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#include "raylib.h"
#include "raymath.h"


typedef struct Config {
    int SCREEN_WIDTH;
    int SCREEN_HEIGHT;
    int ORIGIN_X;
    int ORIGIN_Y;
    char TITLE[20];
    int TARGET_FPS;
} Config;
Config config = {
        1500,
        900,
        1500 / 2,
        900 / 2,
        "Cool shit",
        60
};

void doInitialization();
Vector2 toCenter(Vector2 vector);
Vector2 toTopLeft(Vector2 vector);
Vector2 angle2HeadingVector(float angle);

typedef struct Object {
    Vector2 pos;
    float radius;
    Color color;
    float headingAngle;
} Object;

void doDrawing(Object *object);
void doUpdate(Object *object);

int main(void)
{
    doInitialization();
    Object object = {
            .pos = (Vector2) {0, 0},
            .radius = 20.0f,
            .color = BLUE,
            .headingAngle = 90
    };

    while (!WindowShouldClose())
    {
        doUpdate(&object);
        doDrawing(&object);
    }

    CloseWindow();

    return 0;
}

void doInitialization() {
    InitWindow(config.SCREEN_WIDTH, config.SCREEN_HEIGHT, config.TITLE);
    SetTargetFPS(config.TARGET_FPS);
}

Vector2 toCenter(Vector2 vector) {
    // Used only for drawing, any other calculation using raylib style coordinate (0, 0) top left. x = left-right, y = top-bottom
    return (Vector2) {
        vector.x + (float)config.ORIGIN_X,
        (-1 * vector.y) + (float)config.ORIGIN_Y
    };
}

Vector2 toTopLeft(Vector2 vector) {
    return (Vector2) {
        vector.x - (float)config.ORIGIN_X,
        (-1 * vector.y) - (float)config.ORIGIN_Y
    };
}

Vector2 angle2HeadingVector(float angle) {
    // angle in degree
    angle = angle * (float)M_PI / 180;
    return (Vector2) {
        cosf(angle),
        sinf(angle)
    };
}

void doUpdate(Object *object) {
    float dt = GetFrameTime();
}

void doDrawing(Object *object) {
    BeginDrawing();

    ClearBackground(BLACK);
    DrawCircleV(toCenter(object->pos), object->radius, object->color);

    EndDrawing();
}