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6 Commits

Author SHA1 Message Date
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
17 changed files with 156 additions and 144 deletions

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

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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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@ -1,5 +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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@ -2,6 +2,7 @@
#include "game_systems.h"
#include "constants.h"
#include "ent_impl.h"
#include "mempool.h"
#include "raylib.h"
#include "raymath.h"
#include <stdio.h>
@ -52,7 +53,7 @@ static void level_scene_render_func(Scene_t* scene)
if (data->tile_sprites[tilemap.tiles[i].tile_type] != NULL)
{
draw_sprite(data->tile_sprites[tilemap.tiles[i].tile_type], (Vector2){x,y});
draw_sprite(data->tile_sprites[tilemap.tiles[i].tile_type], (Vector2){x,y}, false);
}
else if (tilemap.tiles[i].tile_type == SOLID_TILE)
{
@ -78,8 +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)
{
@ -93,8 +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)
@ -118,14 +119,14 @@ 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)
{
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);
draw_sprite(spr.sprite, pos, p_cspr->flip_x);
}
}
}
@ -177,10 +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);
@ -214,7 +215,7 @@ 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 = create_crate(&scene->ent_manager, &scene->engine->assets, metal);
CTransform_t* p_ctransform = get_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;
}

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@ -1,9 +1,16 @@
#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,
@ -117,14 +124,14 @@ typedef struct _SpriteRenderInfo
{
Sprite_t* sprite;
Vector2 offset;
bool flip_x;
bool flip_y;
} 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;
} CSprite_t;
static inline void set_bbox(CBBox_t* p_bbox, unsigned int x, unsigned int y)
@ -134,4 +141,42 @@ 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

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@ -1,4 +1,4 @@
#include "entManager.h"
#include "mempool.h"
void init_entity_manager(EntityManager_t* p_manager)
{
@ -83,6 +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;
}
@ -108,7 +109,7 @@ 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;
@ -116,23 +117,23 @@ void* add_component(EntityManager_t* p_manager, Entity_t* p_entity, ComponentEnu
if (p_comp)
{
p_entity->components[comp_type] = comp_idx;
sc_map_put_64v(&p_manager->component_map[comp_type_idx], p_entity->m_id, p_comp);
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);
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;
if (p_entity->components[comp_type] == MAX_COMP_POOL_SIZE) return;
sc_map_del_64v(&p_manager->component_map[comp_type_idx], p_entity->m_id);
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]);
}

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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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@ -1,21 +0,0 @@
#ifndef __ENTITY_H
#define __ENTITY_H
#include <stdbool.h>
#define N_TAGS 4
#define N_COMPONENTS 10
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;
unsigned long components[N_COMPONENTS];
} Entity_t;
#endif // __ENTITY_H

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@ -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);

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@ -151,12 +151,12 @@ Font* get_font(Assets_t* assets, const char* name)
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);

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@ -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

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@ -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"

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@ -1,6 +1,5 @@
#ifndef __ENT_IMPL_H
#define __ENT_IMPL_H
#include "entManager.h"
#include "assets.h"
bool init_player_creation(const char* info_file, Assets_t* assets);

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@ -1,5 +1,6 @@
#include "game_systems.h"
#include "AABB.h"
#include "EC.h"
#include "constants.h"
#include <stdio.h>
@ -66,8 +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)
@ -307,10 +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)
@ -477,10 +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;
@ -526,7 +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;
@ -547,7 +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
@ -587,10 +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,
@ -698,7 +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
@ -717,7 +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;
@ -733,8 +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))
{
@ -790,7 +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};
@ -838,9 +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);
@ -874,8 +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(
@ -927,9 +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
@ -974,7 +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 = {
@ -1003,9 +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;
@ -1020,8 +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
@ -1031,14 +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)
@ -1095,7 +1096,7 @@ void camera_update_system(Scene_t* scene)
const int height = lvl_scene->data.game_rec.height;
sc_map_foreach_value(&scene->ent_manager.entities_map[PLAYER_ENT_TAG], p_player)
{
CTransform_t* p_ctransform = get_component(&scene->ent_manager, p_player, CTRANSFORM_COMP_T);
CTransform_t* p_ctransform = get_component(p_player, CTRANSFORM_COMP_T);
lvl_scene->data.cam.offset = (Vector2){ width/2.0f, height/2.0f };
lvl_scene->data.cam.target = p_ctransform->position;
}

View File

@ -4,16 +4,16 @@
Entity_t* create_crate(EntityManager_t* ent_manager, Assets_t* assets, bool metal)
{
Entity_t* p_crate = add_entity(ent_manager, CRATES_ENT_TAG);
CBBox_t* p_bbox = add_component(ent_manager, p_crate, CBBOX_COMP_T);
CBBox_t* p_bbox = add_component(p_crate, CBBOX_COMP_T);
set_bbox(p_bbox, TILE_SIZE, TILE_SIZE);
p_bbox->solid = true;
p_bbox->fragile = !metal;
add_component(ent_manager, p_crate, CTRANSFORM_COMP_T);
add_component(ent_manager, p_crate, CMOVEMENTSTATE_T);
add_component(ent_manager, p_crate, CTILECOORD_COMP_T);
CHurtbox_t* p_hurtbox = add_component(ent_manager, p_crate, CHURTBOX_T);
add_component(p_crate, CTRANSFORM_COMP_T);
add_component(p_crate, CMOVEMENTSTATE_T);
add_component(p_crate, CTILECOORD_COMP_T);
CHurtbox_t* p_hurtbox = add_component(p_crate, CHURTBOX_T);
p_hurtbox->size = p_bbox->size;
p_hurtbox->fragile = !metal;
return p_crate;

View File

@ -2,38 +2,55 @@
#include "constants.h"
#include <stdio.h>
#include <string.h>
#include "raymath.h"
#define N_PLAYER_SPRITES 2
#define N_PLAYER_SPRITES 4
enum PlayerSpriteEnum
{
SPR_PLAYER_STAND = 0,
SPR_PLAYER_RUN
SPR_PLAYER_RUN,
SPR_PLAYER_JUMP,
SPR_PLAYER_FALL,
};
static SpriteRenderInfo_t player_sprite_map[N_PLAYER_SPRITES] = {0};
static unsigned int player_sprite_transition_func(Entity_t* ent)
{
return SPR_PLAYER_RUN;
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);
if (p_ctrans->velocity.x > 0) p_spr->flip_x = true;
else if (p_ctrans->velocity.x < 0) p_spr->flip_x = false;
if (p_move->ground_state & 1)
{
if (Vector2LengthSqr(p_ctrans->velocity) > 1000.0f)
{
return SPR_PLAYER_RUN;
}
return SPR_PLAYER_STAND;
}
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(ent_manager, p_ent, CBBOX_COMP_T);
CBBox_t* p_bbox = add_component(p_ent, CBBOX_COMP_T);
set_bbox(p_bbox, PLAYER_WIDTH, PLAYER_HEIGHT);
add_component(ent_manager, p_ent, CTRANSFORM_COMP_T);
add_component(p_ent, CTRANSFORM_COMP_T);
CJump_t* p_cjump = add_component(ent_manager, p_ent, CJUMP_COMP_T);
CJump_t* p_cjump = add_component(p_ent, CJUMP_COMP_T);
p_cjump->jump_speed = 680;
p_cjump->jumps = 1;
p_cjump->max_jumps = 1;
p_cjump->jump_ready = true;
add_component(ent_manager, p_ent, CPLAYERSTATE_T);
add_component(ent_manager, p_ent, CTILECOORD_COMP_T);
add_component(ent_manager, p_ent, CMOVEMENTSTATE_T);
CHitBoxes_t* p_hitbox = add_component(ent_manager, p_ent, CHITBOXES_T);
add_component(p_ent, CPLAYERSTATE_T);
add_component(p_ent, CTILECOORD_COMP_T);
add_component(p_ent, CMOVEMENTSTATE_T);
CHitBoxes_t* p_hitbox = add_component(p_ent, CHITBOXES_T);
p_hitbox->n_boxes = 2;
p_hitbox->boxes[0] = (Rectangle) {
.x = 0,
@ -47,7 +64,7 @@ Entity_t* create_player(EntityManager_t* ent_manager, Assets_t* assets)
.width = p_bbox->size.x + 2,
.height = p_bbox->size.y - 1,
};
CSprite_t* p_cspr = add_component(ent_manager, p_ent, CSPRITE_T);
CSprite_t* p_cspr = add_component(p_ent, CSPRITE_T);
p_cspr->sprites = player_sprite_map;
p_cspr->transition_func = &player_sprite_transition_func;