feat(template): removed files not directly needed for the template

This commit is contained in:
Sara 2023-11-23 20:03:33 +01:00
parent 2b7af06d00
commit 37ec5a7558
4 changed files with 1 additions and 159 deletions

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Width:  |  Height:  |  Size: 2.2 MiB

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@ -1,12 +1,7 @@
#include "camera.h"
#include "program.h"
#include "player.h"
static
void play() {
g_camera.fov = 5;
SpawnPlayer(ZeroVector);
}
void play() {}
static
void tick() {}

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@ -1,91 +0,0 @@
#include "player.h"
#include "debug.h"
#include "game_world.h"
static inline void InternalPlayerInitInput(Player* self)
{
// HORIZONTAL
playerinput_add(self->input, CompositeAxis1D_as_InputAxis(compositeaxis1d_new(KeyBind_as_InputAxis(keybind_new(SDL_SCANCODE_A)), KeyBind_as_InputAxis(keybind_new(SDL_SCANCODE_D)), InputEvent_Float)), (InputDelegateFn)PlayerInputHorizontal);
// VERTICAL
playerinput_add(self->input, CompositeAxis1D_as_InputAxis(compositeaxis1d_new(KeyBind_as_InputAxis(keybind_new(SDL_SCANCODE_S)), KeyBind_as_InputAxis(keybind_new(SDL_SCANCODE_W)), InputEvent_Float)), (InputDelegateFn)PlayerInputVertical);
}
Player* MakePlayer()
{
Player* self = malloc(sizeof(Player));
ASSERT_RETURN(self != NULL, NULL, "Could not allocate enough space for Player instance");
Spritesheet* walk = spritesheet_load("assets/sprites/player/player_walk.png", IVectorFrom(512));
Spritesheet* idle = spritesheet_load("assets/sprites/player/player_walk.png", IVectorFrom(512));
*self = (Player) {
.transform = IdentityTransform,
.input = playerinput_new(self, -1),
.input_direction = ZeroVector,
.faceDirection = 0,
.animationStateMachine = NULL,
.idle = animation_sprite_new(idle, 4.0f),
.walk = animation_sprite_new(walk, 4.0f),
.current_anim = self->idle
};
self->animationStateMachine = state_machine_init(self, PlayerIdle());
return self;
}
Player* SpawnPlayer(Vector location)
{
Player* self = MakePlayer();
self->transform.position = location;
game_world_add_entity(Player_as_BehaviourEntity(self));
return self;
}
void PlayerStart(Player* self) { }
void PlayerUpdate(Player* self, float deltaTime)
{
state_machine_update(self->animationStateMachine, deltaTime);
}
void PlayerDestroy(Player* self)
{
state_machine_destroy(self->animationStateMachine);
animation_sprite_destroy(self->idle);
animation_sprite_destroy(self->walk);
}
void PlayerDraw(Player* self)
{
animation_sprite_draw(self->current_anim, &self->transform);
}
void PlayerInputHorizontal(Player* self, InputEvent event) { }
void PlayerInputVertical(Player* self, InputEvent event) { }
Transform* PlayerGetTransform(Player* self)
{
return &self->transform;
}
void PlayerAnimationExit(Player* self) { }
void PlayerIdleEnter(Player* self)
{
self->current_anim = self->idle;
animation_sprite_play_from(self->current_anim, 0.f);
}
const State* PlayerIdleUpdate(Player* self, float deltaTime)
{
return PlayerIdle();
}

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@ -1,62 +0,0 @@
#ifndef TOPDOWN_PLAYER_H
#define TOPDOWN_PLAYER_H
#include "animation_sprite.h"
#include "behaviour_entity.h"
#include "drop.h"
#include "player_input.h"
#include "state_machine.h"
#include "transformable.h"
typedef struct Player {
Transform transform;
PlayerInput* input;
Vector input_direction;
unsigned short faceDirection;
StateMachine* animationStateMachine;
AnimationSprite* idle;
AnimationSprite* walk;
AnimationSprite* current_anim;
} Player;
extern Player* MakePlayer();
extern Player* SpawnPlayer(Vector location);
extern void PlayerUpdate(Player* self, float deltaTime);
extern void PlayerStart(Player* self);
extern void PlayerDestroy(Player* self);
extern void PlayerDraw(Player* self);
extern void PlayerInputHorizontal(Player* self, InputEvent event);
extern void PlayerInputVertical(Player* self, InputEvent event);
extern Transform* PlayerGetTransform(Player* self);
impl_Drop_for(Player,
PlayerDestroy)
impl_Transformable_for(Player,
PlayerGetTransform)
impl_BehaviourEntity_for(Player,
PlayerStart,
PlayerUpdate,
SpawnPlayer,
PlayerDraw)
extern void PlayerAnimationExit(Player* player);
extern void PlayerIdleEnter(Player* player);
extern const State* PlayerIdleUpdate(Player* player, float deltaTime);
DefineState(PlayerIdle, Player,
PlayerIdleEnter,
PlayerAnimationExit,
PlayerIdleUpdate)
#endif // !TOPDOWN_PLAYER_H