#include "ingame.h" #include "title.h" #include "scene.h" #include "twn_game_api.h" #include "twn_vec.h" #include static void ingame_tick(State *state) { SceneIngame *scn = (SceneIngame *)state->scene; world_drawdef(scn->world); player_calc(scn->player); const Vec3 right = m_vec_norm(m_vec_cross(scn->cam.target, scn->cam.up)); const float speed = 0.04f; /* TODO: put this in a better place */ if (input_is_action_pressed(&ctx.input, "player_left")) scn->cam.pos = vec3_sub(scn->cam.pos, m_vec_scale(right, speed)); if (input_is_action_pressed(&ctx.input, "player_right")) scn->cam.pos = vec3_add(scn->cam.pos, m_vec_scale(right, speed)); if (input_is_action_pressed(&ctx.input, "player_forward")) scn->cam.pos = vec3_add(scn->cam.pos, m_vec_scale(scn->cam.target, speed)); if (input_is_action_pressed(&ctx.input, "player_backward")) scn->cam.pos = vec3_sub(scn->cam.pos, m_vec_scale(scn->cam.target, speed)); if (input_is_action_pressed(&ctx.input, "player_jump")) scn->cam.pos.y += speed; if (input_is_action_pressed(&ctx.input, "player_run")) scn->cam.pos.y -= speed; } static void ingame_end(State *state) { SceneIngame *scn = (SceneIngame *)state->scene; player_destroy(scn->player); world_destroy(scn->world); free(state->scene); } Scene *ingame_scene(State *state) { (void)state; SceneIngame *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); new_scene->cam = (Camera){ .pos = { 32, 0, 1 }, .up = { 0, 1, 0 }, .fov = (float)M_PI_2 }; return (Scene *)new_scene; }