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#include "components.h"
#include "fx.h"
#include "world.h"
static int new_fx(
World* world,
int x,
int y,
Animation_ID anim,
Asset_ID bitmap
) {
Entity e;
CPosition* pos;
CSprite* sprite;
CAnimated* animated;
e = new_entity(world);
add_components(
world,
e,
ctype_sprite |
ctype_position |
ctype_animated |
ctype_destroy_on_anim_done
);
pos = &world->positions[e];
sprite = &world->sprites[e];
animated = &world->animateds[e];
pos->x = x;
pos->y = y;
sprite->id = bitmap;
sprite->rect = make_rect(0, 0, 16, 16);
animated->id = anim;
animated->frame = 0;
animated->timer = 0;
return e;
}
int new_enemy_bullet_explosion(
World* world,
int x,
int y
) {
return new_fx(
world,
x,
y,
animation_enemy_bullet_explode,
asset_id_bullet
);
}
int new_player_bullet_explosion(
World* world,
int x,
int y
) {
return new_fx(
world,
x,
y,
animation_player_bullet_explode,
asset_id_bullet
);
}
int new_heart_break(
struct World* world,
int x,
int y
) {
return new_fx(
world,
x,
y,
animation_heart_break,
asset_id_usr
);
}
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