big refactor
This commit is contained in:
+25
-22
@@ -2,10 +2,11 @@
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#define APP_H
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#include <config.h>
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#include <display.h>
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#include <window.h>
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#include "screen.h"
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#include "applicationstate.h"
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#include "view.h"
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#include "state.h"
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#include "flags.h"
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#include "font.h"
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#include "logo.h"
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#include "menu.h"
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@@ -14,60 +15,62 @@
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typedef struct {
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Config config;
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State state;
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Display display;
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Flags flags;
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Window window;
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Font font;
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LogoState logo;
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GameState game;
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MenuState menu;
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} Application;
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} App;
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void ConfigApp(Application* app){
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void ConfigApp(App* app){
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InitConfig(&app->config, "config/config.ini");
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app->state.currentScreen = GetConfigInt(&app->config, "startScreen");
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app->state.currentView = GetConfigInt(&app->config, "startView");
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app->state.running = true;
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app->state.gameStarted = false;
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app->state.flagFPS = GetConfigInt(&app->config, "showFPS");
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app->display.title = GetConfigString(&app->config, "display_title");
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app->display.width = GetConfigInt(&app->config, "display_width");
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app->display.height = GetConfigInt(&app->config, "display_height");
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app->flags.showFPS = GetConfigInt(&app->config, "showFPS");
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app->window.title = GetConfigString(&app->config, "window_title");
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app->window.width = GetConfigInt(&app->config, "window_width");
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app->window.height = GetConfigInt(&app->config, "window_height");
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}
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void InitApp(Application *app){
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void InitApp(App *app){
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InitFont(&app->font);
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InitLogo(&app->logo);
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InitMenu(&app->menu);
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InitGame(&app->game,&app->display);
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InitGame(&app->game,&app->window);
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}
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void UpdateApp(Application *app){
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void UpdateApp(App *app){
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while (app->state.running)
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{
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switch (app->state.currentScreen)
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switch (app->state.currentView)
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{
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case LOGO:
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{
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UpdateLogo(&app->logo, &app->state);
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RenderLogo(&app->logo, &app->state);
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UpdateLogo(&app->logo, &app->state.currentView, &app->state.running);
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RenderLogo(&app->logo, &app->flags.showFPS);
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}break;
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case MENU:
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{
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UpdateMenu(&app->menu, &app->state);
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RenderMenu(&app->menu, &app->state, &app->font, app->display.title);
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UpdateMenu(&app->menu, &app->state.currentView, &app->state.running);
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RenderMenu(&app->menu, &app->font, app->window.title, &app->flags);
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}break;
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case GAMEPLAY:
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{
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UpdateGame(&app->game, &app->state);
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RenderGame(&app->game, &app->state);
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UpdateGame(&app->game, &app->state.currentView, &app->state.running);
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RenderGame(&app->game, &app->state, &app->flags);
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}break;
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default: break;
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}
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}
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}
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void CleanupApp(Application *app){
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void CleanupApp(App *app){
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CleanupMenu(&app->menu);
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CleanupGame(&app->game);
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CleanupFont(&app->font);
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CleanUpConfig(&app->config);
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}
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#endif //APP_H
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@@ -1,13 +0,0 @@
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#ifndef APPLICATIONSTATE_H
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#define APPLICATIONSTATE_H
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#include "screen.h"
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typedef struct {
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Screen currentScreen;
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bool running;
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bool gameStarted;
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bool flagFPS;
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} State;
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#endif // APPLICATIONSTATE_H
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@@ -0,0 +1,8 @@
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#ifndef FLAGS_H
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#define FLAGS_H
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typedef struct {
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bool showFPS;
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} Flags;
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#endif // FLAGS_H
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+8
-9
@@ -8,7 +8,6 @@
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#include <soundtrack.h>
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#include <asset.h>
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#include "applicationstate.h"
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#include "gameassets.h"
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#include "floor.h"
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#include "player.h"
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@@ -33,7 +32,7 @@ typedef struct
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Image image;
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} GameState;
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void InitGame(GameState *g, Display *display)
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void InitGame(GameState *g, Window *window)
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{
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g->assets = (Assets){
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@@ -57,7 +56,7 @@ void InitGame(GameState *g, Display *display)
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}
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// Target texture
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g->target = LoadRenderTexture(display->width, display->height);
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g->target = LoadRenderTexture(window->width, window->height);
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// Static Entities
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g->flowers = CreateFlowers(g->textures[FLOWER], g->assets.textureAssets[FLOWER].frameWidth, g->assets.textureAssets[FLOWER].rotation, 50.0f);
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@@ -69,12 +68,12 @@ void InitGame(GameState *g, Display *display)
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g->bee1 = CreateBee(FLYING, g->textures[BEE], g->assets.textureAssets[BEE].frameWidth, 4, 10, g->hive.position, 10.0f, &g->flowers, &g->hive);
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// I/O
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g->camera = CreateCamera(display->width, display->height, g->player.physics.position, 10.0f);
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g->camera = CreateCamera(window->width, window->height, g->player.physics.position, 10.0f);
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g->mouse = CreateMouse(0.10f, 5.0f, 10.0f, &g->textures[CURSOR]);
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}
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void UpdateGame(GameState *g, State *state)
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void UpdateGame(GameState *g, View *currentView, bool *running)
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{
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if (GetFPS() <= 60)
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{
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@@ -82,11 +81,11 @@ void UpdateGame(GameState *g, State *state)
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}
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if (IsKeyPressed(KEY_ESCAPE))
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{
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state->currentScreen = MENU;
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*currentView = MENU;
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}
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if (WindowShouldClose() && !IsKeyPressed(KEY_ESCAPE))
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{
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state->running = false;
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*running = false;
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}
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for (int i = 0; i < SHADER_COUNT; i++)
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{
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@@ -113,7 +112,7 @@ void RenderComponents(GameState *g)
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RenderSprite(&g->bee1.sprite);
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}
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void RenderGame(GameState *g, const State *appState)
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void RenderGame(GameState *g, const State *appState, Flags *flags)
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{
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BeginTextureMode(g->target);
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ClearBackground(BLACK);
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@@ -130,7 +129,7 @@ void RenderGame(GameState *g, const State *appState)
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}
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DrawText(TextFormat("%d", g->player.inventar.seedCount), 10, 10, 50, WHITE);
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if (appState->flagFPS)
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if (flags->showFPS)
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{
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DrawFPS(10, 10);
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}
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+5
-7
@@ -1,8 +1,6 @@
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#ifndef LOGO_H
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#define LOGO_H
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#include "applicationstate.h"
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typedef struct {
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int frameCounter;
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int positionX;
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@@ -30,10 +28,10 @@ void InitLogo(LogoState *l) {
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l->alpha = 1.0f;
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}
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void UpdateLogo(LogoState *l, State *state) {
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void UpdateLogo(LogoState *l, View *currentView, bool *running) {
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if (WindowShouldClose() && !IsKeyPressed(KEY_ESCAPE)) {
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state->running = false;
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*running = false;
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}
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l->frameCounter++;
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@@ -76,11 +74,11 @@ void UpdateLogo(LogoState *l, State *state) {
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}
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}
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else if (l->state == 4) {
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state->currentScreen = MENU;
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*currentView = MENU;
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}
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}
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void RenderLogo(const LogoState *l, const State *appState) {
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void RenderLogo(const LogoState *l, bool *showFPS) {
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BeginDrawing();
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ClearBackground(RAYWHITE);
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@@ -109,7 +107,7 @@ void RenderLogo(const LogoState *l, const State *appState) {
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DrawText(TextSubtext("raylib", 0, l->lettersCount), GetScreenWidth() / 2 - 44, GetScreenHeight() / 2 + 48, 50, Fade(BLACK, l->alpha));
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}
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if (appState->flagFPS){
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if (*showFPS){
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DrawFPS(10, 10);
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}
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+27
-23
@@ -7,7 +7,6 @@
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#include <input.h>
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#include <soundtrack.h>
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#include "applicationstate.h"
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#include "menuassets.h"
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#include "colors.h"
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#include "background.h"
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@@ -58,24 +57,24 @@ void InitMenu(MenuState *m)
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m->mouse = CreateMouse(0.10f, 5.0f, 10.0f, &m->textures[MENU_CURSOR_TEX]);
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m->menuScale = 4;
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int screenWidth = GetScreenWidth();
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int screenHeight = GetScreenHeight();
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Vector2 screenCenter = {screenWidth / 2, screenHeight / 2};
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int windowWidth = GetScreenWidth();
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int windowHeight = GetScreenHeight();
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Vector2 windowCenter = {windowWidth / 2, windowHeight / 2};
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int boardWidth = screenWidth / m->menuScale * 2.5f;
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int boardWidth = windowWidth / m->menuScale * 2.5f;
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float boardScaleFactor = (float)boardWidth / m->assets.textureAssets[MENU_BOARD_TEX].frameWidth;
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int boardHeight = (int)(m->assets.textureAssets[MENU_BOARD_TEX].frameHeight * boardScaleFactor);
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Vector2 boardSource = {128.0f, 0.0f};
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Rectangle boardDestRec = {
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.x = screenCenter.x - (boardWidth / 2),
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.y = screenCenter.y - (boardHeight / 2),
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.x = windowCenter.x - (boardWidth / 2),
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.y = windowCenter.y - (boardHeight / 2),
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.width = boardWidth,
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.height = boardHeight};
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m->board = CreateImageElement(&m->textures[MENU_BOARD_TEX], &m->assets.textureAssets[MENU_BOARD_TEX], &boardSource, &boardDestRec);
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int buttonWidth = screenWidth / m->menuScale;
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int buttonWidth = windowWidth / m->menuScale;
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float buttonScaleFactor = (float)buttonWidth / m->assets.textureAssets[MENU_BIG_BUTTONS_TEX].frameWidth;
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int buttonHeight = (int)(m->assets.textureAssets[MENU_BIG_BUTTONS_TEX].frameHeight * buttonScaleFactor);
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int buttonSpacing = buttonHeight;
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@@ -88,14 +87,14 @@ void InitMenu(MenuState *m)
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Vector2 quitButtonPressed = {192.0f, 0.0f};
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Rectangle playButtonDestRec = {
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.x = screenCenter.x - (buttonWidth / 2),
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.y = screenCenter.y - (buttonHeight / 2),
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.x = windowCenter.x - (buttonWidth / 2),
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.y = windowCenter.y - (buttonHeight / 2),
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.width = buttonWidth,
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.height = buttonHeight};
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Rectangle quitButtonDestRec = {
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.x = screenCenter.x - (buttonWidth / 2),
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.y = screenCenter.y - (buttonHeight / 2) + buttonSpacing,
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.x = windowCenter.x - (buttonWidth / 2),
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.y = windowCenter.y - (buttonHeight / 2) + buttonSpacing,
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.width = buttonWidth,
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.height = buttonHeight};
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@@ -103,7 +102,7 @@ void InitMenu(MenuState *m)
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m->quitButton = CreateImageButton(NOT_CLICKED, &m->textures[MENU_BIG_BUTTONS_TEX], &m->assets.textureAssets[MENU_BIG_BUTTONS_TEX], &quitButtonNotPressed, &quitButtonPressed, &quitButtonHover, &quitButtonDestRec);
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}
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void UpdateMenu(MenuState *m, State *state)
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void UpdateMenu(MenuState *m, View *currentView, bool *running)
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{
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for (int i = 0; i < MENU_SOUNDTRACK_COUNT; i++)
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@@ -111,25 +110,30 @@ void UpdateMenu(MenuState *m, State *state)
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UpdateSoundtrack(&m->soundtracks[i]);
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}
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UpdateBackground(&m->background);
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UpdateBackground(&m->midground);
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UpdateBackground(&m->foreground);
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UpdateMouseScreen(&m->mouse);
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if (GetFPS() >= 60)
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{
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SetTargetFPS(60);
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}
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if (isImageButtonClicked(&m->playButton, m->sounds[HOVER_SOUND], m->sounds[CLICK_SOUND]))
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{
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state->gameStarted = true;
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state->currentScreen = GAMEPLAY;
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*running = true;
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*currentView = GAMEPLAY;
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}
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if (isImageButtonClicked(&m->quitButton, m->sounds[HOVER_SOUND], m->sounds[CLICK_SOUND]) || (WindowShouldClose() && !IsKeyPressed(KEY_ESCAPE)))
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{
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state->running = false;
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*running = false;
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}
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UpdateBackground(&m->background);
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UpdateBackground(&m->midground);
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UpdateBackground(&m->foreground);
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UpdateMouseScreen(&m->mouse);
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}
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void RenderMenu(MenuState *m, State *appState, Font *font, const char *title)
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void RenderMenu(MenuState *m, Font *font, const char *title, Flags *flags)
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{
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BeginDrawing();
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ClearBackground(WHITE);
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@@ -149,7 +153,7 @@ void RenderMenu(MenuState *m, State *appState, Font *font, const char *title)
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0.0f,
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WHITE);
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if (appState->flagFPS)
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if (flags->showFPS)
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{
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DrawFPS(10, 10);
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}
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@@ -0,0 +1,12 @@
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#ifndef STATE_H
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#define STATE_H
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#include "view.h"
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typedef struct {
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View currentView;
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bool running;
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bool gameStarted;
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} State;
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#endif // STATE_H
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@@ -1,10 +1,10 @@
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#ifndef SCREEN_H
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#define SCREEN_H
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#ifndef VIEW_H
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#define VIEW_H
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typedef enum Screen {
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typedef enum View {
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LOGO = 0,
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MENU = 1,
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GAMEPLAY = 2
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} Screen;
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} View;
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#endif // SCREEN_H
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Reference in New Issue
Block a user