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#include <stdio.h>
#include <string.h>
#include <stdlib.h>
#include <raylib.h>
#include "game.h"
#include "player.h"
#include "wall.h"
struct game game;
void update_game(float dt) {
for (int i = 0; i < MAX_ENTITY_COUNT; i++) {
struct entity* current = &game.entities[i];
if (!entity_active(current))
continue;
update_entity(current, dt);
}
}
void draw_game() {
for (int i = 0; i < MAX_ENTITY_COUNT; i++) {
const struct entity* current = &game.entities[i];
//Skip inactive entities
if (!entity_active(current))
continue;
draw_entity(current);
}
}
void init_game() {
memset(&game, 0, sizeof(struct game));
}
void load_level_from_tiled_csv(const char* filename) {
int length;
unsigned char* level_data_raw = LoadFileData(filename, &length);
char* buffer = malloc(length + 1);
memcpy(buffer, level_data_raw, length);
buffer[length] = '\0';
UnloadFileData(level_data_raw);
int y_pos = 0, x_pos;
char *copy = buffer, *line = NULL;
while (((line = strsep(©, "\n")) != NULL) &&
strcmp(line, "") != 0) {
x_pos = 0;
char* tile_string;
while ((tile_string = strsep(&line, ",")) != NULL) {
int tile = atoi(tile_string);
if (tile != -1)
add_wall(x_pos * 128 + 128 / 2, y_pos * 128 + 128 / 2, tile);
x_pos++;
}
y_pos++;
}
free(buffer);
}
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