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#include "level6.h"
#include "game.h"
#include "world.h"
#include "entity.h"
#include "entityGrouping.h"
void initLevel6(Game * game, Levels * levels) {
levels->data = KF_MALLOC(sizeof(Level6));
if (levels->data == NULL) {
ALLOCATION_ERROR;
return;
}
Level6 * data = (Level6*)levels->data;
data->stage = 0;
// Add player.
WorldEntry entries[] = {
(WorldEntry){ENTITY_ANTIFA, (Vector3){0.0, 0.0, 0.0}, QuaternionIdentity()},
(WorldEntry){ENTITY_MARESCIALLO, (Vector3){0.0, 0.0, 1000.0}, QuaternionIdentity()}
};
addEntriesToWorld(
&game->world,
game,
entries,
sizeof(entries) / sizeof(WorldEntry)
);
}
void closelevel6(Levels * levels) {
if (levels->data != NULL)
KF_FREE(levels->data);
}
bool updateLevel6(Game * game, Levels * levels) {
Level6 * data = (Level6*)levels->data;
bool levelDone = false;
switch (data->stage) {
case 0:
if (game->world.entitiesCount == 1) {
Vector3 playerPosition = getEntityFromWorld(game->world, 0)->position;
WorldEntry entries[] = {
(WorldEntry){ENTITY_SERGENTE,
Vector3Add((Vector3){400.0, 400.0, 400.0}, playerPosition), QuaternionIdentity()},
(WorldEntry){ENTITY_SERGENTE,
Vector3Add((Vector3){-400.0, -400.0, -400.0}, playerPosition), QuaternionIdentity()}
};
addEntriesToWorld(
&game->world,
game,
entries,
sizeof(entries) / sizeof(WorldEntry)
);
data->stage = 1;
}
break;
case 1:
if (game->world.entitiesCount == 1)
levelDone = true;
break;
default:
levelDone = true;
break;
}
return levelDone;
}
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