Adding more examples so that we have a good basis on how to do things
This commit is contained in:
@@ -1,15 +1,19 @@
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.PHONY: shaders-vulkan shaders-d3d12 shaders-metal shaders-all bake toad check test help
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.PHONY: shaders-vulkan shaders-d3d12 shaders-metal shaders-all bake toad hello_sprite crowd camera_sandbox clips check test help
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help:
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@echo "Targets:"
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@echo " bake Bake all characters under content/characters/"
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@echo " shaders-vulkan Compile SPIR-V into shaders/vulkan/"
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@echo " shaders-d3d12 Compile DXIL into shaders/d3d12/ (needs shadercross)"
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@echo " shaders-metal Compile MSL into shaders/metal/ (needs shadercross)"
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@echo " shaders-all Build all shader backends"
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@echo " test Run engine unit tests"
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@echo " check Typecheck examples/toad"
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@echo " toad Run the toad example"
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@echo " bake Bake all characters under content/characters/"
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@echo " shaders-vulkan Compile SPIR-V into shaders/vulkan/"
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@echo " shaders-d3d12 Compile DXIL into shaders/d3d12/ (needs shadercross)"
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@echo " shaders-metal Compile MSL into shaders/metal/ (needs shadercross)"
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@echo " shaders-all Build all shader backends"
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@echo " test Run engine unit tests"
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@echo " check Typecheck all examples"
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@echo " toad Run the toad example (full demo)"
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@echo " hello_sprite Minimal load + draw"
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@echo " crowd Many sprites, one Character_Data"
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@echo " camera_sandbox Pan camera / Space toggles follow"
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@echo " clips Keys 1/2 switch idle/walk"
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bake:
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./scripts/bake_all.sh
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@@ -30,6 +34,22 @@ test:
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check:
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odin check examples/toad -collection:pkg=.
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odin check examples/hello_sprite -collection:pkg=.
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odin check examples/crowd -collection:pkg=.
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odin check examples/camera_sandbox -collection:pkg=.
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odin check examples/clips -collection:pkg=.
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toad:
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odin run examples/toad -collection:pkg=.
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hello_sprite:
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odin run examples/hello_sprite -collection:pkg=.
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crowd:
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odin run examples/crowd -collection:pkg=.
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camera_sandbox:
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odin run examples/camera_sandbox -collection:pkg=.
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clips:
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odin run examples/clips -collection:pkg=.
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@@ -7,6 +7,11 @@ Key :: enum {
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D,
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Left,
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Right,
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Up,
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Down,
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Space,
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N1,
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N2,
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}
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key_down :: proc(key: Key) -> bool {
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@@ -23,6 +28,16 @@ key_down :: proc(key: Key) -> bool {
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scan_code = .LEFT
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case .Right:
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scan_code = .RIGHT
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case .Up:
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scan_code = .UP
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case .Down:
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scan_code = .DOWN
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case .Space:
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scan_code = .SPACE
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case .N1:
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scan_code = ._1
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case .N2:
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scan_code = ._2
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}
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return keys[scan_code]
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}
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@@ -0,0 +1,58 @@
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package main
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import eng "pkg:engine"
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// Camera sandbox: toad stays put; arrows pan the camera. Space toggles follow mode.
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main :: proc() {
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app: eng.App
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if !eng.init(&app, "camera sandbox", 800, 600) do return
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defer eng.shutdown(&app)
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data, ok := eng.load_character_data(&app, "assets_baked/characters/toad/toad.char.json")
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if !ok do return
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defer eng.destroy_character_data(&app, &data)
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toad := eng.spawn_sprite(&data, {0, 0}, "idle", 0)
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app.camera.position = {0, -100}
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follow := false
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space_was_down := false
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CAM_SPEED :: f32(300)
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last := eng.now_seconds()
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for eng.events() {
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now := eng.now_seconds()
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dt := f32(now - last)
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last = now
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space := eng.key_down(.Space)
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if space && !space_was_down {
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follow = !follow
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}
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space_was_down = space
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if follow {
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app.camera.position = toad.position - {0, 100}
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} else {
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if eng.key_down(.Left) || eng.key_down(.A) {
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app.camera.position.x -= CAM_SPEED * dt
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}
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if eng.key_down(.Right) || eng.key_down(.D) {
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app.camera.position.x += CAM_SPEED * dt
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}
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if eng.key_down(.Up) {
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app.camera.position.y -= CAM_SPEED * dt
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}
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if eng.key_down(.Down) {
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app.camera.position.y += CAM_SPEED * dt
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}
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}
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eng.update_sprite(&toad, dt)
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eng.begin_frame(&app)
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eng.draw_sprite(&app, &toad)
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eng.end_frame(&app)
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}
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}
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@@ -0,0 +1,38 @@
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package main
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import eng "pkg:engine"
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// Clip switcher: 1 = idle, 2 = walk. No movement — animation policy only.
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main :: proc() {
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app: eng.App
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if !eng.init(&app, "clips", 800, 600) do return
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defer eng.shutdown(&app)
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data, ok := eng.load_character_data(&app, "assets_baked/characters/toad/toad.char.json")
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if !ok do return
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defer eng.destroy_character_data(&app, &data)
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toad := eng.spawn_sprite(&data, {400, 500}, "idle", 0)
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app.camera.position = toad.position - {0, 100}
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last := eng.now_seconds()
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for eng.events() {
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now := eng.now_seconds()
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dt := f32(now - last)
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last = now
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if eng.key_down(.N1) {
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eng.set_sprite_clip(&toad, "idle")
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}
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if eng.key_down(.N2) {
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eng.set_sprite_clip(&toad, "walk")
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}
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eng.update_sprite(&toad, dt)
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eng.begin_frame(&app)
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eng.draw_sprite(&app, &toad)
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eng.end_frame(&app)
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}
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}
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@@ -0,0 +1,49 @@
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package main
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import eng "pkg:engine"
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// Many sprites sharing one Character_Data (Flyweight) — good batching demo.
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COUNT :: 24
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main :: proc() {
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app: eng.App
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if !eng.init(&app, "crowd", 800, 600) do return
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defer eng.shutdown(&app)
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data, ok := eng.load_character_data(&app, "assets_baked/characters/toad/toad.char.json")
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if !ok do return
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defer eng.destroy_character_data(&app, &data)
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sprites: [COUNT]eng.Sprite
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for i in 0 ..< COUNT {
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col := i % 8
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row := i / 8
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pos := eng.Vec2 {
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f32(120 + col * 80),
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f32(280 + row * 120),
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}
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clip := "idle" if (i % 2) == 0 else "walk"
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sprites[i] = eng.spawn_sprite(&data, pos, clip, i % 5)
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}
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// Look at the middle of the grid
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app.camera.position = {400, 400}
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last := eng.now_seconds()
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for eng.events() {
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now := eng.now_seconds()
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dt := f32(now - last)
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last = now
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for &s in sprites {
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eng.update_sprite(&s, dt)
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}
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eng.begin_frame(&app)
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for &s in sprites {
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eng.draw_sprite(&app, &s)
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}
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eng.end_frame(&app)
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}
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}
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@@ -0,0 +1,34 @@
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package main
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import eng "pkg:engine"
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// Minimal: load one baked character and draw idle. No input, no camera follow.
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main :: proc() {
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app: eng.App
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if !eng.init(&app, "hello sprite", 800, 600) do return
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defer eng.shutdown(&app)
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data, ok := eng.load_character_data(&app, "assets_baked/characters/toad/toad.char.json")
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if !ok do return
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defer eng.destroy_character_data(&app, &data)
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sprite := eng.spawn_sprite(&data, {400, 500}, "idle", 0)
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// Screen-centered framing without gameplay camera follow:
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// treat spawn position as world; look slightly above feet.
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app.camera.position = sprite.position - {0, 100}
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last := eng.now_seconds()
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for eng.events() {
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now := eng.now_seconds()
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dt := f32(now - last)
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last = now
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eng.update_sprite(&sprite, dt)
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eng.begin_frame(&app)
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eng.draw_sprite(&app, &sprite)
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eng.end_frame(&app)
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}
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}
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