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5 Commits
d455cbc6b9
...
a719c73c50
Author | SHA1 | Date |
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a719c73c50 | |
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63930fbe7d | |
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fc2001e428 | |
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21dafd1b6d | |
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d39461cff1 |
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@ -425,11 +425,12 @@ void init_level_scene(LevelScene_t* scene)
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sc_array_add(&scene->scene.systems, &moveable_update_system);
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sc_array_add(&scene->scene.systems, &moveable_update_system);
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sc_array_add(&scene->scene.systems, &movement_update_system);
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sc_array_add(&scene->scene.systems, &movement_update_system);
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sc_array_add(&scene->scene.systems, &boulder_destroy_wooden_tile_system);
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sc_array_add(&scene->scene.systems, &update_tilemap_system);
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sc_array_add(&scene->scene.systems, &update_tilemap_system);
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sc_array_add(&scene->scene.systems, &tile_collision_system);
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sc_array_add(&scene->scene.systems, &tile_collision_system);
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sc_array_add(&scene->scene.systems, &update_tilemap_system);
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sc_array_add(&scene->scene.systems, &hitbox_update_system);
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sc_array_add(&scene->scene.systems, &hitbox_update_system);
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sc_array_add(&scene->scene.systems, &player_crushing_system);
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sc_array_add(&scene->scene.systems, &player_crushing_system);
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//sc_array_add(&scene->scene.systems, &update_tilemap_system);
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sc_array_add(&scene->scene.systems, &state_transition_update_system);
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sc_array_add(&scene->scene.systems, &state_transition_update_system);
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sc_array_add(&scene->scene.systems, &player_ground_air_transition_system);
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sc_array_add(&scene->scene.systems, &player_ground_air_transition_system);
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sc_array_add(&scene->scene.systems, &sprite_animation_system);
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sc_array_add(&scene->scene.systems, &sprite_animation_system);
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@ -26,6 +26,11 @@ typedef enum ComponentEnum {
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CMOVEABLE_T,
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CMOVEABLE_T,
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} ComponentEnum_t;
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} ComponentEnum_t;
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typedef enum MovementMode {
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REGULAR_MOVEMENT = 0,
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KINEMATIC_MOVEMENT,
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}MovementMode_t;
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typedef struct _CBBox_t {
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typedef struct _CBBox_t {
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Vector2 size;
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Vector2 size;
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Vector2 offset;
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Vector2 offset;
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@ -36,13 +41,14 @@ typedef struct _CBBox_t {
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typedef struct _CTransform_t {
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typedef struct _CTransform_t {
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Vector2 prev_position;
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Vector2 prev_position;
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Vector2 prev_velocity;
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Vector2 position;
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Vector2 position;
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Vector2 velocity;
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Vector2 velocity;
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Vector2 prev_velocity;
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Vector2 accel;
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Vector2 accel;
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Vector2 fric_coeff;
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Vector2 fric_coeff;
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int8_t grav_delay;
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int8_t grav_delay;
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int8_t grav_timer;
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int8_t grav_timer;
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MovementMode_t movement_mode;
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} CTransform_t;
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} CTransform_t;
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typedef struct _CMovementState_t {
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typedef struct _CMovementState_t {
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@ -102,13 +108,13 @@ typedef struct _CContainer_t {
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typedef struct _CHitBoxes_t {
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typedef struct _CHitBoxes_t {
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Rectangle boxes[2];
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Rectangle boxes[2];
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uint8_t n_boxes;
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uint8_t n_boxes;
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bool strong;
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uint8_t atk;
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} CHitBoxes_t;
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} CHitBoxes_t;
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typedef struct _CHurtbox_t {
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typedef struct _CHurtbox_t {
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Vector2 offset;
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Vector2 offset;
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Vector2 size;
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Vector2 size;
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bool fragile;
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uint8_t def;
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} CHurtbox_t;
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} CHurtbox_t;
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// Credits to bedroomcoders.co.uk for this
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// Credits to bedroomcoders.co.uk for this
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@ -912,8 +912,6 @@ void moveable_update_system(Scene_t* scene)
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if (p_moveable->gridmove)
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if (p_moveable->gridmove)
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{
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{
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memset(&p_ctransform->velocity, 0, sizeof(p_ctransform->velocity));
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memset(&p_ctransform->accel, 0, sizeof(p_ctransform->velocity));
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float remaining_distance = p_moveable->target_pos.x - p_ctransform->position.x;
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float remaining_distance = p_moveable->target_pos.x - p_ctransform->position.x;
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if (fabs(remaining_distance) < 0.1)
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if (fabs(remaining_distance) < 0.1)
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{
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{
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@ -921,6 +919,7 @@ void moveable_update_system(Scene_t* scene)
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p_ctransform->position = p_moveable->target_pos;
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p_ctransform->position = p_moveable->target_pos;
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p_moveable->gridmove = false;
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p_moveable->gridmove = false;
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p_bbox->solid = true;
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p_bbox->solid = true;
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p_ctransform->movement_mode = REGULAR_MOVEMENT;
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}
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}
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else if (remaining_distance > 0.1)
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else if (remaining_distance > 0.1)
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{
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{
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@ -929,6 +928,7 @@ void moveable_update_system(Scene_t* scene)
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else
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else
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{
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{
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p_ctransform->position.x += (remaining_distance < -p_moveable->move_speed) ? -p_moveable->move_speed : remaining_distance;
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p_ctransform->position.x += (remaining_distance < -p_moveable->move_speed) ? -p_moveable->move_speed : remaining_distance;
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memset(&p_ctransform->velocity, 0, sizeof(p_ctransform->velocity));
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}
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}
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}
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}
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@ -1035,6 +1035,9 @@ void moveable_update_system(Scene_t* scene)
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p_bbox->solid = false;
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p_bbox->solid = false;
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p_moveable->prev_pos = p_ctransform->position;
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p_moveable->prev_pos = p_ctransform->position;
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p_moveable->target_pos = Vector2Scale((Vector2){tile_x,tile_y2}, TILE_SIZE);
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p_moveable->target_pos = Vector2Scale((Vector2){tile_x,tile_y2}, TILE_SIZE);
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memset(&p_ctransform->velocity, 0, sizeof(p_ctransform->velocity));
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memset(&p_ctransform->accel, 0, sizeof(p_ctransform->accel));
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p_ctransform->movement_mode = KINEMATIC_MOVEMENT;
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}
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}
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}
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}
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@ -1119,6 +1122,9 @@ void player_pushing_system(Scene_t* scene)
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p_other_moveable->gridmove = true;
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p_other_moveable->gridmove = true;
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p_other_moveable->prev_pos = p_other_ct->position;
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p_other_moveable->prev_pos = p_other_ct->position;
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p_other_moveable->target_pos = target_pos;
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p_other_moveable->target_pos = target_pos;
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memset(&p_ctransform->velocity, 0, sizeof(p_ctransform->velocity));
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memset(&p_ctransform->accel, 0, sizeof(p_ctransform->accel));
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p_other_ct->movement_mode = KINEMATIC_MOVEMENT;
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}
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}
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}
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}
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}
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}
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@ -1137,11 +1143,15 @@ void movement_update_system(Scene_t* scene)
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sc_map_foreach(&scene->ent_manager.component_map[CTRANSFORM_COMP_T], ent_idx, p_ctransform)
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sc_map_foreach(&scene->ent_manager.component_map[CTRANSFORM_COMP_T], ent_idx, p_ctransform)
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{
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{
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p_ctransform->prev_velocity = p_ctransform->velocity;
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p_ctransform->prev_velocity = p_ctransform->velocity;
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p_ctransform->velocity =
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Vector2Add(
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if (p_ctransform->movement_mode == REGULAR_MOVEMENT)
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p_ctransform->velocity,
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{
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Vector2Scale(p_ctransform->accel, delta_time)
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p_ctransform->velocity =
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);
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Vector2Add(
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p_ctransform->velocity,
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Vector2Scale(p_ctransform->accel, delta_time)
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);
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}
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float mag = Vector2Length(p_ctransform->velocity);
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float mag = Vector2Length(p_ctransform->velocity);
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p_ctransform->velocity = Vector2Scale(
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p_ctransform->velocity = Vector2Scale(
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@ -1159,8 +1169,7 @@ void movement_update_system(Scene_t* scene)
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p_ctransform->position,
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p_ctransform->position,
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Vector2Scale(p_ctransform->velocity, delta_time)
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Vector2Scale(p_ctransform->velocity, delta_time)
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);
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);
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p_ctransform->accel.x = 0;
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memset(&p_ctransform->accel, 0, sizeof(p_ctransform->accel));
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p_ctransform->accel.y = 0;
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// Level boundary collision
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// Level boundary collision
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Entity_t* p_ent = get_entity(&scene->ent_manager, ent_idx);
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Entity_t* p_ent = get_entity(&scene->ent_manager, ent_idx);
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@ -1203,8 +1212,8 @@ void player_ground_air_transition_system(Scene_t* scene)
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sc_map_foreach_value(&scene->ent_manager.entities_map[PLAYER_ENT_TAG], 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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{
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CJump_t* p_cjump = get_component(p_player, CJUMP_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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const 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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const CPlayerState_t* p_pstate = get_component(p_player, CPLAYERSTATE_T);
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// Handle Ground<->Air Transition
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// Handle Ground<->Air Transition
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bool in_water = (p_mstate->water_state & 1);
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bool in_water = (p_mstate->water_state & 1);
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@ -1231,7 +1240,6 @@ void player_ground_air_transition_system(Scene_t* scene)
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void state_transition_update_system(Scene_t* scene)
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void state_transition_update_system(Scene_t* scene)
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{
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{
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LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data);
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LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data);
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//Entity_t* p_ent;
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CMovementState_t* p_mstate;
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CMovementState_t* p_mstate;
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unsigned long ent_idx;
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unsigned long ent_idx;
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@ -1377,6 +1385,7 @@ void hitbox_update_system(Scene_t* scene)
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if (p_other_hurtbox == NULL) continue;
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if (p_other_hurtbox == NULL) continue;
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CTransform_t* p_other_ct = get_component(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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Vector2 hurtbox_pos = Vector2Add(p_other_ct->position, p_other_hurtbox->offset);
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Vector2 hurtbox_pos = Vector2Add(p_other_ct->position, p_other_hurtbox->offset);
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if (p_hitbox->atk <= p_other_hurtbox->def) continue;
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Vector2 overlap;
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Vector2 overlap;
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if (
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if (
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@ -1386,14 +1395,12 @@ void hitbox_update_system(Scene_t* scene)
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)
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)
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)
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)
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{
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{
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if (!p_other_hurtbox->fragile) continue;
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//if (p_other_ent->m_tag == CRATES_ENT_TAG)
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//if (p_other_ent->m_tag == CRATES_ENT_TAG)
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{
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{
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CBBox_t* p_bbox = get_component(p_ent, CBBOX_COMP_T);
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CBBox_t* p_bbox = get_component(p_ent, CBBOX_COMP_T);
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CPlayerState_t* p_pstate = get_component(p_ent, CPLAYERSTATE_T);
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CPlayerState_t* p_pstate = get_component(p_ent, CPLAYERSTATE_T);
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if (
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if (
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// TODO: Check Material of the crates
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p_ctransform->position.y + p_bbox->size.y <= p_other_ct->position.y
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p_ctransform->position.y + p_bbox->size.y <= p_other_ct->position.y
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)
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)
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{
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{
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@ -1428,6 +1435,43 @@ void hitbox_update_system(Scene_t* scene)
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}
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}
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}
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}
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void boulder_destroy_wooden_tile_system(Scene_t* scene)
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{
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LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data);
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TileGrid_t tilemap = data->tilemap;
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Entity_t* p_boulder;
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sc_map_foreach_value(&scene->ent_manager.entities_map[BOULDER_ENT_TAG], p_boulder)
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{
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const CTransform_t* p_ctransform = get_component(p_boulder, CTRANSFORM_COMP_T);
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const CBBox_t* p_bbox = get_component(p_boulder, CBBOX_COMP_T);
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if (p_ctransform->velocity.y <= 0) continue;
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unsigned int tile_idx = get_tile_idx(
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p_ctransform->position.x + p_bbox->half_size.x,
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p_ctransform->position.y + p_bbox->size.y,
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tilemap.width
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);
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unsigned int tile_x = (p_ctransform->position.x + p_bbox->half_size.x) / TILE_SIZE;
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if (tilemap.tiles[tile_idx].tile_type == ONEWAY_TILE)
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{
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tilemap.tiles[tile_idx].tile_type = EMPTY_TILE;
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tilemap.tiles[tile_idx].solid = NOT_SOLID;
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if (tile_x > 0 && tilemap.tiles[tile_idx - 1].tile_type == ONEWAY_TILE)
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{
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tilemap.tiles[tile_idx - 1].tile_type = EMPTY_TILE;
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tilemap.tiles[tile_idx - 1].solid = NOT_SOLID;
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}
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if (tile_x < tilemap.width && tilemap.tiles[tile_idx + 1].tile_type == ONEWAY_TILE)
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{
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tilemap.tiles[tile_idx + 1].tile_type = EMPTY_TILE;
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tilemap.tiles[tile_idx + 1].solid = NOT_SOLID;
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}
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}
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}
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}
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void sprite_animation_system(Scene_t* scene)
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void sprite_animation_system(Scene_t* scene)
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{
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{
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unsigned int ent_idx;
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unsigned int ent_idx;
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@ -1491,7 +1535,6 @@ void camera_update_system(Scene_t* scene)
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void init_level_scene_data(LevelSceneData_t* data)
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void init_level_scene_data(LevelSceneData_t* data)
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{
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{
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//sc_map_init_32(&data->collision_events, 128, 0);
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data->game_viewport = LoadRenderTexture(VIEWABLE_MAP_WIDTH*TILE_SIZE, VIEWABLE_MAP_HEIGHT*TILE_SIZE);
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data->game_viewport = LoadRenderTexture(VIEWABLE_MAP_WIDTH*TILE_SIZE, VIEWABLE_MAP_HEIGHT*TILE_SIZE);
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data->game_rec = (Rectangle){25, 25, VIEWABLE_MAP_WIDTH*TILE_SIZE, VIEWABLE_MAP_HEIGHT*TILE_SIZE};
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data->game_rec = (Rectangle){25, 25, VIEWABLE_MAP_WIDTH*TILE_SIZE, VIEWABLE_MAP_HEIGHT*TILE_SIZE};
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data->cam = (Camera2D){0};
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data->cam = (Camera2D){0};
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@ -1501,6 +1544,5 @@ void init_level_scene_data(LevelSceneData_t* data)
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void term_level_scene_data(LevelSceneData_t* data)
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void term_level_scene_data(LevelSceneData_t* data)
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{
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{
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//sc_map_term_32(&data->collision_events);
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UnloadRenderTexture(data->game_viewport); // Unload render texture
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UnloadRenderTexture(data->game_viewport); // Unload render texture
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}
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}
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@ -18,6 +18,7 @@ void state_transition_update_system(Scene_t* scene);
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void update_tilemap_system(Scene_t* scene);
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void update_tilemap_system(Scene_t* scene);
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void hitbox_update_system(Scene_t* scene);
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void hitbox_update_system(Scene_t* scene);
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void sprite_animation_system(Scene_t* scene);
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void sprite_animation_system(Scene_t* scene);
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void boulder_destroy_wooden_tile_system(Scene_t* scene);
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void camera_update_system(Scene_t* scene);
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void camera_update_system(Scene_t* scene);
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void player_dir_reset_system(Scene_t* scene);
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void player_dir_reset_system(Scene_t* scene);
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void player_respawn_system(Scene_t* scene);
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void player_respawn_system(Scene_t* scene);
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@ -16,7 +16,7 @@ Entity_t* create_crate(EntityManager_t* ent_manager, Assets_t* assets, bool meta
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add_component(p_crate, CTILECOORD_COMP_T);
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add_component(p_crate, CTILECOORD_COMP_T);
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CHurtbox_t* p_hurtbox = add_component(p_crate, CHURTBOX_T);
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CHurtbox_t* p_hurtbox = add_component(p_crate, CHURTBOX_T);
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p_hurtbox->size = p_bbox->size;
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p_hurtbox->size = p_bbox->size;
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p_hurtbox->fragile = !metal;
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p_hurtbox->def = metal ? 2 : 1;
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return p_crate;
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return p_crate;
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}
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}
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@ -37,6 +37,6 @@ Entity_t* create_boulder(EntityManager_t* ent_manager, Assets_t* assets)
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p_cmove->move_speed = 8;
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p_cmove->move_speed = 8;
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CHurtbox_t* p_hurtbox = add_component(p_boulder, CHURTBOX_T);
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CHurtbox_t* p_hurtbox = add_component(p_boulder, CHURTBOX_T);
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p_hurtbox->size = p_bbox->size;
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p_hurtbox->size = p_bbox->size;
|
||||||
p_hurtbox->fragile = false;
|
p_hurtbox->def = 2;
|
||||||
return p_boulder;
|
return p_boulder;
|
||||||
}
|
}
|
||||||
|
|
|
@ -83,6 +83,7 @@ Entity_t* create_player(EntityManager_t* ent_manager, Assets_t* assets)
|
||||||
.width = p_bbox->size.x + 2,
|
.width = p_bbox->size.x + 2,
|
||||||
.height = p_bbox->size.y - 1,
|
.height = p_bbox->size.y - 1,
|
||||||
};
|
};
|
||||||
|
p_hitbox->atk = 2;
|
||||||
CSprite_t* p_cspr = add_component(p_ent, CSPRITE_T);
|
CSprite_t* p_cspr = add_component(p_ent, CSPRITE_T);
|
||||||
p_cspr->sprites = player_sprite_map;
|
p_cspr->sprites = player_sprite_map;
|
||||||
p_cspr->transition_func = &player_sprite_transition_func;
|
p_cspr->transition_func = &player_sprite_transition_func;
|
||||||
|
|
Loading…
Reference in New Issue