big refactor
This commit is contained in:
@@ -0,0 +1,73 @@
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#ifndef APP_H
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#define APP_H
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#include <config.h>
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#include <display.h>
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#include "screen.h"
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#include "applicationstate.h"
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#include "font.h"
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#include "logo.h"
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#include "menu.h"
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#include "game.h"
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typedef struct {
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Config config;
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State state;
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Display display;
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Font font;
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LogoState logo;
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GameState game;
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MenuState menu;
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} Application;
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void ConfigApp(Application* app){
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InitConfig(&app->config, "config/config.ini");
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app->state.currentScreen = GetConfigInt(&app->config, "startScreen");
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app->state.running = true;
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app->state.gameStarted = false;
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app->state.flagFPS = GetConfigInt(&app->config, "showFPS");
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app->display.title = GetConfigString(&app->config, "display_title");
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app->display.width = GetConfigInt(&app->config, "display_width");
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app->display.height = GetConfigInt(&app->config, "display_height");
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}
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void InitApp(Application *app){
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InitFont(&app->font);
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InitLogo(&app->logo);
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InitMenu(&app->menu);
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InitGame(&app->game,&app->display);
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}
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void UpdateApp(Application *app){
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while (app->state.running)
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{
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switch (app->state.currentScreen)
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{
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case LOGO:
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{
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UpdateLogo(&app->logo, &app->state);
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RenderLogo(&app->logo, &app->state);
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}break;
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case MENU:
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{
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UpdateMenu(&app->menu, &app->state);
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RenderMenu(&app->menu, &app->state, &app->font, app->display.title);
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}break;
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case GAMEPLAY:
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{
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UpdateGame(&app->game, &app->state);
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RenderGame(&app->game, &app->state);
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}break;
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default: break;
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}
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}
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}
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void CleanupApp(Application *app){
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CleanupMenu(&app->menu);
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CleanupGame(&app->game);
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CleanupFont(&app->font);
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}
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#endif //APP_H
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@@ -0,0 +1,13 @@
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#ifndef APPLICATIONSTATE_H
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#define APPLICATIONSTATE_H
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#include "screen.h"
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typedef struct {
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Screen currentScreen;
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bool running;
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bool gameStarted;
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bool flagFPS;
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} State;
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#endif // APPLICATIONSTATE_H
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@@ -0,0 +1,70 @@
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#ifndef BACKGROUND_H
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#define BACKGROUND_H
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#include <sprite.h>
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#include <raylib.h>
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typedef struct {
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Sprite sprite;
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float scrolling;
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float scale;
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float scrollSpeed;
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Vector2 pos;
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} Background;
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void InitBackground(float scrollSpeed, Background *bg, Texture2D *texture, const TextureAsset *backgroundAsset){
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bg->scrolling = 0.0f;
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bg->scrollSpeed = scrollSpeed;
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bg->scale = 1.0f;
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bg->sprite = (Sprite){
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.texture = *texture,
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.sourceRec = (Rectangle){0.0f,0.0f,backgroundAsset->frameWidth, backgroundAsset->frameHeight},
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.destRec = (Rectangle){0.0f,0.0f,(float)GetScreenWidth(),(float)GetScreenHeight()},
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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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void UpdateBackground(Background *bg){
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bg->scrolling -= bg->scrollSpeed;
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if (bg->scrolling <= -bg->sprite.texture.width * bg->scale) {
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bg->scrolling = 0;
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}
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bg->pos = (Vector2){ bg->scrolling, 0.0f };
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UpdateSpriteDestRec(&bg->sprite, &bg->pos);
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}
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void RenderBackground(Background *bg){
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Sprite temp0 = bg->sprite;
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float newX0 = bg->sprite.destRec.x + bg->sprite.texture.width * bg->scale * 2;
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Vector2 newPos0 = {newX0, bg->sprite.destRec.y};
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UpdateSpriteDestRec(&temp0, &newPos0);
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RenderSprite(&temp0);
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Sprite temp = bg->sprite;
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float newX = bg->sprite.destRec.x + bg->sprite.texture.width * bg->scale;
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Vector2 newPos = {newX, bg->sprite.destRec.y};
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UpdateSpriteDestRec(&temp, &newPos);
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RenderSprite(&temp);
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RenderSprite(&bg->sprite);
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Sprite temp2 = bg->sprite;
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float newX2 = bg->sprite.destRec.x - bg->sprite.texture.width * bg->scale;
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Vector2 newPos2 = {newX2, bg->sprite.destRec.y};
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UpdateSpriteDestRec(&temp2, &newPos2);
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RenderSprite(&temp2);
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Sprite temp3 = bg->sprite;
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float newX3 = bg->sprite.destRec.x - bg->sprite.texture.width * bg->scale * 2;
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Vector2 newPos3 = {newX3, bg->sprite.destRec.y};
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UpdateSpriteDestRec(&temp3, &newPos3);
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RenderSprite(&temp3);
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}
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#endif // BACKGROUND_H
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@@ -0,0 +1,76 @@
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#ifndef BEE_H
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#define BEE_H
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#include <sprite.h>
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#include <animation.h>
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#include <physics.h>
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#include <object.h>
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typedef enum {
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FLYING
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} BeeAnimationState;
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typedef struct {
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Sprite sprite;
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Animation animation;
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Physics physics;
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Object target;
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Object hive;
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int flowerCount;
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} Bee;
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Bee CreateBee(BeeAnimationState animState, Texture2D texture, float frameWidth, int maxFrame, int framesSpeed, Vector2 position, float speed, ObjectArray* target, Object* base){
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return (Bee){
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.sprite = {
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.texture = texture,
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.frameSize = {frameWidth, frameWidth},
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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 = 0.0f,
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.color = WHITE
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},
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.animation = {
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.state = animState,
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.currentFrame = 0,
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.maxFrame = maxFrame,
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.framesCounter = 0,
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.framesSpeed = framesSpeed,
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.animTimer = 0.0f
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},
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.physics = {
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.position = position,
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.direction = (Vector2){0.0f,0.0f},
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.speed = speed
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},
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.target = *GetRandomObject(target),
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.hive = *base
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};
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}
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void UpdateBee(Bee* bee, ObjectArray* flowers, Object* hive){
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const float tolerance = 1.0f;
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if (bee->flowerCount < 4){
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if (fabs(bee->physics.position.x - bee->target.position.x) < tolerance &&
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fabs(bee->physics.position.y - bee->target.position.y) < tolerance) {
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bee->target = *GetRandomObject(flowers);
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bee->flowerCount++;
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} else {
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}
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} else {
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bee->target = *hive;
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if (fabs(bee->physics.position.x - bee->target.position.x) < tolerance &&
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fabs(bee->physics.position.y - bee->target.position.y) < tolerance) {
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bee->physics.speed = 0.0f;
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} else {
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}
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}
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UpdatePhysics(&bee->physics, GetDirectionToObject(&bee->target, bee->physics.position));
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UpdateSpriteRotation(&bee->sprite, &bee->physics.direction);
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UpdateSpriteDestRec(&bee->sprite, &bee->physics.position);
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UpdateAnimation(&bee->animation, GetFrameTime());
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UpdateSpriteSourceRec(&bee->sprite, &(Vector2){bee->sprite.frameSize.x * bee->animation.state, bee->sprite.frameSize.x * bee->animation.currentFrame});
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}
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#endif // BEE_H
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@@ -0,0 +1,20 @@
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// initButton(&m->startButton, "Start Game", GetScreenWidth() / 10, GetScreenHeight() / 20, GetScreenWidth() / 2, GetScreenHeight() / 2);
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// initButton(&m->quitButton, "Quit Game", GetScreenWidth() / 10, GetScreenHeight() / 20, GetScreenWidth() / 2,
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// GetScreenHeight() / 2 + (GetScreenHeight() / 20 * 2));
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// if (isButtonClicked(&m->startButton)) {
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// state->gameStarted = true;
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// m->startButton.text = "Continue";
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// state->currentScreen = GAMEPLAY;
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// }
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// if (isButtonClicked(&m->quitButton) || (WindowShouldClose() && !IsKeyPressed(KEY_ESCAPE))) {
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// state->running = false;
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// }
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// if (state->gameStarted){
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// if (IsKeyPressed(KEY_ESCAPE)){
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// state->currentScreen = GAMEPLAY;
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// }
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// }
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// renderButton(&m->startButton);
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// renderButton(&m->quitButton);
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@@ -0,0 +1,7 @@
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#ifndef COLORS_H
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#define COLORS_H
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#define TEXT_COLOR_DARK (Color){ 182, 137, 98, 255}
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#define TEXT_COLOR_LIGHT (Color){ 243, 229, 194, 255}
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#endif // COLORS_H
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@@ -0,0 +1,46 @@
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#ifndef Floor_H
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#define Floor_H
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#include <sprite.h>
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typedef struct
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{
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Sprite sprite;
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Rectangle bounds;
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} Floor;
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Floor CreateFloor(Texture2D texture, float textureWidth)
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{
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return (Floor){
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.sprite = {
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.texture = texture,
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.frameSize = {textureWidth, textureWidth},
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.sourceRec = {0.0f, 0.0f, textureWidth, textureWidth},
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.destRec = {0.0f, 0.0f, textureWidth, textureWidth},
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.origin = {textureWidth / 2, textureWidth / 2},
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.rotation = 0.0f,
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.color = WHITE},
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.bounds = {0.0f, 0.0f, 0.0f, 0.0f}};
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}
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void UpdateFloor(Floor *floor, const Camera2D *camera)
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{
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floor->bounds.x = (int)((camera->target.x - (GetScreenWidth() / 2.0f / camera->zoom)) / floor->sprite.frameSize.x) - 1;
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floor->bounds.width = (int)((camera->target.x + (GetScreenWidth() / 2.0f / camera->zoom)) / floor->sprite.frameSize.x) + 1;
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floor->bounds.y = (int)((camera->target.y - (GetScreenHeight() / 2.0f / camera->zoom)) / floor->sprite.frameSize.y) - 1;
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floor->bounds.height = (int)((camera->target.y + (GetScreenHeight() / 2.0f / camera->zoom)) / floor->sprite.frameSize.y) + 1;
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}
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void RenderFloor(Floor *floor)
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{
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for (int y = (int)floor->bounds.y; y <= (int)floor->bounds.height; y++)
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{
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for (int x = (int)floor->bounds.x; x <= (int)floor->bounds.width; x++)
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{
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Vector2 floorPosition = {x * floor->sprite.frameSize.x, y * floor->sprite.frameSize.y};
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UpdateSpriteDestRec(&floor->sprite, &floorPosition);
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RenderSprite(&floor->sprite);
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}
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}
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}
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#endif // Floor_H
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@@ -0,0 +1,30 @@
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#ifndef FLOWERS_H
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#define FLOWERS_H
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#include <object.h>
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ObjectArray CreateFlowers(Texture2D texture, float frameWidth, float rotation, float fieldSize)
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{
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ObjectArray flowers = CreateObjectArray(&(Object){
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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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{
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printf("Memory allocation failed.\n");
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exit(1);
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}
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SetRandomPositionForObjectArray(&flowers, (Rectangle){-fieldSize, -fieldSize, fieldSize * 2, fieldSize * 2});
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return flowers;
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}
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#endif // FLOWERS_H
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@@ -0,0 +1,13 @@
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#ifndef FONT_H
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#define FONT_H
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void InitFont(Font *font){
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*font = LoadFont("assets/SproutLandsUI/fonts/pixelFont-7-8x14-sproutLands.fnt");
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SetTextureFilter(font->texture, TEXTURE_FILTER_POINT);
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}
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void CleanupFont(Font *font){
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UnloadFont(*font);
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}
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#endif //FONT_H
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+162
@@ -0,0 +1,162 @@
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#ifndef GAME_H
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#define GAME_H
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#include <object.h>
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#include <camera.h>
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#include <input.h>
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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 "applicationstate.h"
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#include "gameassets.h"
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#include "floor.h"
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#include "player.h"
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#include "bee.h"
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#include "hive.h"
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#include "flowers.h"
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typedef struct
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{
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Assets assets;
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Texture2D textures[TEX_COUNT];
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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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Object hive;
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ObjectArray flowers;
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Player player;
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Bee bee1;
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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, Display *display)
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{
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g->assets = (Assets){
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.textureAssets = texAssets,
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.shaderAssets = shaderAssets,
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.soundtrackAssets = soundtrackAssets};
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for (int i = 0; i < TEX_COUNT; i++)
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{
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g->textures[i] = LoadTexture(g->assets.textureAssets[i].path);
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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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// Target texture
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g->target = LoadRenderTexture(display->width, display->height);
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// Static Entities
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g->flowers = CreateFlowers(g->textures[FLOWER], g->assets.textureAssets[FLOWER].frameWidth, g->assets.textureAssets[FLOWER].rotation, 50.0f);
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g->floor = CreateFloor(g->textures[GRASS], g->assets.textureAssets[GRASS].frameWidth);
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g->hive = CreateHive(g->textures[HIVE], g->assets.textureAssets[HIVE].frameWidth);
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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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// I/O
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g->camera = CreateCamera(display->width, display->height, g->player.physics.position, 10.0f);
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g->mouse = CreateMouse(0.10f, 5.0f, 10.0f, &g->textures[CURSOR]);
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}
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void UpdateGame(GameState *g, State *state)
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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->currentScreen = 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]);
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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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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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RenderSprite(&g->player.sprite);
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RenderSprite(&g->bee1.sprite);
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}
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void RenderGame(GameState *g, const State *appState)
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{
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BeginTextureMode(g->target);
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ClearBackground(BLACK);
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||||
BeginMode2D(g->camera);
|
||||
RenderComponents(g);
|
||||
EndMode2D();
|
||||
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);
|
||||
EndTextureMode();
|
||||
BeginDrawing();
|
||||
ClearBackground(BLACK);
|
||||
for (int i = 0; i < SHADER_COUNT; i++)
|
||||
{
|
||||
RenderPostFX(&g->postFX[i], &g->target);
|
||||
}
|
||||
DrawText(TextFormat("%d", g->player.inventar.seedCount), 10, 10, 50, WHITE);
|
||||
|
||||
if (appState->flagFPS)
|
||||
{
|
||||
DrawFPS(10, 10);
|
||||
}
|
||||
|
||||
EndDrawing();
|
||||
}
|
||||
|
||||
void CleanupGame(GameState *g)
|
||||
{
|
||||
for (int i = 0; i < SHADER_COUNT; i++)
|
||||
{
|
||||
UnloadPostFX(&g->postFX[i]);
|
||||
}
|
||||
for (int i = 0; i < TEX_COUNT; i++)
|
||||
{
|
||||
if (g->textures[i].id > 0)
|
||||
{
|
||||
UnloadTexture(g->textures[i]);
|
||||
}
|
||||
}
|
||||
for (int i = 0; i < SOUNDTRACK_COUNT; i++)
|
||||
{
|
||||
UnloadMusicStream(g->soundtracks[i].music);
|
||||
}
|
||||
UnloadRenderTexture(g->target);
|
||||
free(g->flowers.data);
|
||||
}
|
||||
|
||||
#endif // GAME_H
|
||||
@@ -0,0 +1,54 @@
|
||||
#ifndef GAMEASSETS_H
|
||||
#define GAMEASSETS_H
|
||||
#include <asset.h>
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
typedef enum
|
||||
{
|
||||
PLAYER,
|
||||
PLAYER_ACTIONS,
|
||||
TOOLS,
|
||||
FLOWER,
|
||||
BEE,
|
||||
GRASS,
|
||||
HIVE,
|
||||
CURSOR,
|
||||
TEX_COUNT
|
||||
} TextureID;
|
||||
|
||||
const TextureAsset texAssets[TEX_COUNT] = {
|
||||
{"assets/SproutLandsBasic/Characters/character.png", 48.0f, 48.0f, 0.0f},
|
||||
{"assets/SproutLandsBasic/Characters/BasicCharakterActions.png", 48.0f, 48.0f, 0.0f},
|
||||
{"assets/SproutLandsBasic/Objects/tools.png", 48.0f, 16.0f, 0.0f},
|
||||
{"assets/flower.png", 16.0f, 16.0f, 45.0f},
|
||||
{"assets/character_bee.png", 16.0f, 16.0f, 0.0f},
|
||||
{"assets/grass.png", 16.0f, 16.0f, 0.0f},
|
||||
{"assets/hive.png", 32.0f, 32.0f, 0.0f},
|
||||
{"assets/SproutLandsUI/Spritesheets/Mouse sprites/TriangleMouseicon1.png", 16.0f, 16.0f, 0.0f}};
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
typedef enum
|
||||
{
|
||||
POST_FX,
|
||||
SHADER_COUNT
|
||||
} ShaderID;
|
||||
|
||||
const ShaderAsset shaderAssets[SHADER_COUNT] = {
|
||||
{"shaders/postfx.fs"}};
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
typedef enum
|
||||
{
|
||||
BEE_AMBIENT,
|
||||
SOUNDTRACK_COUNT
|
||||
} SoundtrackID;
|
||||
|
||||
const SoundtrackAsset soundtrackAssets[SOUNDTRACK_COUNT] = {
|
||||
{"assets/beez.mp3"}};
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
#endif // GAMEASSETS_H
|
||||
@@ -0,0 +1,18 @@
|
||||
#ifndef HIVE_H
|
||||
#define HIVE_H
|
||||
#include <object.h>
|
||||
|
||||
Object CreateHive(Texture2D texture, float frameWidth)
|
||||
{
|
||||
return (Object){
|
||||
.sprite = {
|
||||
.texture = texture,
|
||||
.sourceRec = (Rectangle){0.0f, 0.0f, frameWidth, frameWidth},
|
||||
.destRec = (Rectangle){0.0f, 0.0f, frameWidth, frameWidth},
|
||||
.origin = (Vector2){frameWidth / 2, frameWidth / 2},
|
||||
.rotation = 0.0f,
|
||||
.color = WHITE},
|
||||
.position = (Vector2){0.0f, 0.0f}};
|
||||
}
|
||||
|
||||
#endif // HIVE_H
|
||||
@@ -0,0 +1,9 @@
|
||||
#ifndef INVENTAR_H
|
||||
#define INVENTAR_H
|
||||
|
||||
|
||||
typedef struct{
|
||||
int seedCount;
|
||||
} Inventar;
|
||||
|
||||
#endif // INVENTAR_H
|
||||
+119
@@ -0,0 +1,119 @@
|
||||
#ifndef LOGO_H
|
||||
#define LOGO_H
|
||||
|
||||
#include "applicationstate.h"
|
||||
|
||||
typedef struct {
|
||||
int frameCounter;
|
||||
int positionX;
|
||||
int positionY;
|
||||
int lettersCount;
|
||||
int topSideRecWidth;
|
||||
int leftSideRecHeight;
|
||||
int bottomSideRecWidth;
|
||||
int rightSideRecHeight;
|
||||
int state;
|
||||
float alpha;
|
||||
} LogoState;
|
||||
|
||||
void InitLogo(LogoState *l) {
|
||||
SetTargetFPS(60);
|
||||
l->frameCounter = 0;
|
||||
l->positionX = GetScreenWidth() / 2 - 128;
|
||||
l->positionY = GetScreenHeight() / 2 - 128;
|
||||
l->lettersCount = 0;
|
||||
l->topSideRecWidth = 16;
|
||||
l->leftSideRecHeight = 16;
|
||||
l->bottomSideRecWidth = 16;
|
||||
l->rightSideRecHeight = 16;
|
||||
l->state = 0;
|
||||
l->alpha = 1.0f;
|
||||
}
|
||||
|
||||
void UpdateLogo(LogoState *l, State *state) {
|
||||
|
||||
if (WindowShouldClose() && !IsKeyPressed(KEY_ESCAPE)) {
|
||||
state->running = false;
|
||||
}
|
||||
|
||||
l->frameCounter++;
|
||||
|
||||
if (l->state == 0) {
|
||||
if (l->frameCounter >= 120) {
|
||||
l->state = 1;
|
||||
l->frameCounter = 0;
|
||||
}
|
||||
}
|
||||
else if (l->state == 1) {
|
||||
l->topSideRecWidth += 4;
|
||||
l->leftSideRecHeight += 4;
|
||||
|
||||
if (l->topSideRecWidth >= 256) {
|
||||
l->state = 2;
|
||||
l->frameCounter = 0;
|
||||
}
|
||||
}
|
||||
else if (l->state == 2) {
|
||||
l->bottomSideRecWidth += 4;
|
||||
l->rightSideRecHeight += 4;
|
||||
|
||||
if (l->bottomSideRecWidth >= 256) {
|
||||
l->state = 3;
|
||||
l->frameCounter = 0;
|
||||
}
|
||||
}
|
||||
else if (l->state == 3) {
|
||||
if (l->frameCounter % 12 == 0) {
|
||||
l->lettersCount++;
|
||||
}
|
||||
|
||||
if (l->lettersCount >= 10) {
|
||||
l->alpha -= 0.02f;
|
||||
if (l->alpha <= 0.0f) {
|
||||
l->alpha = 0.0f;
|
||||
l->state = 4;
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (l->state == 4) {
|
||||
state->currentScreen = MENU;
|
||||
}
|
||||
}
|
||||
|
||||
void RenderLogo(const LogoState *l, const State *appState) {
|
||||
BeginDrawing();
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
if (l->state == 0) {
|
||||
if ((l->frameCounter / 15) % 2 == 0) {
|
||||
DrawRectangle(l->positionX, l->positionY, 16, 16, BLACK);
|
||||
}
|
||||
}
|
||||
else if (l->state == 1) {
|
||||
DrawRectangle(l->positionX, l->positionY, l->topSideRecWidth, 16, BLACK);
|
||||
DrawRectangle(l->positionX, l->positionY, 16, l->leftSideRecHeight, BLACK);
|
||||
}
|
||||
else if (l->state == 2) {
|
||||
DrawRectangle(l->positionX, l->positionY, l->topSideRecWidth, 16, BLACK);
|
||||
DrawRectangle(l->positionX, l->positionY, 16, l->leftSideRecHeight, BLACK);
|
||||
DrawRectangle(l->positionX + 240, l->positionY, 16, l->rightSideRecHeight, BLACK);
|
||||
DrawRectangle(l->positionX, l->positionY + 240, l->bottomSideRecWidth, 16, BLACK);
|
||||
}
|
||||
else if (l->state == 3) {
|
||||
DrawRectangle(l->positionX, l->positionY, l->topSideRecWidth, 16, Fade(BLACK, l->alpha));
|
||||
DrawRectangle(l->positionX, l->positionY + 16, 16, l->leftSideRecHeight - 32, Fade(BLACK, l->alpha));
|
||||
DrawRectangle(l->positionX + 240, l->positionY + 16, 16, l->rightSideRecHeight - 32, Fade(BLACK, l->alpha));
|
||||
DrawRectangle(l->positionX, l->positionY + 240, l->bottomSideRecWidth, 16, Fade(BLACK, l->alpha));
|
||||
DrawRectangle(GetScreenWidth() / 2 - 112, GetScreenHeight() / 2 - 112, 224, 224, Fade(RAYWHITE, l->alpha));
|
||||
|
||||
DrawText(TextSubtext("raylib", 0, l->lettersCount), GetScreenWidth() / 2 - 44, GetScreenHeight() / 2 + 48, 50, Fade(BLACK, l->alpha));
|
||||
}
|
||||
|
||||
if (appState->flagFPS){
|
||||
DrawFPS(10, 10);
|
||||
}
|
||||
|
||||
EndDrawing();
|
||||
}
|
||||
|
||||
#endif // LOGO_H
|
||||
+179
@@ -0,0 +1,179 @@
|
||||
#ifndef MENU_H
|
||||
#define MENU_H
|
||||
|
||||
#include <gui.h>
|
||||
#include <asset.h>
|
||||
#include <gamegui.h>
|
||||
#include <input.h>
|
||||
#include <soundtrack.h>
|
||||
|
||||
#include "applicationstate.h"
|
||||
#include "menuassets.h"
|
||||
#include "colors.h"
|
||||
#include "background.h"
|
||||
|
||||
typedef struct
|
||||
{
|
||||
Assets assets;
|
||||
Mouse mouse;
|
||||
Texture2D textures[MENU_TEX_COUNT];
|
||||
Sound sounds[MENU_SOUND_COUNT];
|
||||
Soundtrack soundtracks[MENU_SOUNDTRACK_COUNT];
|
||||
ImageElement board;
|
||||
ImageButton playButton;
|
||||
ImageButton quitButton;
|
||||
int menuScale;
|
||||
Background background;
|
||||
Background midground;
|
||||
Background foreground;
|
||||
} MenuState;
|
||||
|
||||
void InitMenu(MenuState *m)
|
||||
{
|
||||
|
||||
m->assets = (Assets){
|
||||
.textureAssets = menuTextureAssets,
|
||||
.soundAssets = menuSoundAssets,
|
||||
.soundtrackAssets = menuSoundtrackAssets};
|
||||
|
||||
for (int i = 0; i < MENU_TEX_COUNT; i++)
|
||||
{
|
||||
m->textures[i] = LoadTexture(m->assets.textureAssets[i].path);
|
||||
}
|
||||
|
||||
for (int i = 0; i < MENU_SOUND_COUNT; i++)
|
||||
{
|
||||
m->sounds[i] = LoadSound(m->assets.soundAssets[i].path);
|
||||
}
|
||||
|
||||
for (int i = 0; i < MENU_SOUNDTRACK_COUNT; i++)
|
||||
{
|
||||
m->soundtracks[i] = LoadSoundtrack(m->assets.soundtrackAssets[i].path);
|
||||
}
|
||||
|
||||
InitBackground(0.1f, &m->background, &m->textures[MENU_CLOUD_BACKGROUND], &m->assets.textureAssets[MENU_CLOUD_BACKGROUND]);
|
||||
InitBackground(0.2f, &m->midground, &m->textures[MENU_CLOUD_MIDGROUND], &m->assets.textureAssets[MENU_CLOUD_MIDGROUND]);
|
||||
InitBackground(0.3f, &m->foreground, &m->textures[MENU_CLOUD_FOREGROUND], &m->assets.textureAssets[MENU_CLOUD_FOREGROUND]);
|
||||
|
||||
m->mouse = CreateMouse(0.10f, 5.0f, 10.0f, &m->textures[MENU_CURSOR_TEX]);
|
||||
|
||||
m->menuScale = 4;
|
||||
int screenWidth = GetScreenWidth();
|
||||
int screenHeight = GetScreenHeight();
|
||||
Vector2 screenCenter = {screenWidth / 2, screenHeight / 2};
|
||||
|
||||
int boardWidth = screenWidth / m->menuScale * 2.5f;
|
||||
float boardScaleFactor = (float)boardWidth / m->assets.textureAssets[MENU_BOARD_TEX].frameWidth;
|
||||
int boardHeight = (int)(m->assets.textureAssets[MENU_BOARD_TEX].frameHeight * boardScaleFactor);
|
||||
|
||||
Vector2 boardSource = {128.0f, 0.0f};
|
||||
Rectangle boardDestRec = {
|
||||
.x = screenCenter.x - (boardWidth / 2),
|
||||
.y = screenCenter.y - (boardHeight / 2),
|
||||
.width = boardWidth,
|
||||
.height = boardHeight};
|
||||
|
||||
m->board = CreateImageElement(&m->textures[MENU_BOARD_TEX], &m->assets.textureAssets[MENU_BOARD_TEX], &boardSource, &boardDestRec);
|
||||
|
||||
int buttonWidth = screenWidth / m->menuScale;
|
||||
float buttonScaleFactor = (float)buttonWidth / m->assets.textureAssets[MENU_BIG_BUTTONS_TEX].frameWidth;
|
||||
int buttonHeight = (int)(m->assets.textureAssets[MENU_BIG_BUTTONS_TEX].frameHeight * buttonScaleFactor);
|
||||
int buttonSpacing = buttonHeight;
|
||||
|
||||
Vector2 playButtonNotPressed = {0.0f, 96.0f};
|
||||
Vector2 quitButtonNotPressed = {0.0f, 0.0f};
|
||||
Vector2 playButtonHover = {96.0f, 96.0f};
|
||||
Vector2 quitButtonHover = {96.0f, 0.0f};
|
||||
Vector2 playButtonPressed = {192.0f, 96.0f};
|
||||
Vector2 quitButtonPressed = {192.0f, 0.0f};
|
||||
|
||||
Rectangle playButtonDestRec = {
|
||||
.x = screenCenter.x - (buttonWidth / 2),
|
||||
.y = screenCenter.y - (buttonHeight / 2),
|
||||
.width = buttonWidth,
|
||||
.height = buttonHeight};
|
||||
|
||||
Rectangle quitButtonDestRec = {
|
||||
.x = screenCenter.x - (buttonWidth / 2),
|
||||
.y = screenCenter.y - (buttonHeight / 2) + buttonSpacing,
|
||||
.width = buttonWidth,
|
||||
.height = buttonHeight};
|
||||
|
||||
m->playButton = CreateImageButton(NOT_CLICKED, &m->textures[MENU_BIG_BUTTONS_TEX], &m->assets.textureAssets[MENU_BIG_BUTTONS_TEX], &playButtonNotPressed, &playButtonPressed, &playButtonHover, &playButtonDestRec);
|
||||
m->quitButton = CreateImageButton(NOT_CLICKED, &m->textures[MENU_BIG_BUTTONS_TEX], &m->assets.textureAssets[MENU_BIG_BUTTONS_TEX], &quitButtonNotPressed, &quitButtonPressed, &quitButtonHover, &quitButtonDestRec);
|
||||
}
|
||||
|
||||
void UpdateMenu(MenuState *m, State *state)
|
||||
{
|
||||
|
||||
for (int i = 0; i < MENU_SOUNDTRACK_COUNT; i++)
|
||||
{
|
||||
UpdateSoundtrack(&m->soundtracks[i]);
|
||||
}
|
||||
|
||||
UpdateBackground(&m->background);
|
||||
UpdateBackground(&m->midground);
|
||||
UpdateBackground(&m->foreground);
|
||||
|
||||
UpdateMouseScreen(&m->mouse);
|
||||
|
||||
if (isImageButtonClicked(&m->playButton, m->sounds[HOVER_SOUND], m->sounds[CLICK_SOUND]))
|
||||
{
|
||||
state->gameStarted = true;
|
||||
state->currentScreen = GAMEPLAY;
|
||||
}
|
||||
|
||||
if (isImageButtonClicked(&m->quitButton, m->sounds[HOVER_SOUND], m->sounds[CLICK_SOUND]) || (WindowShouldClose() && !IsKeyPressed(KEY_ESCAPE)))
|
||||
{
|
||||
state->running = false;
|
||||
}
|
||||
}
|
||||
|
||||
void RenderMenu(MenuState *m, State *appState, Font *font, const char *title)
|
||||
{
|
||||
BeginDrawing();
|
||||
ClearBackground(WHITE);
|
||||
RenderBackground(&m->background);
|
||||
RenderBackground(&m->midground);
|
||||
RenderBackground(&m->foreground);
|
||||
renderImageElement(&m->board);
|
||||
renderImageButton(&m->playButton);
|
||||
renderImageButton(&m->quitButton);
|
||||
int textWidth = MeasureText(title, font->baseSize);
|
||||
DrawTextEx(*font, title, (Vector2){GetScreenWidth() / 2 - textWidth / 2, textWidth / 4}, (float)font->baseSize, 2, WHITE);
|
||||
DrawTexturePro(
|
||||
m->mouse.cursorTexture,
|
||||
(Rectangle){0, 0, m->mouse.cursorTexture.width, m->mouse.cursorTexture.height},
|
||||
(Rectangle){m->mouse.screenPosition.x, m->mouse.screenPosition.y, m->mouse.cursorTexture.width, m->mouse.cursorTexture.height},
|
||||
(Vector2){0.0f, 0.0f},
|
||||
0.0f,
|
||||
WHITE);
|
||||
|
||||
if (appState->flagFPS)
|
||||
{
|
||||
DrawFPS(10, 10);
|
||||
}
|
||||
|
||||
EndDrawing();
|
||||
}
|
||||
|
||||
void CleanupMenu(MenuState *m)
|
||||
{
|
||||
for (int i = 0; i < MENU_SOUND_COUNT; i++)
|
||||
{
|
||||
UnloadSound(m->sounds[i]);
|
||||
}
|
||||
for (int i = 0; i < MENU_TEX_COUNT; i++)
|
||||
{
|
||||
if (m->textures[i].id > 0)
|
||||
{
|
||||
UnloadTexture(m->textures[i]);
|
||||
}
|
||||
}
|
||||
for (int i = 0; i < MENU_SOUNDTRACK_COUNT; i++)
|
||||
{
|
||||
UnloadMusicStream(m->soundtracks[i].music);
|
||||
}
|
||||
}
|
||||
|
||||
#endif // MENU_H
|
||||
@@ -0,0 +1,44 @@
|
||||
#ifndef MENUASSETS_H
|
||||
#define MENUASSETS_H
|
||||
#include <asset.h>
|
||||
|
||||
typedef enum
|
||||
{
|
||||
MENU_CURSOR_TEX,
|
||||
MENU_BIG_BUTTONS_TEX,
|
||||
MENU_BOARD_TEX,
|
||||
MENU_CLOUD_BACKGROUND,
|
||||
MENU_CLOUD_MIDGROUND,
|
||||
MENU_CLOUD_FOREGROUND,
|
||||
MENU_TEX_COUNT
|
||||
} MenuTextureID;
|
||||
|
||||
const TextureAsset menuTextureAssets[MENU_TEX_COUNT] = {
|
||||
{"assets/SproutLandsUI/Spritesheets/Mouse sprites/TriangleMouseicon1.png", 16.0f, 16.0f, 0.0f},
|
||||
{"assets/SproutLandsUI/Spritesheets/UIBigPlayButtonHover.png", 96.0f, 32.0f, 0.0f},
|
||||
{"assets/SproutLandsUI/Spritesheets/Settingmenu.png", 128.0f, 144.0f, 0.0f},
|
||||
{"assets/Clouds/Clouds1/1.png", 576.0f, 324.0f, 0.0f},
|
||||
{"assets/Clouds/Clouds1/2.png", 576.0f, 324.0f, 0.0f},
|
||||
{"assets/Clouds/Clouds1/4.png", 576.0f, 324.0f, 0.0f}};
|
||||
|
||||
typedef enum
|
||||
{
|
||||
MENU_MUSIC,
|
||||
MENU_SOUNDTRACK_COUNT
|
||||
} MenuSoundtrackID;
|
||||
|
||||
const SoundtrackAsset menuSoundtrackAssets[MENU_SOUNDTRACK_COUNT] = {
|
||||
{"assets/merrygoround.wav"}};
|
||||
|
||||
typedef enum
|
||||
{
|
||||
HOVER_SOUND,
|
||||
CLICK_SOUND,
|
||||
MENU_SOUND_COUNT
|
||||
} MenuSoundID;
|
||||
|
||||
const SoundAsset menuSoundAssets[MENU_SOUND_COUNT] = {
|
||||
{"assets/audio/WAV/Minimalist1.wav"},
|
||||
{"assets/audio/WAV/Abstract1.wav"}};
|
||||
|
||||
#endif // MENUASSETS_H
|
||||
@@ -0,0 +1,146 @@
|
||||
#ifndef PLAYER_H
|
||||
#define PLAYER_H
|
||||
|
||||
#include <sprite.h>
|
||||
#include <animation.h>
|
||||
#include <physics.h>
|
||||
#include <input.h>
|
||||
|
||||
#include "inventar.h"
|
||||
|
||||
typedef enum
|
||||
{
|
||||
IDLE,
|
||||
WALKING,
|
||||
USING_TOOL
|
||||
} PlayerState;
|
||||
|
||||
typedef enum
|
||||
{
|
||||
NO_TOOL,
|
||||
HOE,
|
||||
AXT,
|
||||
CAN
|
||||
} SelectedTool;
|
||||
|
||||
typedef enum
|
||||
{
|
||||
IDLE_DOWN,
|
||||
IDLE_UP,
|
||||
IDLE_LEFT,
|
||||
IDLE_RIGHT,
|
||||
WALKING_DOWN,
|
||||
WALKING_UP,
|
||||
WALKING_LEFT,
|
||||
WALKING_RIGHT,
|
||||
HOE_DOWN,
|
||||
HOE_UP,
|
||||
HOE_RIGHT,
|
||||
HOE_LEFT,
|
||||
AXT_DOWN,
|
||||
AXT_UP,
|
||||
AXT_RIGHT,
|
||||
AXT_LEFT,
|
||||
CAN_DOWN,
|
||||
CAN_UP,
|
||||
CAN_RIGHT,
|
||||
CAN_LEFT,
|
||||
} PlayerAnimationState;
|
||||
|
||||
typedef struct
|
||||
{
|
||||
SelectedTool selectedTool;
|
||||
Sprite sprite;
|
||||
Animation animation;
|
||||
Physics physics;
|
||||
Inventar inventar;
|
||||
} Player;
|
||||
|
||||
Player CreatePlayer(PlayerAnimationState animState, SelectedTool selectedTool, Texture2D texture, float frameWidth, int maxFrame, int framesSpeed, Vector2 startPosition, float rotation, float speed)
|
||||
{
|
||||
return (Player){
|
||||
.selectedTool = selectedTool,
|
||||
.sprite = {
|
||||
.texture = texture,
|
||||
.frameSize = {frameWidth, frameWidth},
|
||||
.sourceRec = {0.0f, 0.0f, frameWidth, frameWidth},
|
||||
.destRec = {0.0f, 0.0f, frameWidth, frameWidth},
|
||||
.origin = {frameWidth / 2, frameWidth / 2},
|
||||
.rotation = rotation,
|
||||
.color = WHITE},
|
||||
.animation = {.state = animState, .currentFrame = 0, .maxFrame = maxFrame, .framesCounter = 0, .framesSpeed = framesSpeed, .animTimer = 0.0f},
|
||||
.physics = {.position = startPosition, .direction = (Vector2){0.0f, 0.0f}, .speed = speed},
|
||||
.inventar = {.seedCount = 6}};
|
||||
}
|
||||
|
||||
void UpdatePlayerAnimationState(int *state, SelectedTool *selectedTool, Vector2 *dir)
|
||||
{
|
||||
|
||||
if (IsKeyPressed(KEY_ZERO))
|
||||
{
|
||||
*selectedTool = NO_TOOL;
|
||||
}
|
||||
|
||||
if (IsKeyPressed(KEY_ONE))
|
||||
{
|
||||
*selectedTool = HOE;
|
||||
}
|
||||
|
||||
if (IsKeyPressed(KEY_TWO))
|
||||
{
|
||||
*selectedTool = AXT;
|
||||
}
|
||||
|
||||
if (IsKeyPressed(KEY_THREE))
|
||||
{
|
||||
*selectedTool = CAN;
|
||||
}
|
||||
|
||||
if (dir->x == 0 && dir->y == 0)
|
||||
{
|
||||
switch (*state)
|
||||
{
|
||||
case WALKING_DOWN:
|
||||
*state = IDLE_DOWN;
|
||||
break;
|
||||
case WALKING_UP:
|
||||
*state = IDLE_UP;
|
||||
break;
|
||||
case WALKING_LEFT:
|
||||
*state = IDLE_LEFT;
|
||||
break;
|
||||
case WALKING_RIGHT:
|
||||
*state = IDLE_RIGHT;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (dir->y == 1)
|
||||
*state = WALKING_DOWN;
|
||||
else if (dir->y == -1)
|
||||
*state = WALKING_UP;
|
||||
else if (dir->x == -1)
|
||||
*state = WALKING_LEFT;
|
||||
else if (dir->x == 1)
|
||||
*state = WALKING_RIGHT;
|
||||
}
|
||||
}
|
||||
|
||||
void UpdatePlayer(Player *player)
|
||||
{
|
||||
if (IsKeyPressed(KEY_SPACE) && player->inventar.seedCount > 0)
|
||||
{
|
||||
player->inventar.seedCount--;
|
||||
}
|
||||
Vector2 dir = GetDirectionVector();
|
||||
UpdatePlayerAnimationState(&player->animation.state, &player->selectedTool, &dir);
|
||||
UpdatePhysics(&player->physics, dir);
|
||||
UpdateSpriteDestRec(&player->sprite, &player->physics.position);
|
||||
UpdateAnimation(&player->animation, GetFrameTime());
|
||||
UpdateSpriteSourceRec(&player->sprite, &(Vector2){player->sprite.frameSize.x * player->animation.currentFrame, player->sprite.frameSize.y * player->animation.state});
|
||||
}
|
||||
|
||||
#endif // PLAYER_H
|
||||
-5932
File diff suppressed because it is too large
Load Diff
-2966
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,10 @@
|
||||
#ifndef SCREEN_H
|
||||
#define SCREEN_H
|
||||
|
||||
typedef enum Screen {
|
||||
LOGO = 0,
|
||||
MENU = 1,
|
||||
GAMEPLAY = 2
|
||||
} Screen;
|
||||
|
||||
#endif // SCREEN_H
|
||||
Reference in New Issue
Block a user