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Author | SHA1 | Date |
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f20daa9cce | |
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4a54bfe84f | |
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1215746e05 | |
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657110a66d |
15
engine/EC.h
15
engine/EC.h
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@ -192,10 +192,25 @@ typedef struct Sprite {
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} Sprite_t;
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typedef unsigned int (*sprite_transition_func_t)(Entity_t *ent); // Transition requires knowledge of the entity
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typedef enum AnchorPoint {
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AP_TOP_LEFT,
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AP_TOP_CENTER,
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AP_TOP_RIGHT,
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AP_MID_LEFT,
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AP_MID_CENTER,
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AP_MID_RIGHT,
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AP_BOT_LEFT,
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AP_BOT_CENTER,
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AP_BOT_RIGHT,
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} AnchorPoint_t;
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typedef struct _SpriteRenderInfo
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{
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Sprite_t* sprite;
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Vector2 offset;
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AnchorPoint_t src_anchor;
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AnchorPoint_t dest_anchor;
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} SpriteRenderInfo_t;
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typedef struct _CSprite_t {
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@ -1,6 +1,7 @@
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#include "assets.h"
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#include "assert.h"
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#include "engine_conf.h"
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#include "raymath.h"
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#define RRES_RAYLIB_IMPLEMENTATION
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#include "rres.h"
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@ -551,15 +552,20 @@ void draw_sprite_pro(Sprite_t* spr, int frame_num, Vector2 pos, float rotation,
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spr->frame_size.x * ((flip & 1) ? -1 : 1),
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spr->frame_size.y * ((flip & 2) ? -1 : 1),
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};
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Rectangle dest = {
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.x = pos.x,
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.y = pos.y,
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.width = spr->frame_size.x * scale.x,
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.height = spr->frame_size.y * scale.y
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};
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// The anchor here is only for rotation and scaling.
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// Translational anchor is expected to be accounted for
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// So need to offset render position with anchor position
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Vector2 anchor = spr->anchor;
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anchor.x *= scale.x;
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anchor.y *= scale.y;
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Rectangle dest = {
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.x = pos.x + anchor.x,
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.y = pos.y + anchor.y,
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.width = spr->frame_size.x * scale.x,
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.height = spr->frame_size.y * scale.y
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};
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DrawTexturePro(
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*spr->texture,
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rec,
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@ -568,3 +574,73 @@ void draw_sprite_pro(Sprite_t* spr, int frame_num, Vector2 pos, float rotation,
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rotation, colour
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);
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}
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static Vector2 internal_get_anchor_offset(Vector2 bbox, AnchorPoint_t anchor)
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{
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Vector2 offset = {0};
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switch (anchor)
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{
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case AP_TOP_LEFT:
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break;
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case AP_TOP_CENTER:
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offset.x = bbox.x / 2;
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break;
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case AP_TOP_RIGHT:
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offset.x = bbox.x;
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break;
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case AP_MID_LEFT:
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offset.x = 0;
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offset.y = bbox.y / 2;
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break;
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case AP_MID_CENTER:
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offset.x = bbox.x / 2;
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offset.y = bbox.y / 2;
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break;
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case AP_MID_RIGHT:
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offset.x = bbox.x;
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offset.y = bbox.y / 2;
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break;
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case AP_BOT_LEFT:
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offset.x = 0;
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offset.y = bbox.y;
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break;
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case AP_BOT_CENTER:
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offset.x = bbox.x / 2;
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offset.y = bbox.y;
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break;
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case AP_BOT_RIGHT:
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offset.x = bbox.x;
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offset.y = bbox.y;
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break;
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}
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return offset;
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}
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Vector2 shift_bbox(Vector2 bbox, Vector2 new_bbox, AnchorPoint_t anchor)
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{
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Vector2 p1 = internal_get_anchor_offset(bbox, anchor);
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Vector2 p2 = internal_get_anchor_offset(new_bbox, anchor);
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return Vector2Subtract(p1, p2);
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}
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Vector2 get_anchor_offset(Vector2 bbox, AnchorPoint_t anchor, bool flip_x)
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{
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if (flip_x)
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{
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switch(anchor)
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{
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case AP_TOP_LEFT: anchor = AP_TOP_RIGHT; break;
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case AP_TOP_RIGHT: anchor = AP_TOP_LEFT; break;
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case AP_MID_LEFT: anchor = AP_MID_RIGHT; break;
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case AP_MID_RIGHT: anchor = AP_MID_LEFT; break;
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case AP_BOT_LEFT: anchor = AP_BOT_RIGHT; break;
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case AP_BOT_RIGHT: anchor = AP_BOT_LEFT; break;
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default:
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break;
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}
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}
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return internal_get_anchor_offset(bbox, anchor);
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}
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@ -83,6 +83,8 @@ LevelPack_t* get_level_pack(Assets_t* assets, const char* name);
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void draw_sprite(Sprite_t* spr, int frame_num, Vector2 pos, float rotation, bool flip_x);
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void draw_sprite_pro(Sprite_t* spr, int frame_num, Vector2 pos, float rotation, uint8_t flip, Vector2 scale, Color colour);
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Vector2 get_anchor_offset(Vector2 bbox, AnchorPoint_t anchor, bool flip_x);
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Vector2 shift_bbox(Vector2 bbox, Vector2 new_bbox, AnchorPoint_t anchor);
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typedef struct SFX
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{
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@ -220,6 +220,7 @@ static void render_editor_game_scene(Scene_t* scene)
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int y = tile_y * TILE_SIZE;
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//if (!tilemap.tiles[i].moveable)
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//{
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// // Draw water tile
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@ -432,7 +433,23 @@ static void render_editor_game_scene(Scene_t* scene)
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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 = Vector2Add(p_ent->position, spr.offset);
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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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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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}
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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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@ -214,7 +214,23 @@ static void render_regular_game_scene(Scene_t* scene)
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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 = Vector2Add(p_ent->position, spr.offset);
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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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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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}
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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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continue;
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@ -12,17 +12,6 @@ bool check_in_water(const ParticleEmitter_t* emitter, float delta_time);
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static const Vector2 GRAVITY = {0, GRAV_ACCEL};
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static const Vector2 UPTHRUST = {0, -GRAV_ACCEL * 1.1};
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typedef enum AnchorPoint {
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AP_TOP_LEFT,
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AP_TOP_CENTER,
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AP_TOP_RIGHT,
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AP_MID_LEFT,
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AP_MID_CENTER,
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AP_MID_RIGHT,
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AP_BOT_LEFT,
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AP_BOT_CENTER,
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AP_BOT_RIGHT,
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} AnchorPoint_t;
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static inline unsigned int get_tile_idx(int x, int y, TileGrid_t gridmap)
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{
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@ -160,73 +149,6 @@ collision_end:
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return overlap_mode > 0;
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}
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static Vector2 shift_bbox(Vector2 bbox, Vector2 new_bbox, AnchorPoint_t anchor)
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{
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Vector2 p1;
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Vector2 p2;
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Vector2 offset = {0};
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switch (anchor)
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{
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case AP_TOP_LEFT:
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// When resizing bbox, it is implicitly assumed that to be already in topleft
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// due to the coordindate system (+ve towards right and downwards)
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// So do nothing
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return offset;
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case AP_TOP_CENTER:
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p1.x = bbox.x / 2;
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p1.y = 0;
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p2.x = new_bbox.x / 2;
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p2.y = 0;
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break;
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case AP_TOP_RIGHT:
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p1.x = bbox.x;
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p1.y = 0;
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p2.x = new_bbox.x;
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p2.y = 0;
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break;
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case AP_MID_LEFT:
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p1.x = 0;
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p1.y = bbox.y / 2;
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p2.x = 0;
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p2.y = new_bbox.y / 2;
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break;
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case AP_MID_CENTER:
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p1.x = bbox.x / 2;
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p1.y = bbox.y / 2;
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p2.x = new_bbox.x / 2;
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p2.y = new_bbox.y / 2;
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break;
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case AP_MID_RIGHT:
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p1.x = bbox.x;
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p1.y = bbox.y / 2;
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p2.x = new_bbox.x;
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p2.y = new_bbox.y / 2;
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break;
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case AP_BOT_LEFT:
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p1.x = 0;
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p1.y = bbox.y;
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p2.x = 0;
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p2.y = new_bbox.y;
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break;
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case AP_BOT_CENTER:
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p1.x = bbox.x / 2;
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p1.y = bbox.y;
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p2.x = new_bbox.x / 2;
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p2.y = new_bbox.y;
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break;
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case AP_BOT_RIGHT:
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p1.x = bbox.x;
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p1.y = bbox.y;
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p2.x = new_bbox.x;
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p2.y = new_bbox.y;
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break;
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}
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offset.x = p1.x - p2.x;
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offset.y = p1.y - p2.y;
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return offset;
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}
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void destroy_entity(Scene_t* scene, TileGrid_t* tilemap, Entity_t* p_ent)
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{
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Vector2 half_size = {0,0};
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@ -136,6 +136,30 @@ Entity_t* create_dead_player(EntityManager_t* ent_manager)
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return p_ent;
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}
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static AnchorPoint_t parse_anchor_symbol(const char symbol[2])
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{
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if (symbol[0] == 't')
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{
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if (symbol[1] == 'l') return AP_TOP_LEFT;
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if (symbol[1] == 'c') return AP_TOP_CENTER;
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if (symbol[1] == 'r') return AP_TOP_RIGHT;
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}
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else if (symbol[0] == 'm')
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{
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if (symbol[1] == 'l') return AP_MID_LEFT;
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if (symbol[1] == 'c') return AP_MID_CENTER;
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if (symbol[1] == 'r') return AP_MID_RIGHT;
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}
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else if (symbol[0] == 'b')
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{
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if (symbol[1] == 'l') return AP_BOT_LEFT;
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if (symbol[1] == 'c') return AP_BOT_CENTER;
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if (symbol[1] == 'r') return AP_BOT_RIGHT;
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}
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return AP_TOP_LEFT;
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}
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static bool init_player_file(FILE* in_file, Assets_t* assets)
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{
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static bool already_init = false;
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@ -162,18 +186,23 @@ static bool init_player_file(FILE* in_file, Assets_t* assets)
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while(*info_str == ' ' || *info_str == '\t') info_str++;
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Vector2 offset;
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char src_ap_symbol[3];
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char dest_ap_symbol[3];
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int data_count = sscanf(
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info_str, "%f,%f",
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&offset.x, &offset.y
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info_str, "%f,%f,%2s,%2s",
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&offset.x, &offset.y, src_ap_symbol, dest_ap_symbol
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);
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if (data_count !=2)
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if (data_count != 4)
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{
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printf("Unable to parse info for player at line %lu\n", line_num);
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return false;
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}
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Sprite_t* spr = get_sprite(assets, name);
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spr->anchor = Vector2Scale(spr->frame_size, 0.5f);
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player_sprite_map[i].sprite = spr;
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player_sprite_map[i].offset = offset;
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player_sprite_map[i].src_anchor = parse_anchor_symbol(src_ap_symbol);
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player_sprite_map[i].dest_anchor = parse_anchor_symbol(dest_ap_symbol);
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i++;
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}
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already_init = true;
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