townengine/apps/demos/bunnymark/game.c
Gerwy Morshy 8aa0e38486 Bunny mark intial files added
Need to add data folder still.
2024-10-07 20:15:20 +00:00

116 lines
5.2 KiB
C

#include "twn_game_api.h"
#include "state.h"
#include <complex.h>
#include <malloc.h>
#include <stdio.h>
#include <stdlib.h>
#define GRAY ((Color){ 130,130,130,255 })
#define BLACK ((Color){ 0,0,0,255 })
#define LEFT_CLICK_ADD 20
#define RIGHT_CLICK_ADD 500
void handle_input(void){
State *state = ctx.udata;
if(ctx.input.mouse_state == 1 && ctx.input.mouse_window_position.y > 60){ // Left click
for (int i = 0; i < LEFT_CLICK_ADD; i++)
{
if (state->bunniesCount < MAX_BUNNIES)
{
state->bunnies[state->bunniesCount].position = (Vec2){
(float)ctx.input.mouse_window_position.x,
(float)ctx.input.mouse_window_position.y
};
state->bunnies[state->bunniesCount].speed.x = (float)(rand() % 500 - 250) / 60.0;
state->bunnies[state->bunniesCount].speed.y = (float)(rand() % 500 - 250) / 60.0;
state->bunnies[state->bunniesCount].color = (Color){
rand() % 190 + 50,
rand() % 160 + 80,
rand() % 140 + 100,
255
};
state->bunniesCount++;
}
}
}
if(ctx.input.mouse_state == 4){ // Right click
for (int i = 0; i < RIGHT_CLICK_ADD; i++)
{
if (state->bunniesCount < MAX_BUNNIES)
{
state->bunnies[state->bunniesCount].position = (Vec2){
(float)ctx.input.mouse_window_position.x,
(float)ctx.input.mouse_window_position.y
};
state->bunnies[state->bunniesCount].speed.x = (float)(rand() % 500 - 250) / 60.0;
state->bunnies[state->bunniesCount].speed.y = (float)(rand() % 500 - 250) / 60.0;
state->bunnies[state->bunniesCount].color = (Color){
rand() % 190 + 50,
rand() % 160 + 80,
rand() % 140 + 100,
255
};
state->bunniesCount++;
}
}
}
}
void game_tick(void) {
static char bunny_count_text[64];
static char bunny_path[64] = "wabbit_alpha.png";
// State *state = ctx.udata;
if (ctx.initialization_needed) { // First tick, initalizing data
// Allocating State struct to store data there
if (!ctx.udata) ctx.udata = ccalloc(1, sizeof(State));
((State *)ctx.udata)->bunniesCount = 0;
}
State *state = ctx.udata;
const double delta = (double)(ctx.delta_time) / 1000.0; // Receiving floating point delta value (diving by 1000 based on vibe)
for (int i = 0; i < state->bunniesCount; i++){
state->bunnies[i].position.x += state->bunnies[i].speed.x;
state->bunnies[i].position.y += state->bunnies[i].speed.y;
if (((state->bunnies[i].position.x + BUNNY_W/2) > ctx.window_w) ||
((state->bunnies[i].position.x + BUNNY_W/2) < 0)) state->bunnies[i].speed.x *= -1;
if (((state->bunnies[i].position.y + BUNNY_H/2) > ctx.window_h) ||
((state->bunnies[i].position.y + BUNNY_H/2 - 60) < 0)) state->bunnies[i].speed.y *= -1;
}
handle_input();
// Clear window with Gray color (set the background color this way)
draw_rectangle((Rect){0,0, ctx.window_w, ctx.window_h}, GRAY);
for (int i = 0; i < state->bunniesCount; i++){ // Draw each bunny based on their position and color, also scale accordingly
m_sprite(
m_set(path, bunny_path),
m_set(rect, ((Rect){ .x = (int)state->bunnies[i].position.x, .y = (int)state->bunnies[i].position.y,
.w = BUNNY_W * SPRITE_SCALE, .h = BUNNY_H * SPRITE_SCALE
})),
m_opt(color, (state->bunnies[i].color)),
m_opt(stretch, true),
);
}
// Formatting text to display, might want to add FPS here too
snprintf(bunny_count_text, 64, "Bunnies: %d", state->bunniesCount);
draw_text(bunny_count_text, (Vec2){ 0, 0 }, 40, BLACK, "/fonts/kenney-pixel.ttf");
}
void game_end(void) {
State *state = ctx.udata;
// Free state when game ends
free(state);
}