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Adding prefabs
This commit is contained in:
Vendored
+6
@@ -0,0 +1,6 @@
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{
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"files.associations": {
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"position_component.h": "c",
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"movable_component.h": "c"
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}
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}
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+1
-1
@@ -11,4 +11,4 @@
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#include "scene.h"
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int start_game(void);
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gc_scene *create_game_scene(void);
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gc_scene *create_game_scene(gc_engine *engine);
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+1
-1
Submodule lib/gamacon updated: 7964f4ead3...cae301c417
@@ -0,0 +1,4 @@
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0:
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PositionComponent 0,0
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MovableComponent Q D Z
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TextureRenderer assets/sprites/bck_layer1.png
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+5
-2
@@ -11,9 +11,12 @@
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int start_game(void)
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{
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gc_engine *engine = engine_create("Runner");
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gc_scene *scene = create_game_scene();
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gc_scene *scene;
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if (!engine || !scene)
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if (!engine)
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return (ERROR);
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scene = create_game_scene(engine);
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if (!scene)
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return (ERROR);
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engine->change_scene(engine, scene);
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while (engine->is_open(engine)) {
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@@ -6,17 +6,21 @@
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*/
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#include "scene.h"
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#include "prefab.h"
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#include <stddef.h>
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static const char *textures[] = {"assets/sprites/bck_layer1.png", \
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"assets/sprites/bck_layer2.png", "assets/sprites/bck_layer3.png", \
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"assets/sprites/bck_layer4.png", NULL};
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gc_scene *create_game_scene(void)
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gc_scene *create_game_scene(gc_engine *engine)
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{
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gc_scene *scene = scene_create(textures);
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gc_entity *entity;
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if (!scene)
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return (NULL);
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entity = prefab_load(engine, "prefabs/player.gcprefab");
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scene->add_entity(scene, entity);
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return (scene);
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}
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