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#include "level1.h"
#include "game.h"
#include "world.h"
#include "entity.h"
#include "entitiesInclude.h"
void initLevel1(Game * game, Levels * levels) {
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_SOLDATO, (Vector3){0.0, 10.0, 800.0}, QuaternionIdentity()}
};
addEntriesToWorld(
&game->world,
game,
entries,
sizeof(entries) / sizeof(WorldEntry)
);
}
void closelevel1(Levels * levels) {
if (levels->data != NULL)
KF_FREE(levels->data);
}
bool updateLevel1(Game * game, Levels * levels) {
int i;
Level1 * data = (Level1*)levels->data;
Entity * player = getEntityFromWorld(game->world, 0);
bool levelDone = false;
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;
}
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