big refactor: i see i need header files
This commit is contained in:
@@ -29,11 +29,11 @@ EXTERNAL_FLAGS = \
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$(EXTERNAL_RAYGUI)
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ifeq ($(OS), Windows_NT)
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SRC = src\main.c
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SRC = $(wildcard src\*.c)
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TARGET = bin\win\game.exe
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RAYLIB_FLAGS = -I%RAYLIB% -L%RAYLIB% -lraylib -lopengl32 -lgdi32 -lwinmm
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else
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SRC = src/main.c
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SRC = $(wildcard src/*.c)
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TARGET = bin/osx/game
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RAYLIB_FLAGS = $(shell pkg-config --libs --cflags raylib)
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endif
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@@ -47,4 +47,4 @@ clean:
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rm -f $(TARGET)
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run: clean build
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./$(TARGET)
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./$(TARGET)
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Vendored
-30
@@ -1,30 +0,0 @@
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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
-21
@@ -1,21 +0,0 @@
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#ifndef ENGINE_H
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#define ENGINE_H
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#include "animation.h"
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//#include "array.h"
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#include "asset.h"
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#include "camera.h"
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#include "config.h"
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#include "gamegui.h"
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#include "gui.h"
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#include "input.h"
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#include "object.h"
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#include "physics.h"
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#include "postfx.h"
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#include "soundtrack.h"
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#include "sprite.h"
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#include "vector.h"
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#include "window.h"
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#include "font.h"
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#endif //ENGINE_H
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Vendored
-10
@@ -1,10 +0,0 @@
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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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} Window;
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#endif // DISPLAY_H
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@@ -1,7 +0,0 @@
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#ifndef APPCOLORS_H
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#define APPCOLORS_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 // APPCOLORS_H
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@@ -1,25 +0,0 @@
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#ifndef APPGAMEASSETS_H
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#define APPGAMEASSETS_H
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typedef enum
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{
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POST_FX,
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SHADER_COUNT
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} ShaderID;
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const ShaderAsset shaderAssets[SHADER_COUNT] = {
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{"shaders/postfx.fs"}};
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typedef enum
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{
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BEE_AMBIENT,
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SOUNDTRACK_COUNT
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} SoundtrackID;
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const SoundtrackAsset soundtrackAssets[SOUNDTRACK_COUNT] = {
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{"assets/sea.mp3"}};
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#endif // APPGAMEASSETS_H
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@@ -1,43 +0,0 @@
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#ifndef APPMENUASSETS_H
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#define APPMENUASSETS_H
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typedef enum
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{
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MENU_CURSOR_TEX,
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MENU_BIG_BUTTONS_TEX,
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MENU_BOARD_TEX,
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MENU_CLOUD_BACKGROUND,
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MENU_CLOUD_MIDGROUND,
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MENU_CLOUD_FOREGROUND,
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MENU_TEX_COUNT
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} MenuTextureID;
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const TextureAsset menuTextureAssets[MENU_TEX_COUNT] = {
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{"assets/mouse.png", 16.0f, 16.0f, 0.0f},
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{"assets/buttons.png", 288.0f/3, 96.0f/3, 0.0f},
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{"assets/menu_board.png", 128.0f, 144.0f, 0.0f},
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{"assets/cloud_background.png", 576.0f, 324.0f, 0.0f},
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{"assets/cloud_midground.png", 576.0f, 324.0f, 0.0f},
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{"assets/cloud_foreground.png", 576.0f, 324.0f, 0.0f}};
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typedef enum
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{
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MENU_MUSIC,
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MENU_SOUNDTRACK_COUNT
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} MenuSoundtrackID;
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const SoundtrackAsset menuSoundtrackAssets[MENU_SOUNDTRACK_COUNT] = {
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{"assets/merrygoround.wav"}};
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typedef enum
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{
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HOVER_SOUND,
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CLICK_SOUND,
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MENU_SOUND_COUNT
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} MenuSoundID;
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const SoundAsset menuSoundAssets[MENU_SOUND_COUNT] = {
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{"assets/button_hover.wav"},
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{"assets/button_click.wav"}};
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#endif // APPMENUASSETS_H
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@@ -1,10 +0,0 @@
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#ifndef APPMENUVIEW_H
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#define APPMENUVIEW_H
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typedef enum MenuView {
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MAIN = 0,
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SETTINGS = 1
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} MenuView;
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#endif // MENUVIEW_H
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@@ -1,9 +0,0 @@
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#ifndef APPSETTINGS_H
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#define APPSETTINGS_H
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typedef struct {
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bool showFPS;
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bool soundtrackOn;
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} Flags;
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#endif // APPSETTINGS_H
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@@ -1,16 +0,0 @@
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#ifndef APPSTATE_H
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#define APPSTATE_H
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typedef enum View {
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LOGO = 0,
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MENU = 1,
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GAMEPLAY = 2
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} View;
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typedef struct {
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View currentView;
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bool running;
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bool gameStarted;
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} State;
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#endif // APPSTATE_H
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@@ -0,0 +1,257 @@
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#ifndef APPTYPES_H
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#define APPTYPES_H
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//INCLUDES//
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#include <raylib.h>
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#include <engine.h>
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//DEFINES//
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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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//ENUMS//
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typedef enum
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{
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MENU_CURSOR_TEX,
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MENU_BIG_BUTTONS_TEX,
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MENU_BOARD_TEX,
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MENU_CLOUD_BACKGROUND,
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MENU_CLOUD_MIDGROUND,
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MENU_CLOUD_FOREGROUND,
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MENU_TEX_COUNT
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} MenuTextureID;
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typedef enum
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{
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MENU_MUSIC,
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MENU_SOUNDTRACK_COUNT
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} MenuSoundtrackID;
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typedef enum
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{
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HOVER_SOUND,
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CLICK_SOUND,
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MENU_SOUND_COUNT
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} MenuSoundID;
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typedef enum MenuView {
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MAIN = 0,
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SETTINGS = 1
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} MenuView;
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typedef enum
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{
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START_SHIP,
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PLAYER_TEX_COUNT
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} playerTextureID;
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typedef enum {
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ANCHOR,
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SLOW_AHEAD,
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FAST_AHEAD,
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SPEED_COUNT
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} playerSpeedID;
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typedef enum
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{
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FLYING,
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BIRDS_TEX_COUNT
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} birdsTextureID;
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typedef enum
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{
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ISLAND,
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ISLANDS_TEX_COUNT
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} islandsTextureID;
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typedef enum
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{
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POST_FX,
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SHADER_COUNT
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} ShaderID;
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typedef enum
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{
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BEE_AMBIENT,
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SOUNDTRACK_COUNT
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} SoundtrackID;
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typedef enum View {
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LOGO = 0,
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MENU = 1,
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GAMEPLAY = 2
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} View;
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//STRUCTS//
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typedef struct {
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int frameCounter;
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int positionX;
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int positionY;
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int lettersCount;
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int topSideRecWidth;
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int leftSideRecHeight;
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int bottomSideRecWidth;
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int rightSideRecHeight;
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int state;
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float alpha;
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} LogoState;
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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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typedef struct {
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Assets assets;
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Mouse mouse;
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Texture2D textures[MENU_TEX_COUNT];
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Sound sounds[MENU_SOUND_COUNT];
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Soundtrack soundtracks[MENU_SOUNDTRACK_COUNT];
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ImageElement board;
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ImageButton playButton;
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ImageButton quitButton;
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ImageButton settingsButton;
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int menuScale;
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Background background;
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Background midground;
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Background foreground;
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} MenuMain;
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typedef struct
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{
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Button showFPS;
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Button soundtrackOn;
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} MenuSettings;
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typedef struct
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{
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MenuView menuView;
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MenuMain menuMain;
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MenuSettings menuSettings;
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} MenuState;
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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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Shader shader;
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float time;
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} Floor;
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typedef struct
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{
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Sprite sprite;
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Animation animation;
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Physics physics;
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float rotation;
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} Player;
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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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} Birds;
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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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} Islands;
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typedef struct
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{
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Assets assets;
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PostProcessing postFX[SHADER_COUNT];
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Soundtrack soundtracks[SOUNDTRACK_COUNT];
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RenderTexture2D target;
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Floor floor;
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Player player;
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Birds birds;
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Islands islands;
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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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typedef struct {
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View currentView;
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bool running;
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bool gameStarted;
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} State;
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typedef struct {
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bool showFPS;
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bool soundtrackOn;
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} Flags;
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typedef struct {
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Config config;
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State state;
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Flags flags;
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Window window;
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Font font;
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LogoState logo;
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MenuState menu;
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GameState game;
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} App;
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//FUNCTIONS//
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void InitLogo(LogoState *l);
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void UpdateLogo(LogoState *l, View *currentView, bool *running);
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void RenderLogo(const LogoState *l, Flags *flags);
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void InitBackground(float scrollSpeed, Background *bg, Texture2D *texture, const TextureAsset *backgroundAsset);
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void UpdateBackground(Background *bg);
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void RenderBackground(Background *bg);
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void InitMenuMain(MenuMain *m);
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void UpdateMenuMain(MenuMain *m, State *state, Flags *flags, MenuView *menuView);
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void RenderMenuMain(MenuMain *m, Font *font, const char *title, Flags *flags);
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void CleanupMenuMain(MenuMain *m);
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void InitMenuSettings(MenuSettings *s);
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void UpdateMenuSettings(MenuSettings *s, MenuView *menuView, Flags *flags);
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void RenderMenuSettings(MenuSettings *s, Flags *flags);
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void CleanupMenuSettings(MenuSettings *s);
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void InitMenu(MenuState *m);
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void UpdateMenu(MenuState *m, State *state, Flags *flags);
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void RenderMenu(MenuState *m, Font *font, const char *title, Flags *flags);
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void CleanupMenu(MenuState *m);
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Floor CreateFloor(void);
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void UpdateFloor(Floor *floor, const Camera2D *camera);
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void RenderFloor(Floor *floor);
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void UnloadFloor(Floor *floor);
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playerSpeedID GetPlayerSpeedID(float speed);
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Player CreatePlayer(void);
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void UpdatePlayer(Player *player);
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void RenderPlayer(Player *player);
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Birds CreateBirds(void);
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void UpdateBirds(Birds *birds);
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void RenderBirds(Birds *birds);
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Islands CreateIslands(void);
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void UpdateIslands(Islands *islands);
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void RenderIslands(Islands *islands);
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void InitGame(App *app);
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void UpdateGame(App *app);
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void RenderComponents(App *app);
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void RenderGame(App *app);
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void CleanupGame(App *app);
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void ConfigApp(App *app);
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void InitApp(App *app);
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void UpdateApp(App *app);
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void CleanupApp(App *app);
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#endif //APPTYPES_H
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@@ -0,0 +1,232 @@
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#ifndef ENGINE_H
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#define ENGINE_H
|
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|
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#include <raylib.h>
|
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#include <raymath.h>
|
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#include <raygui.h>
|
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#include <rini.h>
|
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#include <stdio.h>
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#include <stdbool.h>
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#include <stdlib.h>
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#include <math.h>
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|
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typedef struct
|
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{
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Texture2D texture;
|
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Rectangle sourceRec;
|
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Rectangle destRec;
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Vector2 frameSize;
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Vector2 origin;
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float rotation;
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Color color;
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} Sprite;
|
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|
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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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|
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typedef struct {
|
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void** elements;
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unsigned int count;
|
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unsigned int capacity;
|
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} Array;
|
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|
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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;
|
||||
float rotation;
|
||||
} TextureAsset;
|
||||
|
||||
typedef struct {
|
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const char* path;
|
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} ShaderAsset;
|
||||
|
||||
typedef struct {
|
||||
const char* path;
|
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} SoundtrackAsset;
|
||||
|
||||
typedef struct {
|
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const char* path;
|
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} SoundAsset;
|
||||
|
||||
typedef struct {
|
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const TextureAsset *textureAssets;
|
||||
const ShaderAsset *shaderAssets;
|
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const SoundtrackAsset *soundtrackAssets;
|
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const SoundAsset *soundAssets;
|
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} Assets;
|
||||
|
||||
typedef struct {
|
||||
char *path;
|
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rini_config rini;
|
||||
} Config;
|
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|
||||
typedef enum {
|
||||
NOT_CLICKED,
|
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HOVER,
|
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CLICKED
|
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} ButtonState;
|
||||
|
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typedef struct
|
||||
{
|
||||
Sprite sprite;
|
||||
Vector2 notClicked;
|
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Vector2 hover;
|
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Vector2 clicked;
|
||||
bool isHovered;
|
||||
bool isClicked;
|
||||
} ImageButton;
|
||||
|
||||
typedef struct
|
||||
{
|
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Sprite sprite;
|
||||
} ImageElement;
|
||||
|
||||
typedef struct
|
||||
{
|
||||
Rectangle rec;
|
||||
char *text;
|
||||
} Button;
|
||||
|
||||
typedef struct {
|
||||
Vector2 screenPosition;
|
||||
Vector2 worldPosition;
|
||||
float zoomSpeed;
|
||||
float minZoom;
|
||||
float maxZoom;
|
||||
float scaleFactor;
|
||||
float wheelMove;
|
||||
bool leftButton;
|
||||
bool rightButton;
|
||||
Texture2D cursorTexture;
|
||||
} Mouse;
|
||||
|
||||
typedef struct {
|
||||
Sprite sprite;
|
||||
Vector2 position;
|
||||
} Object;
|
||||
|
||||
typedef struct {
|
||||
Object *data;
|
||||
const Object *prototype;
|
||||
size_t count;
|
||||
} ObjectArray;
|
||||
|
||||
typedef struct
|
||||
{
|
||||
Vector2 position;
|
||||
Vector2 direction;
|
||||
Vector2 velocity;
|
||||
float speed;
|
||||
} Physics;
|
||||
|
||||
typedef struct {
|
||||
Shader shader;
|
||||
int resolutionLoc;
|
||||
int strengthLoc;
|
||||
float strength;
|
||||
} PostProcessing;
|
||||
|
||||
typedef struct {
|
||||
Music music;
|
||||
bool playing;
|
||||
bool paused;
|
||||
} Soundtrack;
|
||||
|
||||
typedef struct {
|
||||
Vector2 *data;
|
||||
size_t count;
|
||||
} Vector2Array;
|
||||
|
||||
typedef struct {
|
||||
int width;
|
||||
int height;
|
||||
const char* title;
|
||||
} Window;
|
||||
|
||||
void UpdateAnimation(Animation *animation, float deltaTime);
|
||||
|
||||
Array* CreateArray(unsigned int initCapacity);
|
||||
int AddElementToArray(Array* array, void* element);
|
||||
int RemoveElementFromArray(Array* array, unsigned int index);
|
||||
void* GetRandomElementFromArray(Array* array);
|
||||
void UpdateArray(Array* array, void (*updateFunc)(void*));
|
||||
void RenderArray(Array* array, void (*renderFunc)(void*));
|
||||
void FreeArray(Array** array);
|
||||
|
||||
Camera2D CreateCamera(Vector2 playerPosition, float initZoom);
|
||||
void UpdateCameraTarget(Camera2D *camera, Vector2 *position, const float smoothness);
|
||||
void UpdateCameraZoom(Camera2D *camera, const float *scaleFactor, const float *minZoom, const float *maxZoom);
|
||||
void UpdateCamera2D(Camera2D* camera, Vector2* position, Mouse* mouse);
|
||||
|
||||
void InitConfig(Config *config, const char* path);
|
||||
int GetConfigInt(Config *config, const char *key);
|
||||
int GetConfigIntOrDefault(Config *config, const char *key, int default_value);
|
||||
const char* GetConfigString(Config *config, const char *key);
|
||||
const char* GetConfigStringOrDefault(Config *config, const char *key, const char *default_value);
|
||||
const char* GetConfigDescription(Config *config, const char *key);
|
||||
int SetConfigInt(Config *config, const char *key, int value, const char *desc);
|
||||
int SetConfigString(Config *config, const char *key, const char *text, const char *desc);
|
||||
int SetConfigDescription(Config *config, const char *key, const char *desc);
|
||||
int AddCommentLine(Config *config, const char *comment);
|
||||
void SaveConfig(Config *config);
|
||||
void CleanUpConfig(Config *config);
|
||||
|
||||
void InitFont(Font *font, const char* path);
|
||||
void CleanupFont(Font *font);
|
||||
|
||||
ImageButton CreateImageButton(ButtonState state, Texture2D *texture, const TextureAsset *asset, Vector2 *source, Vector2 *clicked, Vector2 *hover, Rectangle *destRec);
|
||||
ImageElement CreateImageElement(Texture2D *texture, const TextureAsset *asset, Vector2 *source, Rectangle *destRec);
|
||||
int isImageButtonClicked(ImageButton *b, Sound soundHover, Sound soundClick);
|
||||
void renderImageButton(ImageButton *b);
|
||||
void renderImageElement(ImageElement *e);
|
||||
|
||||
Button initButton(char *text, Vector2 dimensions, Vector2 position);
|
||||
int isButtonClicked(Button *b);
|
||||
void renderButton(Button *b);
|
||||
|
||||
Mouse CreateMouse(float zoomSpeed, float minZoom, float maxZoom, Texture2D *texture);
|
||||
void UpdateMouseScreen(Mouse *mouse);
|
||||
void UpdateMouse(Mouse *mouse, Camera2D *camera);
|
||||
Vector2 GetDirectionVector(void);
|
||||
|
||||
ObjectArray CreateObjectArray(const Object *prototype, const size_t count);
|
||||
Object* GetRandomObject(ObjectArray *objects);
|
||||
void AddObjectToArray(ObjectArray *objects, const Object *prototype, Vector2 position);
|
||||
void SetPositionForObjectArray(ObjectArray *objects, const Vector2Array *positions);
|
||||
void SetRandomPositionForObjectArray(ObjectArray *objects, const Rectangle bounds);
|
||||
void SwapAndPopObjectsArrayOnRecCollision(ObjectArray *objects, const Rectangle rec);
|
||||
void SwapAndPopObjectsArrayOnPointCollision(ObjectArray *objects, const Vector2 point);
|
||||
void RenderObjectArray(const ObjectArray *objects);
|
||||
|
||||
void UpdatePhysicsDirection(Vector2 *direction, Vector2 vector);
|
||||
void UpdatePhysicsVelocity(Vector2 *velocity, Vector2 *direction, float *speed);
|
||||
void UpdatePhysicsPosition(Vector2 *position, Vector2 *velocity);
|
||||
void UpdatePhysicsSpeed(float *speed, float *newSpeed);
|
||||
void UpdatePhysics(Physics *physics, Vector2 direction);
|
||||
|
||||
PostProcessing CreatePostFX(const char* shaderPath);
|
||||
void UpdatePostFX(PostProcessing *postFX);
|
||||
void RenderPostFX(PostProcessing *postFX, RenderTexture2D *target);
|
||||
void UnloadPostFX(PostProcessing *postFX);
|
||||
|
||||
Soundtrack LoadSoundtrack(const char* musicPath);
|
||||
void UpdateSoundtrack(Soundtrack *soundtrack, bool playing);
|
||||
|
||||
void UpdateSpriteSourceRec(Sprite *sprite, const Vector2 *vector);
|
||||
void UpdateSpriteDestRec(Sprite *sprite, const Vector2 *vector);
|
||||
void UpdateSpriteRotation(Sprite *sprite, Vector2 *vector);
|
||||
void RenderSprite(const Sprite *sprite);
|
||||
void PrintSprite(const Sprite *sprite);
|
||||
|
||||
bool IsVectorZero(Vector2 v);
|
||||
Vector2 GetRandomVector(const Rectangle bounds);
|
||||
|
||||
#endif //ENGINE_H
|
||||
|
||||
@@ -1,26 +1,6 @@
|
||||
#ifndef APP_H
|
||||
#define APP_H
|
||||
|
||||
#include <engine.h>
|
||||
|
||||
#include "appState.h"
|
||||
#include "appSettings.h"
|
||||
#include "appColors.h"
|
||||
|
||||
#include "appLogo.h"
|
||||
#include "appMenu.h"
|
||||
#include "appGame.h"
|
||||
|
||||
typedef struct {
|
||||
Config config;
|
||||
State state;
|
||||
Flags flags;
|
||||
Window window;
|
||||
Font font;
|
||||
LogoState logo;
|
||||
MenuState menu;
|
||||
GameState game;
|
||||
} App;
|
||||
#include "appTypes.h"
|
||||
|
||||
void ConfigApp(App* app){
|
||||
InitConfig(&app->config, "config/config.ini");
|
||||
@@ -36,7 +16,7 @@ void InitApp(App *app){
|
||||
InitFont(&app->font, "assets/font.fnt");
|
||||
InitLogo(&app->logo);
|
||||
InitMenu(&app->menu);
|
||||
InitGame(&app->game,&app->window);
|
||||
InitGame(app);
|
||||
}
|
||||
|
||||
void UpdateApp(App *app){
|
||||
@@ -60,8 +40,8 @@ void UpdateApp(App *app){
|
||||
}break;
|
||||
case GAMEPLAY:
|
||||
{
|
||||
UpdateGame(&app->game, &app->state, &app->flags);
|
||||
RenderGame(&app->game, &app->state, &app->flags);
|
||||
UpdateGame(app);
|
||||
RenderGame(app);
|
||||
}break;
|
||||
default: break;
|
||||
}
|
||||
@@ -70,9 +50,8 @@ void UpdateApp(App *app){
|
||||
|
||||
void CleanupApp(App *app){
|
||||
CleanupMenu(&app->menu);
|
||||
CleanupGame(&app->game);
|
||||
CleanupGame(app);
|
||||
CleanupFont(&app->font);
|
||||
CleanUpConfig(&app->config);
|
||||
}
|
||||
|
||||
#endif //APP_H
|
||||
@@ -1,30 +1,17 @@
|
||||
#ifndef APPGAME_H
|
||||
#define APPGAME_H
|
||||
#include "appTypes.h"
|
||||
|
||||
const ShaderAsset shaderAssets[SHADER_COUNT] = {
|
||||
{"shaders/postfx.fs"}};
|
||||
|
||||
|
||||
#include "appGameFloor.h"
|
||||
#include "appGamePlayer.h"
|
||||
#include "appGameBirds.h"
|
||||
#include "appGameIslands.h"
|
||||
#include "appGameAssets.h"
|
||||
|
||||
typedef struct
|
||||
{
|
||||
Assets assets;
|
||||
PostProcessing postFX[SHADER_COUNT];
|
||||
Soundtrack soundtracks[SOUNDTRACK_COUNT];
|
||||
RenderTexture2D target;
|
||||
Floor floor;
|
||||
Player player;
|
||||
Birds birds;
|
||||
Islands islands;
|
||||
Camera2D camera;
|
||||
Mouse mouse;
|
||||
Image image;
|
||||
} GameState;
|
||||
const SoundtrackAsset soundtrackAssets[SOUNDTRACK_COUNT] = {
|
||||
{"assets/sea.mp3"}};
|
||||
|
||||
void InitGame(GameState *g, Window *window)
|
||||
|
||||
void InitGame(App *app)
|
||||
{
|
||||
GameState *g = &app->game;
|
||||
g->assets = (Assets){
|
||||
.shaderAssets = shaderAssets,
|
||||
.soundtrackAssets = soundtrackAssets
|
||||
@@ -40,7 +27,7 @@ void InitGame(GameState *g, Window *window)
|
||||
g->soundtracks[i] = LoadSoundtrack(g->assets.soundtrackAssets[i].path);
|
||||
}
|
||||
|
||||
g->target = LoadRenderTexture(window->width, window->height);
|
||||
g->target = LoadRenderTexture(app->window.width, app->window.height);
|
||||
g->player = CreatePlayer();
|
||||
g->birds = CreateBirds();
|
||||
g->islands = CreateIslands();
|
||||
@@ -51,10 +38,11 @@ void InitGame(GameState *g, Window *window)
|
||||
g->mouse = CreateMouse(0.10f, 5.0f, 10.0f, &mouseTexture);
|
||||
}
|
||||
|
||||
void UpdateGame(GameState *g, State *state, Flags *flags)
|
||||
void UpdateGame(App *app)
|
||||
{
|
||||
if(!state->gameStarted){
|
||||
state->gameStarted = true;
|
||||
GameState *g = &app->game;
|
||||
if(!app->state.gameStarted){
|
||||
app->state.gameStarted = true;
|
||||
}
|
||||
|
||||
if (GetFPS() <= 60)
|
||||
@@ -64,12 +52,12 @@ void UpdateGame(GameState *g, State *state, Flags *flags)
|
||||
|
||||
if (IsKeyPressed(KEY_ESCAPE))
|
||||
{
|
||||
state->currentView = MENU;
|
||||
app->state.currentView = MENU;
|
||||
}
|
||||
|
||||
if (WindowShouldClose() && !IsKeyPressed(KEY_ESCAPE))
|
||||
{
|
||||
state->running = false;
|
||||
app->state.running = false;
|
||||
}
|
||||
|
||||
for (int i = 0; i < SHADER_COUNT; i++)
|
||||
@@ -78,7 +66,7 @@ void UpdateGame(GameState *g, State *state, Flags *flags)
|
||||
}
|
||||
for (int i = 0; i < SOUNDTRACK_COUNT; i++)
|
||||
{
|
||||
UpdateSoundtrack(&g->soundtracks[i], flags->soundtrackOn);
|
||||
UpdateSoundtrack(&g->soundtracks[i], app->flags.soundtrackOn);
|
||||
}
|
||||
|
||||
UpdateMouse(&g->mouse, &g->camera);
|
||||
@@ -89,22 +77,31 @@ void UpdateGame(GameState *g, State *state, Flags *flags)
|
||||
UpdateIslands(&g->islands);
|
||||
}
|
||||
|
||||
void RenderComponents(GameState *g)
|
||||
void RenderComponents(App *app)
|
||||
{
|
||||
GameState *g = &app->game;
|
||||
RenderFloor(&g->floor);
|
||||
RenderPlayer(&g->player);
|
||||
RenderBirds(&g->birds);
|
||||
RenderIslands(&g->islands);
|
||||
}
|
||||
|
||||
void RenderGame(GameState *g, const State *appState, Flags *flags)
|
||||
void RenderGame(App *app)
|
||||
{
|
||||
GameState *g = &app->game;
|
||||
|
||||
BeginTextureMode(g->target);
|
||||
ClearBackground(BLACK);
|
||||
BeginMode2D(g->camera);
|
||||
RenderComponents(g);
|
||||
RenderComponents(app);
|
||||
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);
|
||||
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();
|
||||
@@ -114,7 +111,7 @@ void RenderGame(GameState *g, const State *appState, Flags *flags)
|
||||
RenderPostFX(&g->postFX[i], &g->target);
|
||||
}
|
||||
|
||||
if (flags->showFPS)
|
||||
if (app->flags.showFPS)
|
||||
{
|
||||
DrawFPS(10, 10);
|
||||
}
|
||||
@@ -122,8 +119,9 @@ void RenderGame(GameState *g, const State *appState, Flags *flags)
|
||||
EndDrawing();
|
||||
}
|
||||
|
||||
void CleanupGame(GameState *g)
|
||||
void CleanupGame(App *app)
|
||||
{
|
||||
GameState *g = &app->game;
|
||||
for (int i = 0; i < SHADER_COUNT; i++)
|
||||
{
|
||||
UnloadPostFX(&g->postFX[i]);
|
||||
@@ -135,4 +133,3 @@ void CleanupGame(GameState *g)
|
||||
UnloadRenderTexture(g->target);
|
||||
}
|
||||
|
||||
#endif // APPGAME_H
|
||||
@@ -1,17 +1,4 @@
|
||||
#ifndef APPGAMEBIRDS_H
|
||||
#define APPGAMEBIRDS_H
|
||||
|
||||
typedef struct {
|
||||
Sprite sprite;
|
||||
Animation animation;
|
||||
Physics physics;
|
||||
} Birds;
|
||||
|
||||
typedef enum
|
||||
{
|
||||
FLYING,
|
||||
BIRDS_TEX_COUNT
|
||||
} birdsTextureID;
|
||||
#include "appTypes.h"
|
||||
|
||||
const TextureAsset birdsTextureAssets[BIRDS_TEX_COUNT] = {
|
||||
{"assets/birds.png", 16.0f, 16.0f, 45.0f}
|
||||
@@ -68,4 +55,3 @@ void RenderBirds(Birds *birds){
|
||||
RenderSprite(&birds->sprite);
|
||||
}
|
||||
|
||||
#endif // APPGAMEBIRDS_H
|
||||
@@ -1,14 +1,4 @@
|
||||
#ifndef APPGAMEFloor_H
|
||||
#define APPGAMEFloor_H
|
||||
|
||||
|
||||
typedef struct
|
||||
{
|
||||
Sprite sprite;
|
||||
Rectangle bounds;
|
||||
Shader shader;
|
||||
float time;
|
||||
} Floor;
|
||||
#include "appTypes.h"
|
||||
|
||||
Floor CreateFloor(void)
|
||||
{
|
||||
@@ -98,5 +88,3 @@ void UnloadFloor(Floor *floor)
|
||||
UnloadShader(floor->shader);
|
||||
}
|
||||
|
||||
#endif // APPGAMEFLOOR_H
|
||||
|
||||
@@ -1,17 +1,4 @@
|
||||
#ifndef APPGAMEISLANDS_H
|
||||
#define APPGAMEISLANDS_H
|
||||
|
||||
typedef struct {
|
||||
Sprite sprite;
|
||||
Animation animation;
|
||||
Physics physics;
|
||||
} Islands;
|
||||
|
||||
typedef enum
|
||||
{
|
||||
ISLAND,
|
||||
ISLANDS_TEX_COUNT
|
||||
} islandsTextureID;
|
||||
#include "appTypes.h"
|
||||
|
||||
const TextureAsset islandsTextureAssets[ISLANDS_TEX_COUNT] = {
|
||||
{"assets/island.png", 16.0f, 16.0f, 0.0f}
|
||||
@@ -58,5 +45,3 @@ void RenderIslands(Islands *islands){
|
||||
RenderSprite(&islands->sprite);
|
||||
}
|
||||
|
||||
#endif // APPGAMEISLANDS_H
|
||||
|
||||
@@ -1,22 +1,10 @@
|
||||
#ifndef APPGAMEPLAYER_H
|
||||
#define APPGAMEPLAYER_H
|
||||
|
||||
typedef enum
|
||||
{
|
||||
START_SHIP,
|
||||
PLAYER_TEX_COUNT
|
||||
} playerTextureID;
|
||||
#include "appTypes.h"
|
||||
|
||||
const TextureAsset playerTextureAssets[PLAYER_TEX_COUNT] = {
|
||||
{"assets/ship_start.png", 16.0f, 16.0f, 0.0f}
|
||||
};
|
||||
|
||||
typedef enum {
|
||||
ANCHOR,
|
||||
SLOW_AHEAD,
|
||||
FAST_AHEAD,
|
||||
SPEED_COUNT
|
||||
} playerSpeedID;
|
||||
|
||||
|
||||
float playerSpeeds[SPEED_COUNT] = {
|
||||
0.0f,
|
||||
@@ -33,15 +21,6 @@ playerSpeedID GetPlayerSpeedID(float speed) {
|
||||
return ANCHOR;
|
||||
}
|
||||
|
||||
|
||||
typedef struct
|
||||
{
|
||||
Sprite sprite;
|
||||
Animation animation;
|
||||
Physics physics;
|
||||
float rotation;
|
||||
} Player;
|
||||
|
||||
Player CreatePlayer(void)
|
||||
{
|
||||
|
||||
@@ -142,4 +121,3 @@ void RenderPlayer(Player *player){
|
||||
RenderSprite(&player->sprite);
|
||||
}
|
||||
|
||||
#endif // APPGAMEPLAYER_H
|
||||
@@ -1,18 +1,4 @@
|
||||
#ifndef APPLOGO_H
|
||||
#define APPLOGO_H
|
||||
|
||||
typedef struct {
|
||||
int frameCounter;
|
||||
int positionX;
|
||||
int positionY;
|
||||
int lettersCount;
|
||||
int topSideRecWidth;
|
||||
int leftSideRecHeight;
|
||||
int bottomSideRecWidth;
|
||||
int rightSideRecHeight;
|
||||
int state;
|
||||
float alpha;
|
||||
} LogoState;
|
||||
#include "appTypes.h"
|
||||
|
||||
void InitLogo(LogoState *l) {
|
||||
SetTargetFPS(60);
|
||||
@@ -114,4 +100,3 @@ void RenderLogo(const LogoState *l, Flags *flags) {
|
||||
EndDrawing();
|
||||
}
|
||||
|
||||
#endif // APPLOGO_H
|
||||
@@ -1,16 +1,4 @@
|
||||
#ifndef APPMENU_H
|
||||
#define APPMENU_H
|
||||
|
||||
#include <appMenuView.h>
|
||||
#include <appMenuSettings.h>
|
||||
#include <appMenuMain.h>
|
||||
|
||||
typedef struct
|
||||
{
|
||||
MenuView menuView;
|
||||
MenuMain menuMain;
|
||||
MenuSettings menuSettings;
|
||||
} MenuState;
|
||||
#include "appTypes.h"
|
||||
|
||||
void InitMenu(MenuState *m)
|
||||
{
|
||||
@@ -59,4 +47,3 @@ void CleanupMenu(MenuState *m)
|
||||
CleanupMenuMain(&m->menuMain);
|
||||
}
|
||||
|
||||
#endif // APPMENU_H
|
||||
@@ -1,25 +1,23 @@
|
||||
#ifndef APPMENUMAIN_H
|
||||
#define APPMENUMAIN_H
|
||||
#include "appTypes.h"
|
||||
|
||||
#include "appMenuAssets.h"
|
||||
#include "appMenuView.h"
|
||||
#include "appMenuMainBackground.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;
|
||||
ImageButton settingsButton;
|
||||
int menuScale;
|
||||
Background background;
|
||||
Background midground;
|
||||
Background foreground;
|
||||
} MenuMain;
|
||||
const TextureAsset menuTextureAssets[MENU_TEX_COUNT] = {
|
||||
{"assets/mouse.png", 16.0f, 16.0f, 0.0f},
|
||||
{"assets/buttons.png", 288.0f/3, 96.0f/3, 0.0f},
|
||||
{"assets/menu_board.png", 128.0f, 144.0f, 0.0f},
|
||||
{"assets/cloud_background.png", 576.0f, 324.0f, 0.0f},
|
||||
{"assets/cloud_midground.png", 576.0f, 324.0f, 0.0f},
|
||||
{"assets/cloud_foreground.png", 576.0f, 324.0f, 0.0f}};
|
||||
|
||||
|
||||
const SoundtrackAsset menuSoundtrackAssets[MENU_SOUNDTRACK_COUNT] = {
|
||||
{"assets/merrygoround.wav"}};
|
||||
|
||||
|
||||
const SoundAsset menuSoundAssets[MENU_SOUND_COUNT] = {
|
||||
{"assets/button_hover.wav"},
|
||||
{"assets/button_click.wav"}};
|
||||
|
||||
|
||||
void InitMenuMain(MenuMain *m){
|
||||
|
||||
@@ -208,4 +206,3 @@ void CleanupMenuMain(MenuMain *m){
|
||||
}
|
||||
}
|
||||
|
||||
#endif //APPMENUMAIN_H
|
||||
@@ -1,13 +1,4 @@
|
||||
#ifndef APPMENUMAINBACKGROUND_H
|
||||
#define APPMENUMAINBACKGROUND_H
|
||||
|
||||
typedef struct {
|
||||
Sprite sprite;
|
||||
float scrolling;
|
||||
float scale;
|
||||
float scrollSpeed;
|
||||
Vector2 pos;
|
||||
} Background;
|
||||
#include "appTypes.h"
|
||||
|
||||
void InitBackground(float scrollSpeed, Background *bg, Texture2D *texture, const TextureAsset *backgroundAsset){
|
||||
bg->scrolling = 0.0f;
|
||||
@@ -65,4 +56,3 @@ void RenderBackground(Background *bg){
|
||||
|
||||
}
|
||||
|
||||
#endif // APPMENUMAINBACKGROUND_H
|
||||
@@ -1,13 +1,4 @@
|
||||
#ifndef APPMENUSETTINGS_H
|
||||
#define APPMENUSETTINGS_H
|
||||
|
||||
|
||||
typedef struct
|
||||
{
|
||||
Button showFPS;
|
||||
Button soundtrackOn;
|
||||
|
||||
} MenuSettings;
|
||||
#include "appTypes.h"
|
||||
|
||||
void InitMenuSettings(MenuSettings *s)
|
||||
{
|
||||
@@ -65,4 +56,3 @@ void ClenupMenuSettings(MenuSettings *s){
|
||||
|
||||
}
|
||||
|
||||
#endif // APPMENUSETTINGS_H
|
||||
@@ -1,14 +1,4 @@
|
||||
#ifndef ANIMATION_H
|
||||
#define ANIMATION_H
|
||||
|
||||
typedef struct {
|
||||
int state;
|
||||
int currentFrame;
|
||||
int maxFrame;
|
||||
int framesCounter;
|
||||
int framesSpeed;
|
||||
float animTimer;
|
||||
} Animation;
|
||||
#include "engine.h"
|
||||
|
||||
void UpdateAnimation(Animation *animation, float deltaTime) {
|
||||
animation->animTimer += deltaTime;
|
||||
@@ -25,5 +15,3 @@ void UpdateAnimation(Animation *animation, float deltaTime) {
|
||||
animation->currentFrame = 0;
|
||||
}
|
||||
}
|
||||
|
||||
#endif // ANIMATION_H
|
||||
@@ -1,13 +1,7 @@
|
||||
#ifndef ARRAY_H
|
||||
#define ARRAY_H
|
||||
#include "engine.h"
|
||||
|
||||
typedef struct {
|
||||
void** elements;
|
||||
unsigned int count;
|
||||
unsigned int capacity;
|
||||
} Array;
|
||||
|
||||
Array* CreateArray(unsigned int initCapacity){
|
||||
Array* CreateArray(unsigned int initCapacity)
|
||||
{
|
||||
Array* array = malloc(sizeof(Array));
|
||||
if (!array) return NULL;
|
||||
|
||||
@@ -22,7 +16,8 @@ Array* CreateArray(unsigned int initCapacity){
|
||||
return array;
|
||||
}
|
||||
|
||||
int AddElementToArray(Array* array, void* element){
|
||||
int AddElementToArray(Array* array, void* element)
|
||||
{
|
||||
if(array->count >= array->capacity) {
|
||||
unsigned int newCapacity = array->capacity * 2;
|
||||
void** newElements = realloc(array->elements, sizeof(void*) * newCapacity);
|
||||
@@ -48,7 +43,8 @@ int AddElementToArray(Array* array, void* element){
|
||||
// }
|
||||
|
||||
// SWAP AND POP REMOVE
|
||||
int RemoveElementFromArray(Array* array, unsigned int index) {
|
||||
int RemoveElementFromArray(Array* array, unsigned int index)
|
||||
{
|
||||
if (index >= array->count) return 0;
|
||||
|
||||
array->elements[index] = array->elements[array->count - 1];
|
||||
@@ -58,7 +54,8 @@ int RemoveElementFromArray(Array* array, unsigned int index) {
|
||||
return 1;
|
||||
}
|
||||
|
||||
void* GetRandomElementFromArray(Array* array){
|
||||
void* GetRandomElementFromArray(Array* array)
|
||||
{
|
||||
if (array == NULL || array->elements == NULL || array->count == 0) {
|
||||
return NULL;
|
||||
}
|
||||
@@ -82,7 +79,8 @@ void RenderArray(Array* array, void (*renderFunc)(void*))
|
||||
}
|
||||
}
|
||||
|
||||
void FreeArray(Array** array) {
|
||||
void FreeArray(Array** array)
|
||||
{
|
||||
if (!array || !*array) return;
|
||||
|
||||
free((*array)->elements);
|
||||
@@ -92,5 +90,3 @@ void FreeArray(Array** array) {
|
||||
*array = NULL;
|
||||
}
|
||||
|
||||
|
||||
#endif // ARRAY_H
|
||||
@@ -1,8 +1,4 @@
|
||||
#ifndef CAMERA_H
|
||||
#define CAMERA_H
|
||||
|
||||
#include "input.h"
|
||||
#include <raymath.h>
|
||||
#include "engine.h"
|
||||
|
||||
Camera2D CreateCamera(Vector2 playerPosition, float initZoom){
|
||||
int windowWidth = GetScreenWidth();
|
||||
@@ -29,5 +25,3 @@ void UpdateCamera2D(Camera2D* camera, Vector2* position, Mouse* mouse){
|
||||
UpdateCameraZoom(camera, &mouse->scaleFactor, &mouse->minZoom, &mouse->maxZoom);
|
||||
}
|
||||
|
||||
|
||||
#endif // CAMERA_H
|
||||
@@ -1,16 +1,7 @@
|
||||
#ifndef CONFIG_H
|
||||
#define CONFIG_H
|
||||
|
||||
#define RINI_IMPLEMENTATION
|
||||
#define RINI_VALUE_DELIMITER '='
|
||||
|
||||
#include <rini.h>
|
||||
#include <stdio.h>
|
||||
|
||||
typedef struct {
|
||||
char *path;
|
||||
rini_config rini;
|
||||
} Config;
|
||||
#include "engine.h"
|
||||
|
||||
void InitConfig(Config *config, const char* path) {
|
||||
config->rini = rini_load_config(path);
|
||||
@@ -63,4 +54,3 @@ void CleanUpConfig(Config *config) {
|
||||
rini_unload_config(&config->rini);
|
||||
}
|
||||
|
||||
#endif // CONFIG_H
|
||||
@@ -1,5 +1,4 @@
|
||||
#ifndef FONT_H
|
||||
#define FONT_H
|
||||
#include "engine.h"
|
||||
|
||||
void InitFont(Font *font, const char* path){
|
||||
*font = LoadFont(path);
|
||||
@@ -10,4 +9,3 @@ void CleanupFont(Font *font){
|
||||
UnloadFont(*font);
|
||||
}
|
||||
|
||||
#endif //FONT_H
|
||||
@@ -1,29 +1,4 @@
|
||||
#ifndef GAMEGUI_H
|
||||
#define GAMEGUI_H
|
||||
|
||||
#include "sprite.h"
|
||||
#include <raylib.h>
|
||||
|
||||
typedef enum {
|
||||
NOT_CLICKED,
|
||||
HOVER,
|
||||
CLICKED
|
||||
} ButtonState;
|
||||
|
||||
typedef struct
|
||||
{
|
||||
Sprite sprite;
|
||||
Vector2 notClicked;
|
||||
Vector2 hover;
|
||||
Vector2 clicked;
|
||||
bool isHovered;
|
||||
bool isClicked;
|
||||
} ImageButton;
|
||||
|
||||
typedef struct
|
||||
{
|
||||
Sprite sprite;
|
||||
} ImageElement;
|
||||
#include "engine.h"
|
||||
|
||||
ImageButton CreateImageButton(ButtonState state, Texture2D *texture, const TextureAsset *asset, Vector2 *source, Vector2 *clicked, Vector2 *hover, Rectangle *destRec){
|
||||
return (ImageButton){
|
||||
@@ -95,5 +70,3 @@ void renderImageElement(ImageElement *e){
|
||||
RenderSprite(&e->sprite);
|
||||
}
|
||||
|
||||
|
||||
#endif // GAMEGUI_H
|
||||
@@ -1,14 +1,6 @@
|
||||
#ifndef GUI_H
|
||||
#define GUI_H
|
||||
|
||||
#define RAYGUI_IMPLEMENTATION
|
||||
#include <raygui.h>
|
||||
|
||||
typedef struct
|
||||
{
|
||||
Rectangle rec;
|
||||
char *text;
|
||||
} Button;
|
||||
#include "engine.h"
|
||||
|
||||
Button initButton(char *text, Vector2 dimensions, Vector2 position)
|
||||
{
|
||||
@@ -29,4 +21,3 @@ void renderButton(Button *b)
|
||||
GuiButton(b->rec, b->text);
|
||||
}
|
||||
|
||||
#endif // GUI_H
|
||||
@@ -1,20 +1,4 @@
|
||||
#ifndef INPUT_H
|
||||
#define INPUT_H
|
||||
|
||||
#include <raymath.h>
|
||||
|
||||
typedef struct {
|
||||
Vector2 screenPosition;
|
||||
Vector2 worldPosition;
|
||||
float zoomSpeed;
|
||||
float minZoom;
|
||||
float maxZoom;
|
||||
float scaleFactor;
|
||||
float wheelMove;
|
||||
bool leftButton;
|
||||
bool rightButton;
|
||||
Texture2D cursorTexture;
|
||||
} Mouse;
|
||||
#include "engine.h"
|
||||
|
||||
Mouse CreateMouse(float zoomSpeed, float minZoom, float maxZoom, Texture2D *texture){
|
||||
HideCursor();
|
||||
@@ -57,5 +41,3 @@ Vector2 GetDirectionVector(void){
|
||||
if (Vector2Length(vector) > 0.0f) {vector = Vector2Normalize(vector); }
|
||||
return vector;
|
||||
}
|
||||
|
||||
#endif //INPUT_H
|
||||
@@ -1,19 +1,4 @@
|
||||
#ifndef OBJECT_H
|
||||
#define OBJECT_H
|
||||
#include "sprite.h"
|
||||
#include "vector.h"
|
||||
|
||||
|
||||
typedef struct {
|
||||
Sprite sprite;
|
||||
Vector2 position;
|
||||
} Object;
|
||||
|
||||
typedef struct {
|
||||
Object *data;
|
||||
const Object *prototype;
|
||||
size_t count;
|
||||
} ObjectArray;
|
||||
#include "engine.h"
|
||||
|
||||
ObjectArray CreateObjectArray(const Object *prototype, const size_t count) {
|
||||
ObjectArray objects = {0};
|
||||
@@ -126,4 +111,3 @@ void RenderObjectArray(const ObjectArray *objects){
|
||||
}
|
||||
}
|
||||
|
||||
#endif // OBJECT_H
|
||||
@@ -1,15 +1,4 @@
|
||||
#ifndef PHYSICS_H
|
||||
#define PHYSICS_H
|
||||
|
||||
#include <raymath.h>
|
||||
|
||||
typedef struct
|
||||
{
|
||||
Vector2 position;
|
||||
Vector2 direction;
|
||||
Vector2 velocity;
|
||||
float speed;
|
||||
} Physics;
|
||||
#include "engine.h"
|
||||
|
||||
void UpdatePhysicsDirection(Vector2 *direction, Vector2 vector)
|
||||
{
|
||||
@@ -38,4 +27,3 @@ void UpdatePhysics(Physics *physics, Vector2 direction)
|
||||
UpdatePhysicsPosition(&physics->position, &physics->velocity);
|
||||
}
|
||||
|
||||
#endif // PHYSICS_H
|
||||
@@ -1,12 +1,4 @@
|
||||
#ifndef POSTFX_H
|
||||
#define POSTFX_H
|
||||
|
||||
typedef struct {
|
||||
Shader shader;
|
||||
int resolutionLoc;
|
||||
int strengthLoc;
|
||||
float strength;
|
||||
} PostProcessing;
|
||||
#include "engine.h"
|
||||
|
||||
PostProcessing CreatePostFX(const char* shaderPath){
|
||||
PostProcessing postFX = {0};
|
||||
@@ -42,5 +34,3 @@ void UnloadPostFX(PostProcessing *postFX){
|
||||
if (postFX->shader.id == 0) return;
|
||||
UnloadShader(postFX->shader);
|
||||
}
|
||||
|
||||
#endif // POSTFX_H
|
||||
@@ -1,11 +1,4 @@
|
||||
#ifndef SOUNDTRACK_H
|
||||
#define SOUNDTRACK_H
|
||||
|
||||
typedef struct {
|
||||
Music music;
|
||||
bool playing;
|
||||
bool paused;
|
||||
} Soundtrack;
|
||||
#include "engine.h"
|
||||
|
||||
Soundtrack LoadSoundtrack(const char* musicPath){
|
||||
Soundtrack soundtrack = {
|
||||
@@ -35,5 +28,3 @@ void UpdateSoundtrack(Soundtrack *soundtrack, bool playing){
|
||||
|
||||
}
|
||||
|
||||
#endif // SOUNDTRACK_H
|
||||
|
||||
@@ -1,18 +1,5 @@
|
||||
#ifndef SPRITE_H
|
||||
#define SPRITE_H
|
||||
#include "engine.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)
|
||||
{
|
||||
@@ -58,5 +45,3 @@ void PrintSprite(const Sprite *sprite)
|
||||
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
|
||||
@@ -1,10 +1,4 @@
|
||||
#ifndef VECTOR_H
|
||||
#define VECTOR_H
|
||||
|
||||
typedef struct {
|
||||
Vector2 *data;
|
||||
size_t count;
|
||||
} Vector2Array;
|
||||
#include "engine.h"
|
||||
|
||||
bool IsVectorZero(Vector2 v) {
|
||||
float epsilon = 0.01f;
|
||||
@@ -18,4 +12,3 @@ Vector2 GetRandomVector(const Rectangle bounds) {
|
||||
};
|
||||
}
|
||||
|
||||
#endif // VECTOR_H
|
||||
+1
-2
@@ -1,5 +1,4 @@
|
||||
#include <raylib.h>
|
||||
#include "app.h"
|
||||
#include "appTypes.h"
|
||||
|
||||
int main(void)
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user