big refactor
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@@ -0,0 +1,133 @@
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#ifndef APPGAME_H
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#define APPGAME_H
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#include "appGameFloor.h"
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#include "appGamePlayer.h"
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#include "appGameBirds.h"
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#include "appGameAssets.h"
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typedef struct
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{
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Assets assets;
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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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Player player;
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Birds birds;
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Camera2D camera;
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Mouse mouse;
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Image image;
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} GameState;
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void InitGame(GameState *g, Window *window)
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{
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g->assets = (Assets){
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.shaderAssets = shaderAssets,
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.soundtrackAssets = soundtrackAssets
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};
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for (int i = 0; i < SHADER_COUNT; i++)
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{
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g->postFX[i] = CreatePostFX(g->assets.shaderAssets[i].path);
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}
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for (int i = 0; i < SOUNDTRACK_COUNT; i++)
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{
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g->soundtracks[i] = LoadSoundtrack(g->assets.soundtrackAssets[i].path);
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}
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g->target = LoadRenderTexture(window->width, window->height);
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g->player = CreatePlayer();
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g->birds = CreateBirds();
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g->floor = CreateFloor();
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g->camera = CreateCamera(g->player.physics.position, 10.0f);
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Texture2D mouseTexture = LoadTexture("assets/mouse.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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{
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if(!state->gameStarted){
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state->gameStarted = true;
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}
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if (GetFPS() <= 60)
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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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{
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UpdatePostFX(&g->postFX[i]);
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}
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for (int i = 0; i < SOUNDTRACK_COUNT; i++)
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{
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UpdateSoundtrack(&g->soundtracks[i], flags->soundtrackOn);
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}
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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);
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UpdateBirds(&g->birds);
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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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RenderPlayer(&g->player);
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RenderBirds(&g->birds);
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}
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void RenderGame(GameState *g, const State *appState, Flags *flags)
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{
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BeginTextureMode(g->target);
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ClearBackground(BLACK);
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BeginMode2D(g->camera);
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RenderComponents(g);
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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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if (flags->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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void CleanupGame(GameState *g)
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{
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for (int i = 0; i < SHADER_COUNT; i++)
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{
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UnloadPostFX(&g->postFX[i]);
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}
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for (int i = 0; i < SOUNDTRACK_COUNT; i++)
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{
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UnloadMusicStream(g->soundtracks[i].music);
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}
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UnloadRenderTexture(g->target);
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}
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#endif // APPGAME_H
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