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#include "game.h"
#include "utils.h"
void initGame(Game* game)
{
game->sceneId = GAME_SCENE;
// Settings.
game->settings = defaultSettings();
// Window.
InitWindow(game->settings.windowWidth, game->settings.windowHeight,
"Find Things");
SetWindowState(FLAG_WINDOW_RESIZABLE);
// Assets.
initAssets(&game->assets);
// Skybox.
game->skybox = LoadModelFromMesh(GenMeshCube(1.0, 1.0, 1.0));
game->skybox.materials[0].shader = game->assets.shaders[SKYBOX_SHADER];
SetShaderValue(
game->skybox.materials[0].shader,
GetShaderLocation(game->skybox.materials[0].shader, "environmentMap"),
(int[1]){ MATERIAL_MAP_CUBEMAP }, SHADER_UNIFORM_INT);
SetShaderValue(
game->skybox.materials[0].shader,
GetShaderLocation(game->skybox.materials[0].shader, "doGamma"),
(int[1]){ 0 }, SHADER_UNIFORM_INT);
SetShaderValue(
game->skybox.materials[0].shader,
GetShaderLocation(game->skybox.materials[0].shader, "vflipped"),
(int[1]){ 0 }, SHADER_UNIFORM_INT);
game->skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture =
LoadTextureCubemap(game->assets.images[SKYBOX_IMAGE],
CUBEMAP_LAYOUT_AUTO_DETECT);
// Player.
game->player = createPlayer();
game->player.position = (Vector3){0.0, 30.0, 0.0};
// World.
game->world = createWorld(134235234);
DisableCursor();
}
void updateMainMenuScene(Game* game)
{
ClearBackground(BLACK);
}
void updateGameScene(Game* game)
{
ClearBackground(BLACK);
BeginMode3D(game->player.camera);
// Render skybox.
rlDisableBackfaceCulling();
rlDisableDepthMask();
DrawModel(game->skybox, Vector3Zero(), 1.0, WHITE);
rlEnableBackfaceCulling();
rlEnableDepthMask();
updatePlayer(&game->player, game);
updateWorld(&game->world, game);
EndMode3D();
}
void updateGame(Game* game)
{
BeginDrawing();
switch (game->sceneId)
{
case MAIN_MENU_SCENE:
updateMainMenuScene(game);
break;
case GAME_SCENE:
updateGameScene(game);
break;
default:
break;
}
DrawFPS(0, 0);
EndDrawing();
}
void closeGame(Game* game)
{
closeAssets(&game->assets);
UnloadTexture(game->skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture);
UnloadModel(game->skybox);
freeWorld(game->world);
CloseWindow();
}
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