yet another api rework, removal of integer types in public api, optionals at the end, some cleaning
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@ -20,13 +20,13 @@ static void handle_input(void)
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if (ctx.mouse_position.y <= 60)
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return;
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if (input_is_action_pressed("add_a_bit"))
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if (input_action_pressed("add_a_bit"))
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{ // Left click
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for (int i = 0; i < LEFT_CLICK_ADD; i++)
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{
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if (state->bunniesCount < MAX_BUNNIES)
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{
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state->bunnies[state->bunniesCount].position = input_get_action_position("add_a_bit");
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state->bunnies[state->bunniesCount].position = input_action_position("add_a_bit");
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state->bunnies[state->bunniesCount].speed.x = (float)(rand() % 500 - 250) / 60.0f;
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state->bunnies[state->bunniesCount].speed.y = (float)(rand() % 500 - 250) / 60.0f;
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state->bunnies[state->bunniesCount].color =
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@ -38,13 +38,13 @@ static void handle_input(void)
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}
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}
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if (input_is_action_pressed("add_a_lot"))
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if (input_action_pressed("add_a_lot"))
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{ // Right click
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for (int i = 0; i < RIGHT_CLICK_ADD; i++)
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{
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if (state->bunniesCount < MAX_BUNNIES)
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{
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state->bunnies[state->bunniesCount].position = input_get_action_position("add_a_lot");
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state->bunnies[state->bunniesCount].position = input_action_position("add_a_lot");
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state->bunnies[state->bunniesCount].speed.x = (float)(rand() % 500 - 250) / 60.0f;
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state->bunnies[state->bunniesCount].speed.y = (float)(rand() % 500 - 250) / 60.0f;
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state->bunnies[state->bunniesCount].color =
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@ -69,8 +69,8 @@ void game_tick(void)
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ctx.udata = ccalloc(1, sizeof(State));
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}
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input_bind_action_control("add_a_bit", CONTROL_LEFT_MOUSE);
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input_bind_action_control("add_a_lot", CONTROL_RIGHT_MOUSE);
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input_action("add_a_bit", CONTROL_LEFT_MOUSE);
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input_action("add_a_lot", CONTROL_RIGHT_MOUSE);
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State *state = ctx.udata;
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@ -94,7 +94,7 @@ void game_tick(void)
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for (int i = 0; i < state->bunniesCount; i++)
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{ // Draw each bunny based on their position and color, also scale accordingly
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m_sprite(m_set(path, "wabbit_alpha.png"),
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m_sprite(m_set(texture, "wabbit_alpha.png"),
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m_set(rect, ((Rect){.x = state->bunnies[i].position.x,
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.y = state->bunnies[i].position.y,
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.w = BUNNY_W * SPRITE_SCALE,
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