big refactor
This commit is contained in:
@@ -0,0 +1,28 @@
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#ifndef ANIMATION_H
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#define ANIMATION_H
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typedef struct {
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int currentFrame;
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int maxFrame;
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int framesCounter;
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int framesSpeed;
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float animTimer;
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} Animation;
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void UpdateAnimation(Animation *animation, float deltaTime) {
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animation->animTimer += deltaTime;
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float frameTime = 1.0f / animation->framesSpeed;
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if (animation->animTimer < frameTime) {
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return;
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}
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animation->animTimer -= frameTime;
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animation->currentFrame++;
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if (animation->currentFrame >= animation->maxFrame) {
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animation->currentFrame = 0;
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}
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}
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#endif // ANIMATION_H
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@@ -0,0 +1,29 @@
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#ifndef CAMERA_H
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#define CAMERA_H
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#include "input.h"
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Camera2D CreateCamera(int screenWidth, int screenHeight, Vector2 playerPosition, float initZoom){
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return (Camera2D){
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.offset = (Vector2){screenWidth / 2.0f, screenHeight / 2.0f},
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.target = playerPosition,
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.rotation = 0.0f,
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.zoom = initZoom
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};
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}
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void UpdateCameraTarget(Camera2D *camera, Vector2 *position, const float smoothness){
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camera->target = Vector2Lerp(camera->target, *position, smoothness * GetFrameTime());
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}
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void UpdateCameraZoom(Camera2D *camera, const float *scaleFactor, const float *minZoom, const float *maxZoom){
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float targetZoom = Clamp(camera->zoom * *scaleFactor, *minZoom, *maxZoom);
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camera->zoom = Lerp(camera->zoom, targetZoom, 0.1f);
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}
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void UpdateCamera2D(Camera2D* camera, Vector2* position, Mouse* mouse){
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UpdateCameraTarget(camera, position, 5.0f);
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UpdateCameraZoom(camera, &mouse->scaleFactor, &mouse->minZoom, &mouse->maxZoom);
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}
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#endif // CAMERA_H
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@@ -0,0 +1,29 @@
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#ifndef GUI_H
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#define GUI_H
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#define RAYGUI_IMPLEMENTATION
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#include "../include/raygui.h"
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typedef struct
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{
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Rectangle rec;
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const char *text;
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} Button;
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void initButton(Button *b, const char *text, int buttonWidth, int buttonHeight, int buttonPosX, int buttonPosY)
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{
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b->rec = (Rectangle){buttonPosX - buttonWidth / 2, buttonPosY - buttonHeight / 2, buttonWidth, buttonHeight};
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b->text = text;
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}
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int isButtonClicked(Button *b)
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{
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return (CheckCollisionPointRec(GetMousePosition(), b->rec) && IsMouseButtonPressed(MOUSE_LEFT_BUTTON));
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}
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void renderButton(Button *b)
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{
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GuiButton(b->rec, b->text);
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}
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#endif // GUI_H
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@@ -0,0 +1,48 @@
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#ifndef INPUT_H
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#define INPUT_H
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typedef struct {
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Vector2 worldPosition;
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float zoomSpeed;
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float minZoom;
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float maxZoom;
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float scaleFactor;
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float wheelMove;
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bool leftButton;
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bool rightButton;
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} Mouse;
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Mouse CreateMouse(float zoomSpeed, float minZoom, float maxZoom){
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return (Mouse){
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.zoomSpeed = zoomSpeed,
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.minZoom = minZoom,
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.maxZoom = maxZoom
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};
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}
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void UpdateMouse(Mouse *mouse, Camera2D *camera) {
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mouse->worldPosition = GetScreenToWorld2D(GetMousePosition(), *camera);
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mouse->leftButton = IsMouseButtonDown(MOUSE_LEFT_BUTTON);
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mouse->rightButton = IsMouseButtonDown(MOUSE_RIGHT_BUTTON);
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// Calculate zoom scale factor
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mouse->wheelMove = GetMouseWheelMove();
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if (mouse->wheelMove != 0) {
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float zoomFactor = 1.0f + (mouse->zoomSpeed * fabsf(mouse->wheelMove));
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mouse->scaleFactor = (mouse->wheelMove < 0) ? (1.0f / zoomFactor) : zoomFactor;
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} else {
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mouse->scaleFactor = 1.0f;
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}
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}
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Vector2 GetDirectionVector(void){
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Vector2 vector = {.x = 0.0f, .y = 0.0f};
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if (IsKeyDown(KEY_RIGHT) || IsKeyDown(KEY_D)){vector.x += 1.0f; }
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if (IsKeyDown(KEY_LEFT) || IsKeyDown(KEY_A)){ vector.x -= 1.0f; }
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if (IsKeyDown(KEY_DOWN) || IsKeyDown(KEY_S)){ vector.y += 1.0f; }
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if (IsKeyDown(KEY_UP) || IsKeyDown(KEY_W)){ vector.y -= 1.0f; }
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if (Vector2Length(vector) > 0.0f) {vector = Vector2Normalize(vector); }
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return vector;
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}
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#endif //INPUT_H
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@@ -0,0 +1,23 @@
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#ifndef MUSICMANAGER_H
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#define MUSICMANAGER_H
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typedef struct {
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Music music;
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bool playing;
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} MyMusic;
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MyMusic CreateMusic(char* musicPath){
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MyMusic music = {
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.music = LoadMusicStream(musicPath),
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.playing = 0
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};
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PlayMusicStream(music.music);
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return music;
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}
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void UpdateMusic(MyMusic* music){
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UpdateMusicStream(music->music);
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}
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#endif // MUSICMANAGER_H
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@@ -0,0 +1,129 @@
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#ifndef OBJECT_H
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#define OBJECT_H
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#include "sprite.h"
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#include "vector.h"
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typedef struct {
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Sprite sprite;
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Vector2 position;
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} Object;
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typedef struct {
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Object *data;
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const Object *prototype;
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size_t count;
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} ObjectArray;
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ObjectArray CreateObjectArray(const Object *prototype, const size_t count) {
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ObjectArray objects = {0};
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if (count == 0) {
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printf("Objects size must be greater than 0.\n");
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return objects;
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}
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objects.count = count;
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objects.data = (Object* )malloc(count * sizeof(Object));
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if (!objects.data) {
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printf("Memory allocation of objects failed.\n");
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return objects;
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}
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objects.prototype = prototype;
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for (int i = 0; i < count; i++) {
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objects.data[i].position = prototype->position;
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objects.data[i].sprite = prototype->sprite;
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}
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return objects;
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}
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Object* GetRandomObject(ObjectArray *objects){
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if (objects->count == 0 || objects->data == NULL) {
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return NULL;
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}
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return &objects->data[GetRandomValue(0, (int)objects->count-1)];
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}
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void AddObjectToArray(ObjectArray *objects, const Object *prototype, Vector2 position) {
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Object *newData = (Object* )realloc(objects->data, (objects->count + 1) * sizeof(Object));
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if (newData) {
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objects->data = newData;
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objects->data[objects->count] = *prototype;
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objects->data[objects->count].position = position;
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objects->data[objects->count].sprite.destRec.x = position.x;
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objects->data[objects->count].sprite.destRec.y = position.y;
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objects->count++;
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} else {
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printf("Memory allocation failed while adding an object.\n");
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}
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}
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void SetPositionForObjectArray(ObjectArray *objects, const Vector2Array *positions) {
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if (positions->count != objects->count) {
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printf("Warning: Position array size (%zu) does not match ObjectArray size (%zu)\n", positions->count, objects->count);
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return;
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}
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for (size_t i = 0; i < objects->count; i++) {
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objects->data[i].position = positions->data[i];
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objects->data[i].sprite.destRec.x = positions->data[i].x;
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objects->data[i].sprite.destRec.y = positions->data[i].y;
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}
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}
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void SetRandomPositionForObjectArray(ObjectArray *objects, const Rectangle bounds){
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for (int i = 0; i < objects->count; i++) {
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Vector2 position = GetRandomVector(bounds);
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objects->data[i].position = position;
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objects->data[i].sprite.destRec.x = position.x;
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objects->data[i].sprite.destRec.y = position.y;
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}
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}
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void SwapAndPopObjectsArrayOnRecCollision(ObjectArray *objects, const Rectangle rec){
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for (int i = 0; i < objects->count; i++){
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if (CheckCollisionRecs(rec, objects->data[i].sprite.destRec)){
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if (objects->count == 1) {
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objects->count = 0;
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break;
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}
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objects->data[i] = objects->data[objects->count - 1];
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objects->count--;
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i--;
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}
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}
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objects->data = (Object*)realloc(objects->data, objects->count * sizeof(Object));
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}
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void SwapAndPopObjectsArrayOnPointCollision(ObjectArray *objects, const Vector2 point){
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for (int i = 0; i < objects->count; i++){
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if (CheckCollisionPointRec(point, objects->data[i].sprite.destRec)){
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if (objects->count == 1) {
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objects->count = 0;
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break;
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}
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objects->data[i] = objects->data[objects->count - 1];
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objects->count--;
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i--;
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}
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}
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objects->data = (Object*)realloc(objects->data, objects->count * sizeof(Object));
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}
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Vector2 GetDirectionToObject(Object *object, Vector2 position){
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return Vector2Normalize(Vector2Subtract(object->position, position));
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}
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void RenderObjectArray(const ObjectArray *objects){
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for (int i = 0; i < objects->count; i++){
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RenderSprite(&objects->data[i].sprite);
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}
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}
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#endif // OBJECT_H
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@@ -0,0 +1,33 @@
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#ifndef PHYSICS_H
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#define PHYSICS_H
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typedef struct {
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Vector2 position;
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Vector2 direction;
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Vector2 velocity;
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float speed;
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} Physics;
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void UpdatePhysicsDirection(Vector2 *direction, Vector2 vector){
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*direction = vector;
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}
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void UpdatePhysicsVelocity(Vector2 *velocity, Vector2 *direction, float *speed){
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*velocity = Vector2Scale(*direction, *speed * GetFrameTime());
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}
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void UpdatePhysicsPosition(Vector2 *position, Vector2 *velocity) {
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*position = Vector2Add(*position, *velocity);
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}
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void UpdatePhysicsSpeed(float *speed, float *newSpeed){
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*speed = *newSpeed;
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}
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void UpdatePhysics(Physics *physics, Vector2 target){
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UpdatePhysicsDirection(&physics->direction, target);
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UpdatePhysicsVelocity(&physics->velocity, &physics->direction, &physics->speed);
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UpdatePhysicsPosition(&physics->position, &physics->velocity);
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}
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#endif // PHYSICS_H
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@@ -0,0 +1,10 @@
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#ifndef SCREEN_H
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#define SCREEN_H
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typedef enum Screen {
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LOGO = 0,
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MENU,
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GAMEPLAY
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} Screen;
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#endif // SCREEN_H
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@@ -0,0 +1,10 @@
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#ifndef SETTINGS_H
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#define SETTINGS_H
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typedef struct {
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int screenWidth;
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int screenHeight;
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const char* name;
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} Settings;
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#endif // SETTINGS_H
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@@ -0,0 +1,40 @@
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#ifndef SHADER_H
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#define SHADER_H
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typedef struct {
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Shader shader;
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int resolutionLoc;
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int strengthLoc;
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float strength;
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} VignetteShader;
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VignetteShader CreateShader(const char* shaderPath, float strength){
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VignetteShader vignetteShader = {0};
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vignetteShader.shader = LoadShader(NULL, shaderPath);
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if (vignetteShader.shader.id == 0) {
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TraceLog(LOG_ERROR, "Failed to load shader: %s", shaderPath);
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return vignetteShader;
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}
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vignetteShader.strength = strength;
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vignetteShader.resolutionLoc = GetShaderLocation(vignetteShader.shader, "resolution");
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vignetteShader.strengthLoc = GetShaderLocation(vignetteShader.shader, "strength");
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Vector2 resolution = { (float)GetScreenWidth(), (float)GetScreenHeight() };
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SetShaderValue(vignetteShader.shader, vignetteShader.resolutionLoc, &resolution, SHADER_UNIFORM_VEC2);
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return vignetteShader;
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}
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void UpdateShader(VignetteShader* vignetteShader){
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if (vignetteShader->shader.id == 0) return;
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SetShaderValue(vignetteShader->shader, vignetteShader->strengthLoc, &vignetteShader->strength, SHADER_UNIFORM_FLOAT);
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Vector2 resolution = { (float)GetScreenWidth(), (float)GetScreenHeight() };
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SetShaderValue(vignetteShader->shader, vignetteShader->resolutionLoc, &resolution, SHADER_UNIFORM_VEC2);
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}
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void UnloadVignetteShader(VignetteShader* vignetteShader){
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if (vignetteShader->shader.id == 0) return;
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UnloadShader(vignetteShader->shader);
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}
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#endif // SHADER_H
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@@ -0,0 +1,43 @@
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#ifndef SPRITE_H
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#define SPRITE_H
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typedef struct {
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Texture2D texture;
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Rectangle sourceRec;
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Rectangle destRec;
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Vector2 frameSize;
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Vector2 origin;
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float rotation;
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Color color;
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} Sprite;
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void UpdateSpriteSourceRec(Sprite *sprite, const Vector2 *vector){
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sprite->sourceRec.x = vector->x;
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sprite->sourceRec.y = vector->y;
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}
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void UpdateSpriteDestRec(Sprite *sprite, const Vector2 *vector){
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sprite->destRec.x = vector->x;
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sprite->destRec.y = vector->y;
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}
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void UpdateSpriteRotation(Sprite *sprite, Vector2 *vector){
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if(Vector2Length(*vector) <= 0.0f){
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return;
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}
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float targetRotation = (float)atan2(vector->y, vector->x) * (180.0f / PI) + 90.0f;
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sprite->rotation = Lerp(sprite->rotation, targetRotation, 0.1f);
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}
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void RenderSprite(const Sprite *sprite){
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DrawTexturePro(
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sprite->texture,
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sprite->sourceRec,
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sprite->destRec,
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sprite->origin,
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sprite->rotation,
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sprite->color
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);
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}
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#endif // SPRITE_H
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@@ -0,0 +1,21 @@
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#ifndef VECTOR_H
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#define VECTOR_H
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typedef struct {
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Vector2 *data;
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size_t count;
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} Vector2Array;
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bool IsVectorZero(Vector2 v) {
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float epsilon = 0.01f;
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return (fabs(v.x) < epsilon && fabs(v.y) < epsilon);
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}
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Vector2 GetRandomVector(const Rectangle bounds) {
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return (Vector2){
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bounds.x + (float)GetRandomValue(0, 10000) / 10000.0f * bounds.width,
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bounds.y + (float)GetRandomValue(0, 10000) / 10000.0f * bounds.height
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};
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}
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#endif // VECTOR_H
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@@ -0,0 +1,8 @@
|
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- Naturschuetzer in einem Brachland
|
||||
- Jahreszeiten -> mehrere Generationen von Bienenstaemmen
|
||||
- Kasten sauber machen
|
||||
|
||||
- 1. Samen saehen
|
||||
- 2. Zuckerwasser aufstellen
|
||||
- 3. Kaesten aufstellen
|
||||
- 4. Baueme pflanzen
|
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@@ -0,0 +1,72 @@
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#ifndef BEE_H
|
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#define BEE_H
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#include "../engine/sprite.h"
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#include "../engine/animation.h"
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#include "../engine/physics.h"
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#include "../engine/object.h"
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|
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|
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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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Object target;
|
||||
Object hive;
|
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int flowerCount;
|
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} Bee;
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Bee CreateBee(Texture2D texture, float frameWidth, int maxFrame, int framesSpeed, Vector2 position, float speed, ObjectArray* target, Object* base){
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return (Bee){
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.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 = {0.0f, 0.0f, frameWidth, frameWidth},
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||||
.origin = {frameWidth / 2, frameWidth / 2},
|
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.rotation = 0.0f,
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||||
.color = WHITE
|
||||
},
|
||||
.animation = {
|
||||
.currentFrame = 0,
|
||||
.maxFrame = maxFrame,
|
||||
.framesCounter = 0,
|
||||
.framesSpeed = framesSpeed,
|
||||
.animTimer = 0.0f
|
||||
},
|
||||
.physics = {
|
||||
.position = position,
|
||||
.direction = (Vector2){0.0f,0.0f},
|
||||
.speed = speed
|
||||
},
|
||||
.target = *GetRandomObject(target),
|
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.hive = *base
|
||||
};
|
||||
}
|
||||
|
||||
void UpdateBee(Bee* bee, ObjectArray* flowers, Object hive){
|
||||
const float tolerance = 1.0f;
|
||||
|
||||
if (bee->flowerCount < 4){
|
||||
if (fabs(bee->physics.position.x - bee->target.position.x) < tolerance &&
|
||||
fabs(bee->physics.position.y - bee->target.position.y) < tolerance) {
|
||||
bee->target = *GetRandomObject(flowers);
|
||||
bee->flowerCount++;
|
||||
} else {
|
||||
}
|
||||
} else {
|
||||
bee->target = hive;
|
||||
if (fabs(bee->physics.position.x - bee->target.position.x) < tolerance &&
|
||||
fabs(bee->physics.position.y - bee->target.position.y) < tolerance) {
|
||||
bee->physics.speed = 0.0f;
|
||||
} else {
|
||||
}
|
||||
}
|
||||
|
||||
UpdatePhysics(&bee->physics, GetDirectionToObject(&bee->target, bee->physics.position));
|
||||
UpdateSpriteRotation(&bee->sprite, &bee->physics.direction);
|
||||
UpdateSpriteDestRec(&bee->sprite, &bee->physics.position);
|
||||
UpdateAnimation(&bee->animation, GetFrameTime());
|
||||
UpdateSpriteSourceRec(&bee->sprite, &(Vector2){bee->sprite.frameSize.x, bee->sprite.frameSize.x * bee->animation.currentFrame});
|
||||
}
|
||||
|
||||
#endif // BEE_H
|
||||
@@ -0,0 +1,44 @@
|
||||
#ifndef Floor_H
|
||||
#define Floor_H
|
||||
#include "../engine/sprite.h"
|
||||
|
||||
typedef struct {
|
||||
Sprite sprite;
|
||||
Rectangle bounds;
|
||||
} Floor;
|
||||
|
||||
Floor CreateFloor(Texture2D texture, float textureWidth){
|
||||
return (Floor){
|
||||
.sprite = {
|
||||
.texture = texture,
|
||||
.frameSize = {textureWidth,textureWidth},
|
||||
.sourceRec = { 0.0f, 0.0f, textureWidth, textureWidth},
|
||||
.destRec = {0.0f, 0.0f, textureWidth, textureWidth},
|
||||
.origin = {textureWidth / 2, textureWidth / 2},
|
||||
.rotation = 0.0f,
|
||||
.color = WHITE
|
||||
},
|
||||
.bounds = {0.0f,0.0f,0.0f,0.0f}
|
||||
};
|
||||
}
|
||||
|
||||
void UpdateFloor(Floor *Floor, const Camera2D *camera){
|
||||
Floor->bounds.x = (int)((camera->target.x - (GetScreenWidth() / 2.0f / camera->zoom)) / Floor->sprite.frameSize.x) - 1;
|
||||
Floor->bounds.width = (int)((camera->target.x + (GetScreenWidth() / 2.0f / camera->zoom)) / Floor->sprite.frameSize.x) + 1;
|
||||
Floor->bounds.y = (int)((camera->target.y - (GetScreenHeight() / 2.0f / camera->zoom)) / Floor->sprite.frameSize.y) - 1;
|
||||
Floor->bounds.height = (int)((camera->target.y + (GetScreenHeight() / 2.0f / camera->zoom)) / Floor->sprite.frameSize.y) + 1;
|
||||
}
|
||||
|
||||
void RenderFloor(Floor *Floor){
|
||||
for (int y = (int)Floor->bounds.y; y <= (int)Floor->bounds.height; y++)
|
||||
{
|
||||
for (int x = (int)Floor->bounds.x; x <= (int)Floor->bounds.width; x++)
|
||||
{
|
||||
Vector2 floorPosition = {x * Floor->sprite.frameSize.x, y * Floor->sprite.frameSize.y};
|
||||
UpdateSpriteDestRec(&Floor->sprite, &floorPosition);
|
||||
RenderSprite(&Floor->sprite);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#endif //Floor_H
|
||||
@@ -0,0 +1,29 @@
|
||||
#ifndef FLOWERS_H
|
||||
#define FLOWERS_H
|
||||
|
||||
#include "../engine/object.h"
|
||||
|
||||
ObjectArray 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);
|
||||
|
||||
if (!flowers.data) {
|
||||
printf("Memory allocation failed.\n");
|
||||
exit(1);
|
||||
}
|
||||
|
||||
SetRandomPositionForObjectArray(&flowers, (Rectangle){-fieldSize, -fieldSize, fieldSize * 2, fieldSize * 2});
|
||||
|
||||
return flowers;
|
||||
}
|
||||
|
||||
#endif // FLOWERS_H
|
||||
@@ -0,0 +1,94 @@
|
||||
#ifndef GAME_H
|
||||
#define GAME_H
|
||||
#include "../engine/object.h"
|
||||
#include "../engine/camera.h"
|
||||
#include "../engine/input.h"
|
||||
#include "../engine/shader.h"
|
||||
#include "../engine/musicmanager.h"
|
||||
#include "floor.h"
|
||||
#include "player.h"
|
||||
#include "bee.h"
|
||||
#include "hive.h"
|
||||
#include "flowers.h"
|
||||
|
||||
typedef struct {
|
||||
VignetteShader vignetteShader;
|
||||
MyMusic ambient;
|
||||
RenderTexture2D target;
|
||||
Texture2D flowerTexture, beeTexture, floorTexture, hiveTexture;
|
||||
Floor floor;
|
||||
Object hive;
|
||||
ObjectArray flowers;
|
||||
Player player;
|
||||
Bee bee1;
|
||||
Camera2D camera;
|
||||
Mouse mouse;
|
||||
} GameState;
|
||||
|
||||
void initGame(GameState* g){
|
||||
InitAudioDevice();
|
||||
|
||||
g->vignetteShader = CreateShader("shaders/vignette.fs", 0.3f);
|
||||
|
||||
g->ambient = CreateMusic("assets/beez.mp3");
|
||||
|
||||
g->target = LoadRenderTexture(GetScreenWidth(), GetScreenHeight());
|
||||
|
||||
g->flowerTexture = LoadTexture("assets/flower.png");
|
||||
g->beeTexture = LoadTexture("assets/character_bee.png");
|
||||
g->floorTexture = LoadTexture("assets/grass.png");
|
||||
g->hiveTexture = LoadTexture("assets/hive.png");
|
||||
|
||||
g->floor = CreateFloor(g->floorTexture, 16.0f);
|
||||
g->flowers = CreateFlowers(g->flowerTexture, 16.0f, 45.0f, 50.0f);
|
||||
g->hive = CreateHive(g->hiveTexture, 32.0f);
|
||||
g->player = CreatePlayer(g->beeTexture, 16.0f, 4, 10, g->hive.position, 50.0f);
|
||||
g->bee1 = CreateBee(g->beeTexture, 16.0f, 4, 10, g->hive.position, 10.0f, &g->flowers, &g->hive);
|
||||
|
||||
g->camera = CreateCamera(GetScreenWidth(), GetScreenHeight(), g->player.physics.position, 10.0f);
|
||||
g->mouse = CreateMouse(0.10f, 5.0f, 10.0f);
|
||||
}
|
||||
|
||||
void updateGame(GameState* g){
|
||||
UpdateShader(&g->vignetteShader);
|
||||
UpdateMusic(&g->ambient);
|
||||
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);
|
||||
}
|
||||
|
||||
void renderGame(GameState* g){
|
||||
BeginTextureMode(g->target);
|
||||
ClearBackground(BLACK);
|
||||
BeginMode2D(g->camera);
|
||||
RenderFloor(&g->floor);
|
||||
RenderSprite(&g->hive.sprite);
|
||||
RenderObjectArray(&g->flowers);
|
||||
RenderSprite(&g->bee1.sprite);
|
||||
RenderSprite(&g->player.sprite);
|
||||
EndMode2D();
|
||||
EndTextureMode();
|
||||
BeginDrawing();
|
||||
ClearBackground(BLACK);
|
||||
BeginShaderMode(g->vignetteShader.shader);
|
||||
DrawTextureRec(g->target.texture, (Rectangle){ 0, 0, g->target.texture.width, -g->target.texture.height }, (Vector2){ 0, 0 }, WHITE);
|
||||
EndShaderMode();
|
||||
DrawFPS(10, 10);
|
||||
EndDrawing();
|
||||
}
|
||||
|
||||
void cleanupGame(GameState* g){
|
||||
UnloadVignetteShader(&g->vignetteShader);
|
||||
UnloadRenderTexture(g->target);
|
||||
UnloadTexture(g->floorTexture);
|
||||
UnloadTexture(g->hiveTexture);
|
||||
UnloadTexture(g->flowerTexture);
|
||||
UnloadTexture(g->beeTexture);
|
||||
UnloadMusicStream(g->ambient.music);
|
||||
free(g->flowers.data);
|
||||
CloseAudioDevice();
|
||||
}
|
||||
|
||||
#endif // GAME_H
|
||||
@@ -0,0 +1,19 @@
|
||||
#ifndef HIVE_H
|
||||
#define HIVE_H
|
||||
#include "../engine/object.h"
|
||||
|
||||
Object CreateHive(Texture2D texture, float frameWidth){
|
||||
return (Object) {
|
||||
.sprite = {
|
||||
.texture = texture,
|
||||
.sourceRec = (Rectangle){0.0f, 0.0f, frameWidth, frameWidth},
|
||||
.destRec = (Rectangle){0.0f, 0.0f, frameWidth, frameWidth},
|
||||
.origin = (Vector2){frameWidth / 2, frameWidth / 2},
|
||||
.rotation = 0.0f,
|
||||
.color = WHITE,
|
||||
},
|
||||
.position = (Vector2){0.0f, 0.0f}
|
||||
};
|
||||
}
|
||||
|
||||
#endif // HIVE_H
|
||||
+110
@@ -0,0 +1,110 @@
|
||||
#ifndef LOGO_H
|
||||
#define LOGO_H
|
||||
|
||||
typedef struct {
|
||||
int frameCounter;
|
||||
int positionX;
|
||||
int positionY;
|
||||
int lettersCount;
|
||||
int topSideRecWidth;
|
||||
int leftSideRecHeight;
|
||||
int bottomSideRecWidth;
|
||||
int rightSideRecHeight;
|
||||
int state;
|
||||
float alpha;
|
||||
} LogoState;
|
||||
|
||||
void initLogo(LogoState *l) {
|
||||
SetTargetFPS(60);
|
||||
|
||||
l->frameCounter = 0;
|
||||
l->positionX = GetScreenWidth() / 2 - 128;
|
||||
l->positionY = GetScreenHeight() / 2 - 128;
|
||||
l->lettersCount = 0;
|
||||
l->topSideRecWidth = 16;
|
||||
l->leftSideRecHeight = 16;
|
||||
l->bottomSideRecWidth = 16;
|
||||
l->rightSideRecHeight = 16;
|
||||
l->state = 0;
|
||||
l->alpha = 1.0f;
|
||||
}
|
||||
|
||||
void updateLogo(LogoState *l, Screen *currentScreen) {
|
||||
l->frameCounter++; // Increment the frame counter each frame
|
||||
|
||||
if (l->state == 0) { // State 0: Small box blinking for 120 frames (2 seconds at 60 FPS)
|
||||
if (l->frameCounter >= 120) {
|
||||
l->state = 1;
|
||||
l->frameCounter = 0; // Reset frame counter
|
||||
}
|
||||
}
|
||||
else if (l->state == 1) { // State 1: Top and left bars growing
|
||||
l->topSideRecWidth += 4;
|
||||
l->leftSideRecHeight += 4;
|
||||
|
||||
if (l->topSideRecWidth >= 256) {
|
||||
l->state = 2;
|
||||
l->frameCounter = 0;
|
||||
}
|
||||
}
|
||||
else if (l->state == 2) { // State 2: Bottom and right bars growing
|
||||
l->bottomSideRecWidth += 4;
|
||||
l->rightSideRecHeight += 4;
|
||||
|
||||
if (l->bottomSideRecWidth >= 256) {
|
||||
l->state = 3;
|
||||
l->frameCounter = 0;
|
||||
}
|
||||
}
|
||||
else if (l->state == 3) { // State 3: Letters appearing
|
||||
if (l->frameCounter % 12 == 0) { // Every 12 frames, one more letter appears
|
||||
l->lettersCount++;
|
||||
}
|
||||
|
||||
if (l->lettersCount >= 10) { // Fade out animation
|
||||
l->alpha -= 0.02f;
|
||||
if (l->alpha <= 0.0f) {
|
||||
l->alpha = 0.0f;
|
||||
l->state = 4;
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (l->state == 4) { // State 4: Transition to GAMEPLAY
|
||||
SetTargetFPS(0);
|
||||
*currentScreen = MENU;
|
||||
}
|
||||
}
|
||||
|
||||
void renderLogo(const LogoState *l) {
|
||||
BeginDrawing();
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
if (l->state == 0) { // Small box blinking
|
||||
if ((l->frameCounter / 15) % 2 == 0) { // Blink every 15 frames
|
||||
DrawRectangle(l->positionX, l->positionY, 16, 16, BLACK);
|
||||
}
|
||||
}
|
||||
else if (l->state == 1) { // Top and left bars growing
|
||||
DrawRectangle(l->positionX, l->positionY, l->topSideRecWidth, 16, BLACK);
|
||||
DrawRectangle(l->positionX, l->positionY, 16, l->leftSideRecHeight, BLACK);
|
||||
}
|
||||
else if (l->state == 2) { // Bottom and right bars growing
|
||||
DrawRectangle(l->positionX, l->positionY, l->topSideRecWidth, 16, BLACK);
|
||||
DrawRectangle(l->positionX, l->positionY, 16, l->leftSideRecHeight, BLACK);
|
||||
DrawRectangle(l->positionX + 240, l->positionY, 16, l->rightSideRecHeight, BLACK);
|
||||
DrawRectangle(l->positionX, l->positionY + 240, l->bottomSideRecWidth, 16, BLACK);
|
||||
}
|
||||
else if (l->state == 3) { // Letters appearing
|
||||
DrawRectangle(l->positionX, l->positionY, l->topSideRecWidth, 16, Fade(BLACK, l->alpha));
|
||||
DrawRectangle(l->positionX, l->positionY + 16, 16, l->leftSideRecHeight - 32, Fade(BLACK, l->alpha));
|
||||
DrawRectangle(l->positionX + 240, l->positionY + 16, 16, l->rightSideRecHeight - 32, Fade(BLACK, l->alpha));
|
||||
DrawRectangle(l->positionX, l->positionY + 240, l->bottomSideRecWidth, 16, Fade(BLACK, l->alpha));
|
||||
DrawRectangle(GetScreenWidth() / 2 - 112, GetScreenHeight() / 2 - 112, 224, 224, Fade(RAYWHITE, l->alpha));
|
||||
|
||||
DrawText(TextSubtext("raylib", 0, l->lettersCount), GetScreenWidth() / 2 - 44, GetScreenHeight() / 2 + 48, 50, Fade(BLACK, l->alpha));
|
||||
}
|
||||
|
||||
EndDrawing();
|
||||
}
|
||||
|
||||
#endif // LOGO_H
|
||||
@@ -0,0 +1,27 @@
|
||||
#ifndef MENU_H
|
||||
#define MENU_H
|
||||
|
||||
#include "../engine/gui.h"
|
||||
|
||||
typedef struct {
|
||||
Button startButton;
|
||||
} MenuState;
|
||||
|
||||
void initMenu(MenuState *t){
|
||||
initButton(&t->startButton, "Start Game", GetScreenWidth() / 10, GetScreenHeight() / 20, GetScreenWidth() / 2, GetScreenHeight() / 2);
|
||||
}
|
||||
|
||||
void updateMenu(MenuState *t, Screen *currentScreen){
|
||||
if (isButtonClicked(&t->startButton)) {
|
||||
*currentScreen = GAMEPLAY;
|
||||
}
|
||||
}
|
||||
|
||||
void renderMenu(MenuState *t){
|
||||
BeginDrawing();
|
||||
ClearBackground(WHITE);
|
||||
renderButton(&t->startButton);
|
||||
EndDrawing();
|
||||
}
|
||||
|
||||
#endif // MENU_H
|
||||
@@ -0,0 +1,48 @@
|
||||
#ifndef PLAYER_H
|
||||
#define PLAYER_H
|
||||
#include "../engine/sprite.h"
|
||||
#include "../engine/animation.h"
|
||||
#include "../engine/physics.h"
|
||||
#include "../engine/input.h"
|
||||
|
||||
typedef struct {
|
||||
Sprite sprite;
|
||||
Animation animation;
|
||||
Physics physics;
|
||||
} Player;
|
||||
|
||||
Player CreatePlayer(Texture2D texture, float frameWidth, int maxFrame, int framesSpeed, Vector2 startPosition, float speed){
|
||||
return (Player){
|
||||
.sprite = {
|
||||
.texture = texture,
|
||||
.frameSize = {frameWidth, frameWidth},
|
||||
.sourceRec = {0.0f, 0.0f, frameWidth, frameWidth},
|
||||
.destRec = {0.0f, 0.0f, frameWidth, frameWidth},
|
||||
.origin = {frameWidth / 2, frameWidth / 2},
|
||||
.rotation = 0.0f,
|
||||
.color = WHITE
|
||||
},
|
||||
.animation = {
|
||||
.currentFrame = 0,
|
||||
.maxFrame = maxFrame,
|
||||
.framesCounter = 0,
|
||||
.framesSpeed = framesSpeed,
|
||||
.animTimer = 0.0f
|
||||
},
|
||||
.physics = {
|
||||
.position = startPosition,
|
||||
.direction = (Vector2){0.0f,0.0f},
|
||||
.speed = speed
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
void UpdatePlayer(Player* player){
|
||||
UpdatePhysics(&player->physics, GetDirectionVector());
|
||||
UpdateSpriteRotation(&player->sprite, &player->physics.direction);
|
||||
UpdateSpriteDestRec(&player->sprite, &player->physics.position);
|
||||
UpdateAnimation(&player->animation, GetFrameTime());
|
||||
UpdateSpriteSourceRec(&player->sprite, &(Vector2){player->sprite.frameSize.x, player->sprite.frameSize.x * player->animation.currentFrame});
|
||||
}
|
||||
|
||||
#endif // PLAYER_H
|
||||
File diff suppressed because it is too large
Load Diff
+55
@@ -0,0 +1,55 @@
|
||||
#include <raylib.h>
|
||||
#include <raymath.h>
|
||||
#include <stdio.h>
|
||||
#include <stdlib.h>
|
||||
#include "engine/screen.h"
|
||||
#include "engine/settings.h"
|
||||
#include "game/logo.h"
|
||||
#include "game/menu.h"
|
||||
#include "game/game.h"
|
||||
|
||||
int main(void)
|
||||
{
|
||||
Settings settings = {
|
||||
.name = "The Last Hive",
|
||||
.screenWidth = 1280,
|
||||
.screenHeight = 720
|
||||
};
|
||||
|
||||
InitWindow(settings.screenWidth, settings.screenHeight, settings.name);
|
||||
|
||||
Screen currentScreen = LOGO;
|
||||
LogoState logo;
|
||||
GameState game;
|
||||
MenuState menu;
|
||||
|
||||
initLogo(&logo);
|
||||
initMenu(&menu);
|
||||
initGame(&game);
|
||||
|
||||
while (!WindowShouldClose())
|
||||
{
|
||||
switch (currentScreen)
|
||||
{
|
||||
case LOGO:
|
||||
{
|
||||
updateLogo(&logo,¤tScreen);
|
||||
renderLogo(&logo);
|
||||
}break;
|
||||
case MENU:
|
||||
{
|
||||
updateMenu(&menu, ¤tScreen);
|
||||
renderMenu(&menu);
|
||||
}break;
|
||||
case GAMEPLAY:
|
||||
{
|
||||
updateGame(&game);
|
||||
renderGame(&game);
|
||||
}break;
|
||||
default: break;
|
||||
}
|
||||
}
|
||||
cleanupGame(&game);
|
||||
CloseWindow();
|
||||
return 0;
|
||||
}
|
||||
Reference in New Issue
Block a user