Files
sinbad/src/appGame.c
T

144 lines
2.9 KiB
C

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