#include "plat.h" #include "world.h" void init_world(World* w) { w->particle_count = 0; init_player(&w->player); } Particle* inst_particle( World* w, int x, int y, int anim, int bmp ) { Particle* p; assert(w->particle_count < max_particles); p = &w->particles[w->particle_count++]; init_particle(p, x, y, anim, bmp); return p; } void update_world(World* w, const App* a) { int i; update_player(&w->player, w, a, &w->map); for (i = w->particle_count - 1; i >= 0; i--) if (update_particle(&w->particles[i])) w->particles[i] = w->particles[--w->particle_count]; } void ren_world(const World* w, struct Renderer* r) { int i; ren_player(&w->player, r); render_map(&w->map, r); for (i = 0; i < w->particle_count; i++) ren_particle(&w->particles[i], r); }