feat: add GetDirectionBetweenTwoVectors
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@@ -207,6 +207,7 @@ void SwapAndPopObjectsArrayOnRecCollision(ObjectArray *objects, const Rectangle
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void SwapAndPopObjectsArrayOnPointCollision(ObjectArray *objects, const Vector2 point);
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void SwapAndPopObjectsArrayOnPointCollision(ObjectArray *objects, const Vector2 point);
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void RenderObjectArray(const ObjectArray *objects);
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void RenderObjectArray(const ObjectArray *objects);
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Vector2 GetDirectionBetweenTwoVectors(Vector2 vec1, Vector2 vec2);
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void UpdatePhysicsDirection(Vector2 *direction, Vector2 vector);
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void UpdatePhysicsDirection(Vector2 *direction, Vector2 vector);
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void UpdatePhysicsVelocity(Vector2 *velocity, Vector2 *direction, float *speed);
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void UpdatePhysicsVelocity(Vector2 *velocity, Vector2 *direction, float *speed);
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void UpdatePhysicsPosition(Vector2 *position, Vector2 *velocity);
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void UpdatePhysicsPosition(Vector2 *position, Vector2 *velocity);
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+2
-1
@@ -1,4 +1,5 @@
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#include "appTypes.h"
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#include "appTypes.h"
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#include "engine.h"
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const TextureAsset birdsTextureAssets[BIRDS_TEX_COUNT] = {
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const TextureAsset birdsTextureAssets[BIRDS_TEX_COUNT] = {
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@@ -48,7 +49,7 @@ Birds CreateBirds(void){
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}
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}
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void UpdateBirds(Birds *birds){
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void UpdateBirds(Birds *birds){
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Camera2D *camera = GetCamera();
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Camera2D *camera = GetCamera();
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Vector2 dir = {camera->target.x - birds->physics.position.x, camera->target.y - birds->physics.position.y};
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Vector2 dir = GetDirectionBetweenTwoVectors(birds->physics.position, camera->target);
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UpdatePhysics(&birds->physics, dir);
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UpdatePhysics(&birds->physics, dir);
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printf("birdsPos: %f, %f", birds->physics.position.x, birds->physics.position.y);
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printf("birdsPos: %f, %f", birds->physics.position.x, birds->physics.position.y);
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printf("cameraTarget: %f, %f",camera->target.x, camera->target.y );
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printf("cameraTarget: %f, %f",camera->target.x, camera->target.y );
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@@ -1,5 +1,12 @@
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#include "engine.h"
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#include "engine.h"
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Vector2 GetDirectionBetweenTwoVectors(Vector2 vec1, Vector2 vec2)
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{
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Vector2 dir = {vec2.x - vec1.x, vec2.y - vec1.y};
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dir = Vector2Normalize(dir);
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return dir;
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}
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void UpdatePhysicsDirection(Vector2 *direction, Vector2 vector)
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void UpdatePhysicsDirection(Vector2 *direction, Vector2 vector)
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{
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{
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*direction = Vector2Normalize(vector);
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*direction = Vector2Normalize(vector);
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