#include "game/icon.h" const Icon *get_icon(char *name) { if (strcmp(name, "earth") == 0) { return &I_icon_earth_15x16; } if (strcmp(name, "home") == 0) { return &I_icon_home_15x16; } if (strcmp(name, "info") == 0) { return &I_icon_info_15x16; } if (strcmp(name, "man") == 0) { return &I_icon_man_7x16; } if (strcmp(name, "plant") == 0) { return &I_icon_plant_16x16; } if (strcmp(name, "tree") == 0) { return &I_icon_tree_16x16; } if (strcmp(name, "woman") == 0) { return &I_icon_woman_9x16; } return NULL; } // Icon entity description static void icon_collision(Entity *self, Entity *other, GameManager *manager, void *context) { UNUSED(manager); UNUSED(self); IconContext *icon = (IconContext *)context; UNUSED(icon); if (entity_description_get(other) == &player_desc) { PlayerContext *player = (PlayerContext *)entity_context_get(other); if (player) { Vector pos = entity_pos_get(other); // Bounce the player back by 2 units opposite their last movement direction pos.x -= player->dx * 2; pos.y -= player->dy * 2; entity_pos_set(other, pos); // Reset player's movement direction to prevent immediate re-collision player->dx = 0; player->dy = 0; } } } static void icon_render(Entity *self, GameManager *manager, Canvas *canvas, void *context) { UNUSED(manager); IconContext *icon_ctx = (IconContext *)context; Vector pos = entity_pos_get(self); canvas_draw_icon(canvas, pos.x - camera_x - icon_ctx->width / 2, pos.y - camera_y - icon_ctx->height / 2, icon_ctx->icon); } static void icon_start(Entity *self, GameManager *manager, void *context) { UNUSED(manager); IconContext *icon_ctx = (IconContext *)context; // Just add the collision rectangle for 16x16 icon entity_collider_add_rect(self, icon_ctx->width + COLLISION_BOX_PADDING_HORIZONTAL, icon_ctx->height + COLLISION_BOX_PADDING_VERTICAL); } const EntityDescription icon_desc = { .start = icon_start, .stop = NULL, .update = NULL, .render = icon_render, .collision = icon_collision, .event = NULL, .context_size = sizeof(IconContext), };