79 lines
2.7 KiB
C
79 lines
2.7 KiB
C
#include "scene_impl.h"
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#include "raylib.h"
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#include "raymath.h"
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#include <stdio.h>
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static void level_scene_render_func(Scene_t* scene)
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{
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Entity_t *p_ent;
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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(&scene->ent_manager, p_ent, CTRANSFORM_COMP_T);
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CBBox_t* p_bbox = get_component(&scene->ent_manager, p_ent, CBBOX_COMP_T);
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DrawRectangle(p_ct->position.x, p_ct->position.y, p_bbox->size.x, p_bbox->size.y, RED);
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}
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return;
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}
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static void movement_update_system(Scene_t* scene)
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{
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float delta_time = GetFrameTime();
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CTransform_t * p_ctransform;
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sc_map_foreach_value(&scene->ent_manager.component_map[CTRANSFORM_COMP_T], p_ctransform)
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{
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p_ctransform->velocity = Vector2Add(
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p_ctransform->velocity,
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Vector2Scale(p_ctransform->accel, delta_time)
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);
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p_ctransform->position = Vector2Add(
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p_ctransform->position,
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Vector2Scale(p_ctransform->velocity, delta_time)
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);
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}
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}
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static void screen_bounce_system(Scene_t *scene)
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{
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Entity_t* p_ent;
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sc_map_foreach_value(&scene->ent_manager.entities, p_ent)
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{
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CBBox_t* p_bbox = get_component(&scene->ent_manager, p_ent, CBBOX_COMP_T);
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CTransform_t* p_ctransform = get_component(&scene->ent_manager, p_ent, CTRANSFORM_COMP_T);
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if (p_bbox == NULL || p_ctransform == NULL) continue;
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if(p_ctransform->position.x < 0 || p_ctransform->position.x + p_bbox->size.x > 320)
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{
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p_ctransform->position.x = (p_ctransform->position.x < 0) ? 0 : p_ctransform->position.x;
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p_ctransform->position.x = (p_ctransform->position.x + p_bbox->size.x > 320) ? 320 - p_bbox->size.x : p_ctransform->position.x;
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p_ctransform->velocity.x *= -1;
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}
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if(p_ctransform->position.y < 0 || p_ctransform->position.y + p_bbox->size.y > 240)
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{
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p_ctransform->position.y = (p_ctransform->position.y < 0) ? 0 : p_ctransform->position.y;
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p_ctransform->position.y = (p_ctransform->position.y + p_bbox->size.y > 240) ? 240 - p_bbox->size.y : p_ctransform->position.y;
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p_ctransform->velocity.y *= -1;
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}
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}
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}
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void init_level_scene(LevelScene_t *scene)
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{
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init_scene(&scene->scene, LEVEL_SCENE, &level_scene_render_func);
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scene->scene.scene_data = &scene->data;
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scene->data.player = NULL;
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// insert level scene systems
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sc_array_add(&scene->scene.systems, &movement_update_system);
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sc_array_add(&scene->scene.systems, &screen_bounce_system);
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}
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void free_level_scene(LevelScene_t *scene)
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{
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free_scene(&scene->scene);
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}
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void reload_level_scene(LevelScene_t *scene)
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{
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}
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