Merge pull request #23 Beccas Tomatoes

Beccas Tomatoes
This commit is contained in:
2025-04-12 22:01:20 +02:00
committed by GitHub
7 changed files with 190 additions and 29 deletions
+3 -1
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@@ -2,6 +2,8 @@
"files.associations": {
"asset.h": "c",
"stdlib.h": "c",
"view.h": "c"
"view.h": "c",
"__node_handle": "c",
"font.h": "c"
}
}
+96
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@@ -0,0 +1,96 @@
#ifndef ARRAY_H
#define ARRAY_H
typedef struct {
void** elements;
unsigned int count;
unsigned int capacity;
} Array;
Array* CreateArray(unsigned int initCapacity){
Array* array = malloc(sizeof(Array));
if (!array) return NULL;
array->elements = malloc(sizeof(void* ) * initCapacity);
if (!array->elements) {
free(array);
return NULL;
}
array->count = 0;
array->capacity = initCapacity;
return array;
}
int AddElementToArray(Array* array, void* element){
if(array->count >= array->capacity) {
unsigned int newCapacity = array->capacity * 2;
void** newElements = realloc(array->elements, sizeof(void*) * newCapacity);
if (!newElements) return 0;
array->elements = newElements;
array->capacity = newCapacity;
}
array->elements[array->count++] = element;
return 1;
}
// NORMAL REMOVE
// int RemoveElementFromArray(Array* array, unsigned int index){
// if (index >= array->count) return 0;
// for (unsigned int i = index; i < array->count - 1; i++) {
// array->elements[i] = array->elements[i + 1];
// }
// array->count--;
// return 1;
// }
// SWAP AND POP REMOVE
int RemoveElementFromArray(Array* array, unsigned int index) {
if (index >= array->count) return 0;
array->elements[index] = array->elements[array->count - 1];
array->count--;
return 1;
}
void* GetRandomElementFromArray(Array* array){
if (array == NULL || array->elements == NULL || array->count == 0) {
return NULL;
}
int randomIndex = GetRandomValue(0, (int)array->count-1);
return &array->elements[randomIndex];
}
void UpdateArray(Array* array, void (*updateFunc)(void*))
{
if (!array || !updateFunc) return;
for (unsigned int i = 0; i < array->count; i++) {
updateFunc(array->elements[i]);
}
}
void RenderArray(Array* array, void (*renderFunc)(void*))
{
if (!array || !renderFunc) return;
for (unsigned int i = 0; i < array->count; i++) {
renderFunc(array->elements[i]);
}
}
void FreeArray(Array** array) {
if (!array || !*array) return;
free((*array)->elements);
(*array)->elements = NULL;
free(*array);
*array = NULL;
}
#endif // ARRAY_H
+72 -15
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@@ -1,30 +1,87 @@
#ifndef FLOWERS_H
#define FLOWERS_H
#include <object.h>
#include "array.h"
ObjectArray CreateFlowers(Texture2D texture, float frameWidth, float rotation, float fieldSize)
typedef enum {
CHILD,
TEEN,
ADULT
} AGE;
typedef struct {
Sprite sprite;
Vector2 position;
AGE age;
float ageTimer;
} Flower;
Flower DEFAULT_FLOWER;
Array* CreateFlowers(Texture2D texture, float frameWidth, float rotation, float fieldSize)
{
ObjectArray flowers = CreateObjectArray(&(Object){
.sprite = {
.texture = texture,
.sourceRec = {0.0f, 0.0f, frameWidth, frameWidth},
.destRec = {0.0f, 0.0f, frameWidth, frameWidth},
.origin = {frameWidth / 2, frameWidth / 2},
.rotation = rotation,
.color = WHITE},
.position = {0.0f, 0.0f}},
10);
Array* flowers = CreateArray(10);
if (!flowers.data)
{
if(!flowers) {
printf("Memory allocation failed.\n");
exit(1);
}
SetRandomPositionForObjectArray(&flowers, (Rectangle){-fieldSize, -fieldSize, fieldSize * 2, fieldSize * 2});
DEFAULT_FLOWER = (Flower){
.sprite = {
.texture = texture,
.sourceRec = {0.0f, 0.0f, frameWidth, frameWidth},
.destRec = {(float)GetRandomValue(-fieldSize,fieldSize), (float)GetRandomValue(-fieldSize,fieldSize), frameWidth, frameWidth},
.origin = {frameWidth / 2, frameWidth / 2},
.rotation = rotation,
.color = WHITE,
},
.age = CHILD,
.ageTimer = 0.0f
};
for (int i = 0; i < 10; i++) {
Flower* flower = malloc(sizeof(Flower));
*flower = DEFAULT_FLOWER;
flower->sprite.destRec = (Rectangle){(float)GetRandomValue(-fieldSize,fieldSize), (float)GetRandomValue(-fieldSize,fieldSize), frameWidth, frameWidth};
AddElementToArray(flowers, flower);
}
return flowers;
}
void AddFlower(Array* flowers, Rectangle rec){
Flower* flower = malloc(sizeof(Flower));
*flower = DEFAULT_FLOWER;
flower->sprite.destRec = rec;
AddElementToArray(flowers, flower);
}
void UpdateFlower(void* element) {
Flower* f = (Flower*)element;
if (!f) return;
f->ageTimer += 1;
if (f->age == CHILD && f->ageTimer >= 3000.0f) {
f->age = TEEN;
f->sprite.sourceRec.x = f->sprite.sourceRec.width;
}
else if (f->age == TEEN && f->ageTimer >= 6000.0f) {
f->age = ADULT;
f->sprite.sourceRec.x = 2.0f * f->sprite.sourceRec.width;
}
}
void RenderFlower(void* element)
{
Flower* f = (Flower*)element;
if (!f) return;
RenderSprite(&(f->sprite));
}
#endif // FLOWERS_H
+10 -7
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@@ -7,6 +7,8 @@
#include <postfx.h>
#include <soundtrack.h>
#include <asset.h>
#include <array.h>
#include <stdlib.h>
#include "gameassets.h"
#include "floor.h"
@@ -24,7 +26,7 @@ typedef struct
RenderTexture2D target;
Floor floor;
Object hive;
ObjectArray flowers;
Array* flowers;
Player player;
Bee bee1;
Camera2D camera;
@@ -65,7 +67,7 @@ void InitGame(GameState *g, Window *window)
// Animated Entities
g->player = CreatePlayer(IDLE_DOWN, HOE, g->textures[PLAYER], g->assets.textureAssets[PLAYER].frameWidth, 4, 2, g->hive.position, g->assets.textureAssets[PLAYER].rotation, 50.0f);
g->bee1 = CreateBee(FLYING, g->textures[BEE], g->assets.textureAssets[BEE].frameWidth, 4, 10, g->hive.position, 10.0f, &g->flowers, &g->hive);
// g->bee1 = CreateBee(FLYING, g->textures[BEE], g->assets.textureAssets[BEE].frameWidth, 4, 10, g->hive.position, 10.0f, &g->flowers, &g->hive);
// I/O
g->camera = CreateCamera(window->width, window->height, g->player.physics.position, 10.0f);
@@ -99,15 +101,16 @@ void UpdateGame(GameState *g, View *currentView, bool *running)
UpdateMouse(&g->mouse, &g->camera);
UpdateCamera2D(&g->camera, &g->player.physics.position, &g->mouse);
UpdateFloor(&g->floor, &g->camera);
UpdatePlayer(&g->player);
UpdateBee(&g->bee1, &g->flowers, &g->hive);
UpdatePlayer(&g->player, g->flowers);
UpdateArray(g->flowers, UpdateFlower);
// UpdateBee(&g->bee1, &g->flowers, &g->hive);
}
void RenderComponents(GameState *g)
{
RenderFloor(&g->floor);
RenderSprite(&g->hive.sprite);
RenderObjectArray(&g->flowers);
RenderArray(g->flowers, RenderFlower);
RenderSprite(&g->player.sprite);
RenderSprite(&g->bee1.sprite);
}
@@ -127,7 +130,7 @@ void RenderGame(GameState *g, const State *appState, Flags *flags)
{
RenderPostFX(&g->postFX[i], &g->target);
}
DrawText(TextFormat("%d", g->player.inventar.seedCount), 10, 10, 50, WHITE);
DrawText(TextFormat("Flower Seeds: %d", g->player.inventar.flowerSeedCount), 10, 10, 50, WHITE);
if (flags->showFPS)
{
@@ -155,7 +158,7 @@ void CleanupGame(GameState *g)
UnloadMusicStream(g->soundtracks[i].music);
}
UnloadRenderTexture(g->target);
free(g->flowers.data);
FreeArray(&g->flowers);
}
#endif // GAME_H
+1 -1
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@@ -21,7 +21,7 @@ const TextureAsset texAssets[TEX_COUNT] = {
{"assets/SproutLandsBasic/Characters/character.png", 48.0f, 48.0f, 0.0f},
{"assets/SproutLandsBasic/Characters/BasicCharakterActions.png", 48.0f, 48.0f, 0.0f},
{"assets/SproutLandsBasic/Objects/tools.png", 48.0f, 16.0f, 0.0f},
{"assets/flower.png", 16.0f, 16.0f, 45.0f},
{"assets/carrot_and_tomato.png", 32.0f, 32.0f, 0.0f},
{"assets/character_bee.png", 16.0f, 16.0f, 0.0f},
{"assets/grass.png", 16.0f, 16.0f, 0.0f},
{"assets/hive.png", 32.0f, 32.0f, 0.0f},
+1 -1
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@@ -3,7 +3,7 @@
typedef struct{
int seedCount;
int flowerSeedCount;
} Inventar;
#endif // INVENTAR_H
+7 -4
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@@ -5,7 +5,9 @@
#include <animation.h>
#include <physics.h>
#include <input.h>
#include <array.h>
#include "flowers.h"
#include "inventar.h"
typedef enum
@@ -70,7 +72,7 @@ Player CreatePlayer(PlayerAnimationState animState, SelectedTool selectedTool, T
.color = WHITE},
.animation = {.state = animState, .currentFrame = 0, .maxFrame = maxFrame, .framesCounter = 0, .framesSpeed = framesSpeed, .animTimer = 0.0f},
.physics = {.position = startPosition, .direction = (Vector2){0.0f, 0.0f}, .speed = speed},
.inventar = {.seedCount = 6}};
.inventar = {.flowerSeedCount = 6}};
}
void UpdatePlayerAnimationState(int *state, SelectedTool *selectedTool, Vector2 *dir)
@@ -129,11 +131,12 @@ void UpdatePlayerAnimationState(int *state, SelectedTool *selectedTool, Vector2
}
}
void UpdatePlayer(Player *player)
void UpdatePlayer(Player *player, Array* flowers)
{
if (IsKeyPressed(KEY_SPACE) && player->inventar.seedCount > 0)
if (IsKeyPressed(KEY_SPACE) && player->inventar.flowerSeedCount > 0)
{
player->inventar.seedCount--;
AddFlower(flowers, player->sprite.destRec);
player->inventar.flowerSeedCount--;
}
Vector2 dir = GetDirectionVector();
UpdatePlayerAnimationState(&player->animation.state, &player->selectedTool, &dir);