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17 Commits

Author SHA1 Message Date
En Yi 937f63b0ca Add pause feature on sprite animation
Ladder animation now pauses on no movement
2023-05-24 21:54:59 +08:00
En Yi c0aa37886f Add Player Ladder, Crouch, and Swim transitions 2023-05-24 21:34:50 +08:00
En Yi 9c2e21f4d2 Add jumping and falling player sprites 2023-05-23 21:42:01 +08:00
En Yi b1a6430eb7 Add horizontal flip to sprites 2023-05-23 21:33:05 +08:00
En Yi d2de5cfed9 Update gitignore 2023-05-23 21:18:17 +08:00
En Yi 237bee41a9 Add simple player transition logic Stand<->Run 2023-05-23 21:17:36 +08:00
En Yi bc7f9ef777 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.
2023-05-23 21:00:23 +08:00
En Yi 4478a512a3 Combine Component, Entity + Manager headers
It has reached a point where it is much easier to combine these three
than to separate them.
2023-05-23 20:37:55 +08:00
En Yi e1a7774bfb Replace component data struct to use array
This will use more memory from the get go. I just prefer to statically
allocate memory.
2023-05-22 21:00:50 +08:00
En Yi b0e1d33ad6 Implement player sprite info loading from file 2023-05-22 20:33:48 +08:00
En Yi 98450d0bba Rework Entity Sprite Component & Add Tile Sprite
Changelog:
- Add tile sprites as part of Level Data
- Render tile sprite if loaded in
- CSprite now stores array of sprite rendering info
    - use current idx to keep track
2023-05-20 18:23:26 +08:00
En Yi 0f485d89f2 Add assets loading from a file
Changelog:
- Add assets_loader functions from a file
- Update scene_test to use loader function
2023-05-20 16:14:39 +08:00
En Yi 57c9eb0216 Fix incorrect usage of s64 map
Changelog:
- Turns out, the map doesnt make a copy of the string for storage.
  Therefore, need to store the name somewhere before inserting into
  the map.
- Add struct for each assets to retain the name.
- Update assets functions to maintain interface
2023-05-20 16:09:00 +08:00
En Yi e9d9ffff20 Refactor implementation of Crate Entity 2023-05-16 22:14:54 +08:00
En Yi 3580209f71 Refactor out implementation of Player Entity 2023-05-16 21:55:59 +08:00
En Yi 7b3685b792 Refactor for better separation of concern
Changelog:
- Separate out engine-specific stuff vs game-specific stuff
2023-05-16 21:09:38 +08:00
En Yi ee4313adbb Add a sprite for player 2023-05-15 20:48:56 +08:00
54 changed files with 583 additions and 333 deletions

1
.gitignore vendored
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@ -2,3 +2,4 @@
build/
compile_commands.json
res/
.gdb_history

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@ -11,17 +11,11 @@ if (${CMAKE_BUILD_TYPE} STREQUAL tile16)
endif()
set(GAME_LIBS
lib_EC
lib_scenes
sc_queue
sc_map
sc_array
raylib
m
)
add_subdirectory(engine)
add_subdirectory(scenes)
add_executable(${PROJECT_NAME}
main.c
)
@ -29,11 +23,6 @@ add_executable(${PROJECT_NAME}
target_include_directories(${PROJECT_NAME}
PRIVATE
${CMAKE_CURRENT_LIST_DIR}
${RAYLIB_DIR}/include
)
target_link_directories(${PROJECT_NAME}
PRIVATE
${RAYLIB_DIR}/lib
)
target_link_libraries(${PROJECT_NAME}
@ -48,17 +37,9 @@ target_link_options(EntManager_test PRIVATE -fsanitize=address -gdwarf-4)
target_include_directories(EntManager_test
PRIVATE
${CMAKE_CURRENT_LIST_DIR}
${RAYLIB_DIR}/include
)
target_link_directories(EntManager_test
PRIVATE
${RAYLIB_DIR}/lib
)
target_link_libraries(EntManager_test
lib_EC
lib_scenes
sc_queue
sc_map
${GAME_LIBS}
)
add_executable(scene_test
@ -68,17 +49,11 @@ add_executable(scene_test
target_include_directories(scene_test
PRIVATE
${CMAKE_CURRENT_LIST_DIR}
${RAYLIB_DIR}/include
)
target_compile_options(scene_test PRIVATE -fsanitize=address -gdwarf-4)
target_link_options(scene_test PRIVATE -fsanitize=address -gdwarf-4)
target_link_directories(scene_test
PRIVATE
${RAYLIB_DIR}/lib
)
target_link_libraries(scene_test
${GAME_LIBS}
)
@ -89,13 +64,9 @@ add_executable(scene_test_mem
target_include_directories(scene_test_mem
PRIVATE
${CMAKE_CURRENT_LIST_DIR}
${RAYLIB_DIR}/include
)
target_link_options(scene_test_mem PRIVATE -Xlinker -Map=scene_test.map)
target_link_directories(scene_test_mem
PRIVATE
${RAYLIB_DIR}/lib
)
target_link_libraries(scene_test_mem
${GAME_LIBS}
)
@ -106,14 +77,9 @@ add_executable(menu_test
target_include_directories(menu_test
PRIVATE
${CMAKE_CURRENT_LIST_DIR}
${RAYLIB_DIR}/include
)
target_compile_options(menu_test PRIVATE -fsanitize=address -gdwarf-4)
target_link_options(menu_test PRIVATE -fsanitize=address -gdwarf-4)
target_link_directories(menu_test
PRIVATE
${RAYLIB_DIR}/lib
)
target_link_libraries(menu_test
${GAME_LIBS}
)
@ -124,14 +90,9 @@ add_executable(assets_test
target_include_directories(assets_test
PRIVATE
${CMAKE_CURRENT_LIST_DIR}
${RAYLIB_DIR}/include
)
target_compile_options(assets_test PRIVATE -fsanitize=address -gdwarf-4)
target_link_options(assets_test PRIVATE -fsanitize=address -gdwarf-4)
target_link_directories(assets_test
PRIVATE
${RAYLIB_DIR}/lib
)
target_link_libraries(assets_test
${GAME_LIBS}
)

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@ -43,8 +43,8 @@ int main(void)
DrawTextEx(*fnt, "Press C to play a sound", (Vector2){64, 64}, 24, 1, RED);
// Draw the static Sprite and animated Sprite
draw_sprite(spr, (Vector2){64,128});
draw_sprite(spr2, (Vector2){64,180});
draw_sprite(spr, (Vector2){64,128}, false);
draw_sprite(spr2, (Vector2){64,180}, true);
EndDrawing();
// Update the animated Sprite

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@ -1,29 +0,0 @@
#ifndef __ENTITY_MANAGER_H
#define __ENTITY_MANAGER_H
#include "sc/queue/sc_queue.h"
#include "sc/map/sc_map.h"
#include "mempool.h" // includes entity and components
typedef struct EntityManager {
// All fields are Read-Only
struct sc_map_64v entities; // ent id : entity
struct sc_map_64v entities_map[N_TAGS]; // [{ent id: ent}]
struct sc_map_64v component_map[N_COMPONENTS]; // [{ent id: comp}, ...]
struct sc_queue_uint to_add;
struct sc_queue_uint to_remove;
} EntityManager_t;
void init_entity_manager(EntityManager_t* p_manager);
void update_entity_manager(EntityManager_t* p_manager);
void clear_entity_manager(EntityManager_t* p_manager);
void free_entity_manager(EntityManager_t* p_manager);
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);
#endif // __ENTITY_MANAGER_H

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@ -1,20 +0,0 @@
#ifndef __ENTITY_H
#define __ENTITY_H
#include <stdbool.h>
#include "sc/map/sc_map.h"
#define N_TAGS 4
typedef enum EntityTag {
NO_ENT_TAG,
PLAYER_ENT_TAG,
ENEMY_ENT_TAG,
CRATES_ENT_TAG,
} EntityTag_t;
typedef struct Entity {
unsigned long m_id;
EntityTag_t m_tag;
bool m_alive;
struct sc_map_64 components;
} Entity_t;
#endif // __ENTITY_H

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

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@ -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

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@ -1,5 +1,4 @@
#include "mempool.h"
#include "entManager.h"
#include <stdio.h>
int main(void)
@ -12,10 +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);
@ -23,7 +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);
}
@ -33,7 +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);
}

1
main.c
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@ -1,5 +1,6 @@
#include "raylib.h"
#include "scene_impl.h"
#include "mempool.h"
#include <stdio.h>
#define N_SCENES 3

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@ -1,5 +1,7 @@
#include "mempool.h"
#include "scene_impl.h"
#include "ent_impl.h"
#include "assets_loader.h"
#include <stdio.h>
#include <unistd.h>
@ -23,23 +25,18 @@ int main(void)
init_memory_pools();
init_assets(&engine.assets);
Texture2D* tex = add_texture(&engine.assets, "plr_tex", "res/test_tex.png");
Sprite_t* spr = add_sprite(&engine.assets, "plr_stand", tex);
spr->origin = (Vector2){0, 0};
spr->frame_size = (Vector2){32, 32};
spr = add_sprite(&engine.assets, "plr_run", tex);
spr->frame_count = 4;
spr->origin = (Vector2){0, 0};
spr->frame_size = (Vector2){32, 32};
spr->speed = 15;
load_from_infofile("res/assets.info", &engine.assets);
init_player_creation("res/player_spr.info", &engine.assets);
LevelScene_t scene;
scene.scene.engine = &engine;
init_level_scene(&scene);
scene.data.tile_sprites[ONEWAY_TILE] = get_sprite(&engine.assets, "tl_owp");
scene.data.tile_sprites[LADDER] = get_sprite(&engine.assets, "tl_ldr");
scenes[0] = &scene.scene;
change_scene(&engine, 0);
while(true)
{

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@ -1,21 +1,17 @@
add_subdirectory(EC)
add_subdirectory(engine)
add_library(lib_scenes STATIC
engine.c
assets.c
assets_maps.c
assets_loader.c
player_ent.c
items_ent.c
editor_scene.c
menu_scene.c
game_systems.c
AABB.c
gui.c
)
target_include_directories(lib_scenes
PUBLIC
${CMAKE_CURRENT_LIST_DIR}
${RAYLIB_DIR}/include
)
target_link_libraries(lib_scenes
PRIVATE
lib_EC
raylib
PUBLIC
lib_engine
)

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@ -0,0 +1,124 @@
#include "assets_loader.h"
#include <stdio.h>
#include <string.h>
typedef enum AssetInfoType
{
TEXTURE_INFO,
SPRITE_INFO,
INVALID_INFO
}AssetInfoType_t;
typedef struct SpriteInfo
{
char* tex;
Vector2 origin;
Vector2 frame_size;
int speed;
int frame_count;
}SpriteInfo_t;
static bool parse_sprite_info(char* sprite_info_str, SpriteInfo_t* spr_info)
{
char* tex_name = strtok(sprite_info_str, ",");
if (tex_name == NULL) return false;
spr_info->tex = tex_name;
char* spr_data = tex_name + strlen(tex_name) + 1;
int data_count = sscanf(
spr_data, "%f,%f,%f,%f,%d,%d",
&spr_info->origin.x, &spr_info->origin.y,
&spr_info->frame_size.x, &spr_info->frame_size.y,
&spr_info->frame_count, &spr_info->speed
);
return data_count == 6;
}
bool load_from_infofile(const char* file, Assets_t* assets)
{
FILE* in_file = fopen(file, "r");
if (in_file == NULL)
{
printf("Unable to open file %s\n", file);
return false;
}
char buffer[256];
char* tmp;
size_t line_num = 0;
AssetInfoType_t info_type = INVALID_INFO;
while (true)
{
tmp = fgets(buffer, 256, in_file);
if (tmp == NULL) break;
tmp[strcspn(tmp, "\r\n")] = '\0';
if (tmp[0] == '-')
{
tmp++;
if (strcmp(tmp, "Texture") == 0)
{
info_type = TEXTURE_INFO;
}
else if (strcmp(tmp, "Sprite") == 0)
{
info_type = SPRITE_INFO;
}
else
{
info_type = INVALID_INFO;
}
}
else
{
char* name = strtok(buffer, ":");
char* info_str = strtok(NULL, ":");
if (name == NULL || info_str == NULL) continue;
while(*name == ' ' || *name == '\t') name++;
while(*info_str == ' ' || *info_str == '\t') info_str++;
switch(info_type)
{
case TEXTURE_INFO:
{
if (add_texture(assets, name, info_str) == NULL)
{
printf("Unable to add texture at line %lu\n", line_num);
break;
}
printf("Added texture %s as %s\n", info_str, name);
//strcpy(tmp2, name);
}
break;
case SPRITE_INFO:
{
SpriteInfo_t spr_info = {0};
if (!parse_sprite_info(info_str, &spr_info))
{
printf("Unable to parse info for sprite at line %lu\n", line_num);
break;
}
//printf("Compare %s,%s = %d\n", tmp2, spr_info.tex, strcmp(tmp2, spr_info.tex));
Texture2D* tex = get_texture(assets, spr_info.tex);
if (tex == NULL)
{
printf("Unable to get texture info %s for sprite %s\n", spr_info.tex, name);
break;
}
printf("Added Sprite %s from texture %s\n", name, spr_info.tex);
Sprite_t* spr = add_sprite(assets, name, tex);
spr->origin = spr_info.origin;
spr->frame_size = spr_info.frame_size;
spr->frame_count = spr_info.frame_count;
spr->speed = spr_info.speed;
}
break;
default:
break;
}
}
line_num++;
}
fclose(in_file);
return true;
}

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@ -0,0 +1,7 @@
#ifndef __ASSETS_LOADER_H
#define __ASSETS_LOADER_H
#include "assets.h"
bool load_from_infofile(const char* file, Assets_t* assets);
#endif // __ASSETS_LOADER_H

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@ -4,7 +4,7 @@
#ifndef TILE16_SIZE
#define TILE_SIZE 32
#define DEFAULT_MAP_WIDTH 48
#define DEFAULT_MAP_HEIGHT 16
#define DEFAULT_MAP_HEIGHT 22
#define VIEWABLE_MAP_WIDTH 32
#define VIEWABLE_MAP_HEIGHT 16
#else
@ -22,7 +22,7 @@
#ifndef TILE16_SIZE
#define PLAYER_WIDTH 30
#define PLAYER_HEIGHT 55
#define PLAYER_HEIGHT 42
#define PLAYER_C_WIDTH 30
#define PLAYER_C_HEIGHT 30
#else

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@ -1,7 +1,8 @@
#include "scene_impl.h"
#include "game_systems.h"
#include "constants.h"
#include "assets_maps.h"
#include "ent_impl.h"
#include "mempool.h"
#include "raylib.h"
#include "raymath.h"
#include <stdio.h>
@ -16,6 +17,7 @@ enum EntitySpawnSelection {
SPAWN_CRATE,
SPAWN_METAL_CRATE,
};
#define MAX_SPAWN_TYPE 5
static unsigned int current_spawn_selection = 0;
@ -40,7 +42,7 @@ static void level_scene_render_func(Scene_t* scene)
Entity_t* p_ent;
BeginTextureMode(data->game_viewport);
ClearBackground(RAYWHITE);
ClearBackground(WHITE);
BeginMode2D(data->cam);
for (size_t i = 0; i < tilemap.n_tiles; ++i)
{
@ -49,7 +51,11 @@ static void level_scene_render_func(Scene_t* scene)
int y = (i / tilemap.width) * TILE_SIZE;
sprintf(buffer, "%u", sc_map_size_64(&tilemap.tiles[i].entities_set));
if (tilemap.tiles[i].tile_type == SOLID_TILE)
if (data->tile_sprites[tilemap.tiles[i].tile_type] != NULL)
{
draw_sprite(data->tile_sprites[tilemap.tiles[i].tile_type], (Vector2){x,y}, false);
}
else if (tilemap.tiles[i].tile_type == SOLID_TILE)
{
DrawRectangle(x, y, TILE_SIZE, TILE_SIZE, BLACK);
}
@ -73,8 +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)
{
@ -88,8 +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)
@ -113,11 +119,15 @@ 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)
{
Vector2 pos = Vector2Add(p_ct->position, p_cspr->offset);
draw_sprite(p_cspr->sprite, pos);
const SpriteRenderInfo_t spr = p_cspr->sprites[p_cspr->current_idx];
if (spr.sprite != NULL)
{
Vector2 pos = Vector2Add(p_ct->position, spr.offset);
draw_sprite(spr.sprite, pos, p_cspr->flip_x);
}
}
}
@ -168,10 +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);
@ -203,57 +213,11 @@ static void level_scene_render_func(Scene_t* scene)
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 = add_entity(&scene->ent_manager, CRATES_ENT_TAG);
CBBox_t* p_bbox = add_component(&scene->ent_manager, p_crate, CBBOX_COMP_T);
Entity_t* p_crate = create_crate(&scene->ent_manager, &scene->engine->assets, metal);
set_bbox(p_bbox, TILE_SIZE, TILE_SIZE);
p_bbox->solid = true;
p_bbox->fragile = !metal;
CTransform_t* p_ctransform = add_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;
add_component(&scene->ent_manager, p_crate, CMOVEMENTSTATE_T);
add_component(&scene->ent_manager, p_crate, CTILECOORD_COMP_T);
CHurtbox_t* p_hurtbox = add_component(&scene->ent_manager, p_crate, CHURTBOX_T);
p_hurtbox->size = p_bbox->size;
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->sprites_map = player_sprite_map;
p_cspr->transition_func = &player_sprite_transition_func;
}
static void toggle_block_system(Scene_t* scene)
@ -422,7 +386,8 @@ void level_do_action(Scene_t* scene, ActionType_t action, bool pressed)
void init_level_scene(LevelScene_t* scene)
{
init_scene(&scene->scene, LEVEL_SCENE, &level_scene_render_func, &level_do_action);
//init_scene(&scene->scene, LEVEL_SCENE, &level_scene_render_func, &level_do_action);
init_scene(&scene->scene, &level_scene_render_func, &level_do_action);
init_level_scene_data(&scene->data);
// insert level scene systems
@ -458,6 +423,7 @@ void init_level_scene(LevelScene_t* scene)
scene->data.tilemap.n_tiles = scene->data.tilemap.width * scene->data.tilemap.height;
assert(scene->data.tilemap.n_tiles <= MAX_N_TILES);
scene->data.tilemap.tiles = all_tiles;
memset(scene->data.tile_sprites, 0, sizeof(scene->data.tile_sprites));
for (size_t i = 0; i < MAX_N_TILES;i++)
{
all_tiles[i].solid = NOT_SOLID;
@ -471,7 +437,7 @@ 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 +1,15 @@
add_subdirectory(EC)
add_library(lib_engine STATIC
assets.c
AABB.c
gui.c
engine.c
)
target_include_directories(lib_engine
PUBLIC
${CMAKE_CURRENT_LIST_DIR}
)
target_link_libraries(lib_engine
PUBLIC
lib_EC
)

View File

@ -8,7 +8,16 @@ target_include_directories(lib_EC
${CMAKE_CURRENT_LIST_DIR}
${RAYLIB_DIR}/include
)
target_link_libraries(lib_EC
PRIVATE
raylib
target_link_directories(lib_EC
PUBLIC
${RAYLIB_DIR}/lib
)
target_link_libraries(lib_EC
PUBLIC
raylib
sc_queue
sc_map
sc_array
m
)

View File

@ -1,11 +1,17 @@
#ifndef __COMPONENTS_H
#define __COMPONENTS_H
#include "raylib.h"
#ifndef __ENTITY_H
#define __ENTITY_H
#include <stdint.h>
#include "entity.h"
// TODO: Look at sc to use macros to auto generate functions
#include <stdbool.h>
#include "raylib.h"
#include "sc/map/sc_map.h"
#include "sc/queue/sc_queue.h"
#define N_TAGS 4
#define N_COMPONENTS 10
#define MAX_COMP_POOL_SIZE 1024
typedef struct EntityManager EntityManager_t;
typedef struct Entity Entity_t;
typedef enum ComponentEnum {
CBBOX_COMP_T,
CTRANSFORM_COMP_T,
@ -114,12 +120,19 @@ typedef struct Sprite {
} Sprite_t;
typedef unsigned int (*sprite_transition_func_t)(Entity_t *ent); // Transition requires knowledge of the entity
typedef struct _CSprite_t {
const char * const *sprites_map; //Array of all sprite names associated
typedef struct _SpriteRenderInfo
{
Sprite_t* sprite;
sprite_transition_func_t transition_func;
Vector2 offset;
} SpriteRenderInfo_t;
typedef struct _CSprite_t {
SpriteRenderInfo_t* sprites;
sprite_transition_func_t transition_func;
unsigned int current_idx;
bool flip_x;
bool flip_y;
bool pause;
} CSprite_t;
static inline void set_bbox(CBBox_t* p_bbox, unsigned int x, unsigned int y)
@ -129,4 +142,42 @@ static inline void set_bbox(CBBox_t* p_bbox, unsigned int x, unsigned int y)
p_bbox->half_size.x = (unsigned int)(x / 2);
p_bbox->half_size.y = (unsigned int)(y / 2);
}
#endif // __COMPONENTS_H
typedef enum EntityTag {
NO_ENT_TAG,
PLAYER_ENT_TAG,
ENEMY_ENT_TAG,
CRATES_ENT_TAG,
} EntityTag_t;
struct Entity {
unsigned long m_id;
EntityTag_t m_tag;
bool m_alive;
unsigned long components[N_COMPONENTS];
EntityManager_t* manager;
};
struct EntityManager {
// All fields are Read-Only
struct sc_map_64v entities; // ent id : entity
struct sc_map_64v entities_map[N_TAGS]; // [{ent id: ent}]
struct sc_map_64v component_map[N_COMPONENTS]; // [{ent id: comp}, ...]
struct sc_queue_uint to_add;
struct sc_queue_uint to_remove;
};
void init_entity_manager(EntityManager_t* p_manager);
void update_entity_manager(EntityManager_t* p_manager);
void clear_entity_manager(EntityManager_t* p_manager);
void free_entity_manager(EntityManager_t* p_manager);
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(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

View File

@ -1,4 +1,4 @@
#include "entManager.h"
#include "mempool.h"
void init_entity_manager(EntityManager_t* p_manager)
{
@ -21,20 +21,19 @@ void update_entity_manager(EntityManager_t* p_manager)
// It does not make new entities, but will free entity
// New entities are assigned during add_entity
unsigned long e_idx;
unsigned long comp_type_idx;
unsigned long comp_idx;
sc_queue_foreach (&p_manager->to_remove, e_idx)
{
Entity_t *p_entity = (Entity_t *)sc_map_get_64v(&p_manager->entities, e_idx);
if (!p_entity) continue;
sc_map_foreach (&p_entity->components, comp_type_idx, comp_idx)
for (size_t i = 0; i < N_COMPONENTS; ++i)
{
free_component_to_mempool((ComponentEnum_t)comp_type_idx, comp_idx);
sc_map_del_64v(&p_manager->component_map[comp_type_idx], e_idx);
if (p_entity->components[i] == MAX_COMP_POOL_SIZE) continue;
free_component_to_mempool((ComponentEnum_t)i, p_entity->components[i]);
sc_map_del_64v(&p_manager->component_map[i], e_idx);
sc_map_del_64v(&p_manager->entities_map[p_entity->m_tag], e_idx);
}
sc_map_clear_64(&p_entity->components);
free_entity_to_mempool(e_idx);
sc_map_del_64v(&p_manager->entities, e_idx);
}
@ -84,6 +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;
}
@ -109,33 +109,31 @@ 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;
void* p_comp = new_component_from_mempool(comp_type, &comp_idx);
if (p_comp)
{
sc_map_put_64(&p_entity->components, comp_type_idx, comp_idx);
sc_map_put_64v(&p_manager->component_map[comp_type_idx], p_entity->m_id, p_comp);
p_entity->components[comp_type] = comp_idx;
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);
//unsigned long comp_idx = sc_map_get_64(&p_entity->components, comp_type_idx);
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;
unsigned long comp_idx = sc_map_del_64(&p_entity->components, comp_type_idx);
if (!sc_map_found(&p_entity->components)) return;
sc_map_del_64v(&p_manager->component_map[comp_type_idx], p_entity->m_id);
free_component_to_mempool(comp_type, comp_idx);
if (p_entity->components[comp_type] == MAX_COMP_POOL_SIZE) return;
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]);
}

View File

@ -3,6 +3,7 @@
#include <stdlib.h>
#include <stdio.h>
#include <assert.h>
#include <string.h>
// Static allocate buffers
static Entity_t entity_buffer[MAX_COMP_POOL_SIZE];
@ -118,7 +119,6 @@ void init_memory_pools(void)
for (size_t i = 0; i < ent_mempool.max_size; ++i)
{
entity_buffer[i].m_id = i;
sc_map_init_64(&entity_buffer[i].components, 16 ,0);
ent_mempool.free_list.buffer[i] = i;
}
ent_mempool.free_list.count = ent_mempool.max_size;
@ -138,10 +138,6 @@ void free_memory_pools(void)
free(ent_mempool.use_list);
cb_free(&ent_mempool.free_list);
for (int i = 0; i < MAX_COMP_POOL_SIZE; ++i)
{
sc_map_term_64(&entity_buffer[i].components);
}
pool_inited = false;
}
}
@ -154,7 +150,10 @@ Entity_t* new_entity_from_mempool(unsigned long* e_idx_ptr)
*e_idx_ptr = e_idx;
ent_mempool.use_list[e_idx] = true;
Entity_t* ent = entity_buffer + e_idx;
sc_map_clear_64(&ent->components);
for (size_t j = 0; j< N_COMPONENTS; j++)
{
ent->components[j] = MAX_COMP_POOL_SIZE;
}
ent->m_alive = true;
ent->m_tag = NO_ENT_TAG;
return ent;

View File

@ -1,8 +1,6 @@
#ifndef __MEMPOOL_H
#define __MEMPOOL_H
#include "entity.h"
#include "components.h"
#define MAX_COMP_POOL_SIZE 1024
#include "EC.h"
void init_memory_pools(void);
void free_memory_pools(void);

View File

@ -5,23 +5,50 @@
#define MAX_SPRITES 16
#define MAX_SOUNDS 16
#define MAX_FONTS 4
#define MAX_NAME_LEN 32
uint8_t free_idx[4] = {0};
// Hard limit number of
static Texture2D textures[MAX_TEXTURES];
static Font fonts[MAX_FONTS];
static Sound sfx[MAX_SOUNDS];
static Sprite_t sprites[MAX_SPRITES];
typedef struct TextureData
{
Texture2D texture;
char name[MAX_NAME_LEN];
}TextureData_t;
typedef struct SpriteData
{
Sprite_t sprite;
char name[MAX_NAME_LEN];
}SpriteData_t;
typedef struct FontData
{
Font font;
char name[MAX_NAME_LEN];
}FontData_t;
typedef struct SoundData
{
Sound sound;
char name[MAX_NAME_LEN];
}SoundData_t;
static TextureData_t textures[MAX_TEXTURES];
static FontData_t fonts[MAX_FONTS];
static SoundData_t sfx[MAX_SOUNDS];
static SpriteData_t sprites[MAX_SPRITES];
// Maybe need a circular buffer??
Texture2D* add_texture(Assets_t* assets, const char* name, const char* path)
{
uint8_t tex_idx = free_idx[0];
assert(tex_idx < MAX_TEXTURES);
textures[tex_idx] = LoadTexture(path);
sc_map_put_s64(&assets->m_textures, name, tex_idx);
Texture2D tex = LoadTexture(path);
if (tex.width == 0 || tex.height == 0) return NULL;
textures[tex_idx].texture = tex;
strncpy(textures[tex_idx].name, name, MAX_NAME_LEN);
sc_map_put_s64(&assets->m_textures, textures[tex_idx].name, tex_idx);
free_idx[0]++;
return textures + tex_idx;
return &textures[tex_idx].texture;
}
Sprite_t* add_sprite(Assets_t* assets, const char* name, Texture2D* texture)
@ -29,30 +56,33 @@ Sprite_t* add_sprite(Assets_t* assets, const char* name, Texture2D* texture)
uint8_t spr_idx = free_idx[1];
assert(spr_idx < MAX_SPRITES);
memset(sprites + spr_idx, 0, sizeof(Sprite_t));
sprites[spr_idx].texture = texture;
sc_map_put_s64(&assets->m_sprites, name, spr_idx);
sprites[spr_idx].sprite.texture = texture;
strncpy(sprites[spr_idx].name, name, MAX_NAME_LEN);
sc_map_put_s64(&assets->m_sprites, sprites[spr_idx].name, spr_idx);
free_idx[1]++;
return sprites + spr_idx;
return &sprites[spr_idx].sprite;
}
Sound* add_sound(Assets_t* assets, const char* name, const char* path)
{
uint8_t snd_idx = free_idx[2];
assert(snd_idx < MAX_SOUNDS);
sfx[snd_idx] = LoadSound(path);
sc_map_put_s64(&assets->m_sounds, name, snd_idx);
sfx[snd_idx].sound = LoadSound(path);
strncpy(sfx[snd_idx].name, name, MAX_NAME_LEN);
sc_map_put_s64(&assets->m_sounds, sfx[snd_idx].name, snd_idx);
free_idx[2]++;
return sfx + snd_idx;
return &sfx[snd_idx].sound;
}
Font* add_font(Assets_t* assets, const char* name, const char* path)
{
uint8_t fnt_idx = free_idx[3];
assert(fnt_idx < MAX_FONTS);
fonts[fnt_idx] = LoadFont(path);
sc_map_put_s64(&assets->m_fonts, name, fnt_idx);
fonts[fnt_idx].font = LoadFont(path);
strncpy(fonts[fnt_idx].name, name, MAX_NAME_LEN);
sc_map_put_s64(&assets->m_fonts, fonts[fnt_idx].name, fnt_idx);
free_idx[3]++;
return fonts + fnt_idx;
return &fonts[fnt_idx].font;
}
void init_assets(Assets_t* assets)
@ -86,7 +116,7 @@ Texture2D* get_texture(Assets_t* assets, const char* name)
uint8_t tex_idx = sc_map_get_s64(&assets->m_textures, name);
if (sc_map_found(&assets->m_textures))
{
return textures + tex_idx;
return &textures[tex_idx].texture;
}
return NULL;
}
@ -96,7 +126,7 @@ Sprite_t* get_sprite(Assets_t* assets, const char* name)
uint8_t spr_idx = sc_map_get_s64(&assets->m_sprites, name);
if (sc_map_found(&assets->m_sprites))
{
return sprites + spr_idx;
return &sprites[spr_idx].sprite;
}
return NULL;
}
@ -106,7 +136,7 @@ Sound* get_sound(Assets_t* assets, const char* name)
uint8_t snd_idx = sc_map_get_s64(&assets->m_sounds, name);
if (sc_map_found(&assets->m_sounds))
{
return sfx + snd_idx;
return &sfx[snd_idx].sound;
}
return NULL;
}
@ -116,17 +146,17 @@ Font* get_font(Assets_t* assets, const char* name)
uint8_t fnt_idx = sc_map_get_s64(&assets->m_fonts, name);
if (sc_map_found(&assets->m_fonts))
{
return fonts + fnt_idx;
return &fonts[fnt_idx].font;
}
return NULL;
}
void draw_sprite(Sprite_t* spr, Vector2 pos)
void draw_sprite(Sprite_t* spr, Vector2 pos, bool flip_x)
{
Rectangle rec = {
spr->origin.x + spr->frame_size.x * spr->current_frame,
spr->origin.y,
spr->frame_size.x,
spr->frame_size.x * (flip_x ? -1:1),
spr->frame_size.y
};
DrawTextureRec(*spr->texture, rec, pos, WHITE);

View File

@ -1,7 +1,7 @@
#ifndef __ASSETS_H
#define __ASSETS_H
#include "sc/map/sc_map.h"
#include "components.h"
#include "EC.h"
#include "raylib.h"
typedef struct Assets
@ -28,5 +28,5 @@ Sprite_t* get_sprite(Assets_t* assets, const char* name);
Sound* get_sound(Assets_t* assets, const char* name);
Font* get_font(Assets_t* assets, const char* name);
void draw_sprite(Sprite_t* spr, Vector2 pos);
void draw_sprite(Sprite_t* spr, Vector2 pos, bool flip_x);
#endif // __ASSETS_H

View File

@ -7,13 +7,14 @@ void change_scene(GameEngine_t* engine, unsigned int idx)
engine->scenes[engine->curr_scene]->state = SCENE_PLAYING;
}
void init_scene(Scene_t* scene, SceneType_t scene_type, system_func_t render_func, action_func_t action_func)
//void init_scene(Scene_t* scene, SceneType_t scene_type, system_func_t render_func, action_func_t action_func)
void init_scene(Scene_t* scene, system_func_t render_func, action_func_t action_func)
{
sc_map_init_64(&scene->action_map, 32, 0);
sc_array_init(&scene->systems);
init_entity_manager(&scene->ent_manager);
scene->scene_type = scene_type;
//scene->scene_type = scene_type;
scene->render_function = render_func;
scene->action_function = action_func;
scene->state = SCENE_ENDED;

View File

@ -1,6 +1,5 @@
#ifndef __ENGINE_H
#define __ENGINE_H
#include "entManager.h"
#include "actions.h"
#include "sc/array/sc_array.h"
#include "assets.h"
@ -15,10 +14,10 @@ typedef struct GameEngine {
} GameEngine_t;
void change_scene(GameEngine_t* engine, unsigned int idx);
typedef enum SceneType {
LEVEL_SCENE = 0,
MENU_SCENE,
}SceneType_t;
//typedef enum SceneType {
// LEVEL_SCENE = 0,
// MENU_SCENE,
//}SceneType_t;
typedef enum SceneState {
SCENE_PLAYING = 0,
@ -36,7 +35,7 @@ struct Scene {
system_func_t render_function;
action_func_t action_function;
EntityManager_t ent_manager;
SceneType_t scene_type;
//SceneType_t scene_type;
SceneState_t state;
GameEngine_t *engine;
};
@ -46,7 +45,8 @@ extern void update_scene(Scene_t* scene);
extern void render_scene(Scene_t* scene);
extern void do_action(Scene_t* scene, ActionType_t action, bool pressed);
void init_scene(Scene_t* scene, SceneType_t scene_type, system_func_t render_func, action_func_t action_func);
//void init_scene(Scene_t* scene, SceneType_t scene_type, system_func_t render_func, action_func_t action_func);
void init_scene(Scene_t* scene, system_func_t render_func, action_func_t action_func);
void free_scene(Scene_t* scene);
#endif // __ENGINE_H

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@ -0,0 +1,9 @@
#ifndef __ENT_IMPL_H
#define __ENT_IMPL_H
#include "assets.h"
bool init_player_creation(const char* info_file, Assets_t* assets);
Entity_t* create_player(EntityManager_t* ent_manager, Assets_t* assets);
Entity_t* create_crate(EntityManager_t* ent_manager, Assets_t* assets, bool metal);
#endif // __ENT_IMPL_H

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@ -1,7 +1,7 @@
#include "game_systems.h"
#include "AABB.h"
#include "EC.h"
#include "constants.h"
#include "assets_maps.h"
#include <stdio.h>
static const Vector2 TILE_SZ = {TILE_SIZE, TILE_SIZE};
@ -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)
@ -1072,22 +1072,19 @@ void sprite_animation_system(Scene_t* scene)
unsigned int spr_idx = p_cspr->transition_func(p_ent);
if (p_cspr->current_idx != spr_idx)
{
Sprite_t* new_spr = get_sprite(&scene->engine->assets, p_cspr->sprites_map[spr_idx]);
if (new_spr != NULL)
{
p_cspr->sprite = new_spr;
p_cspr->current_idx = spr_idx;
p_cspr->sprite->current_frame = 0;
}
p_cspr->current_idx = spr_idx;
p_cspr->sprites[spr_idx].sprite->current_frame = 0;
}
}
if (p_cspr->pause) return;
SpriteRenderInfo_t spr = p_cspr->sprites[p_cspr->current_idx];
// Animate it (handle frame count)
p_cspr->sprite->elapsed++;
if (p_cspr->sprite->elapsed == p_cspr->sprite->speed)
spr.sprite->elapsed++;
if (spr.sprite->elapsed == spr.sprite->speed)
{
p_cspr->sprite->current_frame++;
p_cspr->sprite->current_frame %= p_cspr->sprite->frame_count;
p_cspr->sprite->elapsed = 0;
spr.sprite->current_frame++;
spr.sprite->current_frame %= spr.sprite->frame_count;
spr.sprite->elapsed = 0;
}
}
}
@ -1100,7 +1097,7 @@ 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;
}
@ -1134,8 +1131,3 @@ 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

20
scenes/items_ent.c 100644
View File

@ -0,0 +1,20 @@
#include "ent_impl.h"
#include "constants.h"
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(p_crate, CBBOX_COMP_T);
set_bbox(p_bbox, TILE_SIZE, TILE_SIZE);
p_bbox->solid = true;
p_bbox->fragile = !metal;
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;
}

View File

@ -118,7 +118,8 @@ static void gui_loop(Scene_t* scene)
void init_menu_scene(MenuScene_t* scene)
{
init_scene(&scene->scene, MENU_SCENE, &menu_scene_render_func, &menu_do_action);
//init_scene(&scene->scene, MENU_SCENE, &menu_scene_render_func, &menu_do_action);
init_scene(&scene->scene, &menu_scene_render_func, &menu_do_action);
sc_array_add(&scene->scene.systems, &gui_loop);

145
scenes/player_ent.c 100644
View File

@ -0,0 +1,145 @@
#include "ent_impl.h"
#include "constants.h"
#include <stdio.h>
#include <string.h>
#include "raymath.h"
#define N_PLAYER_SPRITES 7
enum PlayerSpriteEnum
{
SPR_PLAYER_STAND = 0,
SPR_PLAYER_RUN,
SPR_PLAYER_JUMP,
SPR_PLAYER_FALL,
SPR_PLAYER_LADDER,
SPR_PLAYER_CROUCH,
SPR_PLAYER_SWIM,
};
static SpriteRenderInfo_t player_sprite_map[N_PLAYER_SPRITES] = {0};
static unsigned int player_sprite_transition_func(Entity_t* ent)
{
CTransform_t* p_ctrans = get_component(ent, CTRANSFORM_COMP_T);
CMovementState_t* p_move = get_component(ent, CMOVEMENTSTATE_T);
CSprite_t* p_spr = get_component(ent, CSPRITE_T);
CPlayerState_t* p_plr = get_component(ent, CPLAYERSTATE_T);
if (p_ctrans->velocity.x > 0) p_spr->flip_x = true;
else if (p_ctrans->velocity.x < 0) p_spr->flip_x = false;
p_spr->pause = false;
if (p_move->ground_state & 1)
{
if (p_plr->is_crouch)
{
return SPR_PLAYER_CROUCH;
}
else
{
if (Vector2LengthSqr(p_ctrans->velocity) > 1000.0f)
{
return SPR_PLAYER_RUN;
}
return SPR_PLAYER_STAND;
}
}
else if (p_plr->ladder_state)
{
p_spr->pause = Vector2LengthSqr(p_ctrans->velocity) < 10.0f;
return SPR_PLAYER_LADDER;
}
else if (p_move->water_state & 1)
{
return SPR_PLAYER_SWIM;
}
return (p_ctrans->velocity.y < 0) ? SPR_PLAYER_JUMP : SPR_PLAYER_FALL;
}
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(p_ent, CBBOX_COMP_T);
set_bbox(p_bbox, PLAYER_WIDTH, PLAYER_HEIGHT);
add_component(p_ent, CTRANSFORM_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(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,
.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(p_ent, CSPRITE_T);
p_cspr->sprites = player_sprite_map;
p_cspr->transition_func = &player_sprite_transition_func;
return p_ent;
}
bool init_player_creation(const char* info_file, Assets_t* assets)
{
static bool already_init = false;
if (already_init) return false;
FILE* in_file = fopen(info_file, "r");
if (in_file == NULL)
{
printf("Unable to open file %s\n", info_file);
return false;
}
char buffer[256];
char* tmp;
size_t line_num = 0;
uint8_t i = 0;
while (true)
{
tmp = fgets(buffer, 256, in_file);
if (tmp == NULL) break;
tmp[strcspn(tmp, "\r\n")] = '\0';
if (i == N_PLAYER_SPRITES) break;
char* name = strtok(buffer, ":");
char* info_str = strtok(NULL, ":");
if (name == NULL || info_str == NULL) return false;
while(*name == ' ' || *name == '\t') name++;
while(*info_str == ' ' || *info_str == '\t') info_str++;
Vector2 offset;
int data_count = sscanf(
info_str, "%f,%f",
&offset.x, &offset.y
);
if (data_count !=2)
{
printf("Unable to parse info for player at line %lu\n", line_num);
return false;
}
Sprite_t* spr = get_sprite(assets, name);
player_sprite_map[i].sprite = spr;
player_sprite_map[i].offset = offset;
i++;
}
already_init = true;
return true;
}

View File

@ -17,7 +17,7 @@ typedef enum TileType {
ONEWAY_TILE,
LADDER
} TileType_t;
#define MAX_TILE_TYPES 4
typedef enum SolidType
{
NOT_SOLID = 0,
@ -45,6 +45,7 @@ typedef struct LevelSceneData {
RenderTexture2D game_viewport;
Rectangle game_rec;
Camera2D cam;
Sprite_t* tile_sprites[MAX_TILE_TYPES];
}LevelSceneData_t;
typedef struct LevelScene {