final oop style
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+27
-35
@@ -1,47 +1,39 @@
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#include "app.h"
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const TextureAsset islandsTextureAssets[ISLANDS_TEX_COUNT] = {
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{"assets/island.png", 16.0f, 16.0f, 0.0f}
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};
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{"assets/island.png", 16.0f, 16.0f, 0.0f}};
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Islands CreateIslands(void){
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TextureAsset islandAsset = islandsTextureAssets[ISLAND];
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Texture2D texture = LoadTexture(islandAsset.path);
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float frameWidth = islandAsset.frameWidth;
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float rotation = islandAsset.rotation;
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Sprite islandSprite = {
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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 = {GetScreenWidth()/2, 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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};
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Islands CreateIslands(void) {
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TextureAsset islandAsset = islandsTextureAssets[ISLAND];
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Texture2D texture = LoadTexture(islandAsset.path);
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float frameWidth = islandAsset.frameWidth;
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float rotation = islandAsset.rotation;
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Physics islandPhysics = {
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.position = (Vector2){-100.0f, 0.0f},
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.direction = (Vector2){0.0f, 0.0f},
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.speed = 10.0f
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};
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Sprite islandSprite = {
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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 = {GetScreenWidth() / 2, 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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return (Islands){
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.sprite = islandSprite,
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.physics = islandPhysics
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};
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Physics islandPhysics = {.position = (Vector2){-100.0f, 0.0f},
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.direction = (Vector2){0.0f, 0.0f},
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.speed = 10.0f};
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return (Islands){.sprite = islandSprite, .physics = islandPhysics};
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}
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void UpdateIslands(Islands *islands){
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UpdatePhysics(&islands->physics, (Vector2){0.0f,0.0f});
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void UpdateIslands(Islands *islands) {
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UpdatePhysics(&islands->physics, (Vector2){0.0f, 0.0f});
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UpdateSpriteDestRec(&islands->sprite, &islands->physics.position);
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UpdateAnimation(&islands->animation, GetFrameTime());
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UpdateSpriteSourceRec(&islands->sprite, &(Vector2){islands->sprite.frameSize.x * islands->animation.currentFrame, islands->sprite.frameSize.y});
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}
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void RenderIslands(Islands *islands){
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RenderSprite(&islands->sprite);
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UpdateSpriteSourceRec(
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&islands->sprite,
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&(Vector2){islands->sprite.frameSize.x * islands->animation.currentFrame,
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islands->sprite.frameSize.y});
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}
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void RenderIslands(Islands *islands) { RenderSprite(&islands->sprite); }
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