Add a sprite for player
parent
bafb32501f
commit
ee4313adbb
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@ -4,7 +4,7 @@
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#ifndef TILE16_SIZE
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#define TILE_SIZE 32
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#define DEFAULT_MAP_WIDTH 48
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#define DEFAULT_MAP_HEIGHT 16
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#define DEFAULT_MAP_HEIGHT 22
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#define VIEWABLE_MAP_WIDTH 32
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#define VIEWABLE_MAP_HEIGHT 16
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#else
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@ -22,7 +22,7 @@
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#ifndef TILE16_SIZE
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#define PLAYER_WIDTH 30
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#define PLAYER_HEIGHT 55
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#define PLAYER_HEIGHT 42
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#define PLAYER_C_WIDTH 30
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#define PLAYER_C_HEIGHT 30
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#else
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@ -40,7 +40,7 @@ static void level_scene_render_func(Scene_t* scene)
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Entity_t* p_ent;
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BeginTextureMode(data->game_viewport);
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ClearBackground(RAYWHITE);
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ClearBackground(WHITE);
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BeginMode2D(data->cam);
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for (size_t i = 0; i < tilemap.n_tiles; ++i)
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{
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@ -252,6 +252,7 @@ static void spawn_player(Scene_t* scene)
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};
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CSprite_t* p_cspr = add_component(&scene->ent_manager, p_ent, CSPRITE_T);
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p_cspr->sprite = get_sprite(&scene->engine->assets, "plr_stand");
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p_cspr->offset = (Vector2){0, -20};
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p_cspr->sprites_map = player_sprite_map;
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p_cspr->transition_func = &player_sprite_transition_func;
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}
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10
scene_test.c
10
scene_test.c
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@ -23,16 +23,16 @@ int main(void)
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init_memory_pools();
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init_assets(&engine.assets);
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Texture2D* tex = add_texture(&engine.assets, "plr_tex", "res/test_tex.png");
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Texture2D* tex = add_texture(&engine.assets, "plr_tex", "res/bunny_stand.png");
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Sprite_t* spr = add_sprite(&engine.assets, "plr_stand", tex);
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spr->origin = (Vector2){0, 0};
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spr->frame_size = (Vector2){32, 32};
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spr->frame_size = (Vector2){32, 64};
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spr = add_sprite(&engine.assets, "plr_run", tex);
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spr->frame_count = 4;
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spr->frame_count = 1;
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spr->origin = (Vector2){0, 0};
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spr->frame_size = (Vector2){32, 32};
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spr->speed = 15;
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spr->frame_size = (Vector2){32, 64};
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spr->speed = 30;
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LevelScene_t scene;
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scene.scene.engine = &engine;
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