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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]);
        }

        DrawFPS(10, 10);
    }
#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);
}