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authornathansmithsmith <thenathansmithsmith@gmail.com>2023-11-17 18:47:34 -0700
committernathansmithsmith <thenathansmithsmith@gmail.com>2023-11-17 18:47:34 -0700
commit6e10d35ca6dc47b2b3ad47dbce0f5c6245a8da72 (patch)
treedc1601132a1d908c9b51eed56f456b472fcdaddd
parente7008ea5e51d657782d8facbf52e988bf3f9f7e1 (diff)
Starting on level 1
-rw-r--r--src/entities/antifaShip.h2
-rw-r--r--src/entities/soldato.c23
-rw-r--r--src/entities/soldato.h2
-rw-r--r--src/levels/level1.c50
-rw-r--r--src/levels/level1.h4
-rw-r--r--src/levels/level2.c34
-rw-r--r--src/levels/level2.h11
7 files changed, 119 insertions, 7 deletions
diff --git a/src/entities/antifaShip.h b/src/entities/antifaShip.h
index a99e419..c88cde4 100644
--- a/src/entities/antifaShip.h
+++ b/src/entities/antifaShip.h
@@ -8,7 +8,7 @@
#define ANTIFA_SHIP_MAX_SPEED 200.0
#define ANTIFA_BULLET_COOLDOWN 0.5
#define ANTIFA_DRAW_BULLET_FOR 0.05
-#define ANTIFA_BULLET_DAMAGE 0.5
+#define ANTIFA_BULLET_DAMAGE 0.125
// Auto target shit.
#define ANTIFA_START_AUTO_TARGET_MAX 0.5 // How far off auto target can be entail it drops.
diff --git a/src/entities/soldato.c b/src/entities/soldato.c
index 28e9b67..917a615 100644
--- a/src/entities/soldato.c
+++ b/src/entities/soldato.c
@@ -1,5 +1,7 @@
#include "soldato.h"
#include "game.h"
+#include "entity.h"
+#include "world.h"
void initSoldato(Entity * entity, Game * game) {
entity->model = &game->assets.models[SOLDATO_ASSET];
@@ -7,6 +9,8 @@ void initSoldato(Entity * entity, Game * game) {
entity->transformedCollisionModel = entityCreateCollisionModel(*entity->model);
setEntityRadius(entity);
+ entity->health = 0.125;
+
// Acceleration.
entity->useAcceleration = false;
@@ -216,3 +220,22 @@ void setSoldatoLeader(Entity * entity1, Entity * entity2) {
leader->follow.followerId = follower->id;
leader->follow.followerFingerprint = follower->fingerprint;
}
+
+void addSoldatoGroupToWorld(Game * game, int groupSize, Vector3 position, Vector3 spacing) {
+ int i;
+ WorldEntry entries[groupSize];
+
+ for (i = 0; i < groupSize; ++i)
+ entries[i] = (WorldEntry){
+ ENTITY_SOLDATO,
+ Vector3Add(position, Vector3Multiply((Vector3){i, i, i}, spacing)),
+ QuaternionIdentity()
+ };
+
+ addEntriesToWorld(
+ &game->world,
+ game,
+ entries,
+ sizeof(entries) / sizeof(WorldEntry)
+ );
+}
diff --git a/src/entities/soldato.h b/src/entities/soldato.h
index 392be54..d05a42d 100644
--- a/src/entities/soldato.h
+++ b/src/entities/soldato.h
@@ -26,4 +26,6 @@ void drawSoldato(Game * game, Entity * entity);
void setSoldatoLeader(Entity * entity1, Entity * entity2);
+void addSoldatoGroupToWorld(Game * game, int groupSize, Vector3 position, Vector3 spacing);
+
#endif
diff --git a/src/levels/level1.c b/src/levels/level1.c
index ed81ecf..06bd518 100644
--- a/src/levels/level1.c
+++ b/src/levels/level1.c
@@ -2,11 +2,24 @@
#include "game.h"
#include "world.h"
#include "entity.h"
+#include "entitiesInclude.h"
void initLevel1(Game * game, Levels * levels) {
- WorldEntry entries[2] = {
+ int i;
+
+ levels->data = KF_MALLOC(sizeof(Level1));
+
+ if (levels->data == NULL) {
+ ALLOCATION_ERROR;
+ return;
+ }
+
+ Level1 * data = (Level1*)levels->data;
+ data->stage = 0;
+
+ WorldEntry entries[] = {
(WorldEntry){ENTITY_ANTIFA, (Vector3){0.0, 0.0, 0.0}, QuaternionIdentity()},
- (WorldEntry){ENTITY_GENERALE, (Vector3){0.0, 10.0, 200.0}, QuaternionIdentity()}
+ (WorldEntry){ENTITY_SOLDATO, (Vector3){0.0, 10.0, 800.0}, QuaternionIdentity()}
};
addEntriesToWorld(
@@ -18,12 +31,37 @@ void initLevel1(Game * game, Levels * levels) {
}
void closelevel1(Levels * levels) {
+ if (levels->data != NULL)
+ KF_FREE(levels->data);
}
bool updateLevel1(Game * game, Levels * levels) {
- if (game->world.entitiesCount == 1)
- return true;
+ int i;
+ Level1 * data = (Level1*)levels->data;
+ Entity * player = getEntityFromWorld(game->world, 0);
+ bool levelDone = false;
- return IsKeyDown(KEY_G);
-}
+ switch (data->stage) {
+ case 0:
+ // Next stage
+ if (game->world.entitiesCount == 1) {
+ Vector3 position = Vector3Add(player->position, (Vector3){0.0, 0.0, 1000.0});
+ Vector3 spacing = (Vector3){0.0, 10.0, 10.0};
+ addSoldatoGroupToWorld(game, 10, position, spacing);
+ data->stage = 1;
+ }
+
+ break;
+ case 1:
+ if (game->world.entitiesCount == 1)
+ levelDone = true;
+
+ break;
+ default:
+ levelDone = true;
+ break;
+ }
+
+ return levelDone;
+}
diff --git a/src/levels/level1.h b/src/levels/level1.h
index 58a7b2c..ed72f5f 100644
--- a/src/levels/level1.h
+++ b/src/levels/level1.h
@@ -4,6 +4,10 @@
#ifndef LEVEL1_H
#define LEVEL1_H
+typedef struct Level1 {
+ int stage;
+} Level1;
+
void initLevel1(Game * game, Levels * levels);
void closelevel1(Levels * levels);
bool updateLevel1(Game * game, Levels * levels);
diff --git a/src/levels/level2.c b/src/levels/level2.c
new file mode 100644
index 0000000..4e5dded
--- /dev/null
+++ b/src/levels/level2.c
@@ -0,0 +1,34 @@
+#include "level1.h"
+#include "game.h"
+#include "world.h"
+#include "entity.h"
+
+void initLevel2(Game * game, Levels * levels) {
+ int i;
+
+ WorldEntry entries[11] = {
+ (WorldEntry){ENTITY_ANTIFA, (Vector3){0.0, 0.0, 0.0}, QuaternionIdentity()}
+ };
+
+ for (i = 1; i < 11; ++i) {
+ entries[i] = (WorldEntry){ENTITY_SOLDATO, (Vector3){0.0, i * 10.0, i * 10.0 + 200.0}, QuaternionIdentity()};
+ }
+
+ addEntriesToWorld(
+ &game->world,
+ game,
+ entries,
+ sizeof(entries) / sizeof(WorldEntry)
+ );
+}
+
+void closelevel2(Levels * levels) {
+}
+
+bool updateLevel2(Game * game, Levels * levels) {
+ if (game->world.entitiesCount == 1)
+ return true;
+
+ return false;
+}
+
diff --git a/src/levels/level2.h b/src/levels/level2.h
new file mode 100644
index 0000000..06e1c17
--- /dev/null
+++ b/src/levels/level2.h
@@ -0,0 +1,11 @@
+#include "gameCommon.h"
+#include "levels.h"
+
+#ifndef LEVEL2_H
+#define LEVEL2_H
+
+void initLevel2(Game * game, Levels * levels);
+void closelevel2(Levels * levels);
+bool updateLevel2(Game * game, Levels * levels);
+
+#endif