chore(format): Geany did some automatic formatting
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08a5befc82
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@ -2,108 +2,90 @@
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#include "debug.h"
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#include "game_world.h"
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static inline
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void InternalPlayerInitInput(Player* self) {
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// HORIZONTAL
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playerinput_add(self->input, CompositeAxis1D_as_InputAxis(compositeaxis1d_new(
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KeyBind_as_InputAxis(keybind_new(SDL_SCANCODE_A)),
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KeyBind_as_InputAxis(keybind_new(SDL_SCANCODE_D)),
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InputEvent_Float
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)), (InputDelegateFn)PlayerInputHorizontal);
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static inline void InternalPlayerInitInput(Player* self)
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{
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// HORIZONTAL
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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);
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// VERTICAL
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playerinput_add(self->input, CompositeAxis1D_as_InputAxis(compositeaxis1d_new(
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KeyBind_as_InputAxis(keybind_new(SDL_SCANCODE_S)),
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KeyBind_as_InputAxis(keybind_new(SDL_SCANCODE_W)),
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InputEvent_Float
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)), (InputDelegateFn)PlayerInputVertical);
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// VERTICAL
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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);
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}
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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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Player* MakePlayer()
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{
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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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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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*self = (Player) {
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.transform = IdentityTransform,
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.input = playerinput_new(self, -1),
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.input_direction = ZeroVector,
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.input = playerinput_new(self, -1),
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.input_direction = ZeroVector,
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.faceDirection = 0,
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.animationStateMachine = state_machine_init(self, PlayerIdle()),
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.animFrame = 0,
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.animFrameInterval = 1.0f / 4.0f,
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.animFrameTimer = 0.0f,
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.stand = idle,
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.walk = walk,
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.faceDirection = 0,
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.sprite = sprite_from_spritesheet(walk, 0),
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};
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.animationStateMachine = NULL,
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return self;
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.idle = animation_sprite_new(idle, 4.0f),
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.walk = animation_sprite_new(walk, 4.0f),
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.current_anim = self->idle
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};
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self->animationStateMachine = state_machine_init(self, PlayerIdle());
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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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Player* SpawnPlayer(Vector location)
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{
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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 PlayerStart(Player* self) { }
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void PlayerUpdate(Player* self, float deltaTime) {
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state_machine_update(self->animationStateMachine, deltaTime);
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void PlayerUpdate(Player* self, float deltaTime)
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{
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state_machine_update(self->animationStateMachine, deltaTime);
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}
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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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void PlayerDestroy(Player* self)
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{
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state_machine_destroy(self->animationStateMachine);
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animation_sprite_destroy(self->idle);
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animation_sprite_destroy(self->walk);
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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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void PlayerDraw(Player* self)
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{
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animation_sprite_draw(self->current_anim, &self->transform);
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}
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void PlayerInputHorizontal(Player* self, InputEvent event) {}
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void PlayerInputHorizontal(Player* self, InputEvent event) { }
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void PlayerInputVertical(Player* self, InputEvent event) {}
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void PlayerInputVertical(Player* self, InputEvent event) { }
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Sprite* PlayerGetSprite(Player* self) {
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return self->sprite;
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Transform* PlayerGetTransform(Player* self)
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{
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return &self->transform;
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}
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Transform* PlayerGetTransform(Player* self) {
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return &self->transform;
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void PlayerAnimationExit(Player* self) { }
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void PlayerIdleEnter(Player* self)
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{
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self->current_anim = self->idle;
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animation_sprite_play_from(self->current_anim, 0.f);
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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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self->animFrameTimer = 0.f;
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++self->animFrame;
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size_t nextFrame = self->animFrame * 8 + self->faceDirection;
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sprite_set_tile(self->sprite, nextFrame);
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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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const State* PlayerIdleUpdate(Player* self, float deltaTime) {
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PlayerAnimationUpdate(self, deltaTime);
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return PlayerIdle();
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const State* PlayerIdleUpdate(Player* self, float deltaTime)
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{
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return PlayerIdle();
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}
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