big refactor

This commit is contained in:
huaqo-games
2025-03-17 19:28:12 +01:00
parent 990cdc6e50
commit 2f4dc166ee
31 changed files with 6657 additions and 322 deletions
+28
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#ifndef ANIMATION_H
#define ANIMATION_H
typedef struct {
int currentFrame;
int maxFrame;
int framesCounter;
int framesSpeed;
float animTimer;
} Animation;
void UpdateAnimation(Animation *animation, float deltaTime) {
animation->animTimer += deltaTime;
float frameTime = 1.0f / animation->framesSpeed;
if (animation->animTimer < frameTime) {
return;
}
animation->animTimer -= frameTime;
animation->currentFrame++;
if (animation->currentFrame >= animation->maxFrame) {
animation->currentFrame = 0;
}
}
#endif // ANIMATION_H
+29
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#ifndef CAMERA_H
#define CAMERA_H
#include "input.h"
Camera2D CreateCamera(int screenWidth, int screenHeight, Vector2 playerPosition, float initZoom){
return (Camera2D){
.offset = (Vector2){screenWidth / 2.0f, screenHeight / 2.0f},
.target = playerPosition,
.rotation = 0.0f,
.zoom = initZoom
};
}
void UpdateCameraTarget(Camera2D *camera, Vector2 *position, const float smoothness){
camera->target = Vector2Lerp(camera->target, *position, smoothness * GetFrameTime());
}
void UpdateCameraZoom(Camera2D *camera, const float *scaleFactor, const float *minZoom, const float *maxZoom){
float targetZoom = Clamp(camera->zoom * *scaleFactor, *minZoom, *maxZoom);
camera->zoom = Lerp(camera->zoom, targetZoom, 0.1f);
}
void UpdateCamera2D(Camera2D* camera, Vector2* position, Mouse* mouse){
UpdateCameraTarget(camera, position, 5.0f);
UpdateCameraZoom(camera, &mouse->scaleFactor, &mouse->minZoom, &mouse->maxZoom);
}
#endif // CAMERA_H
+29
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#ifndef GUI_H
#define GUI_H
#define RAYGUI_IMPLEMENTATION
#include "../include/raygui.h"
typedef struct
{
Rectangle rec;
const char *text;
} Button;
void initButton(Button *b, const char *text, int buttonWidth, int buttonHeight, int buttonPosX, int buttonPosY)
{
b->rec = (Rectangle){buttonPosX - buttonWidth / 2, buttonPosY - buttonHeight / 2, buttonWidth, buttonHeight};
b->text = text;
}
int isButtonClicked(Button *b)
{
return (CheckCollisionPointRec(GetMousePosition(), b->rec) && IsMouseButtonPressed(MOUSE_LEFT_BUTTON));
}
void renderButton(Button *b)
{
GuiButton(b->rec, b->text);
}
#endif // GUI_H
+48
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#ifndef INPUT_H
#define INPUT_H
typedef struct {
Vector2 worldPosition;
float zoomSpeed;
float minZoom;
float maxZoom;
float scaleFactor;
float wheelMove;
bool leftButton;
bool rightButton;
} Mouse;
Mouse CreateMouse(float zoomSpeed, float minZoom, float maxZoom){
return (Mouse){
.zoomSpeed = zoomSpeed,
.minZoom = minZoom,
.maxZoom = maxZoom
};
}
void UpdateMouse(Mouse *mouse, Camera2D *camera) {
mouse->worldPosition = GetScreenToWorld2D(GetMousePosition(), *camera);
mouse->leftButton = IsMouseButtonDown(MOUSE_LEFT_BUTTON);
mouse->rightButton = IsMouseButtonDown(MOUSE_RIGHT_BUTTON);
// Calculate zoom scale factor
mouse->wheelMove = GetMouseWheelMove();
if (mouse->wheelMove != 0) {
float zoomFactor = 1.0f + (mouse->zoomSpeed * fabsf(mouse->wheelMove));
mouse->scaleFactor = (mouse->wheelMove < 0) ? (1.0f / zoomFactor) : zoomFactor;
} else {
mouse->scaleFactor = 1.0f;
}
}
Vector2 GetDirectionVector(void){
Vector2 vector = {.x = 0.0f, .y = 0.0f};
if (IsKeyDown(KEY_RIGHT) || IsKeyDown(KEY_D)){vector.x += 1.0f; }
if (IsKeyDown(KEY_LEFT) || IsKeyDown(KEY_A)){ vector.x -= 1.0f; }
if (IsKeyDown(KEY_DOWN) || IsKeyDown(KEY_S)){ vector.y += 1.0f; }
if (IsKeyDown(KEY_UP) || IsKeyDown(KEY_W)){ vector.y -= 1.0f; }
if (Vector2Length(vector) > 0.0f) {vector = Vector2Normalize(vector); }
return vector;
}
#endif //INPUT_H
+23
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#ifndef MUSICMANAGER_H
#define MUSICMANAGER_H
typedef struct {
Music music;
bool playing;
} MyMusic;
MyMusic CreateMusic(char* musicPath){
MyMusic music = {
.music = LoadMusicStream(musicPath),
.playing = 0
};
PlayMusicStream(music.music);
return music;
}
void UpdateMusic(MyMusic* music){
UpdateMusicStream(music->music);
}
#endif // MUSICMANAGER_H
+129
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#ifndef OBJECT_H
#define OBJECT_H
#include "sprite.h"
#include "vector.h"
typedef struct {
Sprite sprite;
Vector2 position;
} Object;
typedef struct {
Object *data;
const Object *prototype;
size_t count;
} ObjectArray;
ObjectArray CreateObjectArray(const Object *prototype, const size_t count) {
ObjectArray objects = {0};
if (count == 0) {
printf("Objects size must be greater than 0.\n");
return objects;
}
objects.count = count;
objects.data = (Object* )malloc(count * sizeof(Object));
if (!objects.data) {
printf("Memory allocation of objects failed.\n");
return objects;
}
objects.prototype = prototype;
for (int i = 0; i < count; i++) {
objects.data[i].position = prototype->position;
objects.data[i].sprite = prototype->sprite;
}
return objects;
}
Object* GetRandomObject(ObjectArray *objects){
if (objects->count == 0 || objects->data == NULL) {
return NULL;
}
return &objects->data[GetRandomValue(0, (int)objects->count-1)];
}
void AddObjectToArray(ObjectArray *objects, const Object *prototype, Vector2 position) {
Object *newData = (Object* )realloc(objects->data, (objects->count + 1) * sizeof(Object));
if (newData) {
objects->data = newData;
objects->data[objects->count] = *prototype;
objects->data[objects->count].position = position;
objects->data[objects->count].sprite.destRec.x = position.x;
objects->data[objects->count].sprite.destRec.y = position.y;
objects->count++;
} else {
printf("Memory allocation failed while adding an object.\n");
}
}
void SetPositionForObjectArray(ObjectArray *objects, const Vector2Array *positions) {
if (positions->count != objects->count) {
printf("Warning: Position array size (%zu) does not match ObjectArray size (%zu)\n", positions->count, objects->count);
return;
}
for (size_t i = 0; i < objects->count; i++) {
objects->data[i].position = positions->data[i];
objects->data[i].sprite.destRec.x = positions->data[i].x;
objects->data[i].sprite.destRec.y = positions->data[i].y;
}
}
void SetRandomPositionForObjectArray(ObjectArray *objects, const Rectangle bounds){
for (int i = 0; i < objects->count; i++) {
Vector2 position = GetRandomVector(bounds);
objects->data[i].position = position;
objects->data[i].sprite.destRec.x = position.x;
objects->data[i].sprite.destRec.y = position.y;
}
}
void SwapAndPopObjectsArrayOnRecCollision(ObjectArray *objects, const Rectangle rec){
for (int i = 0; i < objects->count; i++){
if (CheckCollisionRecs(rec, objects->data[i].sprite.destRec)){
if (objects->count == 1) {
objects->count = 0;
break;
}
objects->data[i] = objects->data[objects->count - 1];
objects->count--;
i--;
}
}
objects->data = (Object*)realloc(objects->data, objects->count * sizeof(Object));
}
void SwapAndPopObjectsArrayOnPointCollision(ObjectArray *objects, const Vector2 point){
for (int i = 0; i < objects->count; i++){
if (CheckCollisionPointRec(point, objects->data[i].sprite.destRec)){
if (objects->count == 1) {
objects->count = 0;
break;
}
objects->data[i] = objects->data[objects->count - 1];
objects->count--;
i--;
}
}
objects->data = (Object*)realloc(objects->data, objects->count * sizeof(Object));
}
Vector2 GetDirectionToObject(Object *object, Vector2 position){
return Vector2Normalize(Vector2Subtract(object->position, position));
}
void RenderObjectArray(const ObjectArray *objects){
for (int i = 0; i < objects->count; i++){
RenderSprite(&objects->data[i].sprite);
}
}
#endif // OBJECT_H
+33
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#ifndef PHYSICS_H
#define PHYSICS_H
typedef struct {
Vector2 position;
Vector2 direction;
Vector2 velocity;
float speed;
} Physics;
void UpdatePhysicsDirection(Vector2 *direction, Vector2 vector){
*direction = vector;
}
void UpdatePhysicsVelocity(Vector2 *velocity, Vector2 *direction, float *speed){
*velocity = Vector2Scale(*direction, *speed * GetFrameTime());
}
void UpdatePhysicsPosition(Vector2 *position, Vector2 *velocity) {
*position = Vector2Add(*position, *velocity);
}
void UpdatePhysicsSpeed(float *speed, float *newSpeed){
*speed = *newSpeed;
}
void UpdatePhysics(Physics *physics, Vector2 target){
UpdatePhysicsDirection(&physics->direction, target);
UpdatePhysicsVelocity(&physics->velocity, &physics->direction, &physics->speed);
UpdatePhysicsPosition(&physics->position, &physics->velocity);
}
#endif // PHYSICS_H
+10
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#ifndef SCREEN_H
#define SCREEN_H
typedef enum Screen {
LOGO = 0,
MENU,
GAMEPLAY
} Screen;
#endif // SCREEN_H
+10
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#ifndef SETTINGS_H
#define SETTINGS_H
typedef struct {
int screenWidth;
int screenHeight;
const char* name;
} Settings;
#endif // SETTINGS_H
+40
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#ifndef SHADER_H
#define SHADER_H
typedef struct {
Shader shader;
int resolutionLoc;
int strengthLoc;
float strength;
} VignetteShader;
VignetteShader CreateShader(const char* shaderPath, float strength){
VignetteShader vignetteShader = {0};
vignetteShader.shader = LoadShader(NULL, shaderPath);
if (vignetteShader.shader.id == 0) {
TraceLog(LOG_ERROR, "Failed to load shader: %s", shaderPath);
return vignetteShader;
}
vignetteShader.strength = strength;
vignetteShader.resolutionLoc = GetShaderLocation(vignetteShader.shader, "resolution");
vignetteShader.strengthLoc = GetShaderLocation(vignetteShader.shader, "strength");
Vector2 resolution = { (float)GetScreenWidth(), (float)GetScreenHeight() };
SetShaderValue(vignetteShader.shader, vignetteShader.resolutionLoc, &resolution, SHADER_UNIFORM_VEC2);
return vignetteShader;
}
void UpdateShader(VignetteShader* vignetteShader){
if (vignetteShader->shader.id == 0) return;
SetShaderValue(vignetteShader->shader, vignetteShader->strengthLoc, &vignetteShader->strength, SHADER_UNIFORM_FLOAT);
Vector2 resolution = { (float)GetScreenWidth(), (float)GetScreenHeight() };
SetShaderValue(vignetteShader->shader, vignetteShader->resolutionLoc, &resolution, SHADER_UNIFORM_VEC2);
}
void UnloadVignetteShader(VignetteShader* vignetteShader){
if (vignetteShader->shader.id == 0) return;
UnloadShader(vignetteShader->shader);
}
#endif // SHADER_H
+43
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#ifndef SPRITE_H
#define SPRITE_H
typedef struct {
Texture2D texture;
Rectangle sourceRec;
Rectangle destRec;
Vector2 frameSize;
Vector2 origin;
float rotation;
Color color;
} Sprite;
void UpdateSpriteSourceRec(Sprite *sprite, const Vector2 *vector){
sprite->sourceRec.x = vector->x;
sprite->sourceRec.y = vector->y;
}
void UpdateSpriteDestRec(Sprite *sprite, const Vector2 *vector){
sprite->destRec.x = vector->x;
sprite->destRec.y = vector->y;
}
void UpdateSpriteRotation(Sprite *sprite, Vector2 *vector){
if(Vector2Length(*vector) <= 0.0f){
return;
}
float targetRotation = (float)atan2(vector->y, vector->x) * (180.0f / PI) + 90.0f;
sprite->rotation = Lerp(sprite->rotation, targetRotation, 0.1f);
}
void RenderSprite(const Sprite *sprite){
DrawTexturePro(
sprite->texture,
sprite->sourceRec,
sprite->destRec,
sprite->origin,
sprite->rotation,
sprite->color
);
}
#endif // SPRITE_H
+21
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#ifndef VECTOR_H
#define VECTOR_H
typedef struct {
Vector2 *data;
size_t count;
} Vector2Array;
bool IsVectorZero(Vector2 v) {
float epsilon = 0.01f;
return (fabs(v.x) < epsilon && fabs(v.y) < epsilon);
}
Vector2 GetRandomVector(const Rectangle bounds) {
return (Vector2){
bounds.x + (float)GetRandomValue(0, 10000) / 10000.0f * bounds.width,
bounds.y + (float)GetRandomValue(0, 10000) / 10000.0f * bounds.height
};
}
#endif // VECTOR_H