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ld58/code/game/impl/world.c

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#include "../world.h"
#include "../npc.h"
#include "../player.h"
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#include "../aabb.h"
#include <SDL3/SDL_events.h>
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#include "../map.h"
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void UpdateWorld(F32 delta, World *world)
{
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UpdateBandit(delta, &world->bandit, world);
UpdateNPCs(delta, world);
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PlayerUpdate(delta, &world->player);
}
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void UpdateNPCs(F32 delta, World *world)
{
for (U32 i = 0; i < world->npcCount; i++)
{
NPC *npc = &world->npcs[i];
UpdateNPC(delta, npc, world);
if(
world->player.controls.shot
&& AABB_Point(npc->collision, world->player.shotPos)
&& npc->currentArea == world->player.currentArea
) {
printf("You shot %*.s\n", Sv(world->npcs[i].name));
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}
}
}
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void ProcessEvents(SDL_Event *event, World *world)
{
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PlayerInput(event, &world->player);
}
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void RenderWorld(World *world, D_Context *draw) {
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World_Tile tileTypes[] = {dirt, middlePath, middlePathEdgeTop, middlePathEdgeRight, middlePathEdgeBottom, middlePathEdgeLeft, middlePathCornerTopLeft, middlePathCornerTopRight, middlePathCornerBottomRight, middlePathCornerTurnBottomLeft};
for (int i = 0; i < 4800; i++)
{
D_Rect(draw, (i % 96), __floor(i / 96), .texture = tileTypes[map[i]].tile, .angle = tileTypes[map[i]].rotation);
}
for(U32 i = 0; i < world->npcCount; i++) {
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NPC npc = world->npcs[i];
if(npc.currentArea == world->player.currentArea) {
V2f drawPos = AABB_Centre(npc.collision);
D_Rect(draw, drawPos.x, drawPos.y, .texture = 1);
D_Rect(draw, drawPos.x, drawPos.y, .texture = 0, .dim = npc.collision.size, .flags = D_RECT_IGNORE_ASPECT);
}
}
if(world->bandit.currentArea == world->player.currentArea) {
V2f drawPos = AABB_Centre(world->bandit.collision);
D_Rect(draw, drawPos.x, drawPos.y, .texture = 9);
D_Rect(draw, drawPos.x, drawPos.y, .texture = 0, .dim = world->bandit.collision.size, .flags = D_RECT_IGNORE_ASPECT);
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}
D_Rect(draw, world->player.pos.x, world->player.pos.y, .texture = 1);
}
void G_WorldDraw(G_State *game, World *world) {
D_Context *draw = &game->draw;
(void) world;
for (F32 y = -128; y < 128; y += 1.1f) {
for (F32 x = -128; x < 128; x += 1.1f) {
U32 ux = (U32) x;
U32 uy = (U32) y;
U32 tid = 15;
if ((ux % 11) == 0 || ((uy % 7) == 0)) {
tid = 16;
}
D_Rect(draw, x, y, .texture = tid);
}
}
}