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#include "rodeo.h"
#include <inttypes.h>
#include "input.h"
#include "player.h"
#include "bullet.h"
#include "enemies.h"
#include "wall.h"
#include "debug.h"
#include "init.h"
const uint16_t window_width = 1600;
const uint16_t window_height = 900;
// variables for storing debug info that can be displayed
cstr renderer_name;
float fps_display;
void
main_loop(void)
{
if(rodeo_frame_count_get() % 10 == 0)
{
fps_display = rodeo_frame_perSecond_get();
}
mrodeo_frame_do()
{
// retrieve and apply player input
parse_player_input();
player_shoot(get_player_bullet_world());
enemies_attempt_weapon_fire();
// spawn enemies
attempt_random_enemy_spawn((rodeo_rectangle_t){ 0, 0, window_width, window_height });
// run enemy movement ai
group_follow_target(get_player_position());
detect_bullet_enemy_collisions();
detect_bullet_wall_collisions();
detect_player_enemy_collisions();
detect_player_wall_collisions();
detect_enemy_wall_collisions();
// apply movements
move_bullets();
move_enemies();
move_player();
draw_level();
draw_bullets();
draw_player();
draw_enemies();
draw_hp_bar();
draw_debug_text(
renderer_name,
fps_display
);
}
}
int
main(void)
{
inputs_register_do()
{
mrodeo_window_do(window_height, window_width, cstr_lit("Rodeo Window"))
{
renderer_name = rodeo_renderer_name_get();
rodeo_frame_limit_set(60);
game_systems_init_do()
{
// use to test manually spawning enemies
//spawn_enemy(400.0f,700.0f);
//spawn_enemy(900.0f,700.0f);
//spawn_enemy(400.0f,100.0f);
//spawn_enemy(900.0f,100.0f);
//for(int i = 0; i < 1500; ++i)
//{
// float rng1 = ((float)rodeo_random_double_get() * 100) + 150;
// float rng2 = ((float)rodeo_random_double_get() * 100) + 150;
// spawn_ghost(rng1,rng2);
//}
rodeo_mainLoop_run(
main_loop
);
}
}
}
return 0;
}
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