#include "EC.h" #include "assets_tag.h" #include "ent_impl.h" #include "constants.h" #include "raymath.h" static SpriteRenderInfo_t item_sprite_map[22] = {0}; bool init_item_creation(Assets_t* assets) { item_sprite_map[0].sprite = get_sprite(assets, "w_crate"); item_sprite_map[1].sprite = get_sprite(assets, "m_crate"); item_sprite_map[2].sprite = get_sprite(assets, "r_arrow"); //item_sprite_map[2].offset = (Vector2){-8, 6}; item_sprite_map[2].src_anchor = AP_MID_CENTER; item_sprite_map[2].src_anchor = AP_MID_CENTER; item_sprite_map[3].sprite = get_sprite(assets, "u_arrow"); item_sprite_map[3].src_anchor = AP_MID_CENTER; item_sprite_map[3].src_anchor = AP_MID_CENTER; item_sprite_map[4].sprite = get_sprite(assets, "l_arrow"); item_sprite_map[4].src_anchor = AP_MID_CENTER; item_sprite_map[4].src_anchor = AP_MID_CENTER; item_sprite_map[5].sprite = get_sprite(assets, "d_arrow"); item_sprite_map[5].src_anchor = AP_MID_CENTER; item_sprite_map[5].src_anchor = AP_MID_CENTER; item_sprite_map[6].sprite = get_sprite(assets, "bomb"); item_sprite_map[6].src_anchor = AP_MID_CENTER; item_sprite_map[6].src_anchor = AP_MID_CENTER; item_sprite_map[7].sprite = get_sprite(assets, "w_ra_crate"); item_sprite_map[8].sprite = get_sprite(assets, "m_ra_crate"); item_sprite_map[9].sprite = get_sprite(assets, "w_ua_crate"); item_sprite_map[10].sprite = get_sprite(assets, "m_ua_crate"); item_sprite_map[11].sprite = get_sprite(assets, "w_la_crate"); item_sprite_map[12].sprite = get_sprite(assets, "m_la_crate"); item_sprite_map[13].sprite = get_sprite(assets, "w_da_crate"); item_sprite_map[14].sprite = get_sprite(assets, "m_da_crate"); item_sprite_map[15].sprite = get_sprite(assets, "w_b_crate"); item_sprite_map[16].sprite = get_sprite(assets, "m_b_crate"); item_sprite_map[17].sprite = get_sprite(assets, "explode"); item_sprite_map[17].src_anchor = AP_MID_CENTER; item_sprite_map[17].src_anchor = AP_MID_CENTER; item_sprite_map[18].sprite = get_sprite(assets, "chest"); item_sprite_map[19].sprite = get_sprite(assets, "boulder"); item_sprite_map[20].sprite = get_sprite(assets, "exit"); item_sprite_map[20].src_anchor = AP_BOT_CENTER; item_sprite_map[20].src_anchor = AP_BOT_CENTER; item_sprite_map[20].offset = (Vector2){0, TILE_SIZE >> 1}; item_sprite_map[21].sprite = get_sprite(assets, "urchin"); return true; } Entity_t* create_crate(EntityManager_t* ent_manager, bool metal, ContainerItem_t item) { Entity_t* p_crate = add_entity(ent_manager, CRATES_ENT_TAG); if (p_crate == NULL) return NULL; 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 = false; CTransform_t* p_ctransform = add_component(p_crate, CTRANSFORM_COMP_T); p_ctransform->grav_delay = 0.20f; p_ctransform->shape_factor = metal ? (Vector2){0.7,0.7} : (Vector2){0.8,0.8} ; 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->def = metal ? 2 : 1; p_hurtbox->damage_src = -1; CSprite_t* p_cspr = add_component(p_crate, CSPRITE_T); p_cspr->sprites = item_sprite_map; { CContainer_t* p_container = add_component(p_crate, CCONTAINER_T); p_container->material = metal? METAL_CONTAINER : WOODEN_CONTAINER; p_container->item = item; } switch(item) { case CONTAINER_RIGHT_ARROW: p_cspr->current_idx = 7; break; case CONTAINER_UP_ARROW: p_cspr->current_idx = 9; break; case CONTAINER_LEFT_ARROW: p_cspr->current_idx = 11; break; case CONTAINER_DOWN_ARROW: p_cspr->current_idx = 13; break; case CONTAINER_BOMB: p_cspr->current_idx = 15; break; default: p_cspr->current_idx = 0; break; } if (metal) p_cspr->current_idx++; return p_crate; } Entity_t* create_boulder(EntityManager_t* ent_manager) { Entity_t* p_boulder = add_entity(ent_manager, BOULDER_ENT_TAG); if (p_boulder == NULL) return NULL; CBBox_t* p_bbox = add_component(p_boulder, CBBOX_COMP_T); set_bbox(p_bbox, TILE_SIZE, TILE_SIZE); p_bbox->solid = true; p_bbox->fragile = false; CTransform_t* p_ctransform = add_component(p_boulder, CTRANSFORM_COMP_T); p_ctransform->grav_delay = 1.0f/12; p_ctransform->active = true; p_ctransform->shape_factor = (Vector2){0.6, 0.6}; CMovementState_t* p_move = add_component(p_boulder, CMOVEMENTSTATE_T); p_move->ground_state |= 3; add_component(p_boulder, CTILECOORD_COMP_T); CMoveable_t* p_cmove = add_component(p_boulder, CMOVEABLE_T); p_cmove->move_speed = 480; CHurtbox_t* p_hurtbox = add_component(p_boulder, CHURTBOX_T); p_hurtbox->size = p_bbox->size; p_hurtbox->def = 2; p_hurtbox->damage_src = -1; CSprite_t* p_cspr = add_component(p_boulder, CSPRITE_T); p_cspr->sprites = item_sprite_map; p_cspr->current_idx = 19; return p_boulder; } Entity_t* create_arrow(EntityManager_t* ent_manager, uint8_t dir) { Entity_t* p_arrow = add_entity(ent_manager, ARROW_ENT_TAG); if (p_arrow == NULL) return NULL; add_component(p_arrow, CTILECOORD_COMP_T); CHitBoxes_t* p_hitbox = add_component(p_arrow, CHITBOXES_T); p_hitbox->n_boxes = 1; p_hitbox->atk = 3; p_hitbox->one_hit = true; CTransform_t* p_ctransform = add_component(p_arrow, CTRANSFORM_COMP_T); p_ctransform->movement_mode = KINEMATIC_MOVEMENT; p_ctransform->active = true; CSprite_t* p_cspr = add_component(p_arrow, CSPRITE_T); p_cspr->sprites = item_sprite_map; p_cspr->current_idx = 2; //p_hitbox->boxes[0] = (Rectangle){TILE_SIZE - 5, TILE_SIZE / 2 - 5, 5, 5}; const int HITBOX_LONG_SIDE = 10; const int HITBOX_SHORT_SIDE = 4; const int CENTER_POSITION = (TILE_SIZE - HITBOX_SHORT_SIDE) >> 1; const int HITBOX_CENTER = (HITBOX_SHORT_SIDE >> 1); switch(dir) { case 0: p_ctransform->velocity.x = -ARROW_SPEED; p_cspr->current_idx += 2; p_hitbox->boxes[0] = (Rectangle){-CENTER_POSITION, -HITBOX_CENTER, HITBOX_LONG_SIDE, HITBOX_SHORT_SIDE}; break; case 2: p_hitbox->boxes[0] = (Rectangle){-HITBOX_CENTER, -CENTER_POSITION, HITBOX_SHORT_SIDE, HITBOX_LONG_SIDE}; p_ctransform->velocity.y = -ARROW_SPEED; p_cspr->current_idx += 1; break; case 3: p_hitbox->boxes[0] = (Rectangle){-HITBOX_CENTER, CENTER_POSITION - HITBOX_LONG_SIDE, HITBOX_SHORT_SIDE, HITBOX_LONG_SIDE}; p_ctransform->velocity.y = ARROW_SPEED; p_cspr->current_idx += 3; break; default: p_hitbox->boxes[0] = (Rectangle){CENTER_POSITION - HITBOX_LONG_SIDE, -HITBOX_CENTER, HITBOX_LONG_SIDE, HITBOX_SHORT_SIDE}; p_ctransform->velocity.x = ARROW_SPEED; break; } return p_arrow; } Entity_t* create_bomb(EntityManager_t* ent_manager, Vector2 launch_dir) { Entity_t* p_bomb = add_entity(ent_manager, DESTRUCTABLE_ENT_TAG); if (p_bomb == NULL) return NULL; //p_bomb->position.x += (TILE_SIZE - 25) / 2; //p_bomb->position.y += (TILE_SIZE - 25) / 2; //if (launch_dir.x > 0) //{ // p_bomb->position.x += TILE_SIZE/ 2; //} //else if (launch_dir.x < 0) //{ // p_bomb->position.x -= TILE_SIZE / 2; //} add_component(p_bomb, CTILECOORD_COMP_T); add_component(p_bomb, CMOVEMENTSTATE_T); CHitBoxes_t* p_hitbox = add_component(p_bomb, CHITBOXES_T); p_hitbox->n_boxes = 1; p_hitbox->boxes[0] = (Rectangle){-13, -13, 26, 26}; p_hitbox->atk = 0; p_hitbox->one_hit = true; CContainer_t* p_container = add_component(p_bomb, CCONTAINER_T); p_container->item = CONTAINER_EXPLOSION; CSprite_t* p_cspr = add_component(p_bomb, CSPRITE_T); p_cspr->sprites = item_sprite_map; p_cspr->current_idx = 6; CTransform_t* p_ctransform = add_component(p_bomb, CTRANSFORM_COMP_T); p_ctransform->active = true; p_ctransform->shape_factor = (Vector2){0.1, 0.1}; p_ctransform->movement_mode = REGULAR_MOVEMENT; p_ctransform->velocity = Vector2Scale(Vector2Normalize(launch_dir), 500); return p_bomb; } Entity_t* create_explosion(EntityManager_t* ent_manager) { Entity_t* p_explosion = add_entity(ent_manager, DESTRUCTABLE_ENT_TAG); if (p_explosion == NULL) return NULL; //p_explosion->position.x -= 16; //p_explosion->position.y -= 16; add_component(p_explosion, CTILECOORD_COMP_T); CHitBoxes_t* p_hitbox = add_component(p_explosion, CHITBOXES_T); p_hitbox->n_boxes = 1; p_hitbox->atk = 3; CTransform_t* p_ctransform = add_component(p_explosion, CTRANSFORM_COMP_T); p_ctransform->movement_mode = KINEMATIC_MOVEMENT; p_ctransform->active = true; const int hitbox_sz = TILE_SIZE + 40; p_hitbox->boxes[0] = (Rectangle){-(hitbox_sz >> 1), -(hitbox_sz >> 1), hitbox_sz, hitbox_sz}; CSprite_t* p_cspr = add_component(p_explosion, CSPRITE_T); p_cspr->sprites = item_sprite_map; p_cspr->current_idx = 17; CLifeTimer_t* p_clifetimer = add_component(p_explosion, CLIFETIMER_T); p_clifetimer->life_time = 0.05f; return p_explosion; } Entity_t* create_urchin(EntityManager_t* ent_manager) { // The hit box is larger than the bbox // Unfortunately, it's too late to incorporate the offset for the bbox component // So, offset the hitbox instead and external reposition it. Entity_t* p_urchin = add_entity(ent_manager, URCHIN_ENT_TAG); if (p_urchin == NULL) return NULL; CBBox_t* p_bbox = add_component(p_urchin, CBBOX_COMP_T); set_bbox(p_bbox, TILE_SIZE-2, TILE_SIZE-2); CTransform_t* p_ctransform = add_component(p_urchin, CTRANSFORM_COMP_T); p_ctransform->movement_mode = KINEMATIC_MOVEMENT; p_ctransform->bounce_coeff = 1.0f; p_ctransform->velocity.x = -100; p_ctransform->active = true; add_component(p_urchin, CTILECOORD_COMP_T); CHurtbox_t* p_hurtbox = add_component(p_urchin, CHURTBOX_T); p_hurtbox->size = p_bbox->size; p_hurtbox->def = 2; p_hurtbox->damage_src = -1; CHitBoxes_t* p_hitbox = add_component(p_urchin, CHITBOXES_T); p_hitbox->n_boxes = 1; p_hitbox->boxes[0] = (Rectangle) {-1,-1,TILE_SIZE,TILE_SIZE}; p_hitbox->atk = 2; CSprite_t* p_cspr = add_component(p_urchin, CSPRITE_T); p_cspr->sprites = item_sprite_map; p_cspr->current_idx = 21; add_component(p_urchin, CSQUISHABLE_T); return p_urchin; } Entity_t* create_chest(EntityManager_t* ent_manager) { Entity_t* p_chest = add_entity(ent_manager, CHEST_ENT_TAG); if (p_chest == NULL) return NULL; CBBox_t* p_bbox = add_component(p_chest, CBBOX_COMP_T); set_bbox(p_bbox, TILE_SIZE, TILE_SIZE); p_bbox->solid = true; p_bbox->fragile = false; CTransform_t* p_ctransform = add_component(p_chest, CTRANSFORM_COMP_T); p_ctransform->grav_delay = 0.3f; p_ctransform->shape_factor = (Vector2){0.7,0.7}; add_component(p_chest, CMOVEMENTSTATE_T); add_component(p_chest, CTILECOORD_COMP_T); CHurtbox_t* p_hurtbox = add_component(p_chest, CHURTBOX_T); p_hurtbox->size = p_bbox->size; p_hurtbox->def = 4; p_hurtbox->damage_src = -1; CSprite_t* p_cspr = add_component(p_chest, CSPRITE_T); p_cspr->sprites = item_sprite_map; p_cspr->current_idx = 18; return p_chest; } Entity_t* create_level_end(EntityManager_t* ent_manager) { Entity_t* p_flag = add_entity(ent_manager, LEVEL_END_TAG); if (p_flag == NULL) return NULL; CSprite_t* p_cspr = add_component(p_flag, CSPRITE_T); p_cspr->sprites = item_sprite_map; p_cspr->current_idx = 20; add_component(p_flag, CTILECOORD_COMP_T); return p_flag; }