add more examples
This commit is contained in:
@@ -0,0 +1,58 @@
|
||||
package main
|
||||
|
||||
import eng "pkg:engine"
|
||||
|
||||
// Camera sandbox: toad stays put; arrows pan the camera. Space toggles follow mode.
|
||||
main :: proc() {
|
||||
app: eng.App
|
||||
if !eng.init(&app, "camera sandbox", 800, 600) do return
|
||||
defer eng.shutdown(&app)
|
||||
|
||||
data, ok := eng.load_character_data(&app, "assets_baked/characters/toad/toad.char.json")
|
||||
if !ok do return
|
||||
defer eng.destroy_character_data(&app, &data)
|
||||
|
||||
toad := eng.spawn_sprite(&data, {0, 0}, "idle", 0)
|
||||
app.camera.position = {0, -100}
|
||||
|
||||
follow := false
|
||||
space_was_down := false
|
||||
CAM_SPEED :: f32(300)
|
||||
|
||||
last := eng.now_seconds()
|
||||
|
||||
for eng.events() {
|
||||
now := eng.now_seconds()
|
||||
dt := f32(now - last)
|
||||
last = now
|
||||
|
||||
space := eng.key_down(.Space)
|
||||
if space && !space_was_down {
|
||||
follow = !follow
|
||||
}
|
||||
space_was_down = space
|
||||
|
||||
if follow {
|
||||
app.camera.position = toad.position - {0, 100}
|
||||
} else {
|
||||
if eng.key_down(.Left) || eng.key_down(.A) {
|
||||
app.camera.position.x -= CAM_SPEED * dt
|
||||
}
|
||||
if eng.key_down(.Right) || eng.key_down(.D) {
|
||||
app.camera.position.x += CAM_SPEED * dt
|
||||
}
|
||||
if eng.key_down(.Up) {
|
||||
app.camera.position.y -= CAM_SPEED * dt
|
||||
}
|
||||
if eng.key_down(.Down) {
|
||||
app.camera.position.y += CAM_SPEED * dt
|
||||
}
|
||||
}
|
||||
|
||||
eng.update_sprite(&toad, dt)
|
||||
|
||||
eng.begin_frame(&app)
|
||||
eng.draw_sprite(&app, &toad)
|
||||
eng.end_frame(&app)
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,38 @@
|
||||
package main
|
||||
|
||||
import eng "pkg:engine"
|
||||
|
||||
// Clip switcher: 1 = idle, 2 = walk. No movement — animation policy only.
|
||||
main :: proc() {
|
||||
app: eng.App
|
||||
if !eng.init(&app, "clips", 800, 600) do return
|
||||
defer eng.shutdown(&app)
|
||||
|
||||
data, ok := eng.load_character_data(&app, "assets_baked/characters/toad/toad.char.json")
|
||||
if !ok do return
|
||||
defer eng.destroy_character_data(&app, &data)
|
||||
|
||||
toad := eng.spawn_sprite(&data, {400, 500}, "idle", 0)
|
||||
app.camera.position = toad.position - {0, 100}
|
||||
|
||||
last := eng.now_seconds()
|
||||
|
||||
for eng.events() {
|
||||
now := eng.now_seconds()
|
||||
dt := f32(now - last)
|
||||
last = now
|
||||
|
||||
if eng.key_down(.N1) {
|
||||
eng.set_sprite_clip(&toad, "idle")
|
||||
}
|
||||
if eng.key_down(.N2) {
|
||||
eng.set_sprite_clip(&toad, "walk")
|
||||
}
|
||||
|
||||
eng.update_sprite(&toad, dt)
|
||||
|
||||
eng.begin_frame(&app)
|
||||
eng.draw_sprite(&app, &toad)
|
||||
eng.end_frame(&app)
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,49 @@
|
||||
package main
|
||||
|
||||
import eng "pkg:engine"
|
||||
|
||||
// Many sprites sharing one Character_Data (Flyweight) — good batching demo.
|
||||
COUNT :: 24
|
||||
|
||||
main :: proc() {
|
||||
app: eng.App
|
||||
if !eng.init(&app, "crowd", 800, 600) do return
|
||||
defer eng.shutdown(&app)
|
||||
|
||||
data, ok := eng.load_character_data(&app, "assets_baked/characters/toad/toad.char.json")
|
||||
if !ok do return
|
||||
defer eng.destroy_character_data(&app, &data)
|
||||
|
||||
sprites: [COUNT]eng.Sprite
|
||||
for i in 0 ..< COUNT {
|
||||
col := i % 8
|
||||
row := i / 8
|
||||
pos := eng.Vec2 {
|
||||
f32(120 + col * 80),
|
||||
f32(280 + row * 120),
|
||||
}
|
||||
clip := "idle" if (i % 2) == 0 else "walk"
|
||||
sprites[i] = eng.spawn_sprite(&data, pos, clip, i % 5)
|
||||
}
|
||||
|
||||
// Look at the middle of the grid
|
||||
app.camera.position = {400, 400}
|
||||
|
||||
last := eng.now_seconds()
|
||||
|
||||
for eng.events() {
|
||||
now := eng.now_seconds()
|
||||
dt := f32(now - last)
|
||||
last = now
|
||||
|
||||
for &s in sprites {
|
||||
eng.update_sprite(&s, dt)
|
||||
}
|
||||
|
||||
eng.begin_frame(&app)
|
||||
for &s in sprites {
|
||||
eng.draw_sprite(&app, &s)
|
||||
}
|
||||
eng.end_frame(&app)
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,34 @@
|
||||
package main
|
||||
|
||||
import eng "pkg:engine"
|
||||
|
||||
// Minimal: load one baked character and draw idle. No input, no camera follow.
|
||||
main :: proc() {
|
||||
app: eng.App
|
||||
if !eng.init(&app, "hello sprite", 800, 600) do return
|
||||
defer eng.shutdown(&app)
|
||||
|
||||
data, ok := eng.load_character_data(&app, "assets_baked/characters/toad/toad.char.json")
|
||||
if !ok do return
|
||||
defer eng.destroy_character_data(&app, &data)
|
||||
|
||||
sprite := eng.spawn_sprite(&data, {400, 500}, "idle", 0)
|
||||
|
||||
// Screen-centered framing without gameplay camera follow:
|
||||
// treat spawn position as world; look slightly above feet.
|
||||
app.camera.position = sprite.position - {0, 100}
|
||||
|
||||
last := eng.now_seconds()
|
||||
|
||||
for eng.events() {
|
||||
now := eng.now_seconds()
|
||||
dt := f32(now - last)
|
||||
last = now
|
||||
|
||||
eng.update_sprite(&sprite, dt)
|
||||
|
||||
eng.begin_frame(&app)
|
||||
eng.draw_sprite(&app, &sprite)
|
||||
eng.end_frame(&app)
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user