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#include "game.h"
void initGame(Game * game) {
// Window.
InitWindow(WINDOW_WIDTH, WINDOW_HEIGHT, "Killa Facsista");
// Assets.
LoadAssets(&game->assets);
// Screen id.
game->screenId = SCREEN_GAME;
// Main menu.
initMainMenu(game);
// Camera.
initPlayerCamera(&game->playerCamera);
SetTargetFPS(60);
//DisableCursor();
// World.
initWorld(&game->world);
// Debug.
// Add player.
addEntityToWorld(
&game->world,
createEntity(ENTITY_ANTIFA, game)
);
// Test entity.
Entity soldato = createEntity(ENTITY_SOLDATO, game);
soldato.position = (Vector3){10.0, 10.0, 10.0};
addEntityToWorld(&game->world, soldato);
soldato = createEntity(ENTITY_SOLDATO, game);
soldato.position = (Vector3){20.0, 20.0, 20.0};
addEntityToWorld(&game->world, soldato);
soldato = createEntity(ENTITY_SOLDATO, game);
soldato.position = (Vector3){30.0, 30.0, 30.0};
addEntityToWorld(&game->world, soldato);
printf("%d\n", removeEntityFromWorld(&game->world, 2));
printf("%d\n", removeEntityFromWorld(&game->world, 3));
soldato = createEntity(ENTITY_SOLDATO, game);
soldato.position = (Vector3){-30.0, -30.0, -30.0};
addEntityToWorld(&game->world, soldato);
puts("v");
for (int i = 0; i < game->world.vacantIdsCount; ++i)
printf("%d\n", game->world.vacantIds[i]);
puts("l");
for (int i = 0; i < game->world.lookUpSize; ++i) {
printf("%d\n", game->world.lookUp[i]);
Entity * e = getEntityFromWorld(game->world, i);
if (e == NULL) {
puts("null");
continue;
}
if (e->id == i)
printf("good %x\n", e->fingerprint);
else
printf("bad %d\n", e->id);
}
}
void closeGame(Game * game) {
unloadAssets(&game->assets);
freeWorld(&game->world);
// Close window last.
CloseWindow();
}
void updateGame(Game * game) {
BeginDrawing();
switch (game->screenId) {
case SCREEN_MAIN_MENU:
updateMainMenu(game);
break;
case SCREEN_GAME:
updateGameScreen(game);
break;
default:
break;
}
DrawFPS(5, 5);
EndDrawing();
}
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