Files
sinbad/src/appGameBirds.c
T

92 lines
2.6 KiB
C

#include "appTypes.h"
#include "engine.h"
const TextureAsset birdsTextureAssets[BIRDS_TEX_COUNT] = {
{"assets/birds.png", 16.0f, 16.0f, 45.0f}
};
Birds CreateBirds(void){
Birds birds = {.count = MAX_BIRDS};
TextureAsset flyingAsset = birdsTextureAssets[FLYING];
Texture2D texture = LoadTexture(flyingAsset.path);
float frameWidth = flyingAsset.frameWidth;
float rotation = flyingAsset.rotation;
for (int i = 0; i < birds.count; i++)
{
birds.sprite[i] = (Sprite){
.texture = texture,
.frameSize = {frameWidth, frameWidth},
.sourceRec = {0.0f, 0.0f, frameWidth, frameWidth},
.destRec = {GetScreenWidth()/2, 0.0f, frameWidth, frameWidth},
.origin = {frameWidth / 2, frameWidth / 2},
.rotation = rotation,
.color = WHITE
};
birds.animation[i] = (Animation){
.state = 1,
.currentFrame = 0,
.maxFrame = 2,
.framesCounter = 0,
.framesSpeed = 2.0f,
.animTimer = 0.0f
};
Rectangle cameraRec = GetCameraRectangle();
birds.physics[i] = (Physics){
.position = GetPositionOutsideRectangle(cameraRec, 100, 1000),
.direction = (Vector2){0.0f, 0.0f},
.speed = 5.0f
};
birds.arrived[i] = true;
birds.destPos[i] = (Vector2){0.0f, 0.0f};
}
return birds;
}
void UpdateBirds(Birds *birds){
Camera2D *camera = GetCamera();
Rectangle cameraRec = GetCameraRectangle();
for (int i = 0; i < birds->count; i++)
{
if(birds->arrived[i])
{
birds->destPos[i] = GetPositionOutsideRectangle(cameraRec, 100, 1000);
birds->arrived[i] = false;
}
if(CheckCollisionPointCircle(birds->physics[i].position, birds->destPos[i], 10.0F))
{
birds->arrived[i] = true;
}
if(GetDistanceBetweenTwoVectors(birds->physics[i].position, camera->target) > 1000){
birds->physics[i].position = GetPositionOutsideRectangle(cameraRec, 100, 1000);
}
Vector2 dir = GetDirectionBetweenTwoVectors(birds->physics[i].position, birds->destPos[i]);
UpdatePhysics(&birds->physics[i], dir);
printf("birdsPos: %f, %f", birds->physics[i].position.x, birds->physics[i].position.y);
printf("cameraTarget: %f, %f",camera->target.x, camera->target.y );
UpdateSpriteDestRec(&birds->sprite[i], &birds->physics[i].position);
float rotation = Vector2ToRotation(dir);
UpdateSpriteRotation(&birds->sprite[i], rotation + 45.0f);
UpdateAnimation(&birds->animation[i], GetFrameTime());
UpdateSpriteSourceRec(&birds->sprite[i], &(Vector2){birds->sprite[i].frameSize.x * birds->animation[i].currentFrame, birds->sprite[i].frameSize.y});
}
}
void RenderBirds(Birds *birds){
for (int i = 0; i < birds->count; i++)
{
RenderSprite(&birds->sprite[i]);
}
}