#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 = { 32, 0, 1 }, .up = { 0, 1, 0 }, .fov = (float)M_PI_2 }; cam.target = m_vec_norm(((t_fvec3){ -1, 0, 1 })); 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; if (input_is_action_pressed(&ctx.input, "player_jump")) cam.pos.z += 0.01f; m_sprite(m_set(path, "/assets/light.png"), m_set(rect, ((t_frect){ 48, 64, 64, 64 })), m_opt(color, ((t_color){ 255, 0, 0, 255 }))); m_sprite(m_set(path, "/assets/light.png"), m_set(rect, ((t_frect){ 64, 64, 64, 64 })), m_opt(color, ((t_color){ 0, 255, 0, 255 }))); m_sprite(m_set(path, "/assets/light.png"), m_set(rect, ((t_frect){ 80, 64, 64, 64 })), m_opt(color, ((t_color){ 0, 0, 255, 255 }))); m_sprite(m_set(path, "/assets/player/baron-walk.png"), m_set(rect, ((t_frect){ 32, 32, 64, 64 })), m_opt(rotation, (float)M_PI * 2 * (float)(ctx.tick_count % 64) / 64 )); m_sprite(m_set(path, "/assets/player/baron-walk.png"), m_set(rect, ((t_frect){ 128, 32, 128, 64 })), m_opt(rotation, (float)M_PI * 2 * (float)(ctx.tick_count % 64) / 64 )); set_camera(&cam); for (int y = 64; --y;) for (int x = 64; --x;) { float d0 = sample_perlin_2d((t_fvec2){x, y}, 0.2, 5) * 8 - 6; float d1 = sample_perlin_2d((t_fvec2){x + 1, y}, 0.2, 5) * 8 - 6; float d2 = sample_perlin_2d((t_fvec2){x + 1, y - 1}, 0.2, 5) * 8 - 6; float d3 = sample_perlin_2d((t_fvec2){x, y - 1}, 0.2, 5) * 8 - 6; unfurl_triangle("/assets/grass.gif", (t_fvec3){ x, d0, y }, (t_fvec3){ x + 1, d1, y }, (t_fvec3){ x, d3, y - 1 }, (t_shvec2){ 0, 768 }, (t_shvec2){ 1024, 768 }, (t_shvec2){ 1024, 0 }); unfurl_triangle("/assets/grass.gif", (t_fvec3){ x + 1, d1, y }, (t_fvec3){ x + 1, d2, y - 1 }, (t_fvec3){ x, d3, y - 1 }, (t_shvec2){ 1024, 0 }, (t_shvec2){ 0, 0 }, (t_shvec2){ 0, 768 }); } } 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; }