#include "app.h" #include "camera.h" #include "entity.h" #include "input.h" #include "particle.h" #include "physics.h" #include "player.h" #include "types.h" #include "render_bundle.h" #include "render_component.h" #include "mapper_misc.h" #include #include App *app_NewApp() { render_LoadBundle("bundles.txt"); App *app = zero_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); app->switch_level = NULL; app->wantQuit = false; Entity *player = entity_Create(app->entity, "player"); ADD_COMPONENT(player, player); ADD_COMPONENT(player, position); player->position->position = vec2(500, 500); player->position->velocity = vec2(0, 0); ADD_COMPONENT(player, hitbox); player->hitbox->box.lefttop = vec2(-20, -80); app_QueueLoadLevel(app, "intro.txt"); _app_SwitchLevel(app); return app; } void app_DeleteApp(App *app) { input_DeleteSystem(app->input); entity_DeleteSystem(app->entity); physics_DeleteSystem(app->physics); player_DeleteSystem(app->player); camera_DeleteSystem(app->camera); free(app); } void app_Advance(App *app, Duration deltaTime) { // 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); input_Advance(app->input); player_Advance(app->player, deltaTime); physics_Advance(app->physics, deltaTime); entity_Advance(app->entity, deltaTime); camera_Advance(app->camera, deltaTime); }