#include "engine.h" #include "appTypes.h" const ShaderAsset shaderAssets[SHADER_COUNT] = { {"shaders/postfx.fs"} }; const SoundtrackAsset soundtrackAssets[SOUNDTRACK_COUNT] = { {"assets/sea.mp3"} }; void InitGame(App *app) { SetRandomSeed(1234); GameState *g = &app->game; g->assets = (Assets){ .shaderAssets = shaderAssets, .soundtrackAssets = soundtrackAssets }; for (int i = 0; i < SHADER_COUNT; i++) { g->postFX[i] = CreatePostFX(g->assets.shaderAssets[i].path); } for (int i = 0; i < SOUNDTRACK_COUNT; i++) { g->soundtracks[i] = LoadSoundtrack(g->assets.soundtrackAssets[i].path); } g->target = LoadRenderTexture(app->window.width, app->window.height); CreatePlayer(); Player* player = GetPlayer(); CreateCamera(player->physics.position, 10.0f); g->birds = CreateBirds(); g->islands = CreateIslands(); g->floor = CreateFloor(); Texture2D mouseTexture = LoadTexture("assets/mouse.png"); g->mouse = CreateMouse(0.10f, 5.0f, 10.0f, &mouseTexture); } void StartGame(App *app) { if(!app->state.gameStarted){ app->state.gameStarted = true; } } void UpdateGame(App *app) { GameState *g = &app->game; SetTargetFPS(0); StartGame(app); OnEscapeChangeView(app, MENU); OnWindowClosedStoppApp(app); for (int i = 0; i < SHADER_COUNT; i++) { UpdatePostFX(&g->postFX[i]); } for (int i = 0; i < SOUNDTRACK_COUNT; i++) { UpdateSoundtrack(&g->soundtracks[i], app->flags.soundtrackOn); } UpdateMouse(&g->mouse); Player* player = GetPlayer(); UpdateCamera2D(&player->physics.position, &g->mouse); UpdateFloor(&g->floor); UpdatePlayer(); UpdateBirds(&g->birds); UpdateIslands(&g->islands); } void RenderComponents(App *app) { GameState *g = &app->game; RenderFloor(&g->floor); RenderPlayer(); RenderBirds(&g->birds); RenderIslands(&g->islands); } void RenderGame(App *app) { GameState *g = &app->game; BeginTextureMode(g->target); ClearBackground(BLACK); Camera2D *camera = GetCamera(); BeginMode2D(*camera); 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 ); EndTextureMode(); BeginDrawing(); ClearBackground(BLACK); for (int i = 0; i < SHADER_COUNT; i++) { RenderPostFX(&g->postFX[i], &g->target); } if (app->flags.showFPS) { DrawFPS(10, 10); } EndDrawing(); } void CleanupGame(App *app) { GameState *g = &app->game; for (int i = 0; i < SHADER_COUNT; i++) { UnloadPostFX(&g->postFX[i]); } for (int i = 0; i < SOUNDTRACK_COUNT; i++) { UnloadMusicStream(g->soundtracks[i].music); } UnloadRenderTexture(g->target); }