JacksEscape/app.c

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C
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#include "app.h"
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#include "camera.h"
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#include "entity.h"
#include "input.h"
#include "particle.h"
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#include "physics.h"
#include "player.h"
#include "types.h"
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#include "render_bundle.h"
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#include "render_component.h"
#include "mapper_misc.h"
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#include <stdlib.h>
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#include <stdio.h>
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App *app_NewApp() {
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render_LoadBundle("bundles.txt");
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App *app = malloc(sizeof(App));
app->input = input_NewSystem(app);
app->physics = physics_NewSystem(app);
app->player = player_NewSystem(app);
app->entity = entity_NewSystem(app);
app->camera = camera_NewSystem(app);
app->particle = particle_NewSystem(app);
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app->wantQuit = false;
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Entity *player = entity_Create(app->entity, "player");
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ADD_COMPONENT(player, player);
ADD_COMPONENT(player, position);
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player->position->position = vec2(500, 500);
player->position->velocity = vec2(0, 0);
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ADD_COMPONENT(player, hitbox);
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player->hitbox->box.lefttop = vec2(-20, -80);
player->hitbox->box.size = vec2(40, 80);
entity_Commit(app->entity, player);
Entity *hit1 = entity_Create(app->entity, "hit1");
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ADD_COMPONENT(hit1, hitbox);
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hit1->hitbox->box.lefttop = vec2(200, 200);
hit1->hitbox->box.size = vec2(100, 400);
hit1->hitbox->fixed = true;
entity_Commit(app->entity, hit1);
Entity *hit2 = entity_Create(app->entity, "hit2");
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ADD_COMPONENT(hit2, hitbox);
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hit2->hitbox->box.lefttop = vec2(700, 200);
hit2->hitbox->box.size = vec2(100, 400);
hit2->hitbox->fixed = true;
entity_Commit(app->entity, hit2);
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Entity *hit3 = entity_Create(app->entity, "hit3");
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ADD_COMPONENT(hit3, hitbox);
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hit3->hitbox->box.lefttop = vec2(100, 550);
hit3->hitbox->box.size = vec2(800, 30);
hit3->hitbox->fixed = true;
entity_Commit(app->entity, hit3);
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Entity *text1 = entity_Create(app->entity, "text_plate_large_1");
ADD_COMPONENT(text1, position);
text1->position->position = vec2(600, 550);
text1->render = render_NewComponent(app, "info_plate");
misc_InstantiateTextbox(app, text1, "So long lives this,\nAnd this gives life to thee.", misc_TextboxUpright(110, 110), -220);
entity_Commit(app->entity, text1);
Entity *text2 = entity_Create(app->entity, "text_plate_1");
ADD_COMPONENT(text2, position);
text2->position->position = vec2(250, 200);
text2->render = render_NewComponent(app, "info_plate_small_1");
misc_InstantiateTextbox(app, text2, "Press Space to jump.\nYou can jump again midair.", misc_TextboxUpright(70, 70), -180);
entity_Commit(app->entity, text2);
Entity *text3 = entity_Create(app->entity, "text_plate_2");
ADD_COMPONENT(text3, position);
text3->position->position = vec2(750, 200);
text3->render = render_NewComponent(app, "info_plate_small_2");
misc_InstantiateTextbox(app, text3, "Press ; to dash.\nYou can only dash one time midair.", misc_TextboxUpright(70, 70), -180);
entity_Commit(app->entity, text3);
Entity *respawn1 = entity_Create(app->entity, "respawn1");
misc_InstantiateHazardRespawn(app, respawn1, box2(300, 500, 400, 50), vec2(500, 550));
entity_Commit(app->entity, respawn1);
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return app;
}
void app_DeleteApp(App *app) {
input_DeleteSystem(app->input);
entity_DeleteSystem(app->entity);
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physics_DeleteSystem(app->physics);
player_DeleteSystem(app->player);
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camera_DeleteSystem(app->camera);
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free(app);
}
void app_Advance(App *app, Duration deltaTime) {
particle_Advance(app->particle, deltaTime);
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input_Advance(app->input);
player_Advance(app->player, deltaTime);
physics_Advance(app->physics, deltaTime);
entity_Advance(app->entity, deltaTime);
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camera_Advance(app->camera, deltaTime);
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}