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path: root/src/gameScreen.c
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#include "gameScreen.h"
#include "game.h"
#include "world.h"
#include "bullets.h"
#include "assets.h"

void initGameScreenGui(GameScreen * gameScreen) {
	float width = GetScreenWidth();
	float height = GetScreenHeight();

	// It is kind of terrible but works.
	gameScreen->infoText = (Vector2){0.0, height / 1.5};

	gameScreen->gyroscopePosition = (Vector2){
		(width / 2.0) - (GYROSCOPE_TEXTURE_SIZE / 2.0),
		height / 1.8
	};
}

void initGameScreen(GameScreen * gameScreen) {
	initGameScreenGui(gameScreen);

	// The gyroscope is rendered is 3d but not in the main scene.
	gameScreen->gyroscopeCamaera = (Camera3D){
		.fovy = 45,
		.projection = CAMERA_PERSPECTIVE,
		.position = (Vector3){0.0, 0.0, 3.0},
		.target = Vector3Zero(),
		.up = (Vector3){0.0, 1.0, 0.0}
	};

	gameScreen->gyroscopeTexture = LoadRenderTexture(
		GYROSCOPE_TEXTURE_SIZE,
		GYROSCOPE_TEXTURE_SIZE
	);
}

void freeGameScreen(GameScreen * gameScreen) {
	UnloadRenderTexture(gameScreen->gyroscopeTexture);
}

void drawCrossHair(float size, float thick, Color color) {
	Vector3 center = (Vector3){GetScreenWidth() / 2.0, GetScreenHeight() / 2.0};

	// Left to right.
	DrawLineEx(
		(Vector2){center.x - size, center.y},
		(Vector2){center.x + size, center.y},
		thick,
		color
	);

	// Top to bottom.
	DrawLineEx(
		(Vector2){center.x, center.y - size},
		(Vector2){center.x, center.y + size},
		thick,
		color
	);
}

void drawGyroscope(Game * game) {
	GameScreen * gameScreen = &game->gameScreen;
	Entity * player = getEntityFromWorld(game->world, 0);
	Vector2 gyroscopePosition = gameScreen->gyroscopePosition;

	// Get texture and model.
	Texture2D texture = game->assets.textures[GYROSCOPE_TEXTURE_ASSET];
	Model model = game->assets.models[GYROSCOPE_ASSET];

	// Draw this mother fucker.
	BeginTextureMode(gameScreen->gyroscopeTexture);
	ClearBackground(BLACK);
	BeginMode3D(gameScreen->gyroscopeCamaera);

	// Set transform and draw.
	model.transform = QuaternionToMatrix(player->rotation);
	DrawModel(model, Vector3Zero(), 1, WHITE);

	EndMode3D();
	EndTextureMode();

	// Draw render texture.
	DrawTexture(
		gameScreen->gyroscopeTexture.texture,
		gyroscopePosition.x,
		gyroscopePosition.y,
		WHITE
	);

	// Top to bottom.
	DrawLine(
		gyroscopePosition.x + (GYROSCOPE_TEXTURE_SIZE / 2.0),
		gyroscopePosition.y,
		gyroscopePosition.x + (GYROSCOPE_TEXTURE_SIZE / 2.0),
		gyroscopePosition.y + GYROSCOPE_TEXTURE_SIZE,
		RED
	);

	DrawLine(
		gyroscopePosition.x,
		gyroscopePosition.y + (GYROSCOPE_TEXTURE_SIZE / 2.0),
		gyroscopePosition.x + GYROSCOPE_TEXTURE_SIZE,
		gyroscopePosition.y + (GYROSCOPE_TEXTURE_SIZE / 2.0),
		RED
	);
}

void drawGameScreenGui(Game * game) {
	GameScreen * gameScreen = &game->gameScreen;
	Entity * player = getEntityFromWorld(game->world, 0);

	// Hello reader. I fucking hate you!
	size_t bufSize = 255;
	char buf[bufSize];

	// Draw cross hair.
	drawCrossHair(10.0, 2.0, BLUE);

	Vector3 position = player->position;
	Vector3 velocity = player->velocity.velocity;

	// Format text.
	snprintf(
		buf,
		bufSize,
		"X %.2f\nY %.2f\nZ %.2f\n\nSpeed %.2f",
		position.x,
		position.y,
		position.z,
		Vector3Length(velocity)
	);

	// Draw info text.
	DrawText(
		buf,
		gameScreen->infoText.x,
		gameScreen->infoText.y,
		GAME_SCREEN_TEXT_SIZE,
		GREEN
	);

	drawGyroscope(game);
}

void updateGameScreen(Game * game) {
	ClearBackground(BLACK);

	drawGameScreenGui(game);

	// Update world.
	updateWorld(&game->world, game);

	// Camera.
	updatePlayerCamera(&game->playerCamera, game);

	// Draw.
	BeginMode3D(game->playerCamera);

	DrawGrid(50, 25.0);

	// Draw world.
	drawWorld(&game->world, game);

	EndMode3D();
}

void openGameScreen(Game * game) {
	game->screenId = SCREEN_GAME;

	if (game->settings.lockMouse)
		DisableCursor();
}

void closeGameScreen(Game * game) {
	if (game->settings.lockMouse)
		EnableCursor();
}