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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}
};
}
Entity createEntity(EntityId id, Vector3 position)
{
Entity entity;
entity.id = id;
// Bounding boxes.
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, 113.0, 250.0);
break;
case BUSH:
entity.box = entityBoxFromScale(BUSH_SCALE, 87.0, 62.0);
break;
case FLOWER:
entity.box = entityBoxFromScale(FLOWER_SCALE, 32.0, 54.0);
break;
case POND:
entity.box = (BoundingBox){
.min = (Vector3){-POND_SIZE, -POND_HEIGHT, -POND_SIZE},
.max = (Vector3){POND_SIZE, POND_HEIGHT, POND_SIZE}
};
break;
case UTILITY_POLE:
entity.box = (BoundingBox){
.min = (Vector3){-UTILITY_POLE_RADIUS, -UTILITY_POLE_HEIGHT,
-UTILITY_POLE_RADIUS},
.max = (Vector3){UTILITY_POLE_RADIUS, UTILITY_POLE_HEIGHT,
UTILITY_POLE_RADIUS},
};
break;
case SAMANTHA:
entity.box = (BoundingBox){
.min = (Vector3){-SAMANTHA_WIDTH, -SAMANTHA_HEIGHT, -SAMANTHA_THICKNESS},
.max = (Vector3){SAMANTHA_WIDTH, SAMANTHA_HEIGHT, SAMANTHA_THICKNESS}
};
break;
case SAMANTHAS_SPOT:
entity.box = (BoundingBox){
.min = (Vector3){-SAMANTHAS_SPOT_SIZE, -SAMANTHAS_SPOT_HEIGHT,
-SAMANTHAS_SPOT_SIZE},
.max = (Vector3){SAMANTHAS_SPOT_SIZE, SAMANTHAS_SPOT_HEIGHT,
SAMANTHAS_SPOT_SIZE},
};
break;
case TRASHCAN:
entity.box = entityBoxFromScale(TRASHCAN_SCALE, TRASHCAN_WIDTH,
TRASHCAN_HEIGHT);
break;
case TRASH:
entity.box = entityBoxFromScale(TRASH_SCALE, 202.0, 122.0);
break;
case MEDICAL_TRASH:
entity.box = entityBoxFromScale(MEDICAL_TRASH_SCALE, 200.0, 132.0);
break;
default:
break;
}
entity.position = Vector3Zero();
setEntityPosition(&entity, position);
return entity;
}
void updateSamantha(Entity* entity, Game* game)
{
// silly tv static effect.
game->assets.models[SAMANTHA_MODEL].materials[0]
.maps[MATERIAL_MAP_DIFFUSE].texture =
game->assets.textures[
SAMANTHA_1_TEXTURE + ((int)(GetTime() * SAMANTHA_STATIC_SPEED) %
SAMANTHA_STATIC_FRAMES)];
DrawModel(game->assets.models[SAMANTHA_MODEL], entity->position, 1.0,
WHITE);
}
void updateTrashcan(Entity* entity, Game* game)
{
int frame = (int)(GetTime() * TRASHCAN_ANIMATION_SPEED) % TRASHCAN_FRAMES;
Rectangle rect = (Rectangle){
.x = frame * TRASHCAN_WIDTH,
.y = 0.0,
.width = TRASHCAN_WIDTH,
.height = TRASHCAN_HEIGHT
};
DrawBillboardRec(
game->player.camera,
game->assets.textures[TRASHCAN_TEXTURE],
rect,
entity->position,
(Vector2){TRASHCAN_SCALE
* (TRASHCAN_WIDTH / TRASHCAN_HEIGHT),
TRASHCAN_SCALE},
WHITE);
}
void updateEntity(Entity* entity, Game* game)
{
DrawBoundingBox(entity->box, RED);
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;
case POND:
DrawPlane(
Vector3Add(entity->position, (Vector3){0.0, POND_HEIGHT * 2.0, 0.0}),
(Vector2){POND_SIZE * 2.5, POND_SIZE * 2.5}, BLUE);
break;
case SAMANTHA:
updateSamantha(entity, game);
break;
case SAMANTHAS_SPOT:
DrawModel(game->world.samanthasSpotFloor,
Vector3Add(entity->position,
(Vector3){0.0, -SAMANTHAS_SPOT_HEIGHT + 0.01, 0.0}),
1.0, WHITE);
break;
case TRASHCAN:
updateTrashcan(entity, game);
break;
case TRASH:
DrawBillboard(game->player.camera, game->assets.textures[TRASH_TEXTURE],
entity->position, TRASH_SCALE, WHITE);
break;
case MEDICAL_TRASH:
DrawBillboard(game->player.camera,
game->assets.textures[MEDICAL_TRASH_TEXTURE],
entity->position, MEDICAL_TRASH_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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