2024-09-25 15:29:58 +00:00
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#include "ingame.h"
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#include "title.h"
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#include "scene.h"
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#include "twn_game_api.h"
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2024-10-06 21:00:36 +00:00
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#include <SDL2/SDL.h>
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2024-09-25 15:29:58 +00:00
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static void ingame_tick(State *state) {
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SceneIngame *scn = (SceneIngame *)state->scene;
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world_drawdef(scn->world);
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player_calc(scn->player);
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const Vec3 right = m_vec_norm(m_vec_cross(scn->cam.target, scn->cam.up));
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const float speed = 0.04f; /* TODO: put this in a better place */
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if (input_is_action_pressed(&ctx.input, "player_left"))
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scn->cam.pos = vec3_sub(scn->cam.pos, m_vec_scale(right, speed));
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if (input_is_action_pressed(&ctx.input, "player_right"))
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scn->cam.pos = vec3_add(scn->cam.pos, m_vec_scale(right, speed));
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if (input_is_action_pressed(&ctx.input, "player_forward"))
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scn->cam.pos = vec3_add(scn->cam.pos, m_vec_scale(scn->cam.target, speed));
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if (input_is_action_pressed(&ctx.input, "player_backward"))
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scn->cam.pos = vec3_sub(scn->cam.pos, m_vec_scale(scn->cam.target, speed));
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if (input_is_action_pressed(&ctx.input, "player_jump"))
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scn->cam.pos.y += speed;
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if (input_is_action_pressed(&ctx.input, "player_run"))
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scn->cam.pos.y -= speed;
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}
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static void ingame_end(State *state) {
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SceneIngame *scn = (SceneIngame *)state->scene;
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player_destroy(scn->player);
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world_destroy(scn->world);
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free(state->scene);
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}
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Scene *ingame_scene(State *state) {
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(void)state;
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SceneIngame *new_scene = ccalloc(1, sizeof *new_scene);
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new_scene->base.tick = ingame_tick;
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new_scene->base.end = ingame_end;
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new_scene->world = world_create();
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new_scene->player = player_create(new_scene->world);
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new_scene->cam = (Camera){ .pos = { 32, 0, 1 }, .up = { 0, 1, 0 }, .fov = (float)M_PI_2 };
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return (Scene *)new_scene;
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}
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