#include "ent_impl.h" #include "constants.h" #include "raymath.h" static SpriteRenderInfo_t item_sprite_map[18] = {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, 4}; item_sprite_map[3].sprite = get_sprite(assets, "u_arrow"); item_sprite_map[4].sprite = get_sprite(assets, "l_arrow"); item_sprite_map[5].sprite = get_sprite(assets, "d_arrow"); item_sprite_map[6].sprite = get_sprite(assets, "bomb"); item_sprite_map[6].offset = (Vector2){0, -4}; 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].offset = (Vector2){-12, -12}; return true; } Entity_t* create_crate(EntityManager_t* ent_manager, Assets_t* assets, 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 = 7; 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; if (item != CONTAINER_EMPTY) { CContainer_t* p_container = add_component(p_crate, CCONTAINER_T); 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, Assets_t* assets) { 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 = 5; p_ctransform->active = true; p_ctransform->shape_factor = (Vector2){0.6, 0.6}; add_component(p_boulder, CMOVEMENTSTATE_T); add_component(p_boulder, CTILECOORD_COMP_T); CMoveable_t* p_cmove = add_component(p_boulder, CMOVEABLE_T); p_cmove->move_speed = 8; 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; return p_boulder; } Entity_t* create_arrow(EntityManager_t* ent_manager, Assets_t* assets, uint8_t dir) { Entity_t* p_arrow = add_entity(ent_manager, DESTRUCTABLE_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}; switch(dir) { case 0: p_hitbox->boxes[0] = (Rectangle){10, TILE_SIZE / 2 - 5, 10, 5}; p_ctransform->velocity.x = -ARROW_SPEED; p_cspr->current_idx += 2; break; case 2: p_hitbox->boxes[0] = (Rectangle){TILE_SIZE / 2 - 5, 10, 5, 10}; p_ctransform->velocity.y = -ARROW_SPEED; p_cspr->current_idx += 1; break; case 3: p_hitbox->boxes[0] = (Rectangle){TILE_SIZE / 2 - 5, 10, 5, 10}; p_ctransform->velocity.y = ARROW_SPEED; p_cspr->current_idx += 3; break; default: p_hitbox->boxes[0] = (Rectangle){10, TILE_SIZE / 2 - 5, 10, 5}; p_ctransform->velocity.x = ARROW_SPEED; break; } return p_arrow; } Entity_t* create_bomb(EntityManager_t* ent_manager, Assets_t* assets, Vector2 launch_dir) { Entity_t* p_bomb = add_entity(ent_manager, DESTRUCTABLE_ENT_TAG); if (p_bomb == NULL) return NULL; 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){0, 0, 25, 25}; 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->position.x += (TILE_SIZE - 25) / 2; p_ctransform->position.y += (TILE_SIZE - 25) / 2; p_ctransform->velocity = Vector2Scale(Vector2Normalize(launch_dir), 500); return p_bomb; } Entity_t* create_explosion(EntityManager_t* ent_manager, Assets_t* assets) { Entity_t* p_explosion = add_entity(ent_manager, DESTRUCTABLE_ENT_TAG); if (p_explosion == NULL) return NULL; 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; p_ctransform->position.x -= 16; p_ctransform->position.y -= 16; p_hitbox->boxes[0] = (Rectangle){0, 0, TILE_SIZE + 32, TILE_SIZE + 32}; 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 = 3; return p_explosion; } Entity_t* create_chest(EntityManager_t* ent_manager, Assets_t* assets) { 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 = true; CTransform_t* p_ctransform = add_component(p_chest, CTRANSFORM_COMP_T); p_ctransform->grav_delay = 7; 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; return p_chest; }