big refactor
This commit is contained in:
Vendored
+29
@@ -0,0 +1,29 @@
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#ifndef ANIMATION_H
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#define ANIMATION_H
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typedef struct {
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int state;
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int currentFrame;
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int maxFrame;
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int framesCounter;
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int framesSpeed;
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float animTimer;
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} Animation;
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void UpdateAnimation(Animation *animation, float deltaTime) {
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animation->animTimer += deltaTime;
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float frameTime = 1.0f / animation->framesSpeed;
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if (animation->animTimer < frameTime) {
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return;
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}
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animation->animTimer -= frameTime;
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animation->currentFrame++;
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if (animation->currentFrame >= animation->maxFrame) {
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animation->currentFrame = 0;
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}
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}
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#endif // ANIMATION_H
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Vendored
+30
@@ -0,0 +1,30 @@
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#ifndef ASSET_H
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#define ASSET_H
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typedef struct {
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const char* path;
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float frameWidth;
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float frameHeight;
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float rotation;
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} TextureAsset;
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typedef struct {
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const char* path;
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} ShaderAsset;
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typedef struct {
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const char* path;
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} SoundtrackAsset;
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typedef struct {
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const char* path;
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} SoundAsset;
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typedef struct {
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const TextureAsset *textureAssets;
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const ShaderAsset *shaderAssets;
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const SoundtrackAsset *soundtrackAssets;
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const SoundAsset *soundAssets;
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} Assets;
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#endif // ASSET_H
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Vendored
+31
@@ -0,0 +1,31 @@
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#ifndef CAMERA_H
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#define CAMERA_H
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#include "input.h"
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#include <raymath.h>
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Camera2D CreateCamera(int screenWidth, int screenHeight, Vector2 playerPosition, float initZoom){
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return (Camera2D){
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.offset = (Vector2){screenWidth / 2.0f, screenHeight / 2.0f},
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.target = playerPosition,
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.rotation = 0.0f,
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.zoom = initZoom
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};
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}
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void UpdateCameraTarget(Camera2D *camera, Vector2 *position, const float smoothness){
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camera->target = Vector2Lerp(camera->target, *position, smoothness * GetFrameTime());
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}
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void UpdateCameraZoom(Camera2D *camera, const float *scaleFactor, const float *minZoom, const float *maxZoom){
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float targetZoom = Clamp(camera->zoom * *scaleFactor, *minZoom, *maxZoom);
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camera->zoom = Lerp(camera->zoom, targetZoom, 0.1f);
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}
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void UpdateCamera2D(Camera2D* camera, Vector2* position, Mouse* mouse){
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UpdateCameraTarget(camera, position, 5.0f);
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UpdateCameraZoom(camera, &mouse->scaleFactor, &mouse->minZoom, &mouse->maxZoom);
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}
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#endif // CAMERA_H
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Vendored
+67
@@ -0,0 +1,67 @@
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#ifndef CONFIG_H
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#define CONFIG_H
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#define RINI_IMPLEMENTATION
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#define RINI_VALUE_DELIMITER '='
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#include <rini.h>
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#include <stdio.h>
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#include <stdlib.h>
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typedef struct {
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char *path;
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rini_config rini;
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} Config;
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void InitConfig(Config *config, const char* path) {
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config->rini = rini_load_config(path);
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if (config->rini.count == 0) {
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printf("Warning: Loaded config has no entries. Path: %s\n", config->path);
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}
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}
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int GetConfigInt(Config *config, const char *key) {
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return rini_get_config_value_fallback(config->rini, key, 0);
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}
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int GetConfigIntOrDefault(Config *config, const char *key, int default_value) {
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return rini_get_config_value_fallback(config->rini, key, default_value);
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}
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const char* GetConfigString(Config *config, const char *key) {
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return rini_get_config_value_text(config->rini, key);
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}
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const char* GetConfigStringOrDefault(Config *config, const char *key, const char *default_value) {
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return rini_get_config_value_text_fallback(config->rini, key, default_value);
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}
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const char* GetConfigDescription(Config *config, const char *key) {
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return rini_get_config_value_description(config->rini, key);
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}
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int SetConfigInt(Config *config, const char *key, int value, const char *desc) {
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return rini_set_config_value(&config->rini, key, value, desc);
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}
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int SetConfigString(Config *config, const char *key, const char *text, const char *desc) {
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return rini_set_config_value_text(&config->rini, key, text, desc);
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}
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int SetConfigDescription(Config *config, const char *key, const char *desc) {
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return rini_set_config_value_description(&config->rini, key, desc);
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}
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int AddCommentLine(Config *config, const char *comment) {
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return rini_set_config_comment_line(&config->rini, comment);
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}
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void SaveConfig(Config *config) {
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rini_save_config(config->rini, config->path);
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}
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void CleanUpConfig(Config *config) {
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rini_unload_config(&config->rini);
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}
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#endif // CONFIG_H
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Vendored
+10
@@ -0,0 +1,10 @@
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#ifndef DISPLAY_H
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#define DISPLAY_H
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typedef struct {
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int width;
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int height;
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const char* title;
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} Display;
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#endif // DISPLAY_H
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Vendored
+99
@@ -0,0 +1,99 @@
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#ifndef GAMEGUI_H
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#define GAMEGUI_H
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#include "sprite.h"
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#include <raylib.h>
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typedef enum {
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NOT_CLICKED,
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HOVER,
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CLICKED
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} ButtonState;
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typedef struct
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{
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Sprite sprite;
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Vector2 notClicked;
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Vector2 hover;
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Vector2 clicked;
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bool isHovered;
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bool isClicked;
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} ImageButton;
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typedef struct
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{
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Sprite sprite;
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} ImageElement;
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ImageButton CreateImageButton(ButtonState state, Texture2D *texture, const TextureAsset *asset, Vector2 *source, Vector2 *clicked, Vector2 *hover, Rectangle *destRec){
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return (ImageButton){
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.sprite = {
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.texture = *texture,
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.sourceRec = (Rectangle){ source->x, source->y, asset->frameWidth, asset->frameHeight},
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.destRec = *destRec,
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.frameSize = (Vector2){asset->frameWidth, asset->frameHeight},
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.origin = (Vector2){0.0f, 0.0f},
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.rotation = 0.0f,
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.color = WHITE
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},
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.notClicked = (Vector2){source->x, source->y},
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.hover = *hover,
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.clicked = *clicked
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};
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}
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ImageElement CreateImageElement(Texture2D *texture, const TextureAsset *asset, Vector2 *source, Rectangle *destRec){
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return (ImageElement){
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.sprite = {
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.texture = *texture,
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.sourceRec = (Rectangle){ source->x, source->y, asset->frameWidth, asset->frameHeight},
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.destRec = *destRec,
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.frameSize = (Vector2){asset->frameWidth, asset->frameHeight},
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.origin = (Vector2){0.0f, 0.0f},
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.rotation = 0.0f,
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.color = WHITE
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}
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};
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}
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int isImageButtonClicked(ImageButton *b, Sound soundHover, Sound soundClick){
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if (CheckCollisionPointRec(GetMousePosition(), b->sprite.destRec)) {
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if (!b->isHovered) {
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PlaySound(soundHover);
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b->isHovered = true;
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UpdateSpriteSourceRec(&b->sprite, &b->hover);
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}
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if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)){
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if (!b->isClicked) {
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PlaySound(soundClick);
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b->isClicked = true;
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UpdateSpriteSourceRec(&b->sprite, &b->clicked);
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}
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}
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if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON))
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{
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b->isClicked = false;
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b->isHovered = false;
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UpdateSpriteSourceRec(&b->sprite, &b->notClicked);
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return true;
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}
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} else {
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UpdateSpriteSourceRec(&b->sprite, &b->notClicked);
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b->isClicked = false;
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b->isHovered = false;
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}
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return false;
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}
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void renderImageButton(ImageButton *b) {
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RenderSprite(&b->sprite);
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}
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void renderImageElement(ImageElement *e){
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RenderSprite(&e->sprite);
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}
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#endif // GAMEGUI_H
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Vendored
+29
@@ -0,0 +1,29 @@
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#ifndef GUI_H
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#define GUI_H
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#define RAYGUI_IMPLEMENTATION
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#include <raygui.h>
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typedef struct
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{
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Rectangle rec;
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char *text;
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} Button;
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void initButton(Button *b, char *text, int buttonWidth, int buttonHeight, int buttonPosX, int buttonPosY)
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{
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b->rec = (Rectangle){buttonPosX - buttonWidth / 2, buttonPosY - buttonHeight / 2, buttonWidth, buttonHeight};
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b->text = text;
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}
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int isButtonClicked(Button *b)
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{
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return (CheckCollisionPointRec(GetMousePosition(), b->rec) && IsMouseButtonPressed(MOUSE_LEFT_BUTTON));
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}
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void renderButton(Button *b)
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{
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GuiButton(b->rec, b->text);
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}
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#endif // GUI_H
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Vendored
+61
@@ -0,0 +1,61 @@
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#ifndef INPUT_H
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#define INPUT_H
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#include <raymath.h>
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typedef struct {
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Vector2 screenPosition;
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Vector2 worldPosition;
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float zoomSpeed;
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float minZoom;
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float maxZoom;
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float scaleFactor;
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float wheelMove;
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bool leftButton;
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bool rightButton;
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Texture2D cursorTexture;
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} Mouse;
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Mouse CreateMouse(float zoomSpeed, float minZoom, float maxZoom, Texture2D *texture){
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HideCursor();
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return (Mouse){
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.zoomSpeed = zoomSpeed,
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.minZoom = minZoom,
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.maxZoom = maxZoom,
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.cursorTexture = *texture
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};
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}
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void UpdateMouseScreen(Mouse *mouse){
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mouse->screenPosition = GetMousePosition();
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}
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void UpdateMouse(Mouse *mouse, Camera2D *camera) {
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Vector2 pos = GetMousePosition();
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mouse->screenPosition = pos;
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mouse->worldPosition = GetScreenToWorld2D(pos, *camera);
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mouse->leftButton = IsMouseButtonDown(MOUSE_LEFT_BUTTON);
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mouse->rightButton = IsMouseButtonDown(MOUSE_RIGHT_BUTTON);
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mouse->wheelMove = GetMouseWheelMove();
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if (mouse->wheelMove != 0) {
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float zoomFactor = 1.0f + (mouse->zoomSpeed * fabsf(mouse->wheelMove));
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mouse->scaleFactor = (mouse->wheelMove < 0) ? (1.0f / zoomFactor) : zoomFactor;
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} else {
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mouse->scaleFactor = 1.0f;
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}
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}
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Vector2 GetDirectionVector(void){
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Vector2 vector = {.x = 0.0f, .y = 0.0f};
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if (IsKeyDown(KEY_RIGHT) || IsKeyDown(KEY_D)){vector.x += 1.0f; }
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if (IsKeyDown(KEY_LEFT) || IsKeyDown(KEY_A)){ vector.x -= 1.0f; }
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if (IsKeyDown(KEY_UP) || IsKeyDown(KEY_W)){ vector.y -= 1.0f; }
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if (IsKeyDown(KEY_DOWN) || IsKeyDown(KEY_S)){ vector.y += 1.0f; }
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if (Vector2Length(vector) > 0.0f) {vector = Vector2Normalize(vector); }
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return vector;
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}
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#endif //INPUT_H
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Vendored
+129
@@ -0,0 +1,129 @@
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#ifndef OBJECT_H
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#define OBJECT_H
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#include "sprite.h"
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#include "vector.h"
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typedef struct {
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Sprite sprite;
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Vector2 position;
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} Object;
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typedef struct {
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Object *data;
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const Object *prototype;
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size_t count;
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} ObjectArray;
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ObjectArray CreateObjectArray(const Object *prototype, const size_t count) {
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ObjectArray objects = {0};
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if (count == 0) {
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printf("Objects size must be greater than 0.\n");
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return objects;
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}
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objects.count = count;
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objects.data = (Object* )malloc(count * sizeof(Object));
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if (!objects.data) {
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printf("Memory allocation of objects failed.\n");
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return objects;
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}
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objects.prototype = prototype;
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for (int i = 0; i < count; i++) {
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objects.data[i].position = prototype->position;
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objects.data[i].sprite = prototype->sprite;
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}
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return objects;
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}
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Object* GetRandomObject(ObjectArray *objects){
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if (objects->count == 0 || objects->data == NULL) {
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return NULL;
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}
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return &objects->data[GetRandomValue(0, (int)objects->count-1)];
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}
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void AddObjectToArray(ObjectArray *objects, const Object *prototype, Vector2 position) {
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Object *newData = (Object* )realloc(objects->data, (objects->count + 1) * sizeof(Object));
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if (newData) {
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objects->data = newData;
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objects->data[objects->count] = *prototype;
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objects->data[objects->count].position = position;
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objects->data[objects->count].sprite.destRec.x = position.x;
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objects->data[objects->count].sprite.destRec.y = position.y;
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objects->count++;
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} else {
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printf("Memory allocation failed while adding an object.\n");
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}
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}
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void SetPositionForObjectArray(ObjectArray *objects, const Vector2Array *positions) {
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if (positions->count != objects->count) {
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printf("Warning: Position array size (%zu) does not match ObjectArray size (%zu)\n", positions->count, objects->count);
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return;
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}
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for (size_t i = 0; i < objects->count; i++) {
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objects->data[i].position = positions->data[i];
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objects->data[i].sprite.destRec.x = positions->data[i].x;
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objects->data[i].sprite.destRec.y = positions->data[i].y;
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}
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}
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void SetRandomPositionForObjectArray(ObjectArray *objects, const Rectangle bounds){
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for (int i = 0; i < objects->count; i++) {
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Vector2 position = GetRandomVector(bounds);
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objects->data[i].position = position;
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objects->data[i].sprite.destRec.x = position.x;
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objects->data[i].sprite.destRec.y = position.y;
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}
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}
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void SwapAndPopObjectsArrayOnRecCollision(ObjectArray *objects, const Rectangle rec){
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for (int i = 0; i < objects->count; i++){
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if (CheckCollisionRecs(rec, objects->data[i].sprite.destRec)){
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if (objects->count == 1) {
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objects->count = 0;
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break;
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}
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objects->data[i] = objects->data[objects->count - 1];
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objects->count--;
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i--;
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}
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}
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objects->data = (Object*)realloc(objects->data, objects->count * sizeof(Object));
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}
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void SwapAndPopObjectsArrayOnPointCollision(ObjectArray *objects, const Vector2 point){
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for (int i = 0; i < objects->count; i++){
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if (CheckCollisionPointRec(point, objects->data[i].sprite.destRec)){
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if (objects->count == 1) {
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objects->count = 0;
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break;
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}
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objects->data[i] = objects->data[objects->count - 1];
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objects->count--;
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i--;
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}
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}
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objects->data = (Object*)realloc(objects->data, objects->count * sizeof(Object));
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}
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Vector2 GetDirectionToObject(Object *object, Vector2 position){
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return Vector2Normalize(Vector2Subtract(object->position, position));
|
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}
|
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|
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void RenderObjectArray(const ObjectArray *objects){
|
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for (int i = 0; i < objects->count; i++){
|
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RenderSprite(&objects->data[i].sprite);
|
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}
|
||||
}
|
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#endif // OBJECT_H
|
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Vendored
+41
@@ -0,0 +1,41 @@
|
||||
#ifndef PHYSICS_H
|
||||
#define PHYSICS_H
|
||||
|
||||
#include <raymath.h>
|
||||
|
||||
typedef struct
|
||||
{
|
||||
Vector2 position;
|
||||
Vector2 direction;
|
||||
Vector2 velocity;
|
||||
float speed;
|
||||
} Physics;
|
||||
|
||||
void UpdatePhysicsDirection(Vector2 *direction, Vector2 vector)
|
||||
{
|
||||
*direction = Vector2Normalize(vector);
|
||||
}
|
||||
|
||||
void UpdatePhysicsVelocity(Vector2 *velocity, Vector2 *direction, float *speed)
|
||||
{
|
||||
*velocity = Vector2Scale(*direction, *speed * GetFrameTime());
|
||||
}
|
||||
|
||||
void UpdatePhysicsPosition(Vector2 *position, Vector2 *velocity)
|
||||
{
|
||||
*position = Vector2Add(*position, *velocity);
|
||||
}
|
||||
|
||||
void UpdatePhysicsSpeed(float *speed, float *newSpeed)
|
||||
{
|
||||
*speed = *newSpeed;
|
||||
}
|
||||
|
||||
void UpdatePhysics(Physics *physics, Vector2 direction)
|
||||
{
|
||||
UpdatePhysicsDirection(&physics->direction, direction);
|
||||
UpdatePhysicsVelocity(&physics->velocity, &physics->direction, &physics->speed);
|
||||
UpdatePhysicsPosition(&physics->position, &physics->velocity);
|
||||
}
|
||||
|
||||
#endif // PHYSICS_H
|
||||
Vendored
+46
@@ -0,0 +1,46 @@
|
||||
#ifndef POSTFX_H
|
||||
#define POSTFX_H
|
||||
|
||||
typedef struct {
|
||||
Shader shader;
|
||||
int resolutionLoc;
|
||||
int strengthLoc;
|
||||
float strength;
|
||||
} PostProcessing;
|
||||
|
||||
PostProcessing CreatePostFX(const char* shaderPath){
|
||||
PostProcessing postFX = {0};
|
||||
postFX.shader = LoadShader(NULL, shaderPath);
|
||||
|
||||
if (postFX.shader.id == 0) {
|
||||
TraceLog(LOG_ERROR, "Failed to load shader: %s", shaderPath);
|
||||
return postFX;
|
||||
}
|
||||
|
||||
postFX.strength = 0.3f;
|
||||
postFX.resolutionLoc = GetShaderLocation(postFX.shader, "resolution");
|
||||
postFX.strengthLoc = GetShaderLocation(postFX.shader, "strength");
|
||||
Vector2 resolution = { (float)GetScreenWidth(), (float)GetScreenHeight() };
|
||||
SetShaderValue(postFX.shader, postFX.resolutionLoc, &resolution, SHADER_UNIFORM_VEC2);
|
||||
return postFX;
|
||||
}
|
||||
|
||||
void UpdatePostFX(PostProcessing *postFX){
|
||||
if (postFX->shader.id == 0) return;
|
||||
SetShaderValue(postFX->shader, postFX->strengthLoc, &postFX->strength, SHADER_UNIFORM_FLOAT);
|
||||
Vector2 resolution = { (float)GetScreenWidth(), (float)GetScreenHeight() };
|
||||
SetShaderValue(postFX->shader, postFX->resolutionLoc, &resolution, SHADER_UNIFORM_VEC2);
|
||||
}
|
||||
|
||||
void RenderPostFX(PostProcessing *postFX, RenderTexture2D *target){
|
||||
BeginShaderMode(postFX->shader);
|
||||
DrawTextureRec(target->texture, (Rectangle){ 0, 0, target->texture.width, -target->texture.height }, (Vector2){ 0, 0 }, WHITE);
|
||||
EndShaderMode();
|
||||
}
|
||||
|
||||
void UnloadPostFX(PostProcessing *postFX){
|
||||
if (postFX->shader.id == 0) return;
|
||||
UnloadShader(postFX->shader);
|
||||
}
|
||||
|
||||
#endif // POSTFX_H
|
||||
Vendored
+23
@@ -0,0 +1,23 @@
|
||||
#ifndef SOUNDTRACK_H
|
||||
#define SOUNDTRACK_H
|
||||
|
||||
typedef struct {
|
||||
Music music;
|
||||
bool playing;
|
||||
} Soundtrack;
|
||||
|
||||
Soundtrack LoadSoundtrack(const char* musicPath){
|
||||
Soundtrack soundtrack = {
|
||||
.music = LoadMusicStream(musicPath),
|
||||
.playing = 0
|
||||
};
|
||||
PlayMusicStream(soundtrack.music);
|
||||
return soundtrack;
|
||||
}
|
||||
|
||||
void UpdateSoundtrack(Soundtrack *soundtrack){
|
||||
UpdateMusicStream(soundtrack->music);
|
||||
}
|
||||
|
||||
#endif // SOUNDTRACK_H
|
||||
|
||||
Vendored
+62
@@ -0,0 +1,62 @@
|
||||
#ifndef SPRITE_H
|
||||
#define SPRITE_H
|
||||
|
||||
#include <raymath.h>
|
||||
|
||||
typedef struct
|
||||
{
|
||||
Texture2D texture;
|
||||
Rectangle sourceRec;
|
||||
Rectangle destRec;
|
||||
Vector2 frameSize;
|
||||
Vector2 origin;
|
||||
float rotation;
|
||||
Color color;
|
||||
} Sprite;
|
||||
|
||||
void UpdateSpriteSourceRec(Sprite *sprite, const Vector2 *vector)
|
||||
{
|
||||
sprite->sourceRec.x = vector->x;
|
||||
sprite->sourceRec.y = vector->y;
|
||||
}
|
||||
|
||||
void UpdateSpriteDestRec(Sprite *sprite, const Vector2 *vector)
|
||||
{
|
||||
sprite->destRec.x = vector->x;
|
||||
sprite->destRec.y = vector->y;
|
||||
}
|
||||
|
||||
void UpdateSpriteRotation(Sprite *sprite, Vector2 *vector)
|
||||
{
|
||||
if (Vector2Length(*vector) <= 0.0f)
|
||||
{
|
||||
return;
|
||||
}
|
||||
float targetRotation = (float)atan2(vector->y, vector->x) * (180.0f / PI) + 90.0f;
|
||||
sprite->rotation = Lerp(sprite->rotation, targetRotation, 0.1f);
|
||||
}
|
||||
|
||||
void RenderSprite(const Sprite *sprite)
|
||||
{
|
||||
DrawTexturePro(
|
||||
sprite->texture,
|
||||
sprite->sourceRec,
|
||||
sprite->destRec,
|
||||
sprite->origin,
|
||||
sprite->rotation,
|
||||
sprite->color);
|
||||
}
|
||||
|
||||
void PrintSprite(const Sprite *sprite)
|
||||
{
|
||||
printf("Sprite:\n");
|
||||
printf(" Sprite.texture: id = %d\n", sprite->texture.id);
|
||||
printf(" Sprite.sourceRec: x = %f, y = %f, width = %f, height = %f\n", sprite->sourceRec.x, sprite->sourceRec.y, sprite->sourceRec.width, sprite->sourceRec.height);
|
||||
printf(" Sprite.destRec: x = %f, y = %f, width = %f, height = %f\n", sprite->destRec.x, sprite->destRec.y, sprite->destRec.width, sprite->destRec.height);
|
||||
printf(" Sprite.frameSize: x = %f, y = %f\n", sprite->frameSize.x, sprite->frameSize.y);
|
||||
printf(" Sprite.origin: x = %f, y = %f\n", sprite->origin.x, sprite->origin.y);
|
||||
printf(" Sprite.rotation: %f\n", sprite->rotation);
|
||||
printf(" Sprite.color: r = %d, g = %d, b = %d, a = %d\n", sprite->color.r, sprite->color.g, sprite->color.b, sprite->color.a);
|
||||
}
|
||||
|
||||
#endif // SPRITE_H
|
||||
Vendored
+21
@@ -0,0 +1,21 @@
|
||||
#ifndef VECTOR_H
|
||||
#define VECTOR_H
|
||||
|
||||
typedef struct {
|
||||
Vector2 *data;
|
||||
size_t count;
|
||||
} Vector2Array;
|
||||
|
||||
bool IsVectorZero(Vector2 v) {
|
||||
float epsilon = 0.01f;
|
||||
return (fabs(v.x) < epsilon && fabs(v.y) < epsilon);
|
||||
}
|
||||
|
||||
Vector2 GetRandomVector(const Rectangle bounds) {
|
||||
return (Vector2){
|
||||
bounds.x + (float)GetRandomValue(0, 10000) / 10000.0f * bounds.width,
|
||||
bounds.y + (float)GetRandomValue(0, 10000) / 10000.0f * bounds.height
|
||||
};
|
||||
}
|
||||
|
||||
#endif // VECTOR_H
|
||||
Reference in New Issue
Block a user