feat: add random spawning outside view and direction

This commit is contained in:
huaqo-games
2025-11-06 11:33:00 +01:00
parent ba2c992728
commit a6eda53b97
+57 -8
View File
@@ -1,5 +1,47 @@
#include "appTypes.h" #include "appTypes.h"
Vector2 GetPositionInsideRectangle(Rectangle rec)
{
int randX = GetRandomValue(rec.x, rec.width);
int randY = GetRandomValue(rec.y, rec.height);
Vector2 randVector = {randX, randY};
return randVector;
}
Vector2 GetPositionOutsideRectangle(Rectangle rec, int min, int max)
{
int side = GetRandomValue(0, 3);
Vector2 pos = {0};
switch (side)
{
case 0: // left
pos.x = rec.x - GetRandomValue(min, max);
pos.y = GetRandomValue((int)rec.y, (int)(rec.y + rec.height));
break;
case 1: // right
pos.x = rec.x + rec.width + GetRandomValue(min, max);
pos.y = GetRandomValue((int)rec.y, (int)(rec.y + rec.height));
break;
case 2: // top
pos.x = GetRandomValue((int)rec.x, (int)(rec.x + rec.width));
pos.y = rec.y - GetRandomValue(min, max);
break;
case 3: // bottom
pos.x = GetRandomValue((int)rec.x, (int)(rec.x + rec.width));
pos.y = rec.y + rec.height + GetRandomValue(min, max);
break;
}
return pos;
}
const TextureAsset birdsTextureAssets[BIRDS_TEX_COUNT] = { const TextureAsset birdsTextureAssets[BIRDS_TEX_COUNT] = {
{"assets/birds.png", 16.0f, 16.0f, 45.0f} {"assets/birds.png", 16.0f, 16.0f, 45.0f}
}; };
@@ -29,10 +71,13 @@ Birds CreateBirds(void){
.animTimer = 0.0f .animTimer = 0.0f
}; };
Rectangle cameraRec = GetCameraRectangle();
printf("cameraRec: %f, %f, %f, %f", cameraRec.x, cameraRec.y, cameraRec.width, cameraRec.height);
Physics birdsPhysics = { Physics birdsPhysics = {
.position = (Vector2){-100.0f, 0.0f}, .position = GetPositionOutsideRectangle(cameraRec, 1, 100),
.direction = (Vector2){0.0f, 0.0f}, .direction = (Vector2){0.0f, 0.0f},
.speed = 10.0f .speed = 5.0f
}; };
return (Birds){ return (Birds){
@@ -42,13 +87,17 @@ Birds CreateBirds(void){
}; };
} }
void UpdateBirds(Birds *birds){ void UpdateBirds(Birds *birds){
Camera2D *camera = GetCamera();
UpdatePhysics(&birds->physics, (Vector2){1.0f,0.0f}); Vector2 dir = {camera->target.x - birds->physics.position.x, camera->target.y - birds->physics.position.y};
UpdateSpriteDestRec(&birds->sprite, &birds->physics.position); UpdatePhysics(&birds->physics, dir);
UpdateAnimation(&birds->animation, GetFrameTime()); printf("birdsPos: %f, %f", birds->physics.position.x, birds->physics.position.y);
UpdateSpriteSourceRec(&birds->sprite, &(Vector2){birds->sprite.frameSize.x * birds->animation.currentFrame, birds->sprite.frameSize.y}); printf("cameraTarget: %f, %f",camera->target.x, camera->target.y );
UpdateSpriteDestRec(&birds->sprite, &birds->physics.position);
float rotation = Vector2ToRotation(dir);
UpdateSpriteRotation(&birds->sprite, rotation + 45.0f);
UpdateAnimation(&birds->animation, GetFrameTime());
UpdateSpriteSourceRec(&birds->sprite, &(Vector2){birds->sprite.frameSize.x * birds->animation.currentFrame, birds->sprite.frameSize.y});
} }
void RenderBirds(Birds *birds){ void RenderBirds(Birds *birds){