void scotland_update() { camera* cam = entity_get("camera"); light* sun = entity_get("sun"); static_object* skydome = entity_get("skydome"); landscape* world = entity_get("world"); sun_orbit += frame_time() * 0.01; sun->position.x = 512 + sin(sun_orbit) * 512; sun->position.y = cos(sun_orbit) * 512; sun->position.z = 512; sun->target = vec3_new(512, 0, 512); if (w_held || s_held) { vec3 cam_dir = vec3_normalize(vec3_sub(cam->target, cam->position)); float speed = 0.5; if (!freecam) speed = 0.05; if (w_held) { cam->position = vec3_add(cam->position, vec3_mul(cam_dir, speed)); } if (s_held) { cam->position = vec3_sub(cam->position, vec3_mul(cam_dir, speed)); } if (!freecam) { float height = terrain_height(asset_hndl_ptr(world->terrain), vec2_new(cam->position.x, cam->position.z)); cam->position.y = height + 1; } cam->target = vec3_add(cam->position, cam_dir); } Uint8 keystate = SDL_GetMouseState(NULL, NULL); if(keystate & SDL_BUTTON(1)){ float a1 = -(float)mouse_x * 0.005; float a2 = (float)mouse_y * 0.005; vec3 cam_dir = vec3_normalize(vec3_sub(cam->target, cam->position)); cam_dir.y += -a2; vec3 side_dir = vec3_normalize(vec3_cross(cam_dir, vec3_new(0,1,0))); cam_dir = vec3_add(cam_dir, vec3_mul(side_dir, -a1)); cam_dir = vec3_normalize(cam_dir); cam->target = vec3_add(cam->position, cam_dir); } mouse_x = 0; mouse_y = 0; ui_button* framerate = ui_elem_get("framerate"); ui_button_set_label(framerate, frame_rate_string()); }
void sea_update() { camera* cam = entity_get("camera"); light* sun = entity_get("sun"); wave_time += frame_time(); static_object* corvette = entity_get("corvette"); corvette->position.y = (sin(wave_time) + 1) / 2; corvette->rotation = v4_quaternion_pitch(sin(wave_time * 1.123) / 50); corvette->rotation = v4_quaternion_mul(corvette->rotation, v4_quaternion_yaw(sin(wave_time * 1.254) / 25)); corvette->rotation = v4_quaternion_mul(corvette->rotation, v4_quaternion_roll(sin(wave_time * 1.355) / 100)); static_object* center_sphere = entity_get("center_sphere"); physics_object* balls[100]; int num_balls; entities_get(balls, &num_balls, physics_object); for(int i = 0; i < num_balls; i++) { physics_object_collide_static(balls[i], center_sphere, frame_time()); physics_object_collide_static(balls[i], corvette, frame_time()); physics_object_update(balls[i], frame_time()); } Uint8 keystate = SDL_GetMouseState(NULL, NULL); if(keystate & SDL_BUTTON(1)) { float a1 = -(float)mouse_x * 0.01; float a2 = (float)mouse_y * 0.01; cam->position = v3_sub(cam->position, cam->target); cam->position = m33_mul_v3(m33_rotation_y( a1 ), cam->position ); cam->position = v3_add(cam->position, cam->target); cam->position = v3_sub(cam->position, cam->target); vector3 rotation_axis = v3_normalize(v3_cross( v3_sub(cam->position, v3_zero()) , v3(0,1,0) )); cam->position = m33_mul_v3(m33_rotation_axis_angle(rotation_axis, a2 ), cam->position ); cam->position = v3_add(cam->position, cam->target); } if(keystate & SDL_BUTTON(3)) { sun->position.x += (float)mouse_y / 2; sun->position.z -= (float)mouse_x / 2; } mouse_x = 0; mouse_y = 0; ui_button* framerate = ui_elem_get("framerate"); ui_button_set_label(framerate, frame_rate_string()); }
void metaballs_update() { camera* cam = entity_get("camera"); light* sun = entity_get("sun"); Uint8 keystate = SDL_GetMouseState(NULL, NULL); if(keystate & SDL_BUTTON(1)){ float a1 = -(float)mouse_x * frame_time() * 0.25; float a2 = (float)mouse_y * frame_time() * 0.25; cam->position = v3_sub(cam->position, cam->target); cam->position = m33_mul_v3(m33_rotation_y( a1 ), cam->position ); cam->position = v3_add(cam->position, cam->target); cam->position = v3_sub(cam->position, cam->target); vector3 rotation_axis = v3_normalize(v3_cross( v3_sub(cam->position, v3_zero()) , v3(0,1,0) )); cam->position = m33_mul_v3(m33_rotation_axis_angle(rotation_axis, a2 ), cam->position ); cam->position = v3_add(cam->position, cam->target); } if(keystate & SDL_BUTTON(3)){ sun->position.x += (float)mouse_y / 2; sun->position.z -= (float)mouse_x / 2; } mouse_x = 0; mouse_y = 0; particles_update(frame_time()); ui_button* framerate = ui_elem_get("framerate"); ui_button_set_label(framerate, frame_rate_string()); #ifdef MARCHING_CUBES marching_cubes_metaball_data( particle_positions_memory(), particles_count() ); marching_cubes_clear(); marching_cubes_update(); #endif #ifdef VOLUME_RENDERER volume_renderer_metaball_data( particle_positions_memory(), particles_count() ); volume_renderer_update(); #endif }
void platformer_update() { character* main_char = entity_get("main_char"); if (left_held) { main_char->velocity.x -= 0.1; main_char->facing_left = true; } else if (right_held) { main_char->velocity.x += 0.1; main_char->facing_left = false; } else { main_char->velocity.x *= 0.95; } /* Give the player some gravity speed */ const float gravity = 0.2; main_char->velocity.y += gravity; /* Update moves position based on velocity */ character_update(main_char); /* Two phases of collision detection */ collision_detection(); collision_detection_coins(); /* Camera follows main character */ camera_position = vec2_new(main_char->position.x, -main_char->position.y); /* Update the framerate text */ ui_button* framerate = ui_elem_get("framerate"); ui_button_set_label(framerate, frame_rate_string()); /* Update the time text */ ui_button* victory = ui_elem_get("victory"); if (!victory->active) { level_time += frame_time(); ui_button* time = ui_elem_get("time"); sprintf(time->label->string, "Time %06i", (int)level_time); ui_text_draw(time->label); } }
void sea_update() { camera* cam = entity_get("camera"); light* sun = entity_get("sun"); wave_time += frame_time(); static_object* corvette = entity_get("corvette"); corvette->position.y = (sin(wave_time) + 1) / 2; corvette->rotation = quaternion_pitch(sin(wave_time * 1.123) / 50); corvette->rotation = quaternion_mul(corvette->rotation, quaternion_yaw(sin(wave_time * 1.254) / 25)); corvette->rotation = quaternion_mul(corvette->rotation, quaternion_roll(sin(wave_time * 1.355) / 100)); static_object* center_sphere = entity_get("center_sphere"); physics_object* balls[100]; int num_balls; entities_get(balls, &num_balls, physics_object); for(int i = 0; i < num_balls; i++) { physics_object_collide_static(balls[i], center_sphere, frame_time()); physics_object_collide_static(balls[i], corvette, frame_time()); physics_object_update(balls[i], frame_time()); } Uint8 keystate = SDL_GetMouseState(NULL, NULL); if(keystate & SDL_BUTTON(3)){ sun->position.x += (float)mouse_y / 2; sun->position.z -= (float)mouse_x / 2; } mouse_x = 0; mouse_y = 0; ui_button* framerate = ui_elem_get("framerate"); ui_button_set_label(framerate, frame_rate_string()); }