#include "App.h" #include "Entity.h" #include "Input.h" #include "Physics_Component.h" #include "Player_Component.h" #include "Types.h" #include #include static void _app_onHitBy(Entity *me, Entity *other, Vec2 triedDelta, void *data) { fprintf( stderr, "[_app_onHit] Entity \"%s\" hit by \"%s\", delta: [%.2lf, %.2lf]\n", me->name, other->name, triedDelta.x, triedDelta.y); } App *app_NewApp() { 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->wantQuit = false; Entity *player = entity_Create(app->entity, "player"); ADD_COMPONENT(player, player, zero_malloc(sizeof(Component_Player))); ADD_COMPONENT(player, position, zero_malloc(sizeof(Component_Position))); player->position->position = vec2(500, 500); player->position->velocity = vec2(0, 0); ADD_COMPONENT(player, hitbox, zero_malloc(sizeof(Component_Hitbox))); 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"); ADD_COMPONENT(hit1, hitbox, zero_malloc(sizeof(Component_Hitbox))); hit1->hitbox->box.lefttop = vec2(200, 200); hit1->hitbox->box.size = vec2(100, 400); hit1->hitbox->fixed = true; hit1->hitbox->onHitBy = &_app_onHitBy; entity_Commit(app->entity, hit1); Entity *hit2 = entity_Create(app->entity, "hit2"); ADD_COMPONENT(hit2, hitbox, zero_malloc(sizeof(Component_Hitbox))); hit2->hitbox->box.lefttop = vec2(700, 200); hit2->hitbox->box.size = vec2(100, 400); hit2->hitbox->fixed = true; hit2->hitbox->onHitBy = &_app_onHitBy; entity_Commit(app->entity, hit2); Entity *hit3 = entity_Create(app->entity, "hit3"); ADD_COMPONENT(hit3, hitbox, zero_malloc(sizeof(Component_Hitbox))); hit3->hitbox->box.lefttop = vec2(100, 550); hit3->hitbox->box.size = vec2(800, 30); hit3->hitbox->fixed = true; hit3->hitbox->onHitBy = &_app_onHitBy; entity_Commit(app->entity, hit3); return app; } void app_DeleteApp(App *app) { input_DeleteSystem(app->input); entity_DeleteSystem(app->entity); physics_DeleteSystem(app->physics); player_DeleteSystem(app->player); free(app); } void app_Advance(App *app, Duration deltaTime) { input_Advance(app->input); player_Advance(app->player, deltaTime); physics_Advance(app->physics, deltaTime); entity_Advance(app->entity, deltaTime); }