JacksEscape/app.c

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#include "app.h"
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#include "camera.h"
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#include "entity.h"
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#include "gametime.h"
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#include "input.h"
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#include "leaderboards.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 "ui.h"
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#include <stdlib.h>
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#include <stdio.h>
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#ifndef RGB
#define RGB(r, g, b) ((r) | ((g) << 8) | ((b) << 16))
#endif
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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->time = gametime_NewSystem(app);
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app->ui = ui_NewSystem(app);
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app->lboard = lboard_NewSystem(app);
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ui_RebuildUI(app->ui);
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ui_PushState(app->ui, ui_TitleMenu);
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lboard_LoadFromFile(app->lboard, "leaderboards.txt");
app->current_level = NULL;
app->switch_level = NULL;
app->timescale = 1.0;
app->clear_color = RGB(40, 40, 40);
app->wantQuit = false;
app->paused = false;
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app_QueueLoadLevel(app, "title.txt");
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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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particle_DeleteSystem(app->particle);
gametime_DeleteSystem(app->time);
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ui_DeleteSystem(app->ui);
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lboard_DeleteSystem(app->lboard);
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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);
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input_Advance(app->input);
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Duration delta_game = deltaTime;
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if (1.0 - app->timescale > EPS)
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delta_game.microseconds = delta_game.microseconds * app->timescale;
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if (!app->paused) {
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gametime_Advance(app->time, delta_game);
particle_Advance(app->particle, delta_game);
player_Advance(app->player, delta_game);
physics_Advance(app->physics, delta_game);
entity_Advance(app->entity, delta_game);
camera_Advance(app->camera, delta_game);
app->level_playtime.microseconds += deltaTime.microseconds;
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}
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ui_Advance(app->ui, deltaTime);
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}