#include "ent_impl.h" #include "constants.h" #include #include #include "raymath.h" #define N_PLAYER_SPRITES 8 enum PlayerSpriteEnum { SPR_PLAYER_STAND = 0, SPR_PLAYER_RUN, SPR_PLAYER_JUMP, SPR_PLAYER_FALL, SPR_PLAYER_LADDER, SPR_PLAYER_CROUCH, SPR_PLAYER_CRMOVE, 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 (Vector2LengthSqr(p_ctrans->velocity) > 1000.0f) { return (p_plr->is_crouch) ? SPR_PLAYER_CRMOVE : SPR_PLAYER_RUN; } else { return (p_plr->is_crouch) ? SPR_PLAYER_CROUCH : 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, }; p_hitbox->atk = 2; 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; }