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#include <raylib.h>
#include <string.h>
#include "stdio.h"
#include "game.h"
#include "assets.h"
#include "player.h"
#include "background.h"
Game game;
static inline bool ShouldDrawEntity(const Entity* e, DrawLayer layerDrawing) {
return EntityAllocated(e)
&& (e->flags & ENTITY_VISIBLE)
&& (layerDrawing == e->drawLayer);
}
static inline Rectangle GetDrawDestinationRectGlobal(const Entity* e) {
Rectangle destRectGlobal = e->destRect;
destRectGlobal.x += e->position.x;
destRectGlobal.y += e->position.y;
return destRectGlobal;
}
void AddEntity(Entity* e) {
static int nextId = 0;
for(int i = 0; i < MAX_ENTITY_COUNT; i++) {
if (!EntityAllocated(&game.entities[i])) {
e->id = nextId++;
e->flags |= ENTITY_ALLOCATED;
game.entities[i] = *e;
break;
}
}
#ifdef BEATEMUP_DEBUG
TraceLog(LOG_WARNING, "Entity pool full, cannot add new entity!");
#endif
}
void InitGame() {
game.paused = false;
#ifdef BEATEMUP_DEBUG
game.enableDebugOverlay = false;
#endif
memset(game.entities, 0, sizeof(game.entities));
}
void UpdateEntity(Entity* e, float deltaTime) {
switch (e->type) {
case Player_Entity:
UpdatePlayer(e, deltaTime);
break;
default:
break;
}
}
void UpdateGame(float deltaTime) {
#ifdef BEATEMUP_DEBUG
if (IsKeyPressed(KEY_F3)) {
game.enableDebugOverlay = !game.enableDebugOverlay;
}
#endif
for (int i = 0; i < MAX_ENTITY_COUNT; i++) {
Entity* e = &game.entities[i];
if (EntityAllocated(e))
UpdateEntity(e, deltaTime);
}
}
void DefaultDrawEntity(const Entity* e) {
Rectangle srcRect = {0, 0, e->texture.width, e->texture.height};
Vector2 origin = {0.0f, 0.0f};
float rotation = 0.0f;
Rectangle destRect = GetDrawDestinationRectGlobal(e);
DrawTexturePro(e->texture, srcRect, destRect, origin, rotation, WHITE);
}
void DrawEntity(const Entity* e) {
switch (e->type) {
default:
DefaultDrawEntity(e);
}
}
void DrawGame() {
BeginDrawing();
ClearBackground(RAYWHITE);
for (DrawLayer layer = Background_Layer; layer <= Foreground_Layer; layer++) {
for (int j = 0; j < MAX_ENTITY_COUNT; j++) {
Entity* currentEntity = &game.entities[j];
if (ShouldDrawEntity(currentEntity, layer))
DrawEntity(currentEntity);
}
}
#ifdef BEATEMUP_DEBUG
if (game.enableDebugOverlay) {
for (int i = 0; i < MAX_ENTITY_COUNT; i++) {
DebugHighlights(&game.entities[i]);
}
}
#endif
EndDrawing();
}
void AddWall(float xpos, float ypos, float width, float height) {
Entity wall = {0};
wall.type = Wall_Entity;
wall.flags |= ENTITY_PHYSICS_ACTIVE;
wall.position = (Vector2) {xpos, ypos};
wall.physicsCollider = (Rectangle) {0, 0, width, height};
#ifdef BEATEMUP_DEBUG
wall.physicsColliderColor = BLUE;
#endif
AddEntity(&wall);
}
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