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#include "level3.h"
#include "game.h"
#include "world.h"
#include "entityGrouping.h"
void initLevel3(Game * game, Levels * levels) {
levels->data = KF_MALLOC((sizeof(Level3)));
if (levels->data == NULL) {
ALLOCATION_ERROR;
return;
}
Level3 * data = (Level3*)levels->data;
data->stage = 0;
WorldEntry entries[] = {
(WorldEntry){ENTITY_ANTIFA, (Vector3){0.0, 0.0, 0.0}, QuaternionIdentity()},
(WorldEntry){ENTITY_CAPORALE, (Vector3){0.0, 0.0, 300.0}, QuaternionIdentity()}
};
addEntriesToWorld(
&game->world,
game,
entries,
sizeof(entries) / sizeof(WorldEntry)
);
}
void closelevel3(Levels * levels) {
if (levels->data != NULL)
KF_FREE(levels->data);
}
bool updateLevel3(Game * game, Levels * levels) {
int i;
Level3 * data = (Level3*)levels->data;
bool levelDone = false;
Vector3 groups[] = {
(Vector3){0.0, 0.0, 800.0},
(Vector3){0.0, 0.0, -800.0}
};
switch (data->stage) {
case 0:
if (game->world.entitiesCount == 1) {
Vector3 playerPosition = getEntityFromWorld(game->world, 0)->position;
Vector3 spacing = (Vector3){0.0, 15.0, 15.0};
for (i = 0; i < sizeof(groups) / sizeof(Vector3); ++i)
addSoldatoGroupWithLeader(game, ENTITY_CAPORALE, 3, Vector3Add(groups[i], playerPosition), 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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