#include "../world.h" #include "../npc.h" #include "../player.h" #include "../aabb.h" #include #include "../map.h" void UpdateWorld(F32 delta, World *world) { UpdateBandit(delta, &world->bandit, world); UpdateNPCs(delta, world); PlayerUpdate(delta, &world->player); } 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_Slab(world->player.pos, world->player.shotPos, npc->collision) && npc->currentArea == world->player.currentArea) { printf("You shot %*.s\n", Sv(world->npcs[i].name)); } } } void ProcessEvents(SDL_Event *event, World *world) { PlayerInput(event, &world->player); } void RenderWorld(World *world, D_Context *draw) { World_Tile tileTypes[] = {dirt, middlePath, middlePathEdgeTop, middlePathEdgeRight, middlePathEdgeBottom, middlePathEdgeLeft, middlePathCornerTopLeft, middlePathCornerTopRight, middlePathCornerBottomRight, middlePathCornerTurnBottomLeft}; for (int i = 0; i < 4800; i++) { D_Rect(draw, (F32) (i % 96), (F32) (i / 96), .texture = tileTypes[map[i]].tile, .angle = (F32) tileTypes[map[i]].rotation); } for(U32 i = 0; i < world->npcCount; i++) { 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); } 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; U32 id = D_ImageHandle(&game->draw, S("tile_dirt_0")); U32 alt_id = D_ImageHandle(&game->draw, S("tile_dirt_1")); for (F32 y = -128; y < 128; y += 1.0f) { for (F32 x = -128; x < 128; x += 1.0f) { U32 ux = (U32) x; U32 uy = (U32) y; U32 tid = id; if ((ux % 11) == 0 || ((uy % 7) == 0)) { tid = alt_id; } D_Rect(draw, x, y, .texture = tid); } } }