Restructured main game loop a bit. Reduced function size
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252955bc8d
commit
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15
src/main.c
15
src/main.c
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@ -473,7 +473,7 @@ populateUpdateData(UpdateData *data, float deltatime)
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}
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}
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static void
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static void
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run_game(void)
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run_game_update(void)
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{
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{
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static UpdateData updateData;
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static UpdateData updateData;
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static unsigned int playerLevel = 1;
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static unsigned int playerLevel = 1;
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@ -518,7 +518,11 @@ run_game(void)
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currentTurn = PLAYER;
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currentTurn = PLAYER;
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}
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}
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}
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}
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}
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static void
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run_game_render(void)
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{
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SDL_SetRenderDrawColor(gRenderer, 0, 0, 0, 0);
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SDL_SetRenderDrawColor(gRenderer, 0, 0, 0, 0);
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SDL_RenderClear(gRenderer);
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SDL_RenderClear(gRenderer);
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@ -531,6 +535,7 @@ run_game(void)
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map_render_top_layer(gMap, gCamera);
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map_render_top_layer(gMap, gCamera);
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if (!is_player_dead())
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player_render_toplayer(gPlayer, gCamera);
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player_render_toplayer(gPlayer, gCamera);
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if (gPlayer->class == MAGE || gPlayer->class == PALADIN)
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if (gPlayer->class == MAGE || gPlayer->class == PALADIN)
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@ -561,6 +566,14 @@ run_game(void)
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pointer_render(gPointer, gCamera);
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pointer_render(gPointer, gCamera);
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SDL_RenderPresent(gRenderer);
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SDL_RenderPresent(gRenderer);
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}
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static void
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run_game(void)
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{
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run_game_update();
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run_game_render();
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if (gGameState == PLAYING && is_player_dead()) {
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if (gGameState == PLAYING && is_player_dead()) {
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camera_shake(VECTOR2D_RIGHT, 800);
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camera_shake(VECTOR2D_RIGHT, 800);
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