feat: add collisionhandling
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+72
-64
@@ -1,81 +1,89 @@
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#include "app.h"
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const TextureAsset enemiesTextureAssets[ENEMIES_TEX_COUNT] = {
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{"assets/ship_start.png", 16.0f, 16.0f, 90.0f}};
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{"assets/ship_start.png", 16.0f, 16.0f, 90.0f}
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};
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Enemies CreateEnemies(void) {
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Enemies enemies = {.count = MAX_ENEMIES};
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TextureAsset textureAsset = enemiesTextureAssets[BOAT];
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Texture2D texture = LoadTexture(textureAsset.path);
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float frameWidth = textureAsset.frameWidth;
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float rotation = textureAsset.rotation;
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Enemies CreateEnemies(void){
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Enemies enemies = {.count = MAX_ENEMIES};
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TextureAsset textureAsset = enemiesTextureAssets[BOAT];
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Texture2D texture = LoadTexture(textureAsset.path);
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float frameWidth = textureAsset.frameWidth;
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float rotation = textureAsset.rotation;
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for (int i = 0; i < enemies.count; i++) {
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enemies.sprite[i] = (Sprite){
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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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for (int i = 0; i < enemies.count; i++)
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{
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enemies.sprite[i] = (Sprite){
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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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enemies.animation[i] = (Animation){.state = 1,
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.currentFrame = 0,
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.maxFrame = 2,
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.framesCounter = 0,
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.framesSpeed = 2.0f,
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.animTimer = 0.0f};
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enemies.animation[i] = (Animation){
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.state = 1,
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.currentFrame = 0,
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.maxFrame = 2,
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.framesCounter = 0,
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.framesSpeed = 2.0f,
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.animTimer = 0.0f
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};
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Rectangle cameraRec = GetCameraRectangle();
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Rectangle cameraRec = GetCameraRectangle();
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enemies.physics[i] =
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(Physics){.position = GetPositionOutsideRectangle(cameraRec, 100, 1000),
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.direction = (Vector2){0.0f, 0.0f},
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.speed = 5.0f};
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enemies.physics[i] = (Physics){
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.position = GetPositionOutsideRectangle(cameraRec, 100, 1000),
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.direction = (Vector2){0.0f, 0.0f},
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.speed = 5.0f,
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.weight = 5.0f
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};
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enemies.arrived[i] = true;
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enemies.destPos[i] = (Vector2){0.0f, 0.0f};
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}
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enemies.arrived[i] = true;
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enemies.destPos[i] = (Vector2){0.0f, 0.0f};
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return enemies;
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}
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return enemies;
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}
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void UpdateEnemies(Enemies *enemies) {
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Camera2D *camera = GetCamera();
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Rectangle cameraRec = GetCameraRectangle();
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void UpdateEnemies(Enemies *enemies){
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Camera2D *camera = GetCamera();
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Rectangle cameraRec = GetCameraRectangle();
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for (int i = 0; i < enemies->count; i++) {
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if (enemies->arrived[i]) {
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enemies->destPos[i] = GetPositionOutsideRectangle(cameraRec, 100, 1000);
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enemies->arrived[i] = false;
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}
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if (CheckCollisionPointCircle(enemies->physics[i].position,
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enemies->destPos[i], 10.0F)) {
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enemies->arrived[i] = true;
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}
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if (GetDistanceBetweenTwoVectors(enemies->physics[i].position,
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camera->target) > 1000) {
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enemies->physics[i].position =
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GetPositionOutsideRectangle(cameraRec, 100, 1000);
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}
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Vector2 dir = GetDirectionBetweenTwoVectors(enemies->physics[i].position,
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enemies->destPos[i]);
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UpdatePhysics(&enemies->physics[i], dir);
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UpdateSpriteDestRec(&enemies->sprite[i], &enemies->physics[i].position);
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float rotation = Vector2ToRotation(dir);
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UpdateSpriteRotation(&enemies->sprite[i], rotation + 90.0f);
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UpdateAnimation(&enemies->animation[i], GetFrameTime());
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UpdateSpriteSourceRec(&enemies->sprite[i],
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&(Vector2){enemies->sprite[i].frameSize.x *
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enemies->animation[i].currentFrame,
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enemies->sprite[i].frameSize.y});
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}
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for (int i = 0; i < enemies->count; i++)
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{
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if(enemies->arrived[i])
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{
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enemies->destPos[i] = GetPositionOutsideRectangle(cameraRec, 100, 1000);
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enemies->arrived[i] = false;
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}
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if(CheckCollisionPointCircle(enemies->physics[i].position, enemies->destPos[i], 10.0F))
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{
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enemies->arrived[i] = true;
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}
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if(GetDistanceBetweenTwoVectors(enemies->physics[i].position, camera->target) > 1000){
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enemies->physics[i].position = GetPositionOutsideRectangle(cameraRec, 100, 1000);
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}
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Vector2 dir = GetDirectionBetweenTwoVectors(enemies->physics[i].position, enemies->destPos[i]);
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UpdatePhysics(&enemies->physics[i], dir);
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UpdateSpriteDestRec(&enemies->sprite[i], &enemies->physics[i].position);
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float rotation = Vector2ToRotation(dir);
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UpdateSpriteRotation(&enemies->sprite[i], rotation + 90.0f);
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UpdateAnimation(&enemies->animation[i], GetFrameTime());
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UpdateSpriteSourceRec(&enemies->sprite[i], &(Vector2){enemies->sprite[i].frameSize.x * enemies->animation[i].currentFrame, enemies->sprite[i].frameSize.y});
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}
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}
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void RenderEnemies(Enemies *enemies) {
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void RenderEnemies(Enemies *enemies){
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for (int i = 0; i < enemies->count; i++)
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{
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RenderSprite(&enemies->sprite[i]);
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}
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for (int i = 0; i < enemies->count; i++) {
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RenderSprite(&enemies->sprite[i]);
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}
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}
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