JacksEscape/app_render.cpp

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#include "app.h"
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#include "camera.h"
#include "particle.h"
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#include "physics.h"
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#include "easyx.h"
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#include "render_bundle.h"
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#include "render_component.h"
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#include "util/tree.h"
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#include "types.h"
#include "render_util.h"
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#include <math.h>
#include <graphics.h>
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namespace {
TimePoint since = time_Now();
} // namespace
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extern "C" {
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void app_Render(App *app) {
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render_SetModes(render_ModeDefault, time_Now());
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for (tree_Node *i = tree_FirstNode(app->entity->entities);
i != NULL;
i = tree_Node_Next(i)) {
Entity *e = (Entity *)(i->data);
if (e->hitbox) {
if (e->hitbox->fixed)
setlinecolor(RGB(0, 255, 0));
else
setlinecolor(RGB(255, 255, 0));
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Box2 box = camera_TransformBox2(app->camera, physics_HitboxAbsolute(e->hitbox));
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rectangle(
(int)round(box.lefttop.x),
(int)round(box.lefttop.y),
(int)round(box.lefttop.x + box.size.x),
(int)round(box.lefttop.y + box.size.y));
}
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if (e->misc) {
if (e->misc->textbox) {
setlinecolor(RGB(0, 0, 255));
Box2 box = camera_TransformBox2(app->camera, box2_Offset(e->misc->textbox->trigger_box, e->position->position));
rectangle(
(int)round(box.lefttop.x),
(int)round(box.lefttop.y),
(int)round(box.lefttop.x + box.size.x),
(int)round(box.lefttop.y + box.size.y));
}
if (e->misc->respawn) {
setlinecolor(RGB(255, 0, 255));
Box2 box;
Vec2 pos;
if (e->position) {
box = camera_TransformBox2(app->camera, box2_Offset(e->misc->respawn->trigger_box, e->position->position));
pos = camera_TransformVec2(app->camera, vec2_Add(e->misc->respawn->respawn_pos, e->position->position));
} else {
box = camera_TransformBox2(app->camera, e->misc->respawn->trigger_box);
pos = camera_TransformVec2(app->camera, e->misc->respawn->respawn_pos);
}
rectangle(
(int)round(box.lefttop.x),
(int)round(box.lefttop.y),
(int)round(box.lefttop.x + box.size.x),
(int)round(box.lefttop.y + box.size.y));
line((int)round(pos.x + 12), (int)round(pos.y), (int)round(pos.x - 12), (int)round(pos.y));
line((int)round(pos.x), (int)round(pos.y + 12), (int)round(pos.x), (int)round(pos.y - 12));
}
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if (e->misc->hazard) {
setlinecolor(RGB(255, 0, 0));
Box2 box;
if (e->position)
box = camera_TransformBox2(app->camera, box2_Offset(*e->misc->hazard, e->position->position));
else
box = camera_TransformBox2(app->camera, *e->misc->hazard);
rectangle(
(int)round(box.lefttop.x),
(int)round(box.lefttop.y),
(int)round(box.lefttop.x + box.size.x),
(int)round(box.lefttop.y + box.size.y));
}
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}
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}
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setlinecolor(RGB(255, 0, 255));
Vec2 respawn = camera_TransformVec2(app->camera, app->player->player->hazardRespawn);
circle((int)round(respawn.x), (int)round(respawn.y), 6);
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setfillcolor(RGB(255, 255, 255));
setbkcolor(RGB(0, 0, 0));
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render_SetModes(render_ModeRotate, since);
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render_FillCircleW(app, vec2(200, 100), 20);
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// Draw entities
for (tree_Node *i = tree_FirstNode(app->entity->entities);
i != NULL;
i = tree_Node_Next(i)) {
Entity *e = (Entity *)i->data;
if (e->render) {
Component_Render *r = e->render;
// Calculate global position as offset
Vec2 pos = {.x = 0.0, .y = 0.0};
if (e->position)
pos = e->position->position;
// Has bundle
if (r->bundle)
render_DrawBundleW(app, r->bundle, pos);
// Has custom rendering
if (r->custom)
r->custom(app, e, camera_TransformVec2(app->camera, pos), r->custom_data);
}
}
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// Draw particles
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setfillcolor(RGB(255, 255, 255));
setbkcolor(RGB(0, 0, 0));
particle_Render(app->particle);
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settextcolor(RGB(255, 255, 255));
}
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}