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#include "raylib.h"
#include "stdio.h"
#include "sprite.h"
#include "inputHandling.h"
#include "raymath.h"
int main(){
InitWindow(800, 450, "basic window");
Texture2D texture;
struct Sprite sprites[100];
texture = LoadTexture("assets/amulet.png");
int spriteAmount = 0;
struct Sprite cursorSprite = {&texture, 450, 225};
struct InputHandler inputHandler;
Camera2D camera = { 0 };
camera.target = (Vector2){400, 225};
camera.rotation = 0.0f;
camera.zoom = 1.0f;
addSprite(sprites, &spriteAmount, &texture, 400, 225);
SetTargetFPS(60);
while(!WindowShouldClose()){
BeginDrawing();
ClearBackground(RAYWHITE);
BeginMode2D(camera);
int i;
int length = sizeof(sprites)/sizeof(sprites[0]);
for(i=0; i < spriteAmount; i++){
DrawSprite(&sprites[i]);
}
EndMode2D();
// Moving cursor Sprite to Mouse Pos and drawing it
cursorSprite.x = inputHandler.cursorPos.x - texture.width / 2;
cursorSprite.y = inputHandler.cursorPos.y - texture.height / 2;
DrawSprite(&cursorSprite);
// User Input Handling
mouseInput(&inputHandler, sprites, &spriteAmount, &texture, &camera);
keyboardInput(&inputHandler, &camera);
// Sprites move towards their destination
for(i=0; i < spriteAmount; i++){
if(sprites[i].clicked){
Vector2 movement = {sprites[i].destX - sprites->x, sprites[i].destY - sprites->y};
if(Vector2Length(movement) < 10.0f){
inputHandler.clicked = false;
sprites->clicked = false;
}
movement = Vector2Normalize(movement);
movement = Vector2Scale(movement, 10);
sprites->x += movement.x;
sprites->y += movement.y;
}
}
EndDrawing();
}
CloseWindow();
return 0;
}