473 lines
17 KiB
C
473 lines
17 KiB
C
#include "constants.h"
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#include "scene_impl.h"
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#include "ent_impl.h"
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#include "water_flow.h"
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#include "game_systems.h"
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#include "assets_loader.h"
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#include "raymath.h"
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#include <stdio.h>
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#include <unistd.h>
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static Tile_t all_tiles[MAX_N_TILES] = {0};
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// Maintain own queue to handle key presses
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struct sc_queue_32 key_buffer;
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Scene_t* scenes[1];
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static GameEngine_t engine =
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{
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.scenes = scenes,
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.max_scenes = 1,
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.curr_scene = 0,
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.assets = {0}
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};
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static bool water_toggle = false;
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#define GAME_LAYER 0
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static void level_scene_render_func(Scene_t* scene)
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{
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LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data);
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TileGrid_t tilemap = data->tilemap;
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Entity_t* p_ent;
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BeginTextureMode(scene->layers.render_layers[GAME_LAYER].layer_tex);
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ClearBackground(WHITE);
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BeginMode2D(data->camera.cam);
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for (size_t i = 0; i < tilemap.n_tiles; ++i)
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{
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char buffer[6] = {0};
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int x = (i % tilemap.width) * TILE_SIZE;
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int y = (i / tilemap.width) * TILE_SIZE;
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sprintf(buffer, "%u", sc_map_size_64v(&tilemap.tiles[i].entities_set));
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if (!tilemap.tiles[i].moveable)
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{
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// Draw water tile
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Color water_colour = ColorAlpha(RED, 0.2);
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DrawRectangle(x, y, TILE_SIZE, TILE_SIZE, water_colour);
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}
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if (tilemap.tiles[i].tile_type == SOLID_TILE)
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{
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DrawRectangle(x, y, TILE_SIZE, TILE_SIZE, BLACK);
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}
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if (tilemap.tiles[i].wet)
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{
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#define SURFACE_THICKNESS 4
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int up = i - tilemap.width;
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int bot = i + tilemap.width;
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int right = i + 1;
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int left = i - 1;
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int bot_line = y + TILE_SIZE - tilemap.tiles[i].water_level * WATER_BBOX_STEP - SURFACE_THICKNESS / 2;
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if (up >= 0 && tilemap.tiles[up].wet)
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{
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DrawLineEx((Vector2){x + TILE_SIZE / 2, y}, (Vector2){x + TILE_SIZE / 2, y + TILE_SIZE - tilemap.tiles[i].water_level * WATER_BBOX_STEP}, SURFACE_THICKNESS, ColorAlpha(BLUE, 0.7));
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}
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if (
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(unsigned int)bot <= tilemap.n_tiles
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&& tilemap.tiles[bot].water_level < MAX_WATER_LEVEL
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&& tilemap.tiles[i].water_level == 0
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)
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{
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if (i % tilemap.width != 0 && tilemap.tiles[left].wet)
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{
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DrawLineEx((Vector2){x, bot_line}, (Vector2){x + TILE_SIZE / 2, bot_line}, SURFACE_THICKNESS, ColorAlpha(BLUE, 0.7));
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}
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if (right % tilemap.width != 0 && tilemap.tiles[right].wet)
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{
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DrawLineEx((Vector2){x + TILE_SIZE / 2, bot_line}, (Vector2){x + TILE_SIZE, bot_line}, SURFACE_THICKNESS, ColorAlpha(BLUE, 0.7));
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}
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}
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}
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uint32_t water_height = tilemap.tiles[i].water_level * WATER_BBOX_STEP;
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// Draw water tile
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Color water_colour = ColorAlpha(BLUE, 0.5);
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DrawRectangle(
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x,
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y + (TILE_SIZE - water_height),
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TILE_SIZE,
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water_height,
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water_colour
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);
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}
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sc_map_foreach_value(&scene->ent_manager.entities, p_ent)
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{
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CTransform_t* p_ct = get_component(p_ent, CTRANSFORM_COMP_T);
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if (p_ct == NULL) continue;
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CSprite_t* p_cspr = get_component(p_ent, CSPRITE_T);
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if (p_cspr != NULL)
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{
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const SpriteRenderInfo_t spr = p_cspr->sprites[p_cspr->current_idx];
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if (spr.sprite != NULL)
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{
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Vector2 pos = Vector2Add(p_ent->position, spr.offset);
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draw_sprite(spr.sprite, p_cspr->current_frame, pos, 0.0f, p_cspr->flip_x);
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}
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}
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}
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sc_map_foreach_value(&scene->ent_manager.entities_map[DYNMEM_ENT_TAG], p_ent)
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{
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CWaterRunner_t* p_runner = get_component(p_ent, CWATERRUNNER_T);
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unsigned int x = ((p_runner->current_tile) % tilemap.width) * tilemap.tile_size;
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unsigned int y = ((p_runner->current_tile) / tilemap.width) * tilemap.tile_size;
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DrawCircle(x+16, y+16, 8, ColorAlpha(BLACK, 0.2));
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if (p_runner->target_tile < p_runner->bfs_tilemap.len)
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{
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unsigned int x = ((p_runner->target_tile) % tilemap.width) * tilemap.tile_size;
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unsigned int y = ((p_runner->target_tile) / tilemap.width) * tilemap.tile_size;
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DrawCircle(x+16, y+16, 8, ColorAlpha(BLUE, 0.2));
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}
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if (p_runner->state == LOWEST_POINT_MOVEMENT)
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{
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int curr_idx = p_runner->current_tile;
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int next_idx = p_runner->bfs_tilemap.tilemap[curr_idx].to;
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while(curr_idx != p_runner->target_tile || curr_idx == next_idx)
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while(next_idx >= 0)
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{
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unsigned int x1 = (curr_idx % tilemap.width) * tilemap.tile_size + tilemap.tile_size / 2;
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unsigned int y1 = (curr_idx / tilemap.width) * tilemap.tile_size + tilemap.tile_size / 2;
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unsigned int x2 = (next_idx % tilemap.width) * tilemap.tile_size + tilemap.tile_size / 2;
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unsigned int y2 = (next_idx / tilemap.width) * tilemap.tile_size + tilemap.tile_size / 2;
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DrawLine(x1, y1, x2, y2, BLACK);
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curr_idx = next_idx;
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next_idx = p_runner->bfs_tilemap.tilemap[curr_idx].to;
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}
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}
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}
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char buffer[64] = {0};
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for (size_t i = 0; i < tilemap.n_tiles; ++i)
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{
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int x = (i % tilemap.width) * TILE_SIZE;
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int y = (i / tilemap.width) * TILE_SIZE;
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sprintf(buffer, "%u", sc_map_size_64v(&tilemap.tiles[i].entities_set));
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if (tilemap.tiles[i].solid > 0)
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{
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DrawText(buffer, x, y, 10, WHITE);
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}
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else
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{
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// Draw water tile
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DrawText(buffer, x, y, 10, BLACK);
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}
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}
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// Draw tile grid
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for (size_t i = 0; i < tilemap.width; ++i)
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{
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int x = (i+1)*TILE_SIZE;
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DrawLine(x, 0, x, tilemap.height * TILE_SIZE, BLACK);
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}
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for (size_t i = 0; i < tilemap.height;++i)
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{
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int y = (i+1)*TILE_SIZE;
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DrawLine(0, y, tilemap.width * TILE_SIZE, y, BLACK);
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}
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EndMode2D();
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EndTextureMode();
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scene->bg_colour = water_toggle ? ColorAlpha(BLUE, 0.2) : LIGHTGRAY;
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}
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static inline unsigned int get_tile_idx(int x, int y, const TileGrid_t* tilemap)
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{
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unsigned int tile_x = x / TILE_SIZE;
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unsigned int tile_y = y / TILE_SIZE;
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if (tile_x < tilemap->width && tile_y < tilemap->height)
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{
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return tile_y * tilemap->width + tile_x;
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}
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return MAX_N_TILES;
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}
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static void simple_friction_system(Scene_t* scene)
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{
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CMovementState_t* p_mstate;
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unsigned long ent_idx;
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sc_map_foreach(&scene->ent_manager.component_map[CMOVEMENTSTATE_T], ent_idx, p_mstate)
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{
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Entity_t* p_ent = get_entity(&scene->ent_manager, ent_idx);
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CTransform_t* p_ctransform = get_component(p_ent, CTRANSFORM_COMP_T);
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p_ctransform->fric_coeff = (Vector2){-4.5, -4.5};
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p_ctransform->accel = Vector2Add(
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p_ctransform->accel,
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Vector2Multiply((Vector2){-3.0,-3.0}, p_ctransform->velocity)
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);
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}
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}
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static void toggle_block_system(Scene_t* scene)
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{
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// TODO: This system is not good as the interface between raw input and actions is broken
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static unsigned int last_tile_idx = MAX_N_TILES;
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LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data);
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TileGrid_t tilemap = data->tilemap;
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Vector2 raw_mouse_pos = {GetMouseX(), GetMouseY()};
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raw_mouse_pos = Vector2Subtract(raw_mouse_pos, (Vector2){data->game_rec.x, data->game_rec.y});
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if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON))
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{
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last_tile_idx = MAX_N_TILES;
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}
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if (
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raw_mouse_pos.x < data->game_rec.width
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&& raw_mouse_pos.y < data->game_rec.height
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)
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{
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Vector2 mouse_pos = GetScreenToWorld2D(raw_mouse_pos, data->camera.cam);
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unsigned int tile_idx = get_tile_idx(mouse_pos.x, mouse_pos.y, &tilemap);
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if (tile_idx >= MAX_N_TILES) return;
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if (tile_idx == last_tile_idx) return;
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if (IsMouseButtonDown(MOUSE_LEFT_BUTTON))
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{
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if (!water_toggle)
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{
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TileType_t new_type = EMPTY_TILE;
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new_type = (tilemap.tiles[tile_idx].tile_type == SOLID_TILE)? EMPTY_TILE : SOLID_TILE;
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if (new_type == SOLID_TILE)
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{
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tilemap.tiles[tile_idx].water_level = 0;
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tilemap.tiles[tile_idx].wet = false;
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}
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change_a_tile(&tilemap, tile_idx, new_type);
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}
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else
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{
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if (tilemap.tiles[tile_idx].tile_type != SOLID_TILE)
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{
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if (tilemap.tiles[tile_idx].water_level > 0)
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{
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tilemap.tiles[tile_idx].water_level = 0;
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}
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else
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{
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tilemap.tiles[tile_idx].water_level = tilemap.tiles[tile_idx].max_water_level;
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}
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}
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}
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last_tile_idx = tile_idx;
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CWaterRunner_t* p_crunner;
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sc_map_foreach_value(&scene->ent_manager.component_map[CWATERRUNNER_T], p_crunner)
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{
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//if (tilemap.tiles[tile_idx].solid)
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//{
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// int curr_idx = p_crunner->current_tile;
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// //Tile_t* curr_tile = tilemap.tiles + p_crunner->current_tile;
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// bool blocked = false;
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// puts("Retracing");
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// while(curr_idx >= 0)
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// {
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// printf("%u\n", curr_idx);
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// if (curr_idx == tile_idx)
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// {
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// blocked = true;
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// break;
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// }
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// curr_idx = p_crunner->bfs_tilemap.tilemap[curr_idx].from;
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// }
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// if (blocked)
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// {
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// int return_idx = p_crunner->current_tile;
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// if (p_crunner->bfs_tilemap.tilemap[curr_idx].from >= 0)
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// {
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// p_crunner->current_tile = p_crunner->bfs_tilemap.tilemap[curr_idx].from;
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// }
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// puts("Blocking...");
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// while(curr_idx != return_idx)
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// {
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// tilemap.tiles[curr_idx].wet = false;
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// curr_idx = p_crunner->bfs_tilemap.tilemap[curr_idx].to;
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// }
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// }
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//}
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p_crunner->state = BFS_RESET;
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}
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}
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else if (IsMouseButtonReleased(MOUSE_RIGHT_BUTTON))
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{
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if (sc_map_size_64v(&tilemap.tiles[tile_idx].entities_set) == 0)
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{
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Entity_t* p_ent = create_water_runner(&scene->ent_manager, DEFAULT_MAP_WIDTH, DEFAULT_MAP_HEIGHT, tile_idx);
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if (p_ent == NULL) return;
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CTransform_t* p_ct = get_component(p_ent, CTRANSFORM_COMP_T);
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p_ent->position.x = (tile_idx % tilemap.width) * tilemap.tile_size;
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p_ent->position.y = (tile_idx / tilemap.width) * tilemap.tile_size;
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}
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else
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{
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Entity_t* ent;
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unsigned int m_id;
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sc_map_foreach(&tilemap.tiles[tile_idx].entities_set, m_id, ent)
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{
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if (ent->m_tag == PLAYER_ENT_TAG) continue;
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CTileCoord_t* p_tilecoord = get_component(
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ent, CTILECOORD_COMP_T
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);
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for (size_t i = 0;i < p_tilecoord->n_tiles; ++i)
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{
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// Use previously store tile position
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// Clear from those positions
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unsigned int tile_idx = p_tilecoord->tiles[i];
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sc_map_del_64v(&(tilemap.tiles[tile_idx].entities_set), m_id);
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}
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CWaterRunner_t* p_crunner = get_component(ent, CWATERRUNNER_T);
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if (p_crunner == NULL)
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{
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remove_entity(&scene->ent_manager, m_id);
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}
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else
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{
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free_water_runner(ent, &scene->ent_manager);
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}
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}
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}
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}
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}
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}
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static void level_do_action(Scene_t* scene, ActionType_t action, bool pressed)
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{
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CPlayerState_t* p_playerstate;
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sc_map_foreach_value(&scene->ent_manager.component_map[CPLAYERSTATE_T], p_playerstate)
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{
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switch(action)
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{
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case ACTION_UP:
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p_playerstate->player_dir.y = (pressed)? -1 : 0;
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break;
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case ACTION_DOWN:
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p_playerstate->player_dir.y = (pressed)? 1 : 0;
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break;
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case ACTION_LEFT:
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p_playerstate->player_dir.x = (pressed)? -1 : 0;
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break;
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case ACTION_RIGHT:
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p_playerstate->player_dir.x = (pressed)? 1 : 0;
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break;
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case ACTION_METAL_TOGGLE:
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if (!pressed) water_toggle = !water_toggle;
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break;
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default:
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break;
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}
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}
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switch (action)
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{
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case ACTION_RESTART:
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puts("Restarting!");
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break;
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default:
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break;
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}
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}
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static void player_simple_movement_system(Scene_t* scene)
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{
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// Deal with player acceleration/velocity via inputs first
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CPlayerState_t* p_pstate;
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unsigned int ent_idx;
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sc_map_foreach(&scene->ent_manager.component_map[CPLAYERSTATE_T], ent_idx, p_pstate)
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{
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Entity_t* p_player = get_entity(&scene->ent_manager, ent_idx);
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CTransform_t* p_ctransform = get_component(p_player, CTRANSFORM_COMP_T);
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p_ctransform->accel = Vector2Scale(Vector2Normalize(p_pstate->player_dir), MOVE_ACCEL);
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}
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}
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int main(void)
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{
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init_engine(&engine, (Vector2){1280,640});
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SetTargetFPS(60);
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LevelScene_t scene;
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scene.scene.engine = &engine;
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init_scene(&scene.scene, &level_do_action);
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init_entity_tag_map(&scene.scene.ent_manager, PLAYER_ENT_TAG, 4);
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init_entity_tag_map(&scene.scene.ent_manager, DYNMEM_ENT_TAG, 16);
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init_level_scene_data(
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&scene.data, MAX_N_TILES, all_tiles,
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(Rectangle){25, 25, VIEWABLE_MAP_WIDTH*TILE_SIZE, VIEWABLE_MAP_HEIGHT*TILE_SIZE}
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);
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assert(scene.data.tilemap.n_tiles <= MAX_N_TILES);
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add_scene_layer(
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&scene.scene, scene.data.game_rec.width, scene.data.game_rec.height,
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scene.data.game_rec
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);
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for (size_t i = 0; i < scene.data.tilemap.width; ++i)
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{
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unsigned int tile_idx = (scene.data.tilemap.height - 1) * scene.data.tilemap.width + i;
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change_a_tile(&scene.data.tilemap, tile_idx, SOLID_TILE);
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}
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create_player(&scene.scene.ent_manager);
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update_entity_manager(&scene.scene.ent_manager);
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scene.data.tile_sprites[ONEWAY_TILE] = get_sprite(&engine.assets, "tl_owp");
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scene.data.tile_sprites[LADDER] = get_sprite(&engine.assets, "tl_ldr");
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scenes[0] = &scene.scene;
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change_scene(&engine, 0);
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sc_array_add(&scene.scene.systems, &player_simple_movement_system);
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//sc_array_add(&scene.scene.systems, &player_bbox_update_system);
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sc_array_add(&scene.scene.systems, &simple_friction_system);
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sc_array_add(&scene.scene.systems, &movement_update_system);
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sc_array_add(&scene.scene.systems, &update_tilemap_system);
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sc_array_add(&scene.scene.systems, &update_water_runner_system);
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sc_array_add(&scene.scene.systems, &toggle_block_system);
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sc_array_add(&scene.scene.systems, &camera_update_system);
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sc_array_add(&scene.scene.systems, &player_dir_reset_system);
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sc_array_add(&scene.scene.systems, &level_scene_render_func);
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sc_map_put_64(&scene.scene.action_map, KEY_R, ACTION_RESTART);
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sc_map_put_64(&scene.scene.action_map, KEY_UP, ACTION_UP);
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sc_map_put_64(&scene.scene.action_map, KEY_DOWN, ACTION_DOWN);
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sc_map_put_64(&scene.scene.action_map, KEY_LEFT, ACTION_LEFT);
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sc_map_put_64(&scene.scene.action_map, KEY_RIGHT, ACTION_RIGHT);
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sc_map_put_64(&scene.scene.action_map, KEY_P, ACTION_METAL_TOGGLE);
|
|
|
|
|
|
const float DT = 1.0f/60.0f;
|
|
while(true)
|
|
{
|
|
float frame_time = GetFrameTime();
|
|
float delta_time = fminf(frame_time, DT);
|
|
|
|
process_inputs(&engine, &scene.scene);
|
|
update_scene(&scene.scene, delta_time);
|
|
update_entity_manager(&scene.scene.ent_manager);
|
|
// This is needed to advance time delta
|
|
render_scene(&scene.scene);
|
|
if (WindowShouldClose()) break;
|
|
}
|
|
|
|
unsigned int m_id;
|
|
Entity_t* ent;
|
|
sc_map_foreach(&scene.scene.ent_manager.entities_map[DYNMEM_ENT_TAG], m_id, ent)
|
|
{
|
|
free_water_runner(ent, &scene.scene.ent_manager);
|
|
}
|
|
free_scene(&scene.scene);
|
|
term_level_scene_data(&scene.data);
|
|
deinit_engine(&engine);
|
|
}
|