#include "ingame.h" #include "title.h" #include "scene.h" #include "../../audio.h" static void ingame_tick(struct state *state) { struct scene_ingame *scn = (struct scene_ingame *)state->scene; world_drawdef(scn->world); player_calc(scn->player); unfurl_triangle("/assets/big-violet.png", (t_fvec3){ -1, -1, 0 }, (t_fvec3){ 1, -1, 0 }, (t_fvec3){ 1, 1, 0 }, (t_shvec2){ 0, 2048 }, (t_shvec2){ 2048, 2048 }, (t_shvec2){ 2048, 0 }); unfurl_triangle("/assets/big-violet.png", (t_fvec3){ 1, 1, 0 }, (t_fvec3){ -1, 1, 0 }, (t_fvec3){ -1, -1, 0 }, (t_shvec2){ 2048, 0 }, (t_shvec2){ 0, 0 }, (t_shvec2){ 0, 2048 }); } static void ingame_end(struct state *state) { struct scene_ingame *scn = (struct scene_ingame *)state->scene; player_destroy(scn->player); world_destroy(scn->world); } struct scene *ingame_scene(struct state *state) { (void)state; struct scene_ingame *new_scene = ccalloc(1, sizeof *new_scene); new_scene->base.tick = ingame_tick; new_scene->base.end = ingame_end; new_scene->world = world_create(); new_scene->player = player_create(new_scene->world); play_audio_ex("music/repeat-test.xm", "soundtrack", (t_play_audio_args){ .volume = 0.8f, .panning = -0.5f, .repeat = true, }); return (struct scene *)new_scene; }