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mirklinghandler.c
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#include "mirklinghandler.h"
#include <stdio.h>
#include <tari/wrapper.h>
#include <tari/datastructures.h>
#include <tari/math.h>
#include <tari/file.h>
#include <tari/texthandler.h>
#include <tari/system.h>
#include "mirkling.h"
static struct {
int mTypeAmount;
TextureData mWalkingTextures[10][2];
Animation mWalkingAnimation;
TextureData mRealTextures[2];
int mAmount;
int mAmountOnScreen;
int mIsGenerationPaused;
double mMirklingsGeneratedPerFrame;
double mMirklingSpeedMin;
double mMirklingSpeedMax;
} gData;
static void loadSingleMirklingType(int i) {
char path[1024];
sprintf(path, "assets/mirklings/WALKING%d_.pkg", i);
loadConsecutiveTextures(gData.mWalkingTextures[i], path, gData.mWalkingAnimation.mFrameAmount);
}
static void loadRealMirklingType() {
loadConsecutiveTextures(gData.mRealTextures, "assets/mirklings/REAL_WALKING.pkg", gData.mWalkingAnimation.mFrameAmount);
}
static void loadMirklingTypes() {
int i;
for (i = 0; i < gData.mTypeAmount; i++) {
loadSingleMirklingType(i);
}
loadRealMirklingType();
}
static void loadMirklingHandler(void* tData) {
(void)tData;
gData.mTypeAmount = 2;
gData.mWalkingAnimation = createEmptyAnimation();
gData.mWalkingAnimation.mFrameAmount = 2;
gData.mWalkingAnimation.mDuration = 3;
loadMirklingTypes();
gData.mAmount = 0;
gData.mAmountOnScreen = 0;
gData.mIsGenerationPaused = 0;
gData.mMirklingsGeneratedPerFrame = 10;
gData.mMirklingSpeedMin = 1;
gData.mMirklingSpeedMax = 2;
initMirklings();
}
static void updateMirklingHandler(void* tData) {
(void)tData;
updateMirklings();
if (gData.mIsGenerationPaused || isWrapperPaused()) return;
double generatedMirklingsTotal = gData.mMirklingsGeneratedPerFrame*PERFORMANCE_FACTOR;
int generatedMirklingsAbsolute = (int)generatedMirklingsTotal;
double generatedMirklingsFraction = generatedMirklingsTotal - generatedMirklingsAbsolute;
int i;
for (i = 0; i < generatedMirklingsAbsolute; i++) {
addMirkling(randfrom(gData.mMirklingSpeedMin, gData.mMirklingSpeedMax));
}
double prob = randfrom(0, 1);
if (prob < generatedMirklingsFraction) {
addMirkling(randfrom(gData.mMirklingSpeedMin, gData.mMirklingSpeedMax));
}
}
ActorBlueprint MirklingHandlerBP = {
.mLoad = loadMirklingHandler,
.mUpdate = updateMirklingHandler
};
TextureData* getMirklingWalkingTextures()
{
int i = randfromInteger(0, gData.mTypeAmount - 1);
return gData.mWalkingTextures[i];
}
TextureData* getMirklingRealTextures()
{
return gData.mRealTextures;
}
Animation getMirklingWalkingAnimation()
{
return gData.mWalkingAnimation;
}
void resetMirklingAmount()
{
gData.mAmount = 0;
gData.mAmountOnScreen = 0;
}
void increaseMirklingAmount()
{
gData.mAmount++;
gData.mAmountOnScreen++;
}
void decreaseMirklingAmountOnScreen()
{
gData.mAmountOnScreen--;
}
int getMirklingAmount()
{
return gData.mAmount;
}
int getMirklingAmountOnScreen()
{
return gData.mAmountOnScreen;
}
void pauseMirklingGeneration()
{
gData.mIsGenerationPaused = 1;
}
void unpauseMirklingGeneration()
{
gData.mIsGenerationPaused = 0;
}
void setMirklingSpeed(double tSpeedMin, double tSpeedMax)
{
gData.mMirklingSpeedMin = tSpeedMin;
gData.mMirklingSpeedMax = tSpeedMax;
}
void setMirklingsGeneratedPerFrame(double tMirklingsPerFrame)
{
gData.mMirklingsGeneratedPerFrame = tMirklingsPerFrame;
}