119 lines
4.0 KiB
C
119 lines
4.0 KiB
C
#include "twn_game_api.h"
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#include "state.h"
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#include <complex.h>
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#include <malloc.h>
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#include <stdio.h>
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#include <stdlib.h>
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#define GRAY ((Color){130, 130, 130, 255})
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#define BLACK ((Color){0, 0, 0, 255})
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#define LEFT_CLICK_ADD 20
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#define RIGHT_CLICK_ADD 500
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void handle_input(void)
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{
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State *state = ctx.udata;
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if (ctx.mouse_window_position.y <= 60)
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return;
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if (input_is_action_pressed("add_a_bit"))
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{ // Left click
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for (int i = 0; i < LEFT_CLICK_ADD; i++)
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{
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if (state->bunniesCount < MAX_BUNNIES)
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{
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state->bunnies[state->bunniesCount].position = input_get_action_position("add_a_bit");
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state->bunnies[state->bunniesCount].speed.x = (float)(rand() % 500 - 250) / 60.0;
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state->bunnies[state->bunniesCount].speed.y = (float)(rand() % 500 - 250) / 60.0;
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state->bunnies[state->bunniesCount].color =
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(Color){rand() % 190 + 50, rand() % 160 + 80, rand() % 140 + 100, 255};
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state->bunniesCount++;
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}
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}
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}
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if (input_is_action_pressed("add_a_lot"))
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{ // Right click
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for (int i = 0; i < RIGHT_CLICK_ADD; i++)
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{
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if (state->bunniesCount < MAX_BUNNIES)
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{
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state->bunnies[state->bunniesCount].position = input_get_action_position("add_a_lot");
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state->bunnies[state->bunniesCount].speed.x = (float)(rand() % 500 - 250) / 60.0;
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state->bunnies[state->bunniesCount].speed.y = (float)(rand() % 500 - 250) / 60.0;
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state->bunnies[state->bunniesCount].color =
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(Color){rand() % 190 + 50, rand() % 160 + 80, rand() % 140 + 100, 255};
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state->bunniesCount++;
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}
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}
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}
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}
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void game_tick(void)
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{
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char bunny_count_text[64];
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// State *state = ctx.udata;
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if (ctx.initialization_needed)
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{ // First tick, initalizing data
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// Allocating State struct to store data there
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if (!ctx.udata)
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ctx.udata = ccalloc(1, sizeof(State));
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input_add_action("add_a_bit");
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input_bind_action_control("add_a_bit", CONTROL_LEFT_MOUSE);
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input_add_action("add_a_lot");
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input_bind_action_control("add_a_lot", CONTROL_RIGHT_MOUSE);
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}
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State *state = ctx.udata;
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const double delta =
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(double)(ctx.delta_time) / 1000.0; // Receiving floating point delta value (diving by 1000 based on vibe)
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for (int i = 0; i < state->bunniesCount; i++)
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{
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state->bunnies[i].position.x += state->bunnies[i].speed.x;
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state->bunnies[i].position.y += state->bunnies[i].speed.y;
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if (((state->bunnies[i].position.x + BUNNY_W / 2) > ctx.window_w) ||
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((state->bunnies[i].position.x + BUNNY_W / 2) < 0))
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state->bunnies[i].speed.x *= -1;
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if (((state->bunnies[i].position.y + BUNNY_H / 2) > ctx.window_h) ||
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((state->bunnies[i].position.y + BUNNY_H / 2 - 60) < 0))
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state->bunnies[i].speed.y *= -1;
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}
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handle_input();
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// Clear window with Gray color (set the background color this way)
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draw_rectangle((Rect){0, 0, ctx.window_w, ctx.window_h}, GRAY);
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for (int i = 0; i < state->bunniesCount; i++)
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{ // Draw each bunny based on their position and color, also scale accordingly
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m_sprite(m_set(path, "wabbit_alpha.png"),
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m_set(rect, ((Rect){.x = (int)state->bunnies[i].position.x,
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.y = (int)state->bunnies[i].position.y,
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.w = BUNNY_W * SPRITE_SCALE,
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.h = BUNNY_H * SPRITE_SCALE})),
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m_opt(color, (state->bunnies[i].color)), m_opt(stretch, true), );
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}
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// Formatting text to display, might want to add FPS here too
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snprintf(bunny_count_text, 64, "Bunnies: %d", state->bunniesCount);
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draw_text(bunny_count_text, (Vec2){0, 0}, 40, BLACK, "/fonts/kenney-pixel.ttf");
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}
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void game_end(void)
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{
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State *state = ctx.udata;
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// Free state when game ends
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free(state);
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}
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