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raylib_game/src/level00.c
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#include "button.h"
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#include "cube.h"
#include "player.h"
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#include "raylib.h"
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#include "screen.h"
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#include "wire.h"
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#include <stddef.h>
#include <stdio.h>
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static bool level_started = false;
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void DrawLevel00(Player *player)
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{
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static Button button = {
.position = (Vector3){0.0f, 0.0f, -5.0f},
.length = 1.0f,
.height = 0.1f,
.colorEnabled = GREEN,
.colorDisabled = RED,
.wiresColor = BLACK,
.pressed = false,
};
static Wire wire = {
.power = &button,
.colorEnabled = GREEN,
.colorDisabled = BLACK,
};
static Cube cube = {
.position = (Vector3){0.0f, 0.5f, 0.0f},
.minY = 0.4f + 0.01f,
.edge = 0.8f,
.color = RED,
.wiresColor = BLACK,
.grabbed = false,
};
if (!level_started)
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{
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level_started = true;
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cube.model = LoadModelFromMesh(GenMeshCube(cube.edge, cube.edge, cube.edge));
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float wireW = 0.1f;
float wireH = 0.1f;
float wireL = 5.0f;
float wireZ = button.position.z - wireL / 2.0f - button.length / 2.0f;
Vector3 wirePos = {0.0f, wireH / 2.0f, wireZ};
WireAppend(&wire, wirePos, wireW, wireH, wireL);
wireZ -= wireL / 2.0f;
wireW = 5.0f;
wireH = 0.1f;
wireL = 0.1f;
wirePos = (Vector3){wireW / 2.0f, wireH / 2.0f, wireZ};
WireAppend(&wire, wirePos, wireW, wireH, wireL);
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}
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const int floorExtent = 25;
const float tileSize = 5.0f;
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// Draw floor
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for (int y = -floorExtent; y < floorExtent; y++)
{
for (int x = -floorExtent; x < floorExtent; x++)
{
if ((y & 1) ^ (x & 1))
{
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DrawPlane((Vector3){x * tileSize, 0.0f, y * tileSize}, (Vector2){tileSize, tileSize}, LIGHTGRAY);
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}
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}
}
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DrawCube((Vector3){-16.0f, 2.5f, 0.0f}, 1.0f, 5.0f, 32.0f, BLUE); // Draw a blue wall
DrawCube((Vector3){16.0f, 2.5f, 0.0f}, 1.0f, 5.0f, 32.0f, GREEN); // Draw a green wall
DrawCube((Vector3){0.0f, 2.5f, 16.0f}, 32.0f, 5.0f, 1.0f, YELLOW); // Draw a yellow wall
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UpdateGrab(player, &cube); // Check if we grabbed a cube
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MyDrawCube(&cube); // Draw a cube
DrawButton(&button, &cube); // Draw a button
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DrawWire(&wire); // Draw a wire
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}