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#include "entity.h"
#include "game.h"
BoundingBox entityBoxFromScale(float scale, float width, float height)
{
Vector2 size = (Vector2){width / height * scale, scale};
size = Vector2Scale(size, 0.5);
return (BoundingBox){
.min = (Vector3){-size.x, -size.y, -size.x},
.max = (Vector3){size.x, size.y, size.x}
};
}
// 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 = entityBoxFromScale(1.0, 32.0, 32.0);
break;
case TREE:
entity.box = entityBoxFromScale(TREE_SCALE, 225.0, 500.0);
break;
case BUSH:
entity.box = entityBoxFromScale(BUSH_SCALE, 174.0, 124.0);
break;
case FLOWER:
entity.box = entityBoxFromScale(FLOWER_SCALE, 32.0, 54.0);
break;
default:
break;
}
entity.position = Vector3Zero();
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;
case BUSH:
DrawBillboard(game->player.camera, game->assets.textures[BUSH_TEXTURE],
entity->position, BUSH_SCALE, WHITE);
break;
case FLOWER:
DrawBillboard(game->player.camera, game->assets.textures[FLOWER_TEXTURE],
entity->position, FLOWER_SCALE, WHITE);
break;
default:
break;
}
}
void setEntityPosition(Entity* entity, Vector3 position)
{
Vector3 movedBy = Vector3Subtract(position, entity->position);
entity->position = position;
entity->box.min = Vector3Add(entity->box.min, movedBy);
entity->box.max = Vector3Add(entity->box.max, movedBy);
}
void placeEntityOnGround(Entity* entity, const World* world)
{
Vector3 position = entity->position;
position.y = getWorldHeightAtLocation(
world, entity->position.x, entity->position.z);
position.y += (entity->box.max.y - entity->box.min.y) / 2.0;
setEntityPosition(entity, position);
}
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