array.h, still needs refactor of object and objectarray
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+7
-5
@@ -7,6 +7,8 @@
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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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@@ -24,7 +26,7 @@ typedef struct
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RenderTexture2D target;
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Floor floor;
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Object hive;
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ObjectArray flowers;
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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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@@ -65,7 +67,7 @@ void InitGame(GameState *g, Window *window)
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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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// 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(window->width, window->height, g->player.physics.position, 10.0f);
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@@ -100,14 +102,14 @@ void UpdateGame(GameState *g, View *currentView, bool *running)
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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);
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UpdateBee(&g->bee1, &g->flowers, &g->hive);
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// UpdateBee(&g->bee1, &g->flowers, &g->hive);
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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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RenderObjectArray(&g->flowers);
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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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}
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@@ -155,7 +157,7 @@ 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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free(g->flowers.data);
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FreeArray(&g->flowers);
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}
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#endif // GAME_H
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