123 lines
3.0 KiB
C
123 lines
3.0 KiB
C
#include "app.h"
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const ShaderAsset shaderAssets[SHADER_COUNT] = {{"shaders/postfx.fs"}};
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const SoundtrackAsset soundtrackAssets[SOUNDTRACK_COUNT] = {{"assets/sea.mp3"}};
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void InitGame(App *app) {
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SetRandomSeed(1234);
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GameState *g = &app->game;
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g->assets = (Assets){.shaderAssets = shaderAssets,
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.soundtrackAssets = soundtrackAssets};
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for (int i = 0; i < SHADER_COUNT; i++) {
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g->postFX[i] = CreatePostFX(g->assets.shaderAssets[i].path);
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}
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for (int i = 0; i < SOUNDTRACK_COUNT; i++) {
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g->soundtracks[i] = LoadSoundtrack(g->assets.soundtrackAssets[i].path);
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}
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g->target = LoadRenderTexture(app->window.width, app->window.height);
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CreatePlayer();
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Player *player = GetPlayer();
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CreateCamera(player->physics.position, 10.0f);
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g->birds = CreateBirds();
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g->enemies = CreateEnemies();
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g->islands = CreateIslands();
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g->floor = CreateFloor();
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g->projectiles = CreateProjectiles();
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Texture2D mouseTexture = LoadTexture("assets/mouse.png");
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g->mouse = CreateMouse(0.10f, 5.0f, 10.0f, &mouseTexture);
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}
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void StartGame(App *app) {
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if (!app->state.gameStarted) {
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app->state.gameStarted = true;
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}
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}
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void UpdateGame(App *app) {
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GameState *g = &app->game;
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if (app->flags.limitFPS) {
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SetTargetFPS(60);
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} else {
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SetTargetFPS(0);
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}
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StartGame(app);
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OnEscapeChangeView(app, MENU);
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OnWindowClosedStoppApp(app);
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for (int i = 0; i < SHADER_COUNT; i++) {
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UpdatePostFX(&g->postFX[i]);
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}
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for (int i = 0; i < SOUNDTRACK_COUNT; i++) {
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UpdateSoundtrack(&g->soundtracks[i], app->flags.soundtrackOn);
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}
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UpdateMouse(&g->mouse);
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Player *player = GetPlayer();
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UpdateCamera2D(&player->physics.position, &g->mouse);
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UpdateFloor(&g->floor);
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UpdatePlayer();
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UpdateBirds(&g->birds);
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UpdateEnemies(&g->enemies);
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UpdateIslands(&g->islands);
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UpdateProjectiles(&g->projectiles);
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}
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void RenderComponents(App *app) {
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GameState *g = &app->game;
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RenderFloor(&g->floor);
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RenderPlayer();
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RenderEnemies(&g->enemies);
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RenderBirds(&g->birds);
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RenderIslands(&g->islands);
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RenderProjectiles(&g->projectiles);
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}
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void RenderGame(App *app) {
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GameState *g = &app->game;
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BeginTextureMode(g->target);
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ClearBackground(BLACK);
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Camera2D *camera = GetCamera();
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BeginMode2D(*camera);
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RenderComponents(app);
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EndMode2D();
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DrawTextureRec(
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g->mouse.cursorTexture,
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(Rectangle){0, 0, g->mouse.cursorTexture.width,
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g->mouse.cursorTexture.height},
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(Vector2){g->mouse.screenPosition.x, g->mouse.screenPosition.y}, WHITE);
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EndTextureMode();
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BeginDrawing();
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ClearBackground(BLACK);
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for (int i = 0; i < SHADER_COUNT; i++) {
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RenderPostFX(&g->postFX[i], &g->target);
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}
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if (app->flags.showFPS) {
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DrawFPS(10, 10);
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}
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EndDrawing();
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}
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void CleanupGame(App *app) {
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GameState *g = &app->game;
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for (int i = 0; i < SHADER_COUNT; i++) {
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UnloadPostFX(&g->postFX[i]);
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}
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for (int i = 0; i < SOUNDTRACK_COUNT; i++) {
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UnloadMusicStream(g->soundtracks[i].music);
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}
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UnloadRenderTexture(g->target);
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}
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