mirror of
https://github.com/zoriya/ForecastingVillage.git
synced 2026-06-06 11:53:42 +00:00
Fixing the sound up
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@@ -21,6 +21,7 @@ typedef struct attack_holder {
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struct attack_component {
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gc_component base;
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attack_holder *attacks;
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char *name;
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};
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extern const struct attack_component attack_component;
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@@ -14,7 +14,6 @@
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struct combat_holder
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{
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gc_component base;
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char *name;
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};
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extern const struct combat_holder combat_holder;
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@@ -29,6 +29,7 @@ struct dialog_holder {
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bool single_usage;
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bool has_seen;
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struct tile *tile;
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void (*close_callback)(gc_engine *engine);
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};
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const struct dialog_holder dialog_holder;
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@@ -1,6 +1,9 @@
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//
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// Created by anonymus-raccoon on 3/3/20.
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//
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/*
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** EPITECH PROJECT, 2019
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** MUL_my_runner_2019
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** File description:
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** game_loader
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*/
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#ifndef _TEAMS_COMPONENT_H_
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#define _TEAMS_COMPONENT_H_
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@@ -0,0 +1,35 @@
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/*
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** EPITECH PROJECT, 2020
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** my_rpg
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** File description:
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** particule_component.c
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*/
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#ifndef MY_RPG_PARTICULE_COMPONENT_H
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#define MY_RPG_PARTICULE_COMPONENT_H
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#include <stdbool.h>
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#include "sprite.h"
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#include "component.h"
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struct particule
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{
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unsigned int lifetime;
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gc_sprite *sprite;
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};
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struct particule_component
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{
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gc_component base;
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int type;
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unsigned int lifetime;
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int nb_max_particules;
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void *texture;
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struct particule *particules;
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};
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extern const struct particule_component particule_component;
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#endif //MY_RPG_PARTICULE_COMPONENT_H
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@@ -13,4 +13,9 @@
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void set_combat_player(gc_engine *engine, gc_entity *main_player, \
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gc_entity *combat_player);
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bool get_player_and_enemy(gc_scene *sce, gc_entity **player, \
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gc_entity **enemy);
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void combat_create_enemy(struct combat_manager *this, gc_engine *engine, \
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char *enemy_name);
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#endif //MY_RPG_PLAYER_UTILITIES_H
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+11
-1
@@ -80,9 +80,19 @@ gc_vector2 pos, enum gc_mousekeys key);
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void fisherman_setup(gc_engine *engine);
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bool fisherman_next(gc_engine *engine, gc_entity *entity, \
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gc_vector2 pos, enum gc_mousekeys key);
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bool fisherman_chest(gc_engine *engine, gc_entity *entity, \
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gc_vector2 pos, enum gc_mousekeys key);
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bool lumberjack_yes(gc_engine *engine, gc_entity *entity, \
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gc_vector2 pos, enum gc_mousekeys key);
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bool smith_chest(gc_engine *engine, gc_entity *entity, \
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gc_vector2 pos, enum gc_mousekeys key);
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void mage_give(gc_engine *engine);
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void load_data(gc_scene *scene, const gc_data *datas);
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extern const struct gc_data game_data[];
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extern const struct gc_data game_data[];
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void check_for_boss(gc_engine *engine);
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void boss_start(gc_engine *engine);
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@@ -16,6 +16,6 @@ struct game_manager_system {
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bool has_message;
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};
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const struct game_manager_system game_manager_system;
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extern const struct game_manager_system game_manager_system;
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#endif //_MAP_MOVEMENT_SYSTEM_H__
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@@ -0,0 +1,21 @@
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/*
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** EPITECH PROJECT, 2019
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** MUL_my_runner_2019
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** File description:
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** particule_system
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*/
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#ifndef MY_RPG_PARTICULE_SYSTEM_H
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#define MY_RPG_PARTICULE_SYSTEM_H
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#include "engine.h"
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#include "components/particule_component.h"
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void particule_update_entity(gc_engine *engine, void *system, \
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gc_entity *entity, float dt);
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void create_particule(struct particule *particule, int lifetime, \
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void *texture, gc_vector2 pos);
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extern const struct gc_system particule_system;
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#endif //MY_RPG_PARTICULE_SYSTEM_H
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