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gameframe.c
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#include "gameframe.h"
int been_drawn(game_scene*, int, int, int, int);
void update_block(game_scene*, int, int, int, int, int, int);
colour get_colour(game_scene*, int, int);
void push_pixel(int, int, colour);
int in(game_entity, int, int);
game_scene *scene;
void set_scene(game_scene *next) {
scene = next;
}
int run_frame(int status) {
game_entity prev_states[scene->num_entities];
game_scene prev_scene;
prev_scene.num_entities = scene->num_entities;
prev_scene.entities = prev_states;
for(int i = 0; i < scene->num_entities; i++) {
game_entity *current = &(scene->entities[i]);
prev_states[i] = *current;
current->changed = 0;
//return status;
current->update();
if(current->x != prev_scene.entities[i].x
|| current->y != prev_scene.entities[i].y) {
current->changed = 1;
}
}
for(int i = 0; i < scene->num_entities; i++) {
if(scene->entities[i].changed) {
// clean up old pos
update_block(&prev_scene, prev_scene.entities[i].x, prev_scene.entities[i].y, prev_scene.entities[i].width, prev_scene.entities[i].height, i, 1);
// draw entity in new position
update_block(&prev_scene, scene->entities[i].x, scene->entities[i].y, scene->entities[i].width, scene->entities[i].height, i, 0);
}
}
return status;
}
int been_drawn(game_scene *prev_scene, int x, int y, int index, int cleaning) {
// if it's in a lower moving object's previous or current pos or in own previous pos, yes. otherwise no.
if(!cleaning && in(prev_scene->entities[index], x, y)) {
return 1;
}
for(int i = 0; i < index; i++) {
if(scene->entities[i].changed && (in(prev_scene->entities[i], x, y) || in(scene->entities[i], x, y))) {
return 1;
}
}
return 0;
}
void update_block(game_scene *prev_scene, int x, int y, int width, int height, int index, int cleaning) {
for(int i = x; i < x + width; i++) {
for(int j = y; j < y + height; j++) {
if(been_drawn(prev_scene,i,j,index,cleaning)) {
continue;
}
colour new = get_colour(scene, i, j);
if(new != get_colour(prev_scene, i, j)) {
push_pixel(i, j, new);
}
}
}
}
colour get_colour(game_scene *to_paint, int x, int y) {
for(int i = to_paint->num_entities - 1; i >= 0; i--) {
if(in(to_paint->entities[i], x, y)) {
colour c = to_paint->entities[i].pixel_colour(x - to_paint->entities[i].x, y - to_paint->entities[i].y);
if(c != to_paint->entities[i].transparency_code) {
return c;
}
}
}
return 0;
}
void push_pixel(int x, int y, colour c) {
rectangle r = {x,x,y,y};
fill_rectangle(r,c);
}
int in(game_entity e, int x, int y) {
return x >= e.x
&& x < e.x + e.width
&& y >= e.y
&& y < e.y + e.height;
}