yet another api rework, removal of integer types in public api, optionals at the end, some cleaning
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@ -11,35 +11,15 @@
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static void ingame_tick(State *state) {
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SceneIngame *scn = (SceneIngame *)state->scene;
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input_bind_action_control("player_left", CONTROL_A);
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input_bind_action_control("player_right", CONTROL_D);
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input_bind_action_control("player_forward", CONTROL_W);
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input_bind_action_control("player_backward", CONTROL_S);
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input_bind_action_control("player_jump", CONTROL_SPACE);
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input_bind_action_control("player_run", CONTROL_LSHIFT);
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input_action("player_left", CONTROL_A);
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input_action("player_right", CONTROL_D);
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input_action("player_forward", CONTROL_W);
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input_action("player_backward", CONTROL_S);
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input_action("player_jump", CONTROL_SPACE);
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input_action("player_run", CONTROL_LSHIFT);
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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("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("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("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("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("player_jump"))
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scn->cam.pos.y += speed;
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if (input_is_action_pressed("player_run"))
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scn->cam.pos.y -= speed;
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}
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@ -61,7 +41,5 @@ Scene *ingame_scene(State *state) {
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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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@ -15,8 +15,6 @@ typedef struct SceneIngame {
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World *world;
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Player *player;
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Camera cam;
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/* TODO: put this in a better place */
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float yaw;
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float pitch;
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@ -14,9 +14,9 @@ static void title_tick(State *state) {
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SceneTitle *scn = (SceneTitle *)state->scene;
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(void)scn;
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input_bind_action_control("ui_accept", CONTROL_RETURN);
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input_action("ui_accept", CONTROL_RETURN);
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if (input_is_action_just_pressed("ui_accept")) {
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if (input_action_just_pressed("ui_accept")) {
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switch_to(state, ingame_scene);
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return;
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}
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@ -25,13 +25,13 @@ static void title_tick(State *state) {
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((float)ctx.resolution.x / 2) - ((float)320 / 2), 64, 320, 128 }));
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/* draw the tick count as an example of dynamic text */
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size_t text_str_len = snprintf(NULL, 0, "%lu", state->ctx->frame_number) + 1;
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size_t text_str_len = snprintf(NULL, 0, "%llu", (unsigned long long)state->ctx->frame_number) + 1;
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char *text_str = cmalloc(text_str_len);
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snprintf(text_str, text_str_len, "%lu", state->ctx->frame_number);
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snprintf(text_str, text_str_len, "%llu", (unsigned long long)state->ctx->frame_number);
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const char *font = "fonts/kenney-pixel.ttf";
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int text_h = 32;
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int text_w = draw_text_width(text_str, text_h, font);
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float text_h = 32;
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float text_w = draw_text_width(text_str, text_h, font);
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draw_rectangle(
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(Rect) {
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