added player.c and started testing state machine for animation
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2032488149
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game/src/player.c
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77
game/src/player.c
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@ -0,0 +1,77 @@
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#include "player.h"
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#include "debug.h"
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#include "game_world.h"
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Player* MakePlayer() {
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Player* self = malloc(sizeof(Player));
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ASSERT_RETURN(self != NULL, NULL, "Could not allocate enough space for Player instance");
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Spritesheet* walk = spritesheet_load("assets/sprites/player/player_walk.png", IVectorFrom(512));
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Spritesheet* idle = spritesheet_load("assets/sprites/player/player_walk.png", IVectorFrom(512));
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*self = (Player){
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.transform = IdentityTransform,
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.animationStateMachine = state_machine_init(self, PlayerIdle()),
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.sprite = sprite_from_spritesheet(walk, 0),
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.stand = idle,
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.walk = walk,
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.animFrameInterval = 1.0f/8.0f,
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.animFrameTimer = 0.0f,
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};
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return self;
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}
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Player* SpawnPlayer(Vector location) {
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Player* self = MakePlayer();
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self->transform.position = location;
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game_world_add_entity(Player_as_BehaviourEntity(self));
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return self;
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}
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void PlayerStart(Player* self) {}
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void PlayerUpdate(Player* self, float deltaTime) {}
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void PlayerDestroy(Player* self) {
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state_machine_destroy(self->animationStateMachine);
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spritesheet_destroy(self->walk);
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spritesheet_destroy(self->stand);
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sprite_destroy(self->sprite);
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}
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void PlayerDraw(Player* self) {
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sprite_entity_draw(Player_as_SpriteEntity(self));
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}
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Sprite* PlayerGetSprite(Player* self) {
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return self->sprite;
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}
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Transform* PlayerGetTransform(Player* self) {
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return &self->transform;
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}
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const State* PlayerAnimationUpdate(Player* self, float deltaTime) {
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self->animFrameTimer += deltaTime;
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if (self->animFrameTimer > self->animFrameInterval) {
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size_t nextFrame = sprite_get_tile(self->sprite) + 1;
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sprite_set_tile(self->sprite, nextFrame);
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if (nextFrame > spritesheet_get_tile_count(sprite_get_spritesheet(self->sprite))) {
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return PlayerIdle(); // TODO!
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}
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}
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return state_machine_get_current_state(self->animationStateMachine);
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}
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void PlayerAnimationExit(Player* self) {}
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void PlayerIdleEnter(Player* self) {
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self->sprite = sprite_from_spritesheet(self->stand, 0);
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}
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@ -12,7 +12,9 @@
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typedef struct Player {
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typedef struct Player {
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Transform transform;
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Transform transform;
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StateMachine* animationState;
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StateMachine* animationStateMachine;
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float animFrameTimer;
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float animFrameInterval;
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Spritesheet* walk;
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Spritesheet* walk;
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Spritesheet* stand;
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Spritesheet* stand;
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@ -22,7 +24,7 @@ typedef struct Player {
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extern Player* MakePlayer();
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extern Player* MakePlayer();
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extern void SpawnPlayer(Player* self, Vector location);
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extern Player* SpawnPlayer(Vector location);
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extern void PlayerUpdate(Player* self, float deltaTime);
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extern void PlayerUpdate(Player* self, float deltaTime);
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extern void PlayerStart(Player* self);
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extern void PlayerStart(Player* self);
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extern void PlayerDestroy(Player* self);
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extern void PlayerDestroy(Player* self);
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@ -35,6 +37,10 @@ impl_Drop_for(Player,
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PlayerDestroy
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PlayerDestroy
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)
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)
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impl_Transformable_for(Player,
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PlayerGetTransform
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)
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impl_BehaviourEntity_for(Player,
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impl_BehaviourEntity_for(Player,
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PlayerStart,
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PlayerStart,
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PlayerUpdate,
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PlayerUpdate,
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@ -42,12 +48,19 @@ impl_BehaviourEntity_for(Player,
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PlayerDraw
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PlayerDraw
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)
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)
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impl_Transformable_for(Player,
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PlayerGetTransform
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)
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impl_SpriteEntity_for(Player,
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impl_SpriteEntity_for(Player,
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PlayerGetSprite
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PlayerGetSprite
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)
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)
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extern const State* PlayerAnimationUpdate(Player* player, float deltaTime);
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extern void PlayerAnimationExit(Player* player);
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extern void PlayerIdleEnter(Player* player);
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DefineState(PlayerIdle,
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PlayerIdleEnter,
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PlayerAnimationExit,
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PlayerAnimationUpdate
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)
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#endif // !TOPDOWN_PLAYER_H
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#endif // !TOPDOWN_PLAYER_H
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