFORM_COMP_T);
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CBBox_t* p_bbox = get_component(p_ent, CBBOX_COMP_T);
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if (!(p_mstate->ground_state & 1))
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{
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@ -791,7 +791,7 @@ void global_external_forces_system(Scene_t* scene)
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sc_map_foreach(&scene->ent_manager.component_map[CPLAYERSTATE_T], ent_idx, p_pstate)
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{
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Entity_t* p_ent = get_entity(&scene->ent_manager, ent_idx);
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CTransform_t* p_ctransform = get_component(&scene->ent_manager, p_ent, CTRANSFORM_COMP_T);
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CTransform_t* p_ctransform = get_component(p_ent, CTRANSFORM_COMP_T);
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if (p_pstate->ladder_state)
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{
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p_ctransform->accel = (Vector2){0,0};
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@ -839,9 +839,9 @@ void player_ground_air_transition_system(Scene_t* scene)
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Entity_t* p_player;
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sc_map_foreach_value(&scene->ent_manager.entities_map[PLAYER_ENT_TAG], p_player)
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{
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CJump_t* p_cjump = get_component(&scene->ent_manager, p_player, CJUMP_COMP_T);
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CMovementState_t* p_mstate = get_component(&scene->ent_manager, p_player, CMOVEMENTSTATE_T);
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CPlayerState_t* p_pstate = get_component(&scene->ent_manager, p_player, CPLAYERSTATE_T);
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CJump_t* p_cjump = get_component(p_player, CJUMP_COMP_T);
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CMovementState_t* p_mstate = get_component(p_player, CMOVEMENTSTATE_T);
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CPlayerState_t* p_pstate = get_component(p_player, CPLAYERSTATE_T);
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// Handle Ground<->Air Transition
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bool in_water = (p_mstate->water_state & 1);
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@ -875,8 +875,8 @@ void state_transition_update_system(Scene_t* scene)
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sc_map_foreach(&scene->ent_manager.component_map[CMOVEMENTSTATE_T], ent_idx, p_mstate)
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{
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Entity_t* p_ent = get_entity(&scene->ent_manager, ent_idx);
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CTransform_t* p_ctransform = get_component(&scene->ent_manager, p_ent, CTRANSFORM_COMP_T);
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CBBox_t* p_bbox = get_component(&scene->ent_manager, p_ent, CBBOX_COMP_T);
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CTransform_t* p_ctransform = get_component(p_ent, CTRANSFORM_COMP_T);
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CBBox_t* p_bbox = get_component(p_ent, CBBOX_COMP_T);
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if (p_ctransform == NULL || p_bbox == NULL) continue;
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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;
|
||||
}
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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;
|
||||
|
||||
|
|
Loading…
Reference in New Issue