JacksEscape/app.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 = zero_malloc(sizeof(App));
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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->switch_level = NULL;
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app->clear_color = 0;
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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);
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app_QueueLoadLevel(app, "intro.txt");
_app_SwitchLevel(app);
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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) {
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// Limit deltaTime to 20ms (1/50 second)
if (deltaTime.microseconds > 20000)
deltaTime.microseconds = 20000;
if (app->switch_level != NULL)
_app_SwitchLevel(app);
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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}