feat: add islands
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@@ -5,6 +5,7 @@
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#include "appGameFloor.h"
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#include "appGameFloor.h"
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#include "appGamePlayer.h"
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#include "appGamePlayer.h"
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#include "appGameBirds.h"
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#include "appGameBirds.h"
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#include "appGameIslands.h"
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#include "appGameAssets.h"
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#include "appGameAssets.h"
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typedef struct
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typedef struct
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@@ -16,6 +17,7 @@ typedef struct
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Floor floor;
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Floor floor;
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Player player;
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Player player;
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Birds birds;
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Birds birds;
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Islands islands;
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Camera2D camera;
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Camera2D camera;
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Mouse mouse;
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Mouse mouse;
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Image image;
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Image image;
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@@ -41,6 +43,7 @@ void InitGame(GameState *g, Window *window)
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g->target = LoadRenderTexture(window->width, window->height);
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g->target = LoadRenderTexture(window->width, window->height);
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g->player = CreatePlayer();
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g->player = CreatePlayer();
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g->birds = CreateBirds();
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g->birds = CreateBirds();
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g->islands = CreateIslands();
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g->floor = CreateFloor();
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g->floor = CreateFloor();
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g->camera = CreateCamera(g->player.physics.position, 10.0f);
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g->camera = CreateCamera(g->player.physics.position, 10.0f);
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@@ -83,6 +86,7 @@ void UpdateGame(GameState *g, State *state, Flags *flags)
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UpdateFloor(&g->floor, &g->camera);
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UpdateFloor(&g->floor, &g->camera);
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UpdatePlayer(&g->player);
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UpdatePlayer(&g->player);
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UpdateBirds(&g->birds);
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UpdateBirds(&g->birds);
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UpdateIslands(&g->islands);
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}
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}
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void RenderComponents(GameState *g)
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void RenderComponents(GameState *g)
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@@ -90,6 +94,7 @@ void RenderComponents(GameState *g)
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RenderFloor(&g->floor);
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RenderFloor(&g->floor);
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RenderPlayer(&g->player);
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RenderPlayer(&g->player);
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RenderBirds(&g->birds);
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RenderBirds(&g->birds);
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RenderIslands(&g->islands);
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}
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}
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void RenderGame(GameState *g, const State *appState, Flags *flags)
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void RenderGame(GameState *g, const State *appState, Flags *flags)
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@@ -0,0 +1,62 @@
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#ifndef APPGAMEISLANDS_H
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#define APPGAMEISLANDS_H
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typedef struct {
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Sprite sprite;
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Animation animation;
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Physics physics;
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} Islands;
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typedef enum
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{
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ISLAND,
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ISLANDS_TEX_COUNT
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} islandsTextureID;
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const TextureAsset islandsTextureAssets[ISLANDS_TEX_COUNT] = {
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{"assets/island.png", 16.0f, 16.0f, 0.0f}
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};
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Islands CreateIslands(void){
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TextureAsset islandAsset = islandsTextureAssets[ISLAND];
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Texture2D texture = LoadTexture(islandAsset.path);
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float frameWidth = islandAsset.frameWidth;
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float rotation = islandAsset.rotation;
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Sprite islandSprite = {
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.texture = texture,
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.frameSize = {frameWidth, frameWidth},
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.sourceRec = {0.0f, 0.0f, frameWidth, frameWidth},
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.destRec = {GetScreenWidth()/2, 0.0f, frameWidth, frameWidth},
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.origin = {frameWidth / 2, frameWidth / 2},
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.rotation = rotation,
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.color = WHITE
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};
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Physics islandPhysics = {
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.position = (Vector2){-100.0f, 0.0f},
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.direction = (Vector2){0.0f, 0.0f},
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.speed = 10.0f
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};
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return (Islands){
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.sprite = islandSprite,
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.physics = islandPhysics
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};
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}
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void UpdateIslands(Islands *islands){
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UpdatePhysics(&islands->physics, (Vector2){0.0f,0.0f});
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UpdateSpriteDestRec(&islands->sprite, &islands->physics.position);
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UpdateAnimation(&islands->animation, GetFrameTime());
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UpdateSpriteSourceRec(&islands->sprite, &(Vector2){islands->sprite.frameSize.x * islands->animation.currentFrame, islands->sprite.frameSize.y});
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}
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void RenderIslands(Islands *islands){
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RenderSprite(&islands->sprite);
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}
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#endif // APPGAMEISLANDS_H
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