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#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);
}
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