Removed box2d physics because of linking problems (and nothing's using it yet). Also tests work now.
``` ln -s ../tests/assets build/assets cd build make test ```
This commit is contained in:
@@ -1,6 +1,5 @@
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#include <SDL3/SDL.h>
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#include <SDL3_image/SDL_image.h>
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#include <box2d/box2d.h>
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#include <string.h>
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#include <sdlerror.h>
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@@ -1,6 +1,5 @@
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#include <SDL3/SDL.h>
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#include <SDL3_image/SDL_image.h>
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#include <box2d/box2d.h>
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#include <sdlerror.h>
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#include <string.h>
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#include <jansson.h>
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@@ -1,7 +1,6 @@
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#include <SDL3/SDL.h>
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#include <SDL3_image/SDL_image.h>
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#include <SDL3_mixer/SDL_mixer.h>
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#include <box2d/box2d.h>
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#include <sdl3game/game.h>
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/* Draw a Gimpish background pattern to show transparency in the image */
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@@ -1,12 +1,10 @@
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#include <SDL3/SDL.h>
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#include <SDL3_image/SDL_image.h>
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#include <SDL3_mixer/SDL_mixer.h>
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#include <box2d/box2d.h>
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#include <stdio.h>
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#include <sdlerror.h>
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#include <sdl3game/game.h>
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#include <sdl3game/physics.h>
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#include <sdl3game/tilemap.h>
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#include <sdl3game/sprite.h>
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#include <sdl3game/heap.h>
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@@ -23,5 +21,6 @@ GAME_frame table;
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tilemap gamemap;
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MIX_Audio *bgm = NULL;
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MIX_Mixer *GAME_mixer = NULL;
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MIX_Track *GAME_tracks[64];
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SDL_FRect camera;
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GameState gamestate;
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@@ -1,52 +0,0 @@
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#include <SDL3/SDL.h>
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#include <SDL3_image/SDL_image.h>
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#include <SDL3_mixer/SDL_mixer.h>
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#include <box2d/box2d.h>
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#include <sdl3game/physics.h>
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b2WorldDef physicsWorldDef;
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b2WorldId physicsWorldId;
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b2BodyDef physicsGroundBodyDef;
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b2BodyId physicsGroundBodyId;
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b2Polygon physicsGroundBox;
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b2ShapeDef physicsGroundShapeDef;
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b2BodyDef physicsBallBodyDef;
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b2BodyId physicsBallBodyId;
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b2Polygon physicsBallBodyBox;
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b2ShapeDef physicsBallShapeDef;
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// Should do this more intelligently at some point -
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// https://gafferongames.com/post/fix_your_timestep/
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float physicsTimeStep = 1.0f / 60.0f;
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int physicsSubStepCount = 4;
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void GAME_init_physics(void)
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{
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/* Create the physics world */
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physicsWorldDef = b2DefaultWorldDef();
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physicsWorldDef.gravity = (b2Vec2){0.0f, 10.0f};
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physicsWorldId = b2CreateWorld(&physicsWorldDef);
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/* Create the ground box */
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physicsGroundBodyDef = b2DefaultBodyDef();
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physicsGroundBodyDef.position = (b2Vec2){0.0f, PHYSICS_SCREEN_SCALE(480.0f)};
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physicsGroundBodyId = b2CreateBody(physicsWorldId, &physicsGroundBodyDef);
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physicsGroundBox = b2MakeBox(PHYSICS_SCREEN_SCALE(320.0f), PHYSICS_SCREEN_SCALE(1.0f));
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physicsGroundShapeDef = b2DefaultShapeDef();
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b2CreatePolygonShape(physicsGroundBodyId, &physicsGroundShapeDef, &physicsGroundBox);
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/* Create a dynamic physics body for the ball */
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physicsBallBodyDef = b2DefaultBodyDef();
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physicsBallBodyDef.type = b2_dynamicBody;
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physicsBallBodyDef.position = (b2Vec2){0.0f, 0.0f};
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physicsBallBodyId = b2CreateBody(physicsWorldId, &physicsBallBodyDef);
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physicsBallBodyBox = b2MakeBox(PHYSICS_SCREEN_SCALE(128.0f), PHYSICS_SCREEN_SCALE(128.0f));
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physicsBallShapeDef = b2DefaultShapeDef();
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physicsBallShapeDef.density = 1.0f;
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physicsBallShapeDef.restitution = 0.75f;
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physicsBallShapeDef.friction = 0.3f;
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b2CreatePolygonShape(physicsBallBodyId, &physicsBallShapeDef, &physicsBallBodyBox);
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//b2CreateFixture(physicsBallBodyId, &physicsBallShapeDef);
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}
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@@ -1,6 +1,5 @@
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#include <SDL3/SDL.h>
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#include <SDL3_image/SDL_image.h>
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#include <box2d/box2d.h>
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#include <string.h>
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#include <jansson.h>
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#include <sdlerror.h>
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