Move systems into subdirectory, add tree shake animation
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97
game/systems/s_animation.c
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97
game/systems/s_animation.c
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@@ -0,0 +1,97 @@
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#include "systems.h"
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#include "../game_state.h"
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#include <raymath.h>
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void updateAnimationState(ecs_iter_t *it) {
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Animation *anim = ecs_field(it, Animation, 1);
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TextureRegion *text = ecs_field(it, TextureRegion, 2);
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for (i32 i = 0; i < it->count; i++) {
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ecs_entity_t entity = it->entities[i];
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AnimType type = ANIM_IDLE;
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if (ecs_has(ECS, entity, Velocity)) {
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Velocity vel = *ecs_get(ECS, entity, Velocity);
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f32 len = Vector2Length(vel);
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if (len > 1.0f) {
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type = ANIM_WALK;
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text[i].flipX = vel.x < 0;
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}
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}
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if (type != anim[i].animType) {
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anim[i].animType = type;
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anim[i].sequence = entityGetAnimationSequence(anim[i].entityType, type);
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anim[i].curFrame = 0;
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anim[i].elapsed = 0;
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}
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}
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}
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void updateAnimation(ecs_iter_t *it) {
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Game *game = ecs_singleton_get_mut(ECS, Game);
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Animation *anim = ecs_field(it, Animation, 1);
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TextureRegion *texture = ecs_field(it, TextureRegion, 2);
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float dt = GetFrameTime();
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for (i32 i = 0; i < it->count; i++) {
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AnimationFrame frame = anim[i].frame;
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AnimationSequence seq = anim[i].sequence;
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anim[i].elapsed += dt;
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if (anim[i].elapsed < frame.duration) continue;
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i32 nextFrame = (anim[i].curFrame + 1) % seq.frameCount;
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anim[i].curFrame = nextFrame;
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anim[i].frame = entityGetAnimationFrame(anim[i].entityType, anim[i].animType, nextFrame);
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anim[i].elapsed = 0.0f;
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texture[i].rec = bzTilesetGetTileRegion(anim[i].tileset, anim[i].frame.frame);
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}
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}
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void updateEasingSystem(ecs_iter_t *it) {
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Easing *easing = ecs_field(it, Easing, 1);
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Position *position = ecs_field(it, Position, 2);
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Size *size = ecs_field(it, Size, 3);
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Rotation *rotation = ecs_field(it, Rotation, 4);
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f32 dt = GetFrameTime();
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for (i32 i = 0; i < it->count; i++) {
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ecs_entity_t entity = it->entities[i];
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if (easing[i].elapsed > easing[i].duration) {
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ecs_remove(ECS, entity, Easing);
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continue;
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}
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easing[i].elapsed += dt;
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f32 alpha = easing[i].elapsed / easing[i].duration;
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alpha = BZ_MIN(1.0f, alpha);
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easing[i].x = bzEase(easing[i].easingFunc, alpha);
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const Easing *e = &easing[i];
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f32 x = e->x;
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// Inner
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x = e->easeStart + e->easeTarget * x + e->easeOffset;
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// Outer
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x = e->start + e->target * x + e->offset;
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switch (easing->type) {
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case EASE_ROTATION:
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rotation[i] = x;
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break;
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case EASE_POS_X:
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position[i].x = x;
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break;
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case EASE_POS_Y:
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position[i].y = x;
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break;
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case EASE_SIZE_X:
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size[i].x = x;
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break;
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case EASE_SIZE_Y:
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size[i].y = x;
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break;
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}
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}
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}
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