107 lines
3.0 KiB
C
107 lines
3.0 KiB
C
#include "appTypes.h"
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Vector2 GetPositionInsideRectangle(Rectangle rec)
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{
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int randX = GetRandomValue(rec.x, rec.width);
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int randY = GetRandomValue(rec.y, rec.height);
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Vector2 randVector = {randX, randY};
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return randVector;
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}
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Vector2 GetPositionOutsideRectangle(Rectangle rec, int min, int max)
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{
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int side = GetRandomValue(0, 3);
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Vector2 pos = {0};
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switch (side)
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{
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case 0: // left
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pos.x = rec.x - GetRandomValue(min, max);
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pos.y = GetRandomValue((int)rec.y, (int)(rec.y + rec.height));
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break;
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case 1: // right
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pos.x = rec.x + rec.width + GetRandomValue(min, max);
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pos.y = GetRandomValue((int)rec.y, (int)(rec.y + rec.height));
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break;
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case 2: // top
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pos.x = GetRandomValue((int)rec.x, (int)(rec.x + rec.width));
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pos.y = rec.y - GetRandomValue(min, max);
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break;
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case 3: // bottom
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pos.x = GetRandomValue((int)rec.x, (int)(rec.x + rec.width));
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pos.y = rec.y + rec.height + GetRandomValue(min, max);
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break;
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}
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return pos;
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}
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const TextureAsset birdsTextureAssets[BIRDS_TEX_COUNT] = {
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{"assets/birds.png", 16.0f, 16.0f, 45.0f}
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};
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Birds CreateBirds(void){
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TextureAsset flyingAsset = birdsTextureAssets[FLYING];
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Texture2D texture = LoadTexture(flyingAsset.path);
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float frameWidth = flyingAsset.frameWidth;
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float rotation = flyingAsset.rotation;
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Sprite birdSprite = {
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.texture = texture,
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.frameSize = {frameWidth, frameWidth},
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.sourceRec = {0.0f, 0.0f, frameWidth, frameWidth},
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.destRec = {GetScreenWidth()/2, 0.0f, frameWidth, frameWidth},
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.origin = {frameWidth / 2, frameWidth / 2},
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.rotation = rotation,
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.color = WHITE
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};
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Animation birdsAnimation = {
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.state = 1,
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.currentFrame = 0,
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.maxFrame = 2,
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.framesCounter = 0,
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.framesSpeed = 2.0f,
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.animTimer = 0.0f
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};
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Rectangle cameraRec = GetCameraRectangle();
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printf("cameraRec: %f, %f, %f, %f", cameraRec.x, cameraRec.y, cameraRec.width, cameraRec.height);
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Physics birdsPhysics = {
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.position = GetPositionOutsideRectangle(cameraRec, 1, 100),
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.direction = (Vector2){0.0f, 0.0f},
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.speed = 5.0f
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};
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return (Birds){
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.sprite = birdSprite,
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.animation = birdsAnimation,
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.physics = birdsPhysics
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};
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}
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void UpdateBirds(Birds *birds){
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Camera2D *camera = GetCamera();
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Vector2 dir = {camera->target.x - birds->physics.position.x, camera->target.y - birds->physics.position.y};
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UpdatePhysics(&birds->physics, dir);
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printf("birdsPos: %f, %f", birds->physics.position.x, birds->physics.position.y);
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printf("cameraTarget: %f, %f",camera->target.x, camera->target.y );
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UpdateSpriteDestRec(&birds->sprite, &birds->physics.position);
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float rotation = Vector2ToRotation(dir);
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UpdateSpriteRotation(&birds->sprite, rotation + 45.0f);
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UpdateAnimation(&birds->animation, GetFrameTime());
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UpdateSpriteSourceRec(&birds->sprite, &(Vector2){birds->sprite.frameSize.x * birds->animation.currentFrame, birds->sprite.frameSize.y});
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}
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void RenderBirds(Birds *birds){
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RenderSprite(&birds->sprite);
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}
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