feat: player can shoot
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@@ -68,6 +68,7 @@ void UpdateGame(App *app) {
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UpdateBirds(&g->birds);
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UpdateEnemies(&g->enemies);
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UpdateIslands(&g->islands);
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UpdateProjectiles(&g->projectiles);
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}
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void RenderComponents(App *app) {
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@@ -77,6 +78,7 @@ void RenderComponents(App *app) {
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RenderEnemies(&g->enemies);
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RenderBirds(&g->birds);
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RenderIslands(&g->islands);
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RenderProjectiles(&g->projectiles);
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}
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void RenderGame(App *app) {
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+64
-73
@@ -1,90 +1,81 @@
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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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};
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{"assets/ship_start.png", 16.0f, 16.0f, 90.0f}};
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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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{
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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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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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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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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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Rectangle cameraRec = GetCameraRectangle();
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Rectangle cameraRec = GetCameraRectangle();
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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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};
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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.arrived[i] = true;
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enemies.destPos[i] = (Vector2){0.0f, 0.0f};
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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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}
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return enemies;
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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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{
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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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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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}
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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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void RenderEnemies(Enemies *enemies) {
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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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@@ -1,7 +1,71 @@
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#include "app.h"
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#include <raylib.h>
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#include <raymath.h>
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Projectiles CreateProjectiles(void) {}
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Projectiles CreateProjectiles(void) {
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Projectiles projectiles = {.count = MAX_PROJECTILES};
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void UpdateProjectiles(Projectiles *projectiles) {}
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for (int i = 0; i < projectiles.count; i++) {
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projectiles.physics[i] =
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(Physics){(Vector2){0.0f, 0.0f}, (Vector2){0.0f, 0.0f},
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(Vector2){0.0f, 0.0f}, 50.0f};
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projectiles.radius[i] = 1.0f;
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projectiles.active[i] = false;
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projectiles.color[i] = GRAY;
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}
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void RenderProjectiles(Projectiles *projectiles) {}
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return projectiles;
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}
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void UpdateProjectiles(Projectiles *projectiles) {
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static float lastShotTime = 0.0f;
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const float reloadTime = 1.0f;
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float currentTime = GetTime();
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if (IsKeyDown(KEY_Q) && (currentTime - lastShotTime >= reloadTime)) {
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for (int i = 0; i < projectiles->count; i++) {
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if (!projectiles->active[i]) {
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projectiles->active[i] = true;
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Player *player = GetPlayer();
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projectiles->physics[i].position = player->physics.position;
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projectiles->physics[i].direction =
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Vector2Rotate(player->physics.direction, -90.0f * DEG2RAD);
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lastShotTime = currentTime;
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break;
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}
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}
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}
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if (IsKeyDown(KEY_E) && (currentTime - lastShotTime >= reloadTime)) {
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for (int i = 0; i < projectiles->count; i++) {
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if (!projectiles->active[i]) {
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projectiles->active[i] = true;
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Player *player = GetPlayer();
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projectiles->physics[i].position = player->physics.position;
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projectiles->physics[i].direction =
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Vector2Rotate(player->physics.direction, 90.0f * DEG2RAD);
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lastShotTime = currentTime;
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break;
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}
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}
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}
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for (int i = 0; i < projectiles->count; i++) {
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if (projectiles->active[i]) {
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UpdatePhysics(&projectiles->physics[i],
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projectiles->physics[i].direction);
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}
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}
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}
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void RenderProjectiles(Projectiles *projectiles) {
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for (int i = 0; i < projectiles->count; i++) {
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printf("Projectile Active: %d", projectiles->active[i]);
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if (projectiles->active[i] == true) {
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DrawCircle(projectiles->physics[i].position.x,
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projectiles->physics[i].position.y, projectiles->radius[i],
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projectiles->color[i]);
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}
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}
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}
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