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game.c
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//
// Created by Natty on 05.08.20.
//
#include <time.h>
#include "base-entities-impl.h"
#include "game.h"
#include "particle.h"
#include "projectile.h"
struct Game {
ProjectileManager_t* projectile_manager;
EntityManager_t* entity_manager;
ParticleManager_t* particle_manager;
Player_t* player;
MTRand rand;
float spawn_timer;
float run_time;
float difficulty;
};
Game_t* game_create(SDL_Renderer* renderer) {
Game_t* game = (Game_t*) calloc(1, sizeof(Game_t));
if (game == NULL) {
fprintf(stderr, "Failed to allocate memory for the game struct.");
exit(EXIT_FAILURE);
}
game->projectile_manager = projectile_manager_create();
game->entity_manager = en_create_manager();
game->rand = seedRand(time(NULL));
game->particle_manager = particle_manager_create(&game->rand);
Player_t* player = player_create(renderer);
player_set_x(player, 640);
player_set_y(player, 360);
game->player = player;
game->spawn_timer = 5;
return game;
}
ProjectileManager_t* game_get_projectile_manager(Game_t* game) {
return game->projectile_manager;
}
EntityManager_t* game_get_entity_manager(Game_t* game) {
return game->entity_manager;
}
Player_t* game_get_player(Game_t* game) {
return game->player;
}
ParticleManager_t* game_get_particle_manager(Game_t* game) {
return game->particle_manager;
}
MTRand* game_get_random(Game_t* game) {
return &game->rand;
}
void game_tick(Game_t* game, float delta_time, float visible_area_width, float visible_area_height) {
if (SHOULD_SKIP_TICK(delta_time))
return;
if (!player_is_dead(game->player)) {
en_tick(game->entity_manager, game->projectile_manager, game->player, delta_time, &game->rand, game->particle_manager);
projectile_manager_tick(game->projectile_manager, game->player, game->entity_manager, delta_time, game->particle_manager);
player_tick(game->player, game->projectile_manager, delta_time, game->particle_manager, &game->rand);
}
particle_manager_tick(game->particle_manager, delta_time);
if (!player_is_dead(game->player)) {
game->run_time += delta_time;
game->difficulty = 1 + powf(game->run_time, 1.5f);
game->spawn_timer -= delta_time;
if (game->spawn_timer <= 0) {
const float min_spawn_radius = 200 + hypotf(visible_area_height, visible_area_width);
const float spawn_timer = 160 / (4 + log10f(game->difficulty));
const float variation = 0.75f + (float) genRand(&game->rand) / 2.0f;
const float rest = (1.0f + sinf(game->difficulty / 120.0f) / 4.0f);
const float difficulty_modifier = sqrtf(game->difficulty / 25.0f);
const unsigned int wave_size = (unsigned int) (1 + difficulty_modifier * variation * rest);
printf("---------------\n");
printf("Wave size: %u\n", wave_size);
printf("Next wave in: %.0f seconds\n", spawn_timer);
const float px = player_get_x(game->player);
const float py = player_get_y(game->player);
float tdir = (float) genRand(&game->rand) * 2 * PI;
for (unsigned int i = 0; i < wave_size; i++) {
EntityTemplate_t* enemy;
const int enemy_types = 2;
switch (genRandLong(&game->rand) % enemy_types) {
case 1:
if (wave_size >= 5) {
enemy = &et_enemy_small_bomber;
i += 2;
break;
}
case 0:
default:
enemy = &et_enemy_scout;
}
float vardir = ((float) genRand(&game->rand) - 0.5f) * (PI / 8);
float t = tdir + vardir;
float x = px + cosf(t) * min_spawn_radius;
float y = py + sinf(t) * min_spawn_radius;
en_create_entity(game->entity_manager, x, y, enemy);
}
game->spawn_timer += spawn_timer;
}
}
}
void game_destroy(Game_t* game) {
if (game == NULL)
return;
player_free(game->player);
particle_manager_free(game->particle_manager);
projectile_manager_free(game->projectile_manager);
en_free_manager(game->entity_manager);
free(game);
}