Separate entity functions to own file

This commit is contained in:
Doyle Thai 2016-07-28 14:33:58 +10:00
parent 1427ee3fde
commit 8a3886a60e
5 changed files with 213 additions and 187 deletions

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@ -125,6 +125,7 @@
<ClCompile Include="src\Common.c" /> <ClCompile Include="src\Common.c" />
<ClCompile Include="src\Debug.c" /> <ClCompile Include="src\Debug.c" />
<ClCompile Include="src\dengine.c" /> <ClCompile Include="src\dengine.c" />
<ClCompile Include="src\Entity.c" />
<ClCompile Include="src\Platform.c" /> <ClCompile Include="src\Platform.c" />
<ClCompile Include="src\Renderer.c" /> <ClCompile Include="src\Renderer.c" />
<ClCompile Include="src\Shader.c" /> <ClCompile Include="src\Shader.c" />

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@ -48,6 +48,9 @@
<ClCompile Include="src\Audio.c"> <ClCompile Include="src\Audio.c">
<Filter>Source Files</Filter> <Filter>Source Files</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="src\Entity.c">
<Filter>Source Files</Filter>
</ClCompile>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<None Include="data\shaders\default.vert.glsl" /> <None Include="data\shaders\default.vert.glsl" />

161
src/Entity.c Normal file
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@ -0,0 +1,161 @@
#include "Dengine/AssetManager.h"
#include "Dengine/MemoryArena.h"
#include "Dengine/Platform.h"
#include "Dengine/Debug.h"
#include "Dengine/Entity.h"
#include "WorldTraveller/WorldTraveller.h"
void entity_setActiveAnim(Entity *entity, enum AnimList animId)
{
#ifdef DENGINE_DEBUG
ASSERT(animId < animlist_count);
ASSERT(entity->anim[animId].anim);
#endif
/* Reset current anim data */
EntityAnim_ *currAnim = &entity->anim[entity->currAnimId];
currAnim->currDuration = currAnim->anim->frameDuration;
currAnim->currFrame = 0;
/* Set entity active animation */
entity->currAnimId = animId;
}
void entity_updateAnim(Entity *entity, f32 dt)
{
if (!entity->tex) return;
// TODO(doyle): Recheck why we have this twice
EntityAnim_ *entityAnim = &entity->anim[entity->currAnimId];
Animation anim = *entityAnim->anim;
i32 frameIndex = anim.frameIndex[entityAnim->currFrame];
v4 texRect = anim.atlas->texRect[frameIndex];
entityAnim->currDuration -= dt;
if (entityAnim->currDuration <= 0.0f)
{
entityAnim->currFrame++;
entityAnim->currFrame = entityAnim->currFrame % anim.numFrames;
frameIndex = entityAnim->anim->frameIndex[entityAnim->currFrame];
texRect = anim.atlas->texRect[frameIndex];
entityAnim->currDuration = anim.frameDuration;
}
// NOTE(doyle): If humanoid entity, let animation dictate render size which
// may exceed the hitbox size of the entity
switch (entity->type)
{
case entitytype_hero:
case entitytype_mob:
case entitytype_npc:
entity->renderSize = math_getRectSize(texRect);
default:
break;
}
}
void entity_addAnim(AssetManager *assetManager, Entity *entity, i32 animId)
{
Animation *anim = asset_getAnim(assetManager, animId);
entity->anim[animId].anim = anim;
entity->anim[animId].currFrame = 0;
entity->anim[animId].currDuration = anim->frameDuration;
}
void entity_addGenericMob(MemoryArena *arena, AssetManager *assetManager,
World *world, v2 pos)
{
#ifdef DENGINE_DEBUG
DEBUG_LOG("Mob entity spawned");
#endif
Entity *hero = &world->entities[world->heroIndex];
v2 size = V2(58.0f, 98.0f);
enum EntityType type = entitytype_mob;
enum Direction dir = direction_west;
Texture *tex = asset_getTexture(assetManager, texlist_hero);
b32 collides = TRUE;
Entity *mob = entity_add(arena, world, pos, size, type, dir, tex, collides);
/* Populate mob animation references */
entity_addAnim(assetManager, mob, animlist_hero_idle);
entity_addAnim(assetManager, mob, animlist_hero_walk);
entity_addAnim(assetManager, mob, animlist_hero_wave);
entity_addAnim(assetManager, mob, animlist_hero_battlePose);
entity_addAnim(assetManager, mob, animlist_hero_tackle);
mob->currAnimId = animlist_hero_idle;
}
Entity *entity_add(MemoryArena *arena, World *world, v2 pos, v2 size,
enum EntityType type, enum Direction direction,
Texture *tex, b32 collides)
{
#ifdef DENGINE_DEBUG
ASSERT(world);
ASSERT(world->freeEntityIndex < world->maxEntities);
ASSERT(type < entitytype_count);
#endif
Entity entity = {0};
entity.id = world->uniqueIdAccumulator++;
entity.pos = pos;
entity.hitboxSize = size;
entity.renderSize = size;
entity.type = type;
entity.direction = direction;
entity.tex = tex;
entity.collides = collides;
switch(type)
{
case entitytype_hero:
entity.stats = PLATFORM_MEM_ALLOC(arena, 1, EntityStats);
entity.stats->maxHealth = 100;
entity.stats->health = entity.stats->maxHealth;
entity.stats->actionRate = 100;
entity.stats->actionTimer = entity.stats->actionRate;
entity.stats->actionSpdMul = 100;
entity.stats->entityIdToAttack = -1;
entity.stats->queuedAttack = entityattack_invalid;
entity.state = entitystate_idle;
break;
case entitytype_mob:
{
entity.stats = PLATFORM_MEM_ALLOC(arena, 1, EntityStats);
entity.stats->maxHealth = 100;
entity.stats->health = entity.stats->maxHealth;
entity.stats->actionRate = 100;
entity.stats->actionTimer = entity.stats->actionRate;
entity.stats->actionSpdMul = 100;
entity.stats->entityIdToAttack = -1;
entity.stats->queuedAttack = entityattack_invalid;
entity.state = entitystate_idle;
break;
}
default:
break;
}
world->entities[world->freeEntityIndex++] = entity;
Entity *result = &world->entities[world->freeEntityIndex-1];
return result;
}
void entity_delete(MemoryArena *arena, World *world, i32 entityIndex)
{
Entity *entity = &world->entities[entityIndex];
PLATFORM_MEM_FREE(arena, entity->stats, sizeof(EntityStats));
// TODO(doyle): Inefficient shuffle down all elements
for (i32 i = entityIndex; i < world->freeEntityIndex-1; i++)
world->entities[i] = world->entities[i+1];
world->freeEntityIndex--;
}

View File

@ -1,8 +1,9 @@
#include "WorldTraveller/WorldTraveller.h" #include "WorldTraveller/WorldTraveller.h"
#include "Dengine/Debug.h"
#include "Dengine/Platform.h"
#include "Dengine/Audio.h" #include "Dengine/Audio.h"
#include "Dengine/Debug.h"
#include "Dengine/Entity.h"
#include "Dengine/Platform.h"
enum State enum State
{ {
@ -11,82 +12,12 @@ enum State
state_win, state_win,
}; };
INTERNAL Entity *getHeroEntity(World *world) Entity *getHeroEntity(World *world)
{ {
Entity *result = &world->entities[world->heroIndex]; Entity *result = &world->entities[world->heroIndex];
return result; return result;
} }
INTERNAL Entity *addEntity(MemoryArena *arena, World *world, v2 pos, v2 size,
enum EntityType type, enum Direction direction,
Texture *tex, b32 collides)
{
#ifdef DENGINE_DEBUG
ASSERT(world);
ASSERT(world->freeEntityIndex < world->maxEntities);
ASSERT(type < entitytype_count);
#endif
Entity entity = {0};
entity.id = world->uniqueIdAccumulator++;
entity.pos = pos;
entity.hitboxSize = size;
entity.renderSize = size;
entity.type = type;
entity.direction = direction;
entity.tex = tex;
entity.collides = collides;
switch(type)
{
case entitytype_hero:
entity.stats = PLATFORM_MEM_ALLOC(arena, 1, EntityStats);
entity.stats->maxHealth = 100;
entity.stats->health = entity.stats->maxHealth;
entity.stats->actionRate = 100;
entity.stats->actionTimer = entity.stats->actionRate;
entity.stats->actionSpdMul = 100;
entity.stats->entityIdToAttack = -1;
entity.stats->queuedAttack = entityattack_invalid;
entity.state = entitystate_idle;
break;
case entitytype_mob:
{
entity.stats = PLATFORM_MEM_ALLOC(arena, 1, EntityStats);
entity.stats->maxHealth = 100;
entity.stats->health = entity.stats->maxHealth;
entity.stats->actionRate = 100;
entity.stats->actionTimer = entity.stats->actionRate;
entity.stats->actionSpdMul = 100;
entity.stats->entityIdToAttack = -1;
entity.stats->queuedAttack = entityattack_invalid;
entity.state = entitystate_idle;
break;
}
default:
break;
}
world->entities[world->freeEntityIndex++] = entity;
Entity *result = &world->entities[world->freeEntityIndex-1];
return result;
}
INTERNAL void deleteEntity(MemoryArena *arena, World *world, i32 entityIndex)
{
Entity *entity = &world->entities[entityIndex];
PLATFORM_MEM_FREE(arena, entity->stats, sizeof(EntityStats));
// TODO(doyle): Inefficient shuffle down all elements
for (i32 i = entityIndex; i < world->freeEntityIndex-1; i++)
world->entities[i] = world->entities[i+1];
world->freeEntityIndex--;
}
INTERNAL void rendererInit(GameState *state, v2 windowSize) INTERNAL void rendererInit(GameState *state, v2 windowSize)
{ {
AssetManager *assetManager = &state->assetManager; AssetManager *assetManager = &state->assetManager;
@ -126,40 +57,6 @@ INTERNAL void rendererInit(GameState *state, v2 windowSize)
GL_CHECK_ERROR(); GL_CHECK_ERROR();
} }
INTERNAL void addAnim(AssetManager *assetManager, i32 animId, Entity *entity)
{
Animation *anim = asset_getAnim(assetManager, animId);
entity->anim[animId].anim = anim;
entity->anim[animId].currFrame = 0;
entity->anim[animId].currDuration = anim->frameDuration;
}
INTERNAL void addGenericMob(MemoryArena *arena, AssetManager *assetManager,
World *world, v2 pos)
{
#ifdef DENGINE_DEBUG
DEBUG_LOG("Mob entity spawned");
#endif
Entity *hero = &world->entities[world->heroIndex];
v2 size = V2(58.0f, 98.0f);
enum EntityType type = entitytype_mob;
enum Direction dir = direction_west;
Texture *tex = asset_getTexture(assetManager, texlist_hero);
b32 collides = TRUE;
Entity *mob = addEntity(arena, world, pos, size, type, dir, tex, collides);
/* Populate mob animation references */
addAnim(assetManager, animlist_hero_idle, mob);
addAnim(assetManager, animlist_hero_walk, mob);
addAnim(assetManager, animlist_hero_wave, mob);
addAnim(assetManager, animlist_hero_battlePose, mob);
addAnim(assetManager, animlist_hero_tackle, mob);
mob->currAnimId = animlist_hero_idle;
}
// TODO(doyle): Remove and implement own random generator! // TODO(doyle): Remove and implement own random generator!
#include <time.h> #include <time.h>
#include <stdlib.h> #include <stdlib.h>
@ -345,10 +242,10 @@ void worldTraveller_gameInit(GameState *state, v2 windowSize)
enum Direction dir = direction_null; enum Direction dir = direction_null;
Texture *tex = asset_getTexture(assetManager, world->texType); Texture *tex = asset_getTexture(assetManager, world->texType);
b32 collides = FALSE; b32 collides = FALSE;
Entity *tile = addEntity(arena, world, pos, size, type, dir, Entity *tile = entity_add(arena, world, pos, size, type, dir,
tex, collides); tex, collides);
addAnim(assetManager, animlist_terrain, tile); entity_addAnim(assetManager, tile, animlist_terrain);
tile->currAnimId = animlist_terrain; tile->currAnimId = animlist_terrain;
} }
} }
@ -366,11 +263,11 @@ void worldTraveller_gameInit(GameState *state, v2 windowSize)
Texture *tex = NULL; Texture *tex = NULL;
b32 collides = FALSE; b32 collides = FALSE;
Entity *soundscape = Entity *soundscape =
addEntity(arena, world, pos, size, type, dir, tex, collides); entity_add(arena, world, pos, size, type, dir, tex, collides);
world->soundscape = soundscape; world->soundscape = soundscape;
soundscape->audio = PLATFORM_MEM_ALLOC(arena, 1, AudioRenderer); soundscape->audioRenderer = PLATFORM_MEM_ALLOC(arena, 1, AudioRenderer);
soundscape->audio->sourceIndex = AUDIO_SOURCE_UNASSIGNED; soundscape->audioRenderer->sourceIndex = AUDIO_SOURCE_UNASSIGNED;
/* Init hero entity */ /* Init hero entity */
world->heroIndex = world->freeEntityIndex; world->heroIndex = world->freeEntityIndex;
@ -381,14 +278,14 @@ void worldTraveller_gameInit(GameState *state, v2 windowSize)
dir = direction_east; dir = direction_east;
tex = asset_getTexture(assetManager, texlist_hero); tex = asset_getTexture(assetManager, texlist_hero);
collides = TRUE; collides = TRUE;
Entity *hero = addEntity(arena, world, pos, size, type, dir, tex, collides); Entity *hero = entity_add(arena, world, pos, size, type, dir, tex, collides);
/* Populate hero animation references */ /* Populate hero animation references */
addAnim(assetManager, animlist_hero_idle, hero); entity_addAnim(assetManager, hero, animlist_hero_idle);
addAnim(assetManager, animlist_hero_walk, hero); entity_addAnim(assetManager, hero, animlist_hero_walk);
addAnim(assetManager, animlist_hero_wave, hero); entity_addAnim(assetManager, hero, animlist_hero_wave);
addAnim(assetManager, animlist_hero_battlePose, hero); entity_addAnim(assetManager, hero, animlist_hero_battlePose);
addAnim(assetManager, animlist_hero_tackle, hero); entity_addAnim(assetManager, hero, animlist_hero_tackle);
hero->currAnimId = animlist_hero_idle; hero->currAnimId = animlist_hero_idle;
/* Create a NPC */ /* Create a NPC */
@ -398,16 +295,16 @@ void worldTraveller_gameInit(GameState *state, v2 windowSize)
dir = direction_null; dir = direction_null;
tex = hero->tex; tex = hero->tex;
collides = FALSE; collides = FALSE;
Entity *npc = addEntity(arena, world, pos, size, type, dir, tex, collides); Entity *npc = entity_add(arena, world, pos, size, type, dir, tex, collides);
/* Populate npc animation references */ /* Populate npc animation references */
addAnim(assetManager, animlist_hero_wave, npc); entity_addAnim(assetManager, npc, animlist_hero_wave);
npc->currAnimId = animlist_hero_wave; npc->currAnimId = animlist_hero_wave;
/* Create a Mob */ /* Create a Mob */
pos = V2(renderer->size.w - (renderer->size.w / 3.0f), pos = V2(renderer->size.w - (renderer->size.w / 3.0f),
CAST(f32) state->tileSize); CAST(f32) state->tileSize);
addGenericMob(arena, assetManager, world, pos); entity_addGenericMob(arena, assetManager, world, pos);
#ifdef DENGINE_DEBUG #ifdef DENGINE_DEBUG
DEBUG_LOG("World populated"); DEBUG_LOG("World populated");
#endif #endif
@ -415,23 +312,6 @@ void worldTraveller_gameInit(GameState *state, v2 windowSize)
srand(CAST(u32)(time(NULL))); srand(CAST(u32)(time(NULL)));
} }
INTERNAL inline void setActiveEntityAnim(Entity *entity,
enum AnimList animId)
{
#ifdef DENGINE_DEBUG
ASSERT(animId < animlist_count);
ASSERT(entity->anim[animId].anim);
#endif
/* Reset current anim data */
EntityAnim_ *currAnim = &entity->anim[entity->currAnimId];
currAnim->currDuration = currAnim->anim->frameDuration;
currAnim->currFrame = 0;
/* Set entity active animation */
entity->currAnimId = animId;
}
INTERNAL inline v4 getEntityScreenRect(Entity entity) INTERNAL inline v4 getEntityScreenRect(Entity entity)
{ {
v4 result = math_getRect(entity.pos, entity.hitboxSize); v4 result = math_getRect(entity.pos, entity.hitboxSize);
@ -503,7 +383,8 @@ INTERNAL void parseInput(GameState *state, const f32 dt)
f32 xModifier = 5.0f - CAST(f32)(rand() % 3); f32 xModifier = 5.0f - CAST(f32)(rand() % 3);
v2 pos = V2(renderer->size.w - (renderer->size.w / xModifier), yPos); v2 pos = V2(renderer->size.w - (renderer->size.w / xModifier), yPos);
addGenericMob(&state->arena, &state->assetManager, world, pos); entity_addGenericMob(&state->arena, &state->assetManager, world,
pos);
spaceBarWasDown = TRUE; spaceBarWasDown = TRUE;
} }
else if (!state->keys[GLFW_KEY_SPACE]) else if (!state->keys[GLFW_KEY_SPACE])
@ -522,12 +403,12 @@ INTERNAL void parseInput(GameState *state, const f32 dt)
hero->dPos = V2(0.0f, 0.0f); hero->dPos = V2(0.0f, 0.0f);
if (hero->currAnimId == animlist_hero_walk) if (hero->currAnimId == animlist_hero_walk)
{ {
setActiveEntityAnim(hero, animlist_hero_idle); entity_setActiveAnim(hero, animlist_hero_idle);
} }
} }
else if (hero->currAnimId == animlist_hero_idle) else if (hero->currAnimId == animlist_hero_idle)
{ {
setActiveEntityAnim(hero, animlist_hero_walk); entity_setActiveAnim(hero, animlist_hero_walk);
} }
f32 heroSpeed = 6.2f * METERS_TO_PIXEL; f32 heroSpeed = 6.2f * METERS_TO_PIXEL;
@ -598,39 +479,6 @@ INTERNAL void parseInput(GameState *state, const f32 dt)
} }
} }
INTERNAL void updateEntityAnim(Entity *entity, f32 dt)
{
if (!entity->tex) return;
// TODO(doyle): Recheck why we have this twice
EntityAnim_ *entityAnim = &entity->anim[entity->currAnimId];
Animation anim = *entityAnim->anim;
i32 frameIndex = anim.frameIndex[entityAnim->currFrame];
v4 texRect = anim.atlas->texRect[frameIndex];
entityAnim->currDuration -= dt;
if (entityAnim->currDuration <= 0.0f)
{
entityAnim->currFrame++;
entityAnim->currFrame = entityAnim->currFrame % anim.numFrames;
frameIndex = entityAnim->anim->frameIndex[entityAnim->currFrame];
texRect = anim.atlas->texRect[frameIndex];
entityAnim->currDuration = anim.frameDuration;
}
// NOTE(doyle): If humanoid entity, let animation dictate render size which
// may exceed the hitbox size of the entity
switch (entity->type)
{
case entitytype_hero:
case entitytype_mob:
case entitytype_npc:
entity->renderSize = math_getRectSize(texRect);
default:
break;
}
}
INTERNAL v4 createCameraBounds(World *world, v2 size) INTERNAL v4 createCameraBounds(World *world, v2 size)
{ {
v4 result = math_getRect(world->cameraPos, size); v4 result = math_getRect(world->cameraPos, size);
@ -723,7 +571,7 @@ INTERNAL inline void updateWorldBattleEntities(World *world, Entity *entity,
INTERNAL inline void resetEntityState(World *world, Entity *entity) INTERNAL inline void resetEntityState(World *world, Entity *entity)
{ {
updateWorldBattleEntities(world, entity, ENTITY_NOT_IN_BATTLE); updateWorldBattleEntities(world, entity, ENTITY_NOT_IN_BATTLE);
setActiveEntityAnim(entity, animlist_hero_idle); entity_setActiveAnim(entity, animlist_hero_idle);
entity->stats->busyDuration = 0; entity->stats->busyDuration = 0;
entity->stats->actionTimer = entity->stats->actionRate; entity->stats->actionTimer = entity->stats->actionRate;
entity->stats->queuedAttack = entityattack_invalid; entity->stats->queuedAttack = entityattack_invalid;
@ -744,7 +592,7 @@ INTERNAL void beginAttack(World *world, Entity *attacker)
f32 busyDuration = attackAnim.anim->frameDuration * f32 busyDuration = attackAnim.anim->frameDuration *
CAST(f32) attackAnim.anim->numFrames; CAST(f32) attackAnim.anim->numFrames;
attacker->stats->busyDuration = busyDuration; attacker->stats->busyDuration = busyDuration;
setActiveEntityAnim(attacker, animlist_hero_tackle); entity_setActiveAnim(attacker, animlist_hero_tackle);
if (attacker->direction == direction_east) if (attacker->direction == direction_east)
attacker->dPos.x += (1.0f * METERS_TO_PIXEL); attacker->dPos.x += (1.0f * METERS_TO_PIXEL);
else else
@ -859,7 +707,7 @@ INTERNAL void entityStateSwitch(World *world, Entity *entity,
// attacking it since there's no check before attack if entity is idle // attacking it since there's no check before attack if entity is idle
// or not (i.e. has moved out of frame last frame). // or not (i.e. has moved out of frame last frame).
case entitystate_dead: case entitystate_dead:
setActiveEntityAnim(entity, animlist_hero_idle); entity_setActiveAnim(entity, animlist_hero_idle);
entity->stats->busyDuration = 0; entity->stats->busyDuration = 0;
entity->stats->actionTimer = entity->stats->actionRate; entity->stats->actionTimer = entity->stats->actionRate;
entity->stats->queuedAttack = entityattack_invalid; entity->stats->queuedAttack = entityattack_invalid;
@ -896,7 +744,7 @@ INTERNAL void entityStateSwitch(World *world, Entity *entity,
{ {
case entitystate_battle: case entitystate_battle:
endAttack(world, entity); endAttack(world, entity);
setActiveEntityAnim(entity, animlist_hero_battlePose); entity_setActiveAnim(entity, animlist_hero_battlePose);
entity->stats->actionTimer = entity->stats->actionRate; entity->stats->actionTimer = entity->stats->actionRate;
entity->stats->busyDuration = 0; entity->stats->busyDuration = 0;
break; break;
@ -956,9 +804,9 @@ void worldTraveller_gameUpdateAndRender(GameState *state, f32 dt)
{ {
Entity *const entity = &world->entities[i]; Entity *const entity = &world->entities[i];
if (entity->audio) if (entity->audioRenderer)
{ {
AudioRenderer *audioRenderer = entity->audio; AudioRenderer *audioRenderer = entity->audioRenderer;
if (world->numEntitiesInBattle > 0) if (world->numEntitiesInBattle > 0)
{ {
AudioVorbis *battleTheme = AudioVorbis *battleTheme =
@ -981,7 +829,7 @@ void worldTraveller_gameUpdateAndRender(GameState *state, f32 dt)
} }
} }
audio_updateAndPlay(&state->audioManager, entity->audio); audio_updateAndPlay(&state->audioManager, entity->audioRenderer);
} }
if (entity->state == entitystate_dead) if (entity->state == entitystate_dead)
@ -1002,7 +850,7 @@ void worldTraveller_gameUpdateAndRender(GameState *state, f32 dt)
// an entity dies // an entity dies
#if 1 #if 1
i32 entityIndexInArray = i; i32 entityIndexInArray = i;
deleteEntity(&state->arena, world, entityIndexInArray); entity_delete(&state->arena, world, entityIndexInArray);
// TODO(doyle): DeleteEntity moves elements down 1, so account for i // TODO(doyle): DeleteEntity moves elements down 1, so account for i
i--; i--;
@ -1113,7 +961,7 @@ void worldTraveller_gameUpdateAndRender(GameState *state, f32 dt)
*/ */
if (entity->tex) if (entity->tex)
{ {
updateEntityAnim(entity, dt); entity_updateAnim(entity, dt);
/* Calculate region to render */ /* Calculate region to render */
renderer_entity(renderer, cameraBounds, entity, V2(0, 0), 0, renderer_entity(renderer, cameraBounds, entity, V2(0, 0), 0,
V4(1, 1, 1, 1)); V4(1, 1, 1, 1));
@ -1138,7 +986,7 @@ void worldTraveller_gameUpdateAndRender(GameState *state, f32 dt)
{ {
hero->state = entitystate_idle; hero->state = entitystate_idle;
world->entityIdInBattle[hero->id] = FALSE; world->entityIdInBattle[hero->id] = FALSE;
setActiveEntityAnim(hero, animlist_hero_idle); entity_setActiveAnim(hero, animlist_hero_idle);
} }
hero->stats->entityIdToAttack = -1; hero->stats->entityIdToAttack = -1;
hero->stats->actionTimer = hero->stats->actionRate; hero->stats->actionTimer = hero->stats->actionRate;

View File

@ -3,9 +3,12 @@
#include "Dengine/Common.h" #include "Dengine/Common.h"
#include "Dengine/Math.h" #include "Dengine/Math.h"
#include "Dengine/Texture.h"
typedef struct AssetManager AssetManager;
typedef struct AudioRenderer AudioRenderer; typedef struct AudioRenderer AudioRenderer;
typedef struct Texture Texture;
typedef struct Animation Animation;
typedef struct World World;
enum Direction enum Direction
{ {
@ -91,7 +94,17 @@ typedef struct Entity
enum AnimList currAnimId; enum AnimList currAnimId;
EntityStats *stats; EntityStats *stats;
AudioRenderer *audio; AudioRenderer *audioRenderer;
i32 numAudioRenderers;
} Entity; } Entity;
void entity_setActiveAnim(Entity *entity, enum AnimList animId);
void entity_updateAnim(Entity *entity, f32 dt);
void entity_addAnim(AssetManager *assetManager, Entity *entity, i32 animId);
void entity_addGenericMob(MemoryArena *arena, AssetManager *assetManager, World *world,
v2 pos);
Entity *entity_add(MemoryArena *arena, World *world, v2 pos, v2 size,
enum EntityType type, enum Direction direction, Texture *tex,
b32 collides);
void entity_delete(MemoryArena *arena, World *world, i32 entityIndex);
#endif #endif