1 Commits

7 changed files with 56 additions and 48 deletions

View File

@@ -14,7 +14,7 @@
#define ACTOR_STATE_MOVING_RIGHT 1 << 8 // 256
#define ACTOR_STATE_MOVING_UP 1 << 9 // 512
#define ACTOR_STATE_MOVING_DOWN 1 << 10 // 1024
#define ACTOR_STATE_UNDEFINED_11 1 << 11 // 2048
#define ACTOR_STATE_MOVING 1 << 11 // 2048
#define ACTOR_STATE_UNDEFINED_12 1 << 12 // 4096
#define ACTOR_STATE_UNDEFINED_13 1 << 13 // 8192
#define ACTOR_STATE_UNDEFINED_14 1 << 14 // 16384
@@ -54,7 +54,8 @@ typedef struct actor {
int layer;
b2BodyId physicsId;
b2Polygon physicsBox;
int state;
int logicstate;
int visualstate;
bool movement_controls_face;
void *actorData;
bool visible;

View File

@@ -58,15 +58,15 @@ ErrorContext *actor_automatic_face(actor *obj)
ATTEMPT {
if ( obj->movement_controls_face == true ) {
// TODO : This doesn't really work properly
BITMASK_DEL(obj->state, ACTOR_STATE_FACE_ALL);
if ( BITMASK_HAS(obj->state, ACTOR_STATE_MOVING_LEFT) ) {
BITMASK_ADD(obj->state, ACTOR_STATE_FACE_LEFT);
} else if ( BITMASK_HAS(obj->state, ACTOR_STATE_MOVING_RIGHT) ) {
BITMASK_ADD(obj->state, ACTOR_STATE_FACE_RIGHT);
} else if ( BITMASK_HAS(obj->state, ACTOR_STATE_MOVING_UP) ) {
BITMASK_ADD(obj->state, ACTOR_STATE_FACE_UP);
} else if ( BITMASK_HAS(obj->state, ACTOR_STATE_MOVING_DOWN) ) {
BITMASK_ADD(obj->state, ACTOR_STATE_FACE_DOWN);
BITMASK_DEL(obj->visualstate, ACTOR_STATE_FACE_ALL);
if ( BITMASK_HAS(obj->logicstate, ACTOR_STATE_MOVING_LEFT) ) {
BITMASK_ADD(obj->visualstate, ACTOR_STATE_FACE_LEFT);
} else if ( BITMASK_HAS(obj->logicstate, ACTOR_STATE_MOVING_RIGHT) ) {
BITMASK_ADD(obj->visualstate, ACTOR_STATE_FACE_RIGHT);
} else if ( BITMASK_HAS(obj->logicstate, ACTOR_STATE_MOVING_UP) ) {
BITMASK_ADD(obj->visualstate, ACTOR_STATE_FACE_UP);
} else if ( BITMASK_HAS(obj->logicstate, ACTOR_STATE_MOVING_DOWN) ) {
BITMASK_ADD(obj->visualstate, ACTOR_STATE_FACE_DOWN);
}
}
} CLEANUP {
@@ -115,16 +115,16 @@ ErrorContext *actor_logic_movement(actor *obj, SDL_Time curtimems)
PREPARE_ERROR(errctx);
FAIL_ZERO_RETURN(errctx, obj, ERR_NULLPOINTER, "Null actor reference");
ATTEMPT {
if ( BITMASK_HAS(obj->state, ACTOR_STATE_MOVING_LEFT) ) {
if ( BITMASK_HAS(obj->logicstate, ACTOR_STATE_MOVING_LEFT) ) {
obj->x -= obj->basechar->vx;
}
if ( BITMASK_HAS(obj->state, ACTOR_STATE_MOVING_RIGHT) ) {
if ( BITMASK_HAS(obj->logicstate, ACTOR_STATE_MOVING_RIGHT) ) {
obj->x += obj->basechar->vx;
}
if ( BITMASK_HAS(obj->state, ACTOR_STATE_MOVING_UP) ) {
if ( BITMASK_HAS(obj->logicstate, ACTOR_STATE_MOVING_UP) ) {
obj->y -= obj->basechar->vy;
}
if ( BITMASK_HAS(obj->state, ACTOR_STATE_MOVING_DOWN) ) {
if ( BITMASK_HAS(obj->logicstate, ACTOR_STATE_MOVING_DOWN) ) {
obj->y += obj->basechar->vy;
}
obj->logictimer = curtimems;
@@ -157,7 +157,7 @@ ErrorContext *actor_update(actor *obj)
} FINISH(errctx, false);
ATTEMPT {
CATCH(errctx, character_sprite_get(obj->basechar, obj->state, &curSprite));
CATCH(errctx, character_sprite_get(obj->basechar, obj->visualstate, &curSprite));
// is it time to change frames?
if ( (curtimems - obj->curSpriteFrameTimer) >= curSprite->speed ) {
CATCH(errctx, obj->changeframefunc(obj, curSprite, curtimems));
@@ -182,7 +182,7 @@ static ErrorContext *actor_visible(actor *obj, SDL_FRect *camera, bool *visible)
FAIL_ZERO_RETURN(errctx, obj->basechar, ERR_NULLPOINTER, "Actor has NULL base character reference");
ATTEMPT {
CATCH(errctx, character_sprite_get(obj->basechar, obj->state, &curSprite));
CATCH(errctx, character_sprite_get(obj->basechar, obj->visualstate, &curSprite));
} CLEANUP {
} PROCESS(errctx) {
} HANDLE(errctx, ERR_KEY) {
@@ -215,7 +215,7 @@ ErrorContext *actor_render(actor *obj, SDL_Renderer *renderer)
FAIL_ZERO_RETURN(errctx, obj->basechar, ERR_NULLPOINTER, "Actor has NULL base character reference");
ATTEMPT {
CATCH(errctx, character_sprite_get(obj->basechar, obj->state, &curSprite));
CATCH(errctx, character_sprite_get(obj->basechar, obj->visualstate, &curSprite));
CATCH(errctx, actor_visible(obj, &camera, &visible));
} CLEANUP {
} PROCESS(errctx) {

View File

@@ -16,37 +16,37 @@ ErrorContext *gamepad_handle_button_down(void *appstate, SDL_Event *event)
FAIL_ZERO_RETURN(errctx, appstate, ERR_NULLPOINTER, "Player actor does not exist");
if ( event->gbutton.button == SDL_GAMEPAD_BUTTON_DPAD_DOWN ) {
SDL_Log("Processing dpad down : state %d", player->state);
BITMASK_ADD(player->state, ACTOR_STATE_MOVING_DOWN);
SDL_Log("Processing dpad down : state %d", player->logicstate);
BITMASK_ADD(player->logicstate, ACTOR_STATE_MOVING_DOWN);
if ( !player->movement_controls_face ) {
BITMASK_DEL(player->state, ACTOR_STATE_FACE_ALL);
BITMASK_ADD(player->state, ACTOR_STATE_FACE_DOWN);
BITMASK_DEL(player->visualstate, ACTOR_STATE_FACE_ALL);
BITMASK_ADD(player->visualstate, ACTOR_STATE_FACE_DOWN);
}
SDL_Log("New state : %d", player->state);
SDL_Log("New state : %d", player->logicstate);
} else if ( event->gbutton.button == SDL_GAMEPAD_BUTTON_DPAD_UP ) {
SDL_Log("Processing dpad up");
BITMASK_ADD(player->state, ACTOR_STATE_MOVING_UP);
BITMASK_ADD(player->logicstate, ACTOR_STATE_MOVING_UP);
if ( !player->movement_controls_face ) {
BITMASK_DEL(player->state, ACTOR_STATE_FACE_ALL);
BITMASK_ADD(player->state, ACTOR_STATE_FACE_UP);
BITMASK_DEL(player->visualstate, ACTOR_STATE_FACE_ALL);
BITMASK_ADD(player->visualstate, ACTOR_STATE_FACE_UP);
}
SDL_Log("New state : %d", player->state);
SDL_Log("New state : %d", player->logicstate);
} else if ( event->gbutton.button == SDL_GAMEPAD_BUTTON_DPAD_LEFT ) {
SDL_Log("Processing dpad left");
BITMASK_ADD(player->state, ACTOR_STATE_MOVING_LEFT);
BITMASK_ADD(player->logicstate, ACTOR_STATE_MOVING_LEFT);
if ( !player->movement_controls_face ) {
BITMASK_DEL(player->state, ACTOR_STATE_FACE_ALL);
BITMASK_ADD(player->state, ACTOR_STATE_FACE_LEFT);
BITMASK_DEL(player->visualstate, ACTOR_STATE_FACE_ALL);
BITMASK_ADD(player->visualstate, ACTOR_STATE_FACE_LEFT);
}
SDL_Log("New state : %d", player->state);
SDL_Log("New state : %d", player->logicstate);
} else if ( event->gbutton.button == SDL_GAMEPAD_BUTTON_DPAD_RIGHT ) {
SDL_Log("Processing dpad right");
BITMASK_ADD(player->state, ACTOR_STATE_MOVING_RIGHT);
BITMASK_ADD(player->logicstate, ACTOR_STATE_MOVING_RIGHT);
if ( !player->movement_controls_face ) {
BITMASK_DEL(player->state, ACTOR_STATE_FACE_ALL);
BITMASK_ADD(player->state, ACTOR_STATE_FACE_RIGHT);
BITMASK_DEL(player->visualstate, ACTOR_STATE_FACE_ALL);
BITMASK_ADD(player->visualstate, ACTOR_STATE_FACE_RIGHT);
}
SDL_Log("New state : %d", player->state);
SDL_Log("New state : %d", player->logicstate);
}
SUCCEED_RETURN(errctx);
}
@@ -64,24 +64,24 @@ ErrorContext *gamepad_handle_button_up(void *appstate, SDL_Event *event)
if ( event->gbutton.button == SDL_GAMEPAD_BUTTON_DPAD_DOWN ) {
SDL_Log("processing down release");
BITMASK_DEL(player->state, ACTOR_STATE_MOVING_DOWN);
BITMASK_DEL(player->logicstate, ACTOR_STATE_MOVING_DOWN);
player->curSpriteFrameId = 0;
SDL_Log("New state : %d", player->state);
SDL_Log("New state : %d", player->logicstate);
} else if ( event->gbutton.button == SDL_GAMEPAD_BUTTON_DPAD_UP) {
SDL_Log("processing up release");
BITMASK_DEL(player->state, ACTOR_STATE_MOVING_UP);
BITMASK_DEL(player->logicstate, ACTOR_STATE_MOVING_UP);
player->curSpriteFrameId = 0;
SDL_Log("New state : %d", player->state);
SDL_Log("New state : %d", player->logicstate);
} else if ( event->gbutton.button == SDL_GAMEPAD_BUTTON_DPAD_RIGHT ) {
SDL_Log("processing right release");
BITMASK_DEL(player->state, ACTOR_STATE_MOVING_RIGHT);
BITMASK_DEL(player->logicstate, ACTOR_STATE_MOVING_RIGHT);
player->curSpriteFrameId = 0;
SDL_Log("New state : %d", player->state);
SDL_Log("New state : %d", player->logicstate);
} else if ( event->gbutton.button == SDL_GAMEPAD_BUTTON_DPAD_LEFT) {
SDL_Log("processing left release");
BITMASK_DEL(player->state, ACTOR_STATE_MOVING_LEFT);
BITMASK_DEL(player->logicstate, ACTOR_STATE_MOVING_LEFT);
player->curSpriteFrameId = 0;
SDL_Log("New state : %d", player->state);
SDL_Log("New state : %d", player->logicstate);
}
SUCCEED_RETURN(errctx);
}

View File

@@ -229,7 +229,8 @@ ErrorContext *tilemap_load_layer_object_actor(tilemap_object *curobj, json_t *la
} else {
actorobj->refcount += 1;
}
CATCH(errctx, get_json_properties_integer((json_t *)layerdatavalue, "state", &actorobj->state));
CATCH(errctx, get_json_properties_integer((json_t *)layerdatavalue, "logicstate", &actorobj->logicstate));
CATCH(errctx, get_json_properties_integer((json_t *)layerdatavalue, "visualstate", &actorobj->visualstate));
} CLEANUP {
if ( tmpstr != NULL ) {
IGNORE(heap_release_string(tmpstr));

View File

@@ -137,7 +137,8 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
return SDL_APP_FAILURE;
} FINISH_NORETURN(errctx);
actorptr->state = (ACTOR_STATE_ALIVE | ACTOR_STATE_FACE_LEFT);
actorptr->logicstate = ACTOR_STATE_ALIVE;
actorptr->visualstate = ACTOR_STATE_FACE_LEFT;
actorptr->x = 320;
actorptr->y = 240;
actorptr->visible = true;

View File

@@ -33,9 +33,14 @@
"value":"testcharacter"
},
{
"name":"state",
"name":"logicstate",
"type":"int",
"value":6
"value":16
},
{
"name":"visualstate",
"type":"int",
"value":2
}],
"rotation":0,
"type":"actor",

View File

@@ -157,7 +157,7 @@ ErrorContext *test_tilemap_load_layer_objects(void)
);
if ( (testactor->basechar != SDL_GetPointerProperty(REGISTRY_CHARACTER, "testcharacter", NULL)) ||
(testactor->layer != 1) ||
(testactor->state != 6) ||
(testactor->logicstate != 6) ||
(testactor->visible != true) ||
(testactor->x != 16) ||
(testactor->y != 16) ) {