Files
sinbad/src/game/floor.h
T
2025-03-20 11:55:34 +01:00

45 lines
1.6 KiB
C

#ifndef Floor_H
#define Floor_H
#include "../engine/sprite.h"
typedef struct {
Sprite sprite;
Rectangle bounds;
} Floor;
Floor CreateFloor(Texture2D texture, float textureWidth){
return (Floor){
.sprite = {
.texture = texture,
.frameSize = {textureWidth,textureWidth},
.sourceRec = { 0.0f, 0.0f, textureWidth, textureWidth},
.destRec = {0.0f, 0.0f, textureWidth, textureWidth},
.origin = {textureWidth / 2, textureWidth / 2},
.rotation = 0.0f,
.color = WHITE
},
.bounds = {0.0f,0.0f,0.0f,0.0f}
};
}
void UpdateFloor(Floor *floor, const Camera2D *camera){
floor->bounds.x = (int)((camera->target.x - (GetScreenWidth() / 2.0f / camera->zoom)) / floor->sprite.frameSize.x) - 1;
floor->bounds.width = (int)((camera->target.x + (GetScreenWidth() / 2.0f / camera->zoom)) / floor->sprite.frameSize.x) + 1;
floor->bounds.y = (int)((camera->target.y - (GetScreenHeight() / 2.0f / camera->zoom)) / floor->sprite.frameSize.y) - 1;
floor->bounds.height = (int)((camera->target.y + (GetScreenHeight() / 2.0f / camera->zoom)) / floor->sprite.frameSize.y) + 1;
}
void RenderFloor(Floor *floor){
for (int y = (int)floor->bounds.y; y <= (int)floor->bounds.height; y++)
{
for (int x = (int)floor->bounds.x; x <= (int)floor->bounds.width; x++)
{
Vector2 floorPosition = {x * floor->sprite.frameSize.x, y * floor->sprite.frameSize.y};
UpdateSpriteDestRec(&floor->sprite, &floorPosition);
RenderSprite(&floor->sprite);
}
}
}
#endif //Floor_H