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#include "entity.h"
#include "game.h"
// TODO: Entity creation system
Entity createEntity(EntityId id, Vector3 position)
{
Entity entity;
entity.id = id;
switch (id)
{
case OLD_MINT:
case STICKY_NICKEL:
entity.box = (BoundingBox){
.min = (Vector3){-0.4, -0.4, -0.4},
.max = (Vector3){0.4, 0.4, 0.4}
};
break;
case TREE:
{
Vector2 size = (Vector2){225.0 / 500.0 * TREE_SCALE, TREE_SCALE};
size = Vector2Scale(size, 0.5);
entity.box = (BoundingBox){
.min = (Vector3){-size.x, -size.y, -size.x},
.max = (Vector3){size.x, size.y, size.x}
};
}
break;
default:
break;
}
setEntityPosition(&entity, position);
return entity;
}
void updateEntity(Entity* entity, Game* game)
{
switch (entity->id)
{
case OLD_MINT:
DrawBillboard(game->player.camera, game->assets.textures[MINT_TEXTURE],
entity->position, 1.0, WHITE);
break;
case STICKY_NICKEL:
DrawBillboard(game->player.camera, game->assets.textures[NICKEL_TEXTURE],
entity->position, 1.0, WHITE);
break;
case TREE:
DrawBillboard(game->player.camera, game->assets.textures[TREE_TEXTURE],
entity->position, TREE_SCALE, WHITE);
break;
default:
break;
}
}
void setEntityPosition(Entity* entity, Vector3 position)
{
entity->position = position;
entity->box.min = Vector3Add(entity->box.min, position);
entity->box.max = Vector3Add(entity->box.max, position);
}
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