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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;
  }
  
  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);
}