array.h, still needs refactor of object and objectarray
This commit is contained in:
Vendored
+3
-1
@@ -2,6 +2,8 @@
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"files.associations": {
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"files.associations": {
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"asset.h": "c",
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"asset.h": "c",
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"stdlib.h": "c",
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"stdlib.h": "c",
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"view.h": "c"
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"view.h": "c",
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"__node_handle": "c",
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"font.h": "c"
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}
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}
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}
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}
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Vendored
+88
@@ -0,0 +1,88 @@
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#ifndef ARRAY_H
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#define ARRAY_H
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typedef struct {
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void** elements;
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unsigned int count;
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unsigned int capacity;
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} Array;
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Array* CreateArray(unsigned int initCapacity){
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Array* array = malloc(sizeof(Array));
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if (!array) return NULL;
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array->elements = malloc(sizeof(void* ) * initCapacity);
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if (!array->elements) {
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free(array);
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return NULL;
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}
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array->count = 0;
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array->capacity = initCapacity;
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return array;
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}
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int AddElementToArray(Array* array, void* element){
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if(array->count >= array->capacity) {
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unsigned int newCapacity = array->capacity * 2;
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void** newElements = realloc(array->elements, sizeof(void*) * newCapacity);
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if (!newElements) return 0;
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array->elements = newElements;
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array->capacity = newCapacity;
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}
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array->elements[array->count++] = element;
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return 1;
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}
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// NORMAL REMOVE
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// int RemoveElementFromArray(Array* array, unsigned int index){
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// if (index >= array->count) return 0;
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// for (unsigned int i = index; i < array->count - 1; i++) {
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// array->elements[i] = array->elements[i + 1];
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// }
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// array->count--;
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// return 1;
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// }
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// SWAP AND POP REMOVE
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int RemoveElementFromArray(Array* array, unsigned int index) {
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if (index >= array->count) return 0;
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array->elements[index] = array->elements[array->count - 1];
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array->count--;
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return 1;
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}
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void* GetRandomElementFromArray(Array* array){
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if (array == NULL || array->elements == NULL || array->count == 0) {
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return NULL;
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}
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int randomIndex = GetRandomValue(0, (int)array->count-1);
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return &array->elements[randomIndex];
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}
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void RenderArray(Array* array, void (*renderFunc)(void*))
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{
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if (!array || !renderFunc) return;
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for (unsigned int i = 0; i < array->count; i++) {
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renderFunc(array->elements[i]);
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}
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}
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void FreeArray(Array** array) {
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if (!array || !*array) return;
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free((*array)->elements);
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(*array)->elements = NULL;
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free(*array);
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*array = NULL;
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}
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#endif // ARRAY_H
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+40
-16
@@ -1,30 +1,54 @@
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#ifndef FLOWERS_H
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#ifndef FLOWERS_H
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#define FLOWERS_H
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#define FLOWERS_H
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#include <object.h>
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#include "array.h"
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ObjectArray CreateFlowers(Texture2D texture, float frameWidth, float rotation, float fieldSize)
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typedef enum {
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CHILD,
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TEEN,
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ADULT
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} AGE;
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typedef struct {
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Sprite sprite;
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Vector2 position;
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AGE age;
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} Flower;
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Array* CreateFlowers(Texture2D texture, float frameWidth, float rotation, float fieldSize)
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{
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{
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ObjectArray flowers = CreateObjectArray(&(Object){
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Array* flowers = CreateArray(10);
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.sprite = {
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.texture = texture,
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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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.position = {0.0f, 0.0f}},
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10);
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if (!flowers.data)
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if(!flowers) {
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{
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printf("Memory allocation failed.\n");
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printf("Memory allocation failed.\n");
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exit(1);
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exit(1);
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}
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}
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SetRandomPositionForObjectArray(&flowers, (Rectangle){-fieldSize, -fieldSize, fieldSize * 2, fieldSize * 2});
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for (int i = 0; i < 10; i++) {
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Flower* flower = malloc(sizeof(Flower));
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*flower = (Flower){
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.sprite = {
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.texture = texture,
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.sourceRec = {0.0f, 0.0f, frameWidth, frameWidth},
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.destRec = {(float)GetRandomValue(-fieldSize,fieldSize), (float)GetRandomValue(-fieldSize,fieldSize), 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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.age = CHILD
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};
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AddElementToArray(flowers, flower);
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}
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return flowers;
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return flowers;
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}
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}
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void RenderFlower(void* element)
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{
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Flower* f = (Flower*)element;
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if (!f) return;
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RenderSprite(&(f->sprite));
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}
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#endif // FLOWERS_H
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#endif // FLOWERS_H
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+7
-5
@@ -7,6 +7,8 @@
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#include <postfx.h>
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#include <postfx.h>
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#include <soundtrack.h>
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#include <soundtrack.h>
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#include <asset.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 "gameassets.h"
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#include "floor.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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RenderTexture2D target;
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Floor floor;
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Floor floor;
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Object hive;
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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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Player player;
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Bee bee1;
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Bee bee1;
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Camera2D camera;
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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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// 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->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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// I/O
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g->camera = CreateCamera(window->width, window->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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@@ -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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UpdateCamera2D(&g->camera, &g->player.physics.position, &g->mouse);
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UpdateFloor(&g->floor, &g->camera);
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UpdateFloor(&g->floor, &g->camera);
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UpdatePlayer(&g->player);
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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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}
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void RenderComponents(GameState *g)
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void RenderComponents(GameState *g)
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{
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{
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RenderFloor(&g->floor);
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RenderFloor(&g->floor);
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RenderSprite(&g->hive.sprite);
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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->player.sprite);
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RenderSprite(&g->bee1.sprite);
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RenderSprite(&g->bee1.sprite);
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}
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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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UnloadMusicStream(g->soundtracks[i].music);
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}
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}
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UnloadRenderTexture(g->target);
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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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}
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#endif // GAME_H
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#endif // GAME_H
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