fix
This commit is contained in:
+85
-4
@@ -1,37 +1,108 @@
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#ifndef Floor_H
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#define Floor_H
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#include <raylib.h>
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#include <sprite.h>
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typedef struct
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{
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Sprite sprite;
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Rectangle bounds;
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Shader shader;
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float time;
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} Floor;
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Floor CreateFloor(Texture2D texture, float textureWidth)
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// ----------------------------------------------------
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// Create floor (loads shader and sets defaults)
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// ----------------------------------------------------
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Floor CreateFloor()
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{
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return (Floor){
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Texture2D base = LoadTexture("assets/ocean_base.png");
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Texture2D caustic = LoadTexture("assets/CausticTexture.png");
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Texture2D causticHighlight = LoadTexture("assets/CausticTextureHighlights.png");
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Texture2D noise = LoadTexture("assets/noiseTexture.png");
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Texture2D cloud = LoadTexture("assets/cloudnoise_1.png");
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Texture2D voronoise = LoadTexture("assets/voronoise_3.png");
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float textureWidth = 64.0f;
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Floor floor = {
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.sprite = {
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.texture = texture,
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.texture = base,
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.frameSize = {textureWidth, textureWidth},
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.sourceRec = {0.0f, 0.0f, textureWidth, textureWidth},
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.destRec = {0.0f, 0.0f, textureWidth, textureWidth},
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.origin = {textureWidth / 2, textureWidth / 2},
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.rotation = 0.0f,
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.color = WHITE},
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.bounds = {0.0f, 0.0f, 0.0f, 0.0f}};
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.bounds = {0},
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.shader = LoadShader("shaders/water.vs", "shaders/water.fs"),
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.time = 0.0f
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};
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float worldTileSize = 128.0f; // one tile covers 128x128 world units
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float textureSize = 32.0f; // texture is 32x32 pixels
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floor.sprite.frameSize = (Vector2){worldTileSize, worldTileSize};
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floor.sprite.sourceRec = (Rectangle){0, 0, textureSize, textureSize};
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floor.sprite.destRec = (Rectangle){0, 0, worldTileSize, worldTileSize};
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floor.sprite.origin = (Vector2){0, 0};
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// Optional: load your extra water textures here and bind them
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// Example:
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SetShaderValueTexture(floor.shader, GetShaderLocation(floor.shader, "causticTexture"), caustic);
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SetShaderValueTexture(floor.shader, GetShaderLocation(floor.shader, "causticHighlightTexture"), causticHighlight);
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SetShaderValueTexture(floor.shader, GetShaderLocation(floor.shader, "causticNoiseTexture"), noise);
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SetShaderValueTexture(floor.shader, GetShaderLocation(floor.shader, "causticFadeNoiseTexture"), cloud);
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SetShaderValueTexture(floor.shader, GetShaderLocation(floor.shader, "specularNoiseTexture"), voronoise);
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SetShaderValueTexture(floor.shader, GetShaderLocation(floor.shader, "specularMovementLeftNoiseTexture"), voronoise);
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SetShaderValueTexture(floor.shader, GetShaderLocation(floor.shader, "specularMovementRightNoiseTexture"), cloud);
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// Texture2D caustic = LoadTexture("resources/caustic.png");
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// SetShaderValueTexture(floor.shader, GetShaderLocation(floor.shader, "causticTexture"), caustic);
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// Setup aspect ratio and pixelization uniforms once
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float aspect = (float)GetScreenHeight() / (float)GetScreenWidth();
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float pixelization = 2048.0f;
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int aspectLoc = GetShaderLocation(floor.shader, "aspectRatio");
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int pixelLoc = GetShaderLocation(floor.shader, "pixelization");
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SetShaderValue(floor.shader, aspectLoc, &aspect, SHADER_UNIFORM_FLOAT);
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SetShaderValue(floor.shader, pixelLoc, &pixelization, SHADER_UNIFORM_FLOAT);
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floor.sprite.texture = base;
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return floor;
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}
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// ----------------------------------------------------
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// Update visible area (same logic as before)
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// ----------------------------------------------------
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void UpdateFloor(Floor *floor, const Camera2D *camera)
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{
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floor->bounds.x = (int)((camera->target.x - (GetScreenWidth() / 2.0f / camera->zoom)) / floor->sprite.frameSize.x) - 1;
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floor->bounds.width = (int)((camera->target.x + (GetScreenWidth() / 2.0f / camera->zoom)) / floor->sprite.frameSize.x) + 1;
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floor->bounds.y = (int)((camera->target.y - (GetScreenHeight() / 2.0f / camera->zoom)) / floor->sprite.frameSize.y) - 1;
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floor->bounds.height = (int)((camera->target.y + (GetScreenHeight() / 2.0f / camera->zoom)) / floor->sprite.frameSize.y) + 1;
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// Update time uniform
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floor->time += GetFrameTime();
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int timeLoc = GetShaderLocation(floor->shader, "time");
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SetShaderValue(floor->shader, timeLoc, &floor->time, SHADER_UNIFORM_FLOAT);
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}
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// ----------------------------------------------------
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// Render floor tiles using the shader
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// ----------------------------------------------------
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void RenderFloor(Floor *floor)
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{
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BeginShaderMode(floor->shader);
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for (int y = (int)floor->bounds.y; y <= (int)floor->bounds.height; y++)
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{
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for (int x = (int)floor->bounds.x; x <= (int)floor->bounds.width; x++)
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@@ -41,6 +112,16 @@ void RenderFloor(Floor *floor)
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RenderSprite(&floor->sprite);
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}
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}
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EndShaderMode();
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}
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// ----------------------------------------------------
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// Cleanup
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// ----------------------------------------------------
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void UnloadFloor(Floor *floor)
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{
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UnloadShader(floor->shader);
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}
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#endif // Floor_H
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+17
-37
@@ -1,34 +1,26 @@
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#ifndef GAME_H
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#define GAME_H
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#include <object.h>
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#include <camera.h>
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#include <input.h>
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#include "floor.h"
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#include "player.h"
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#include "gameassets.h"
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#include <postfx.h>
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#include <soundtrack.h>
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#include <asset.h>
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#include <array.h>
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#include <stdlib.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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#include "bee.h"
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#include "hive.h"
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#include "flowers.h"
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typedef struct
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{
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Assets assets;
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Assets assets;
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Texture2D textures[TEX_COUNT];
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PostProcessing postFX[SHADER_COUNT];
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Soundtrack soundtracks[SOUNDTRACK_COUNT];
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RenderTexture2D target;
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Floor floor;
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Object hive;
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Array* flowers;
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Player player;
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Bee bee1;
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Camera2D camera;
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Mouse mouse;
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Image image;
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@@ -57,22 +49,13 @@ void InitGame(GameState *g, Window *window)
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g->soundtracks[i] = LoadSoundtrack(g->assets.soundtrackAssets[i].path);
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}
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// Target texture
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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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g->floor = CreateFloor(g->textures[GRASS], g->assets.textureAssets[GRASS].frameWidth);
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g->hive = CreateHive(g->textures[HIVE], g->assets.textureAssets[HIVE].frameWidth);
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// Animated Entities
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g->player = CreatePlayer(IDLE_DOWN, HOE, g->textures[PLAYER], g->assets.textureAssets[PLAYER].frameWidth, 4, 2, g->hive.position, g->assets.textureAssets[PLAYER].rotation, 50.0f);
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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->player = CreatePlayer();
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g->floor = CreateFloor();
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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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Texture2D mouseTexture = LoadTexture("assets/SproutLandsUI/Spritesheets/Mouse sprites/TriangleMouseicon1.png");
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g->mouse = CreateMouse(0.10f, 5.0f, 10.0f, &mouseTexture);
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}
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void UpdateGame(GameState *g, State *state, Flags *flags)
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@@ -85,15 +68,18 @@ void UpdateGame(GameState *g, State *state, Flags *flags)
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{
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SetTargetFPS(0);
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}
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if (IsKeyPressed(KEY_ESCAPE))
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{
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state->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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}
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for (int i = 0; i < SHADER_COUNT; i++)
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for (int i = 0; i < SHADER_COUNT; i++)
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{
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UpdatePostFX(&g->postFX[i]);
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}
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@@ -105,18 +91,13 @@ void UpdateGame(GameState *g, State *state, Flags *flags)
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UpdateMouse(&g->mouse, &g->camera);
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UpdateCamera2D(&g->camera, &g->player.physics.position, &g->mouse);
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UpdateFloor(&g->floor, &g->camera);
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UpdatePlayer(&g->player, g->flowers);
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UpdateArray(g->flowers, UpdateFlower);
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// UpdateBee(&g->bee1, &g->flowers, &g->hive);
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UpdatePlayer(&g->player);
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}
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void RenderComponents(GameState *g)
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{
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RenderFloor(&g->floor);
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RenderSprite(&g->hive.sprite);
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RenderArray(g->flowers, RenderFlower);
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RenderSprite(&g->player.sprite);
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RenderSprite(&g->bee1.sprite);
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RenderPlayer(&g->player);
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}
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void RenderGame(GameState *g, const State *appState, Flags *flags)
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@@ -128,13 +109,13 @@ void RenderGame(GameState *g, const State *appState, Flags *flags)
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EndMode2D();
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DrawTextureRec(g->mouse.cursorTexture, (Rectangle){0, 0, g->mouse.cursorTexture.width, g->mouse.cursorTexture.height}, (Vector2){g->mouse.screenPosition.x, g->mouse.screenPosition.y}, WHITE);
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EndTextureMode();
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BeginDrawing();
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ClearBackground(BLACK);
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for (int i = 0; i < SHADER_COUNT; i++)
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{
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RenderPostFX(&g->postFX[i], &g->target);
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}
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DrawText(TextFormat("Flower Seeds: %d", g->player.inventar.flowerSeedCount), 10, 10, 50, WHITE);
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if (flags->showFPS)
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{
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@@ -162,7 +143,6 @@ void CleanupGame(GameState *g)
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UnloadMusicStream(g->soundtracks[i].music);
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}
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UnloadRenderTexture(g->target);
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FreeArray(&g->flowers);
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}
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#endif // GAME_H
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@@ -18,7 +18,7 @@ typedef enum
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} TextureID;
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const TextureAsset texAssets[TEX_COUNT] = {
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{"assets/SproutLandsBasic/Characters/character.png", 48.0f, 48.0f, 0.0f},
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{"assets/ship.png", 32.0f, 32.0f, 0.0f},
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{"assets/SproutLandsBasic/Characters/BasicCharakterActions.png", 48.0f, 48.0f, 0.0f},
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{"assets/SproutLandsBasic/Objects/tools.png", 48.0f, 16.0f, 0.0f},
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{"assets/carrot_and_tomato.png", 32.0f, 32.0f, 0.0f},
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@@ -47,7 +47,7 @@ typedef enum
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} SoundtrackID;
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const SoundtrackAsset soundtrackAssets[SOUNDTRACK_COUNT] = {
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{"assets/beez.mp3"}};
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{"assets/sea.mp3"}};
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////////////////////////////////////////////////////////////////////////////
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@@ -0,0 +1,19 @@
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#ifndef GAMEUI
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#define GAMEUI
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#include "flags.h"
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void RenderGameUI(bool showFPS){
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BeginDrawing();
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ClearBackground(BLACK);
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if (showFPS)
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{
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DrawFPS(10, 10);
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}
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EndDrawing();
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}
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#endif //GAMEUI
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+109
-106
@@ -5,145 +5,148 @@
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#include <animation.h>
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#include <physics.h>
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#include <input.h>
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#include <array.h>
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#include <asset.h>
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#include "flowers.h"
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#include "inventar.h"
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typedef enum
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{
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IDLE,
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WALKING,
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USING_TOOL
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} PlayerState;
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START_SHIP,
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PLAYER_TEX_COUNT
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} playerTextureID;
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typedef enum
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{
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NO_TOOL,
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HOE,
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AXT,
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CAN
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} SelectedTool;
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const TextureAsset textureAssets[PLAYER_TEX_COUNT] = {
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{"assets/start_ship.png", 16.0f, 16.0f, 0.0f}
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};
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typedef enum {
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ANCHOR,
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SLOW_AHEAD,
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FAST_AHEAD,
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SPEED_COUNT
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} playerSpeedID;
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float playerSpeeds[SPEED_COUNT] = {
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0.0f,
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5.0f,
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10.0f
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};
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typedef enum
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{
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IDLE_DOWN,
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IDLE_UP,
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IDLE_LEFT,
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IDLE_RIGHT,
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WALKING_DOWN,
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WALKING_UP,
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WALKING_LEFT,
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WALKING_RIGHT,
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HOE_DOWN,
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HOE_UP,
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HOE_RIGHT,
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HOE_LEFT,
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AXT_DOWN,
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AXT_UP,
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AXT_RIGHT,
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AXT_LEFT,
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CAN_DOWN,
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CAN_UP,
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CAN_RIGHT,
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CAN_LEFT,
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} PlayerAnimationState;
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typedef struct
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{
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SelectedTool selectedTool;
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Sprite sprite;
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Animation animation;
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Physics physics;
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Inventar inventar;
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float rotation;
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} Player;
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Player CreatePlayer(PlayerAnimationState animState, SelectedTool selectedTool, Texture2D texture, float frameWidth, int maxFrame, int framesSpeed, Vector2 startPosition, float rotation, float speed)
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Player CreatePlayer(void)
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{
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return (Player){
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.selectedTool = selectedTool,
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.sprite = {
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TextureAsset startShipAsset = textureAssets[START_SHIP];
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Texture2D texture = LoadTexture(startShipAsset.path);
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float frameWidth = startShipAsset.frameWidth;
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float rotation = startShipAsset.rotation;
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Sprite playerSprite = {
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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 = rotation,
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.color = WHITE},
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.animation = {.state = animState, .currentFrame = 0, .maxFrame = maxFrame, .framesCounter = 0, .framesSpeed = framesSpeed, .animTimer = 0.0f},
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.physics = {.position = startPosition, .direction = (Vector2){0.0f, 0.0f}, .speed = speed},
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.inventar = {.flowerSeedCount = 6}};
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.color = WHITE
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};
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Animation playerAnimation = {
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.state = 1,
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.currentFrame = 0,
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.maxFrame = 3,
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.framesCounter = 0,
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.framesSpeed = 0.0f,
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.animTimer = 0.0f
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};
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Physics playerPhysics = {
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.position = (Vector2){0.0f,0.0f},
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.direction = (Vector2){0.0f, 0.0f},
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.speed = playerSpeeds[ANCHOR]
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};
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return (Player){
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.sprite = playerSprite,
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.animation = playerAnimation,
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.physics = playerPhysics,
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.rotation = rotation
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};
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}
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void UpdatePlayerAnimationState(int *state, SelectedTool *selectedTool, Vector2 *dir)
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void UpdatePlayer(Player *player)
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{
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if (IsKeyPressed(KEY_ZERO))
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{
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*selectedTool = NO_TOOL;
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}
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if (IsKeyPressed(KEY_ONE))
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{
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*selectedTool = HOE;
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}
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if (IsKeyPressed(KEY_TWO))
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{
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*selectedTool = AXT;
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}
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if(IsKeyPressed(KEY_W) || IsKeyPressed(KEY_UP)){
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if(player->physics.speed < playerSpeeds[FAST_AHEAD]){
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if(player->physics.speed < playerSpeeds[SLOW_AHEAD]){
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player->physics.speed = playerSpeeds[SLOW_AHEAD];
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player->sprite.sourceRec.x = 16.0f * 1;
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}
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else {
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player->physics.speed = playerSpeeds[FAST_AHEAD];
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player->sprite.sourceRec.x = 16.0f * 2;
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}
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}
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}
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if (IsKeyPressed(KEY_THREE))
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{
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*selectedTool = CAN;
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}
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if(IsKeyPressed(KEY_S) || IsKeyPressed(KEY_DOWN)){
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if(player->physics.speed > playerSpeeds[ANCHOR]){
|
||||
if(player->physics.speed > playerSpeeds[SLOW_AHEAD]){
|
||||
player->physics.speed = playerSpeeds[SLOW_AHEAD];
|
||||
player->sprite.sourceRec.x = 16.0f * 1;
|
||||
}
|
||||
else {
|
||||
player->physics.speed = playerSpeeds[ANCHOR];
|
||||
player->sprite.sourceRec.x = 16.0f * 0;
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
float rotationSpeed = 100.0f;
|
||||
|
||||
if (player->physics.speed > playerSpeeds[ANCHOR]){
|
||||
|
||||
if (IsKeyDown(KEY_A) || IsKeyDown(KEY_LEFT)) {
|
||||
player->rotation -= rotationSpeed * GetFrameTime();
|
||||
}
|
||||
|
||||
if (IsKeyDown(KEY_D) || IsKeyDown(KEY_RIGHT)) {
|
||||
player->rotation += rotationSpeed * GetFrameTime();
|
||||
}
|
||||
}
|
||||
|
||||
player->sprite.rotation = player->rotation;
|
||||
|
||||
float rad = (player->rotation - 90.0f) * (PI / 180.0f);
|
||||
Vector2 dir = { cosf(rad), sinf(rad) };
|
||||
|
||||
if (dir->x == 0 && dir->y == 0)
|
||||
{
|
||||
switch (*state)
|
||||
{
|
||||
case WALKING_DOWN:
|
||||
*state = IDLE_DOWN;
|
||||
break;
|
||||
case WALKING_UP:
|
||||
*state = IDLE_UP;
|
||||
break;
|
||||
case WALKING_LEFT:
|
||||
*state = IDLE_LEFT;
|
||||
break;
|
||||
case WALKING_RIGHT:
|
||||
*state = IDLE_RIGHT;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (dir->y == 1)
|
||||
*state = WALKING_DOWN;
|
||||
else if (dir->y == -1)
|
||||
*state = WALKING_UP;
|
||||
else if (dir->x == -1)
|
||||
*state = WALKING_LEFT;
|
||||
else if (dir->x == 1)
|
||||
*state = WALKING_RIGHT;
|
||||
}
|
||||
}
|
||||
|
||||
void UpdatePlayer(Player *player, Array* flowers)
|
||||
{
|
||||
if (IsKeyPressed(KEY_SPACE) && player->inventar.flowerSeedCount > 0)
|
||||
{
|
||||
AddFlower(flowers, player->sprite.destRec);
|
||||
player->inventar.flowerSeedCount--;
|
||||
}
|
||||
Vector2 dir = GetDirectionVector();
|
||||
UpdatePlayerAnimationState(&player->animation.state, &player->selectedTool, &dir);
|
||||
UpdatePhysics(&player->physics, dir);
|
||||
UpdateSpriteDestRec(&player->sprite, &player->physics.position);
|
||||
UpdateAnimation(&player->animation, GetFrameTime());
|
||||
UpdateSpriteSourceRec(&player->sprite, &(Vector2){player->sprite.frameSize.x * player->animation.currentFrame, player->sprite.frameSize.y * player->animation.state});
|
||||
//UpdateAnimation(&player->animation, GetFrameTime());
|
||||
//UpdateSpriteSourceRec(&player->sprite, &(Vector2){player->sprite.frameSize.x * player->animation.currentFrame, player->sprite.frameSize.y * player->animation.state});
|
||||
}
|
||||
|
||||
void RenderPlayer(Player *player){
|
||||
RenderSprite(&player->sprite);
|
||||
}
|
||||
|
||||
#endif // PLAYER_H
|
||||
|
||||
Reference in New Issue
Block a user