rework to context: now there's engine and user code copies, renaming of fields, most things that shouldn't be there are hidden
This commit is contained in:
		| @@ -17,7 +17,7 @@ void handle_input(void) | ||||
| { | ||||
|     State *state = ctx.udata; | ||||
|  | ||||
|     if (ctx.mouse_window_position.y <= 60) | ||||
|     if (ctx.mouse_position.y <= 60) | ||||
|         return; | ||||
|  | ||||
|     if (input_is_action_pressed("add_a_bit")) | ||||
| @@ -27,10 +27,10 @@ void handle_input(void) | ||||
|             if (state->bunniesCount < MAX_BUNNIES) | ||||
|             { | ||||
|                 state->bunnies[state->bunniesCount].position = input_get_action_position("add_a_bit"); | ||||
|                 state->bunnies[state->bunniesCount].speed.x = (float)(rand() % 500 - 250) / 60.0; | ||||
|                 state->bunnies[state->bunniesCount].speed.y = (float)(rand() % 500 - 250) / 60.0; | ||||
|                 state->bunnies[state->bunniesCount].speed.x = (float)(rand() % 500 - 250) / 60.0f; | ||||
|                 state->bunnies[state->bunniesCount].speed.y = (float)(rand() % 500 - 250) / 60.0f; | ||||
|                 state->bunnies[state->bunniesCount].color = | ||||
|                     (Color){rand() % 190 + 50, rand() % 160 + 80, rand() % 140 + 100, 255}; | ||||
|                     (Color){(uint8_t)(rand() % 190 + 50), (uint8_t)(rand() % 160 + 80), (uint8_t)(rand() % 140 + 100), 255}; | ||||
|                 state->bunniesCount++; | ||||
|             } | ||||
|         } | ||||
| @@ -43,10 +43,10 @@ void handle_input(void) | ||||
|             if (state->bunniesCount < MAX_BUNNIES) | ||||
|             { | ||||
|                 state->bunnies[state->bunniesCount].position = input_get_action_position("add_a_lot"); | ||||
|                 state->bunnies[state->bunniesCount].speed.x = (float)(rand() % 500 - 250) / 60.0; | ||||
|                 state->bunnies[state->bunniesCount].speed.y = (float)(rand() % 500 - 250) / 60.0; | ||||
|                 state->bunnies[state->bunniesCount].speed.x = (float)(rand() % 500 - 250) / 60.0f; | ||||
|                 state->bunnies[state->bunniesCount].speed.y = (float)(rand() % 500 - 250) / 60.0f; | ||||
|                 state->bunnies[state->bunniesCount].color = | ||||
|                     (Color){rand() % 190 + 50, rand() % 160 + 80, rand() % 140 + 100, 255}; | ||||
|                     (Color){(uint8_t)(rand() % 190 + 50), (uint8_t)(rand() % 160 + 80), (uint8_t)(rand() % 140 + 100), 255}; | ||||
|                 state->bunniesCount++; | ||||
|             } | ||||
|         } | ||||
| @@ -73,32 +73,29 @@ void game_tick(void) | ||||
|  | ||||
|     State *state = ctx.udata; | ||||
|  | ||||
|     const double delta = | ||||
|         (double)(ctx.delta_time) / 1000.0; // Receiving floating point delta value (diving by 1000 based on vibe) | ||||
|  | ||||
|     for (int i = 0; i < state->bunniesCount; i++) | ||||
|     { | ||||
|         state->bunnies[i].position.x += state->bunnies[i].speed.x; | ||||
|         state->bunnies[i].position.y += state->bunnies[i].speed.y; | ||||
|  | ||||
|         if (((state->bunnies[i].position.x + BUNNY_W / 2) > ctx.base_draw_w) || | ||||
|             ((state->bunnies[i].position.x + BUNNY_W / 2) < 0)) | ||||
|         if (((state->bunnies[i].position.x + (float)BUNNY_W / 2) > (float)ctx.resolution.x) || | ||||
|             ((state->bunnies[i].position.x + (float)BUNNY_W / 2) < 0)) | ||||
|             state->bunnies[i].speed.x *= -1; | ||||
|         if (((state->bunnies[i].position.y + BUNNY_H / 2) > ctx.base_draw_h) || | ||||
|             ((state->bunnies[i].position.y + BUNNY_H / 2 - 60) < 0)) | ||||
|         if (((state->bunnies[i].position.y + (float)BUNNY_H / 2) > (float)ctx.resolution.y) || | ||||
|             ((state->bunnies[i].position.y + (float)BUNNY_H / 2 - 60) < 0)) | ||||
|             state->bunnies[i].speed.y *= -1; | ||||
|     } | ||||
|  | ||||
|     handle_input(); | ||||
|  | ||||
|     // Clear window with Gray color (set the background color this way) | ||||
|     draw_rectangle((Rect){0, 0, ctx.base_draw_w, ctx.base_draw_h}, GRAY); | ||||
|     draw_rectangle((Rect){0, 0, (float)ctx.resolution.x, (float)ctx.resolution.y}, GRAY); | ||||
|  | ||||
|     for (int i = 0; i < state->bunniesCount; i++) | ||||
|     { // Draw each bunny based on their position and color, also scale accordingly | ||||
|         m_sprite(m_set(path, "wabbit_alpha.png"), | ||||
|                  m_set(rect, ((Rect){.x = (int)state->bunnies[i].position.x, | ||||
|                                      .y = (int)state->bunnies[i].position.y, | ||||
|                  m_set(rect, ((Rect){.x = state->bunnies[i].position.x, | ||||
|                                      .y = state->bunnies[i].position.y, | ||||
|                                      .w = BUNNY_W * SPRITE_SCALE, | ||||
|                                      .h = BUNNY_H * SPRITE_SCALE})), | ||||
|                  m_opt(color, (state->bunnies[i].color)), m_opt(stretch, true), ); | ||||
|   | ||||
| @@ -19,15 +19,13 @@ static void title_tick(State *state) { | ||||
|         return; | ||||
|     } | ||||
|  | ||||
|  | ||||
|     m_sprite("/assets/title.png", ((Rect) { | ||||
|             ((float)ctx.base_draw_w / 2) - ((float)320 / 2), 64, 320, 128 })); | ||||
|      | ||||
|             ((float)ctx.resolution.x / 2) - ((float)320 / 2), 64, 320, 128 })); | ||||
|      | ||||
|     /* draw the tick count as an example of dynamic text */ | ||||
|     size_t text_str_len = snprintf(NULL, 0, "%lu", state->ctx->tick_count) + 1; | ||||
|     size_t text_str_len = snprintf(NULL, 0, "%lu", state->ctx->frame_number) + 1; | ||||
|     char *text_str = cmalloc(text_str_len); | ||||
|     snprintf(text_str, text_str_len, "%lu", state->ctx->tick_count); | ||||
|     snprintf(text_str, text_str_len, "%lu", state->ctx->frame_number); | ||||
|  | ||||
|     const char *font = "fonts/kenney-pixel.ttf"; | ||||
|     int text_h = 32; | ||||
|   | ||||
| @@ -17,8 +17,8 @@ static void ingame_tick(State *state) { | ||||
|  | ||||
|     if (input_is_mouse_captured()) { | ||||
|         const float sensitivity = 0.6f; /* TODO: put this in a better place */ | ||||
|         scn->yaw += (float)ctx.mouse_relative_position.x * sensitivity; | ||||
|         scn->pitch -= (float)ctx.mouse_relative_position.y * sensitivity; | ||||
|         scn->yaw += (float)ctx.mouse_movement.x * sensitivity; | ||||
|         scn->pitch -= (float)ctx.mouse_movement.y * sensitivity; | ||||
|         scn->pitch = clampf(scn->pitch, -89.0f, 89.0f); | ||||
|  | ||||
|         const float yaw_rad = scn->yaw * (float)DEG2RAD; | ||||
| @@ -62,8 +62,8 @@ static void ingame_tick(State *state) { | ||||
|  | ||||
|     for (int ly = 64; ly--;) { | ||||
|         for (int lx = 64; lx--;) { | ||||
|             float x = SDL_truncf(scn->cam.pos.x + 32 - lx); | ||||
|             float y = SDL_truncf(scn->cam.pos.z + 32 - ly); | ||||
|             float x = SDL_truncf(scn->cam.pos.x + 32 - (float)lx); | ||||
|             float y = SDL_truncf(scn->cam.pos.z + 32 - (float)ly); | ||||
|  | ||||
|             float d0 = stb_perlin_noise3((float)x       * TERRAIN_FREQUENCY, (float)y       * TERRAIN_FREQUENCY, 0, 0, 0, 0) * 3 - 6; | ||||
|             float d1 = stb_perlin_noise3((float)(x + 1) * TERRAIN_FREQUENCY, (float)y       * TERRAIN_FREQUENCY, 0, 0, 0, 0) * 3 - 6; | ||||
| @@ -89,7 +89,7 @@ static void ingame_tick(State *state) { | ||||
|     } | ||||
|  | ||||
|     draw_skybox("/assets/miramar/miramar_*.tga"); | ||||
|     draw_fog(0.9, 1.0, 0.05, (Color){ 140, 147, 160, 255 }); | ||||
|     draw_fog(0.9f, 1.0f, 0.05f, (Color){ 140, 147, 160, 255 }); | ||||
| } | ||||
|  | ||||
|  | ||||
|   | ||||
| @@ -16,15 +16,13 @@ static void title_tick(State *state) { | ||||
|         return; | ||||
|     } | ||||
|  | ||||
|  | ||||
|     m_sprite("/assets/title.png", ((Rect) { | ||||
|             ((float)ctx.base_draw_w / 2) - ((float)320 / 2), 64, 320, 128 })); | ||||
|      | ||||
|      | ||||
|             ((float)ctx.resolution.x / 2) - ((float)320 / 2), 64, 320, 128 })); | ||||
|  | ||||
|     /* draw the tick count as an example of dynamic text */ | ||||
|     size_t text_str_len = snprintf(NULL, 0, "%lu", state->ctx->tick_count) + 1; | ||||
|     size_t text_str_len = snprintf(NULL, 0, "%lu", state->ctx->frame_number) + 1; | ||||
|     char *text_str = cmalloc(text_str_len); | ||||
|     snprintf(text_str, text_str_len, "%lu", state->ctx->tick_count); | ||||
|     snprintf(text_str, text_str_len, "%lu", state->ctx->frame_number); | ||||
|  | ||||
|     const char *font = "/fonts/kenney-pixel.ttf"; | ||||
|     int text_h = 32; | ||||
| @@ -39,6 +37,7 @@ static void title_tick(State *state) { | ||||
|         }, | ||||
|         (Color) { 0, 0, 0, 255 } | ||||
|     ); | ||||
|  | ||||
|     draw_text(text_str, (Vec2){ 0, 0 }, text_h, (Color) { 255, 255, 255, 255 }, font); | ||||
|  | ||||
|     free(text_str); | ||||
|   | ||||
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