165 lines
4.3 KiB
C
165 lines
4.3 KiB
C
#ifndef GAME_H
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#define GAME_H
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#include <object.h>
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#include <camera.h>
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#include <input.h>
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#include <postfx.h>
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#include <soundtrack.h>
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#include <asset.h>
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#include <array.h>
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#include <stdlib.h>
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#include "gameassets.h"
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#include "floor.h"
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#include "player.h"
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#include "bee.h"
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#include "hive.h"
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#include "flowers.h"
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typedef struct
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{
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Assets assets;
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Texture2D textures[TEX_COUNT];
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PostProcessing postFX[SHADER_COUNT];
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Soundtrack soundtracks[SOUNDTRACK_COUNT];
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RenderTexture2D target;
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Floor floor;
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Object hive;
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Array* flowers;
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Player player;
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Bee bee1;
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Camera2D camera;
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Mouse mouse;
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Image image;
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} GameState;
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void InitGame(GameState *g, Window *window)
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{
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g->assets = (Assets){
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.textureAssets = texAssets,
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.shaderAssets = shaderAssets,
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.soundtrackAssets = soundtrackAssets};
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for (int i = 0; i < TEX_COUNT; i++)
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{
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g->textures[i] = LoadTexture(g->assets.textureAssets[i].path);
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}
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for (int i = 0; i < SHADER_COUNT; i++)
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{
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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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{
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g->soundtracks[i] = LoadSoundtrack(g->assets.soundtrackAssets[i].path);
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}
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// Target texture
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g->target = LoadRenderTexture(window->width, window->height);
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// Static Entities
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g->flowers = CreateFlowers(g->textures[FLOWER], g->assets.textureAssets[FLOWER].frameWidth, g->assets.textureAssets[FLOWER].rotation, 50.0f);
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g->floor = CreateFloor(g->textures[GRASS], g->assets.textureAssets[GRASS].frameWidth);
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g->hive = CreateHive(g->textures[HIVE], g->assets.textureAssets[HIVE].frameWidth);
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// Animated Entities
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g->player = CreatePlayer(IDLE_DOWN, HOE, g->textures[PLAYER], g->assets.textureAssets[PLAYER].frameWidth, 4, 2, g->hive.position, g->assets.textureAssets[PLAYER].rotation, 50.0f);
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// g->bee1 = CreateBee(FLYING, g->textures[BEE], g->assets.textureAssets[BEE].frameWidth, 4, 10, g->hive.position, 10.0f, &g->flowers, &g->hive);
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// I/O
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g->camera = CreateCamera(window->width, window->height, g->player.physics.position, 10.0f);
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g->mouse = CreateMouse(0.10f, 5.0f, 10.0f, &g->textures[CURSOR]);
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}
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void UpdateGame(GameState *g, View *currentView, bool *running)
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{
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if (GetFPS() <= 60)
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{
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SetTargetFPS(0);
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}
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if (IsKeyPressed(KEY_ESCAPE))
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{
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*currentView = MENU;
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}
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if (WindowShouldClose() && !IsKeyPressed(KEY_ESCAPE))
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{
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*running = false;
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}
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for (int i = 0; i < SHADER_COUNT; i++)
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{
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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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{
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UpdateSoundtrack(&g->soundtracks[i]);
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}
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UpdateMouse(&g->mouse, &g->camera);
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UpdateCamera2D(&g->camera, &g->player.physics.position, &g->mouse);
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UpdateFloor(&g->floor, &g->camera);
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UpdatePlayer(&g->player);
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UpdateArray(g->flowers, UpdateFlower);
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// UpdateBee(&g->bee1, &g->flowers, &g->hive);
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}
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void RenderComponents(GameState *g)
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{
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RenderFloor(&g->floor);
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RenderSprite(&g->hive.sprite);
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RenderArray(g->flowers, RenderFlower);
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RenderSprite(&g->player.sprite);
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RenderSprite(&g->bee1.sprite);
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}
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void RenderGame(GameState *g, const State *appState, Flags *flags)
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{
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BeginTextureMode(g->target);
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ClearBackground(BLACK);
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BeginMode2D(g->camera);
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RenderComponents(g);
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EndMode2D();
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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);
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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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{
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RenderPostFX(&g->postFX[i], &g->target);
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}
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DrawText(TextFormat("%d", g->player.inventar.seedCount), 10, 10, 50, WHITE);
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if (flags->showFPS)
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{
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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(GameState *g)
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{
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for (int i = 0; i < SHADER_COUNT; i++)
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{
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UnloadPostFX(&g->postFX[i]);
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}
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for (int i = 0; i < TEX_COUNT; i++)
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{
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if (g->textures[i].id > 0)
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{
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UnloadTexture(g->textures[i]);
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}
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}
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for (int i = 0; i < SOUNDTRACK_COUNT; i++)
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{
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UnloadMusicStream(g->soundtracks[i].music);
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}
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UnloadRenderTexture(g->target);
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FreeArray(&g->flowers);
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}
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#endif // GAME_H
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