Moving out walk and jump components

This commit is contained in:
AnonymusRaccoon
2020-01-02 17:54:13 +01:00
parent ecee865590
commit e54243143e
12 changed files with 7 additions and 291 deletions
-4
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@@ -19,8 +19,6 @@ SRC = src/engine/engine.c \
src/components/controllable_component.c \
src/components/gravity_component.c \
src/components/friction_component.c \
src/components/actions/walk_component.c \
src/components/actions/jump_component.c \
src/components/controllers/keyboard_controller.c \
src/scene/scene.c \
src/utility/arraylen.c \
@@ -33,8 +31,6 @@ SRC = src/engine/engine.c \
src/systems/movable_system.c \
src/systems/parallax_system.c \
src/systems/gravity_system.c \
src/systems/actions/walk_system.c \
src/systems/actions/jump_system.c \
src/systems/controllers/keyboard_controller_system.c \
src/systems/friction_system.c \
src/engine/engine_system_builder.c \
-19
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@@ -1,19 +0,0 @@
/*
** EPITECH PROJECT, 2019
** MUL_my_runner_2019
** File description:
** walk_action
*/
#pragma once
#include "component.h"
#include <stdbool.h>
struct jump_action
{
gc_component base;
int acceleration;
};
extern const struct jump_action jump_action;
-20
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@@ -1,20 +0,0 @@
/*
** EPITECH PROJECT, 2019
** MUL_my_runner_2019
** File description:
** walk_action
*/
#pragma once
#include "component.h"
#include <stdbool.h>
struct walk_action
{
gc_component base;
int acceleration;
int max_acceleration;
};
extern const struct walk_action walk_action;
+1
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@@ -31,6 +31,7 @@ struct gc_engine
gc_list *systems;
void (*add_system)(gc_engine *engine, const gc_system *system);
const gc_system *(*get_system)(gc_engine *engine, const char *name);
void (*finish_physics)(gc_engine *engine);
gc_list *components;
void (*add_component)(gc_engine *engine, const void *component);
-12
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@@ -1,12 +0,0 @@
/*
** EPITECH PROJECT, 2019
** MUL_my_runner_2019
** File description:
** texture_renderer_system
*/
#pragma once
#include "system.h"
const gc_system jump_system;
-12
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@@ -1,12 +0,0 @@
/*
** EPITECH PROJECT, 2019
** MUL_my_runner_2019
** File description:
** texture_renderer_system
*/
#pragma once
#include "system.h"
extern const gc_system walk_system;
-58
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@@ -1,58 +0,0 @@
/*
** EPITECH PROJECT, 2019
** MUL_my_runner_2019
** File description:
** walk_action
*/
#include "xml.h"
#include "component.h"
#include "components/controllable_component.h"
#include "components/actions/jump_action.h"
#include "utility.h"
#include <stdlib.h>
static void ctr(void *component, va_list args)
{
struct jump_action *cmp = (struct jump_action *)component;
cmp->acceleration = va_arg(args, int);
}
static void fdctr(gc_scene *scene, void *component, node *n)
{
struct jump_action *cmp = (struct jump_action *)component;
cmp->acceleration = xml_getintprop(n, "acceleration");
(void)scene;
}
static void dtr(void *component)
{
(void)component;
}
static char *serialize(void *component)
{
(void)component;
return (NULL);
}
const struct jump_action jump_action = {
base: {
name: "jump_action",
size: sizeof(struct jump_action),
dependencies: (char *[]){
"controllable_component",
"movable_component",
"transform_component",
NULL
},
ctr: &ctr,
fdctr: &fdctr,
dtr: &dtr,
serialize: &serialize,
destroy: &component_destroy
},
acceleration: 0
};
-61
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@@ -1,61 +0,0 @@
/*
** EPITECH PROJECT, 2019
** MUL_my_runner_2019
** File description:
** walk_action
*/
#include "xml.h"
#include "component.h"
#include "components/controllable_component.h"
#include "components/actions/walk_action.h"
#include "utility.h"
#include <stdlib.h>
static void walk_ctr(void *component, va_list args)
{
struct walk_action *cmp = (struct walk_action *)component;
cmp->acceleration = va_arg(args, int);
cmp->max_acceleration = va_arg(args, int);
}
static void walk_fdctr(gc_scene *scene, void *component, node *n)
{
struct walk_action *cmp = (struct walk_action *)component;
cmp->acceleration = xml_getintprop(n, "acceleration");
cmp->max_acceleration = xml_getintprop(n, "max_acceleration");
(void)scene;
}
static void walk_dtr(void *component)
{
(void)component;
}
static char *walk_serialize(void *component)
{
(void)component;
return (NULL);
}
const struct walk_action walk_action = {
base: {
name: "walk_action",
size: sizeof(struct walk_action),
dependencies: (char *[]){
"controllable_component",
"movable_component",
"transform_component",
NULL
},
ctr: &walk_ctr,
fdctr: &walk_fdctr,
dtr: &walk_dtr,
serialize: &walk_serialize,
destroy: &component_destroy
},
acceleration: 0,
max_acceleration: 0
};
-4
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@@ -13,8 +13,6 @@
#include "components/transform_component.h"
#include "components/controllable_component.h"
#include "components/gravity_component.h"
#include "components/actions/walk_action.h"
#include "components/actions/jump_action.h"
#include "components/controllers/keyboard_controller.h"
#include "components/friction_component.h"
#include <stdlib.h>
@@ -34,8 +32,6 @@ void engine_add_buildin_components(gc_engine *engine)
engine->add_component(engine, &renderer_component);
engine->add_component(engine, &parallax_component);
engine->add_component(engine, &controllable_component);
engine->add_component(engine, &walk_action);
engine->add_component(engine, &jump_action);
engine->add_component(engine, &keyboard_controller);
engine->add_component(engine, &gravity_component);
engine->add_component(engine, &friction_component);
+6 -5
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@@ -12,8 +12,6 @@
#include "systems/parallax_system.h"
#include "systems/gravity_system.h"
#include "systems/controllers/keyboard_controller_system.h"
#include "systems/actions/walk_system.h"
#include "systems/actions/jump_system.h"
#include "systems/friction_system.h"
#include <stdlib.h>
@@ -22,18 +20,21 @@ void engine_add_system(gc_engine *engine, const gc_system *system)
engine->systems = list_add(engine->systems, (void *)system);
}
void engine_finish_physics(gc_engine *engine)
{
engine->add_system(engine, new_system(&movable_system));
}
void engine_add_buildin_systems(gc_engine *engine)
{
engine->systems = NULL;
engine->add_system = &engine_add_system;
engine->get_system = &engine_get_system;
engine->finish_physics = &engine_finish_physics;
engine->add_system(engine, &parallax_system);
engine->add_system(engine, &keyboard_controller_system);
engine->add_system(engine, &friction_system);
engine->add_system(engine, &walk_system);
engine->add_system(engine, &jump_system);
engine->add_system(engine, &gravity_system);
engine->add_system(engine, new_system(&movable_system));
}
int engine_use_sfml(gc_engine *engine, const char *title, int framerate)
-46
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@@ -1,46 +0,0 @@
/*
** EPITECH PROJECT, 2019
** MUL_my_runner_2019
** File description:
** walk_action
*/
#include "entity.h"
#include "system.h"
#include "texture.h"
#include "vector2.h"
#include "component.h"
#include "components/movable_component.h"
#include "components/controllable_component.h"
#include "components/actions/jump_action.h"
#include "utility.h"
#include <stddef.h>
void update_entity(gc_engine *engine, void *system, \
gc_entity *entity, float dtime)
{
struct controllable_component *con = GETCMP(controllable_component);
struct movable_component *mov = GETCMP(movable_component);
struct jump_action *jump = GETCMP(jump_action);
mov->acceleration.y += con->jumping * jump->acceleration;
(void)system;
(void)dtime;
(void)engine;
}
void destroy(void *system)
{
(void)system;
}
const gc_system jump_system = {
name: "JumpSystem",
component_name: "jump_action",
size: sizeof(gc_system),
ctr: NULL,
dtr: NULL,
check_dependencies: &system_check_dependencies,
update_entity: &update_entity,
destroy: &destroy
};
-50
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@@ -1,50 +0,0 @@
/*
** EPITECH PROJECT, 2019
** MUL_my_runner_2019
** File description:
** walk_action
*/
#include "entity.h"
#include "system.h"
#include "texture.h"
#include "vector2.h"
#include "component.h"
#include "components/movable_component.h"
#include "components/controllable_component.h"
#include "components/actions/walk_action.h"
#include "utility.h"
#include <stddef.h>
void walk_update_entity(gc_engine *engine, void *system, \
gc_entity *entity, float dtime)
{
struct controllable_component *con = GETCMP(controllable_component);
struct movable_component *mov = GETCMP(movable_component);
struct walk_action *walk = GETCMP(walk_action);
bool clamp = mov->acceleration.x < walk->max_acceleration || mov->acceleration.x > -walk->max_acceleration;
mov->acceleration.x -= con->moving_left * walk->acceleration;
mov->acceleration.x += con->moving_right * walk->acceleration;
if (clamp)
ABSCLAMP(mov->acceleration.x, walk->max_acceleration);
(void)system;
(void)dtime;
(void)engine;
}
void walk_destroy(void *system)
{
(void)system;
}
const gc_system walk_system = {
name: "WalkSystem",
component_name: "walk_action",
size: sizeof(gc_system),
ctr: NULL,
dtr: NULL,
check_dependencies: &system_check_dependencies,
update_entity: &walk_update_entity,
destroy: &walk_destroy
};