Fixing the sound up

This commit is contained in:
Anonymus Raccoon
2020-05-03 17:47:17 +02:00
58 changed files with 776 additions and 209 deletions
+1
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@@ -21,6 +21,7 @@ typedef struct attack_holder {
struct attack_component {
gc_component base;
attack_holder *attacks;
char *name;
};
extern const struct attack_component attack_component;
-1
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@@ -14,7 +14,6 @@
struct combat_holder
{
gc_component base;
char *name;
};
extern const struct combat_holder combat_holder;
+1
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@@ -29,6 +29,7 @@ struct dialog_holder {
bool single_usage;
bool has_seen;
struct tile *tile;
void (*close_callback)(gc_engine *engine);
};
const struct dialog_holder dialog_holder;
+6 -3
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@@ -1,6 +1,9 @@
//
// Created by anonymus-raccoon on 3/3/20.
//
/*
** EPITECH PROJECT, 2019
** MUL_my_runner_2019
** File description:
** game_loader
*/
#ifndef _TEAMS_COMPONENT_H_
#define _TEAMS_COMPONENT_H_
+35
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@@ -0,0 +1,35 @@
/*
** EPITECH PROJECT, 2020
** my_rpg
** File description:
** particule_component.c
*/
#ifndef MY_RPG_PARTICULE_COMPONENT_H
#define MY_RPG_PARTICULE_COMPONENT_H
#include <stdbool.h>
#include "sprite.h"
#include "component.h"
struct particule
{
unsigned int lifetime;
gc_sprite *sprite;
};
struct particule_component
{
gc_component base;
int type;
unsigned int lifetime;
int nb_max_particules;
void *texture;
struct particule *particules;
};
extern const struct particule_component particule_component;
#endif //MY_RPG_PARTICULE_COMPONENT_H
+5
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@@ -13,4 +13,9 @@
void set_combat_player(gc_engine *engine, gc_entity *main_player, \
gc_entity *combat_player);
bool get_player_and_enemy(gc_scene *sce, gc_entity **player, \
gc_entity **enemy);
void combat_create_enemy(struct combat_manager *this, gc_engine *engine, \
char *enemy_name);
#endif //MY_RPG_PLAYER_UTILITIES_H
+11 -1
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@@ -80,9 +80,19 @@ gc_vector2 pos, enum gc_mousekeys key);
void fisherman_setup(gc_engine *engine);
bool fisherman_next(gc_engine *engine, gc_entity *entity, \
gc_vector2 pos, enum gc_mousekeys key);
bool fisherman_chest(gc_engine *engine, gc_entity *entity, \
gc_vector2 pos, enum gc_mousekeys key);
bool lumberjack_yes(gc_engine *engine, gc_entity *entity, \
gc_vector2 pos, enum gc_mousekeys key);
bool smith_chest(gc_engine *engine, gc_entity *entity, \
gc_vector2 pos, enum gc_mousekeys key);
void mage_give(gc_engine *engine);
void load_data(gc_scene *scene, const gc_data *datas);
extern const struct gc_data game_data[];
extern const struct gc_data game_data[];
void check_for_boss(gc_engine *engine);
void boss_start(gc_engine *engine);
+1 -1
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@@ -16,6 +16,6 @@ struct game_manager_system {
bool has_message;
};
const struct game_manager_system game_manager_system;
extern const struct game_manager_system game_manager_system;
#endif //_MAP_MOVEMENT_SYSTEM_H__
+21
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@@ -0,0 +1,21 @@
/*
** EPITECH PROJECT, 2019
** MUL_my_runner_2019
** File description:
** particule_system
*/
#ifndef MY_RPG_PARTICULE_SYSTEM_H
#define MY_RPG_PARTICULE_SYSTEM_H
#include "engine.h"
#include "components/particule_component.h"
void particule_update_entity(gc_engine *engine, void *system, \
gc_entity *entity, float dt);
void create_particule(struct particule *particule, int lifetime, \
void *texture, gc_vector2 pos);
extern const struct gc_system particule_system;
#endif //MY_RPG_PARTICULE_SYSTEM_H