entity dir
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@@ -9,4 +9,5 @@ target_sources(${DUSK_TARGET_NAME}
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entity.c
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npc.c
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player.c
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direction.c
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)
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53
src/rpg/entity/direction.c
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53
src/rpg/entity/direction.c
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@@ -0,0 +1,53 @@
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/**
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* Copyright (c) 2025 Dominic Masters
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*
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* This software is released under the MIT License.
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* https://opensource.org/licenses/MIT
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*/
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#include "direction.h"
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#include "assert/assert.h"
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float_t directionToAngle(const direction_t dir) {
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switch(dir) {
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case DIRECTION_NORTH: return (M_PI_2);
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case DIRECTION_SOUTH: return -(M_PI_2);
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case DIRECTION_EAST: return 0;
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case DIRECTION_WEST: return (M_PI);
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default: return 0; // Should never happen
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}
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}
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void directionGetCoordinates(
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const direction_t dir,
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int8_t *x, int8_t *y
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) {
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assertNotNull(x, "X coordinate pointer cannot be NULL");
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assertNotNull(y, "Y coordinate pointer cannot be NULL");
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switch(dir) {
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case DIRECTION_NORTH:
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*x = 0;
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*y = -1;
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break;
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case DIRECTION_SOUTH:
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*x = 0;
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*y = 1;
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break;
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case DIRECTION_EAST:
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*x = 1;
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*y = 0;
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break;
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case DIRECTION_WEST:
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*x = -1;
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*y = 0;
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break;
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default:
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assertUnreachable("Invalid direction");
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break;
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}
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}
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41
src/rpg/entity/direction.h
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41
src/rpg/entity/direction.h
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@@ -0,0 +1,41 @@
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/**
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* Copyright (c) 2025 Dominic Masters
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*
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* This software is released under the MIT License.
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* https://opensource.org/licenses/MIT
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*/
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#pragma once
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#include "dusk.h"
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typedef enum {
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DIRECTION_SOUTH = 0,
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DIRECTION_EAST = 1,
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DIRECTION_WEST = 2,
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DIRECTION_NORTH = 3,
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DIRECTION_UP = DIRECTION_NORTH,
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DIRECTION_DOWN = DIRECTION_SOUTH,
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DIRECTION_LEFT = DIRECTION_WEST,
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DIRECTION_RIGHT = DIRECTION_EAST,
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} direction_t;
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/**
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* Converts a direction to an angle in float_t format.
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*
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* @param dir The direction to convert.
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* @return The angle corresponding to the direction.
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*/
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float_t directionToAngle(const direction_t dir);
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/**
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* Gets the relative coordinates for a given direction.
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*
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* @param dir The direction to get coordinates for.
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* @param x Pointer to store the x coordinate.
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* @param y Pointer to store the y coordinate.
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*/
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void directionGetCoordinates(
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const direction_t dir,
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int8_t *x, int8_t *y
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);
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@@ -6,33 +6,98 @@
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*/
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#include "entity.h"
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#include "rpg/world/map.h"
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#include "assert/assert.h"
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#include "util/memory.h"
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#include "display/tileset/tileset_entities.h"
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#include "time/time.h"
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#include "util/math.h"
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entitycallback_t ENTITY_CALLBACKS[ENTITY_TYPE_COUNT] = {
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{ NULL, NULL }, // ENTITY_TYPE_NULL
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{ playerInit, playerUpdate }, // ENTITY_TYPE_PLAYER
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{ npcInit, npcUpdate}, // ENTITY_TYPE_NPC
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};
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void entityInit(entity_t *entity, const entitytype_t type) {
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void entityInit(entity_t *entity, const entitytype_t type, map_t *map) {
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assertNotNull(entity, "Entity pointer cannot be NULL");
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assertNotNull(map, "Map pointer cannot be NULL");
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assertTrue(type < ENTITY_TYPE_COUNT, "Invalid entity type");
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assertTrue(type != ENTITY_TYPE_NULL, "Cannot have NULL entity type");
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assertNotNull(ENTITY_CALLBACKS[type].init, "Entity type has no init function");
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memoryZero(entity, sizeof(entity_t));
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entity->type = type;
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entity->map = map;
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ENTITY_CALLBACKS[type].init(entity);
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// Init. I did use a callback struct but it was not flexible enough.
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switch(type) {
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case ENTITY_TYPE_PLAYER:
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playerInit(entity);
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break;
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case ENTITY_TYPE_NPC:
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npcInit(entity);
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break;
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default:
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break;
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}
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}
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void entityUpdate(entity_t *entity) {
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assertNotNull(entity, "Entity pointer cannot be NULL");
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assertTrue(entity->type < ENTITY_TYPE_COUNT, "Invalid entity type");
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assertTrue(entity->type != ENTITY_TYPE_NULL, "Cannot have NULL entity type");
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assertNotNull(ENTITY_CALLBACKS[entity->type].update, "enttype lacks update");
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ENTITY_CALLBACKS[entity->type].update(entity);
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// Handle movement logic
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switch(entity->type) {
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case ENTITY_TYPE_PLAYER:
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playerMovement(entity);
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break;
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case ENTITY_TYPE_NPC:
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npcUpdate(entity);
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break;
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default:
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break;
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}
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// Apply velocity
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if(entity->velocity[0] != 0.0f || entity->velocity[1] != 0.0f) {
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entity->position[0] += entity->velocity[0] * TIME.delta;
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entity->position[1] += entity->velocity[1] * TIME.delta;
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// Hit test on other entities.
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entity_t *start = entity->map->entities;
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entity_t *end = &entity->map->entities[entity->map->entityCount];
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// Our hitbox
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physicscircle_t self;
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glm_vec2_copy(entity->position, self.position);
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self.radius = TILESET_ENTITIES.tileWidth / 2.0f;
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physicscircle_t other;
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other.radius = self.radius;
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// TODO: what if multiple collisions?
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do {
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if(start == entity) continue;
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if(start->type == ENTITY_TYPE_NULL) continue;
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glm_vec2_copy(start->position, other.position);
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physicscirclecircleresult_t result;
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physicsCircleCheckCircle(self, other, &result);
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if(result.hit) {
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entity->position[0] -= result.normal[0] * result.depth;
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entity->position[1] -= result.normal[1] * result.depth;
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break;
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}
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} while((start++) != end);
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// Friction (and dampening)
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entity->velocity[0] *= ENTITY_FRICTION * TIME.delta;
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entity->velocity[1] *= ENTITY_FRICTION * TIME.delta;
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if(mathAbs(entity->velocity[0]) < ENTITY_MIN_VELOCITY) {
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entity->velocity[0] = 0.0f;
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}
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if(mathAbs(entity->velocity[1]) < ENTITY_MIN_VELOCITY) {
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entity->velocity[1] = 0.0f;
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}
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}
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}
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@@ -6,15 +6,15 @@
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*/
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#pragma once
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// #include "direction.h"
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#include "direction.h"
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#include "rpg/entity/player.h"
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#include "npc.h"
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#include "physics/physics.h"
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typedef struct {
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void (*init)(entity_t *entity);
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void (*update)(entity_t *entity);
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} entitycallback_t;
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#define ENTITY_FRICTION 0.9f
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#define ENTITY_MIN_VELOCITY 0.05f
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typedef struct map_s map_t;
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typedef enum {
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ENTITY_TYPE_NULL,
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@@ -25,9 +25,9 @@ typedef enum {
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} entitytype_t;
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typedef struct entity_s {
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// uint32_t id;// Completely unique ID for this entity.
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map_t *map;
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entitytype_t type;
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// direction_t dir;
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direction_t direction;
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vec2 position;
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vec2 velocity;
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@@ -38,15 +38,14 @@ typedef struct entity_s {
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};
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} entity_t;
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extern entitycallback_t ENTITY_CALLBACKS[ENTITY_TYPE_COUNT];
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/**
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* Initializes an entity structure.
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*
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* @param entity Pointer to the entity structure to initialize.
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* @param type The type of the entity.
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* @param map Pointer to the map the entity belongs to.
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*/
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void entityInit(entity_t *entity, const entitytype_t type);
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void entityInit(entity_t *entity, const entitytype_t type, map_t *map);
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/**
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* Updates an entity.
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@@ -7,9 +7,7 @@
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#include "entity.h"
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#include "assert/assert.h"
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#include "time/time.h"
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#include "input/input.h"
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#include "display/scene/overworld/sceneoverworld.h"
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#include "display/tileset/tileset_entities.h"
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@@ -17,36 +15,48 @@ void playerInit(entity_t *entity) {
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assertNotNull(entity, "Entity pointer cannot be NULL");
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}
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void playerUpdate(entity_t *entity) {
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void playerMovement(entity_t *entity) {
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assertNotNull(entity, "Entity pointer cannot be NULL");
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// testing only
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float_t move = TIME.delta * 64.0f; // tiles per second
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// Update velocity.
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vec2 dir = {
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inputAxis(INPUT_ACTION_LEFT, INPUT_ACTION_RIGHT),
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inputAxis(INPUT_ACTION_UP, INPUT_ACTION_DOWN)
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inputAxis(INPUT_ACTION_DOWN, INPUT_ACTION_UP)
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};
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if(dir[0] == 0 && dir[1] == 0) return;
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glm_vec2_normalize(dir);
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entity->position[0] += move * dir[0];
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entity->position[1] -= move * dir[1];
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SCENE_OVERWORLD.camera.lookat.target[0] = entity->position[0];
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SCENE_OVERWORLD.camera.lookat.target[1] = entity->position[1];
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// Can we move?
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physicscircle_t npc = {
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.position = { 32.0f, 32.0f },
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.radius = TILESET_ENTITIES.tileWidth / 2.0f
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};
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physicscircle_t self;
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glm_vec2_copy(entity->position, self.position);
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self.radius = npc.radius;
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physicscirclecircleresult_t result;
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physicsCircleCheckCircle(self, npc, &result);
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if(result.hit) {
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entity->position[0] -= result.normal[0] * result.depth;
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entity->position[1] -= result.normal[1] * result.depth;
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entity->velocity[0] += PLAYER_SPEED * dir[0];
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entity->velocity[1] += PLAYER_SPEED * dir[1];
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// Update direction.
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if(dir[0] > 0) {
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if(entity->direction == DIRECTION_RIGHT) {
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entity->direction = DIRECTION_RIGHT;
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} else {
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if(dir[1] < 0) {
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entity->direction = DIRECTION_UP;
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} else if(dir[1] > 0) {
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entity->direction = DIRECTION_DOWN;
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} else {
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entity->direction = DIRECTION_RIGHT;
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}
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}
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} else if(dir[0] < 0) {
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if(entity->direction == DIRECTION_LEFT) {
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entity->direction = DIRECTION_LEFT;
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} else {
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if(dir[1] < 0) {
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entity->direction = DIRECTION_UP;
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} else if(dir[1] > 0) {
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entity->direction = DIRECTION_DOWN;
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} else {
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entity->direction = DIRECTION_LEFT;
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}
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}
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} else if(dir[1] < 0) {
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entity->direction = DIRECTION_UP;
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} else if(dir[1] > 0) {
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entity->direction = DIRECTION_DOWN;
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}
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}
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@@ -8,6 +8,8 @@
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#pragma once
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#include "dusk.h"
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#define PLAYER_SPEED 64.0f
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typedef struct entity_s entity_t;
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typedef struct {
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@@ -22,8 +24,8 @@ typedef struct {
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void playerInit(entity_t *entity);
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/**
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* Updates a player entity.
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* Handles movement logic for the player entity.
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*
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* @param entity Pointer to the entity structure to update.
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* @param entity Pointer to the player entity structure.
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*/
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void playerUpdate(entity_t *entity);
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void playerMovement(entity_t *entity);
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