#include "ingame.h" #include "title.h" #include "scene.h" #include "townengine/game_api.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); static t_camera cam = { .pos = { 0 }, .target = { 0, 0, -1 }, .up = { 0, -1, 0 } }; if (input_is_action_pressed(&ctx.input, "player_left")) cam.pos.x -= 0.01f; if (input_is_action_pressed(&ctx.input, "player_right")) cam.pos.x += 0.01f; push_camera(&cam); push_sprite_ex((t_frect){ .x = 32, .y = 64, .w = 64, .h = 64 }, (t_push_sprite_args){ .path = "/assets/light.png", .color = (t_color){255, 0, 0, 255}, }); push_sprite_ex((t_frect){ .x = 48, .y = 64, .w = 64, .h = 64 }, (t_push_sprite_args){ .path = "/assets/light.png", .color = (t_color){0, 255, 0, 255}, }); push_sprite_ex((t_frect){ .x = 64, .y = 64, .w = 64, .h = 64 }, (t_push_sprite_args){ .path = "/assets/light.png", .color = (t_color){0, 0, 255, 255}, }); push_sprite_ex((t_frect){ .x = 32, .y = 32, .w = 64, .h = 64 }, (t_push_sprite_args){ .path = "/assets/player/baron-walk.png", .color = (t_color){255, 255, 255, 255}, .rotation = (float)M_PI * 2 * (float)(ctx.tick_count % 64) / 64, }); push_sprite_ex((t_frect){ .x = 64, .y = 32, .w = 64, .h = 64 }, (t_push_sprite_args){ .path = "/assets/player/baron-walk.png", .color = (t_color){255, 255, 255, 255}, .rotation = (float)M_PI / 64, }); push_sprite_ex((t_frect){ .x = 96, .y = 32, .w = 64, .h = 64 }, (t_push_sprite_args){ .path = "/assets/player/baron-walk.png", .color = (t_color){255, 255, 255, 255}, }); push_sprite_ex((t_frect){ .x = 128, .y = 32, .w = 128, .h = 64 }, (t_push_sprite_args){ .path = "/assets/player/baron-walk.png", .color = (t_color){255, 255, 255, 255}, .rotation = (float)M_PI * 2 * (float)(ctx.tick_count % 64) / 64, }); 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); free(state->scene); } 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; }