animation + test
This commit is contained in:
@@ -0,0 +1,232 @@
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package engine
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import "core:testing"
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make_test_character :: proc(allocator := context.allocator) -> Character_Data {
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data: Character_Data
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data.def.clips = make(map[string]Clip_Def, allocator)
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idle_frames := make([]Frame_Def, 3, allocator)
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idle_frames[0] = {
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rect = {0, 0, 10, 10},
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}
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idle_frames[1] = {
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rect = {10, 0, 10, 10},
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}
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idle_frames[2] = {
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rect = {20, 0, 10, 10},
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}
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data.def.clips["idle"] = Clip_Def {
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loop = true,
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fps = 10,
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frames = idle_frames,
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}
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once_frames := make([]Frame_Def, 3, allocator)
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once_frames[0] = {
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rect = {0, 10, 10, 10},
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}
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once_frames[1] = {
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rect = {10, 10, 10, 10},
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}
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once_frames[2] = {
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rect = {20, 10, 10, 10},
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}
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data.def.clips["once"] = Clip_Def {
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loop = false,
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fps = 10,
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frames = once_frames,
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}
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hold_frames := make([]Frame_Def, 2, allocator)
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hold_frames[0] = {
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rect = {0, 20, 10, 10},
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}
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hold_frames[1] = {
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rect = {10, 20, 10, 10},
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}
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data.def.clips["hold"] = Clip_Def {
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loop = true,
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fps = 0,
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frames = hold_frames,
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}
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return data
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}
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destroy_test_character :: proc(data: ^Character_Data) {
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if data == nil do return
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keys := make([dynamic]string, context.temp_allocator)
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for key, clip in data.def.clips {
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delete(clip.frames)
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append(&keys, key)
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}
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for key in keys {
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delete_key(&data.def.clips, key)
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}
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delete(data.def.clips)
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data^ = {}
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}
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@(test)
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character_clip_found_and_missing :: proc(t: ^testing.T) {
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data := make_test_character()
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defer destroy_test_character(&data)
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clip, ok := character_clip(&data, "idle")
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testing.expect(t, ok)
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testing.expect_value(t, len(clip.frames), 3)
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testing.expect(t, clip.loop)
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testing.expect_value(t, clip.fps, f32(10))
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_, ok = character_clip(&data, "missing")
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testing.expect(t, !ok)
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data.def.clips["empty"] = Clip_Def {
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loop = true,
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fps = 10,
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frames = nil,
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}
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_, ok = character_clip(&data, "empty")
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testing.expect(t, !ok)
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}
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@(test)
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set_sprite_clip_switch_and_guards :: proc(t: ^testing.T) {
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data := make_test_character()
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defer destroy_test_character(&data)
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sprite := spawn_sprite(&data, {0, 0}, "idle", 0)
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testing.expect_value(t, sprite.clip, "idle")
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sprite.frame = 2
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sprite.time = 0.05
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set_sprite_clip(&sprite, "once")
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testing.expect_value(t, sprite.clip, "once")
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testing.expect_value(t, sprite.frame, 0)
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testing.expect_value(t, sprite.time, f32(0))
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sprite.frame = 1
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sprite.time = 0.09
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set_sprite_clip(&sprite, "once")
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testing.expect_value(t, sprite.frame, 1)
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testing.expect_value(t, sprite.time, f32(0.09))
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set_sprite_clip(&sprite, "nope")
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testing.expect_value(t, sprite.clip, "once")
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testing.expect_value(t, sprite.frame, 1)
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testing.expect_value(t, sprite.time, f32(0.09))
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}
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@(test)
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spawn_sprite_valid_and_invalid :: proc(t: ^testing.T) {
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data := make_test_character()
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defer destroy_test_character(&data)
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s := spawn_sprite(&data, {1, 2}, "idle", 0)
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testing.expect_value(t, s.clip, "idle")
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testing.expect_value(t, s.frame, 0)
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testing.expect_value(t, s.time, f32(0))
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testing.expect_value(t, s.position, Vec2{1, 2})
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s2 := spawn_sprite(&data, {}, "idle", 2)
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testing.expect_value(t, s2.clip, "idle")
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testing.expect_value(t, s2.frame, 2)
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s3 := spawn_sprite(&data, {}, "idle", 99)
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testing.expect_value(t, s3.frame, 2)
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bad := spawn_sprite(&data, {}, "missing", 0)
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testing.expect_value(t, bad.clip, "")
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testing.expect_value(t, bad.frame, 0)
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testing.expect_value(t, bad.time, f32(0))
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}
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@(test)
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update_sprite_advances_one_frame :: proc(t: ^testing.T) {
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data := make_test_character()
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defer destroy_test_character(&data)
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s := spawn_sprite(&data, {}, "idle", 0)
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update_sprite(&s, 0.1)
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testing.expect_value(t, s.frame, 1)
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testing.expect_value(t, s.time, f32(0))
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}
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@(test)
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update_sprite_advances_multiple_frames :: proc(t: ^testing.T) {
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data := make_test_character()
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defer destroy_test_character(&data)
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s := spawn_sprite(&data, {}, "idle", 0)
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update_sprite(&s, 0.25)
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testing.expect_value(t, s.frame, 2)
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testing.expect(t, s.time > 0.049 && s.time < 0.051)
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}
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@(test)
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update_sprite_loops :: proc(t: ^testing.T) {
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data := make_test_character()
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defer destroy_test_character(&data)
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s := spawn_sprite(&data, {}, "idle", 2)
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update_sprite(&s, 0.1)
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testing.expect_value(t, s.frame, 0)
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}
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@(test)
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update_sprite_non_loop_holds_last :: proc(t: ^testing.T) {
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data := make_test_character()
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defer destroy_test_character(&data)
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s := spawn_sprite(&data, {}, "once", 2)
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s.time = 0.05
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update_sprite(&s, 0.1)
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testing.expect_value(t, s.frame, 2)
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testing.expect_value(t, s.time, f32(0))
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}
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@(test)
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update_sprite_fps_zero_holds :: proc(t: ^testing.T) {
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data := make_test_character()
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defer destroy_test_character(&data)
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s := spawn_sprite(&data, {}, "hold", 0)
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update_sprite(&s, 1.0)
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testing.expect_value(t, s.frame, 0)
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}
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@(test)
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update_sprite_dt_non_positive_noop :: proc(t: ^testing.T) {
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data := make_test_character()
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defer destroy_test_character(&data)
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s := spawn_sprite(&data, {}, "idle", 0)
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update_sprite(&s, 0)
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update_sprite(&s, -0.1)
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testing.expect_value(t, s.frame, 0)
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testing.expect_value(t, s.time, f32(0))
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}
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@(test)
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update_sprite_nil_and_missing_clip_safe :: proc(t: ^testing.T) {
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update_sprite(nil, 0.1)
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data := make_test_character()
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defer destroy_test_character(&data)
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s := Sprite {
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data = &data,
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clip = "missing",
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frame = 0,
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time = 0,
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}
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update_sprite(&s, 0.1)
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testing.expect_value(t, s.frame, 0)
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s2 := Sprite {
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data = nil,
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clip = "idle",
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}
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update_sprite(&s2, 0.1)
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}
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@@ -170,7 +170,10 @@ load_character_data :: proc(app: ^App, character_json_path: string) -> (Characte
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sdl.EndGPUCopyPass(copy_pass)
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fence := sdl.SubmitGPUCommandBufferAndAcquireFence(cmd)
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if fence == nil {
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fmt.eprintfln("SubmitGPUCommandBufferAndAcquireFence (texture upload) failed: %s", sdl.GetError())
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fmt.eprintfln(
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"SubmitGPUCommandBufferAndAcquireFence (texture upload) failed: %s",
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sdl.GetError(),
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)
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sdl.ReleaseGPUTransferBuffer(app.device, tbuf)
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sdl.ReleaseGPUTexture(app.device, out.texture)
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return {}, false
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@@ -200,6 +203,13 @@ destroy_character_data :: proc(app: ^App, data: ^Character_Data) {
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data^ = {}
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}
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character_clip :: proc(data: ^Character_Data, clip_name: string) -> (clip: Clip_Def, ok: bool) {
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if data == nil do return {}, false
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character, found := data.def.clips[clip_name]
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if !found || len(character.frames) == 0 do return {}, false
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return character, true
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}
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character_frame_rect :: proc(
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data: ^Character_Data,
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clip_name: string,
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+65
-3
@@ -10,6 +10,7 @@ Sprite :: struct {
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position: Vec2,
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clip: string,
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frame: int,
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time: f32,
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}
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spawn_sprite :: proc(
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@@ -18,13 +19,61 @@ spawn_sprite :: proc(
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clip: string = "idle",
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frame: int = 0,
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) -> Sprite {
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return Sprite{data = data, position = position, clip = clip, frame = frame}
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sprite := Sprite {
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data = data,
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position = position,
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}
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set_sprite_clip(&sprite, clip)
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if frame != 0 {
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c, ok := character_clip(sprite.data, sprite.clip)
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if ok {
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if frame < 0 {
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sprite.frame = 0
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} else if frame >= len(c.frames) {
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sprite.frame = len(c.frames) - 1
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} else {
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sprite.frame = frame
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}
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}
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}
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return sprite
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}
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// stubbed for later
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update_sprite :: proc(sprite: ^Sprite, dt: f32) {
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_ = sprite
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_ = dt
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if sprite == nil || sprite.data == nil do return
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if dt <= 0 do return
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clip, ok := character_clip(sprite.data, sprite.clip)
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if !ok do return
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frame_count := len(clip.frames)
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if frame_count <= 0 do return
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if sprite.frame < 0 do sprite.frame = 0
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if sprite.frame >= frame_count do sprite.frame = frame_count - 1
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if clip.fps <= 0 do return
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sprite.time += dt
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frame_duration := 1.0 / clip.fps
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for sprite.time >= frame_duration {
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sprite.time -= frame_duration
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next := sprite.frame + 1
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if next >= frame_count {
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if clip.loop {
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sprite.frame = 0
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} else {
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sprite.frame = frame_count - 1
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sprite.time = 0
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break
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}
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} else {
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sprite.frame = next
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}
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}
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}
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to_clip :: proc(px, py, sw, sh: f32) -> [2]f32 {
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@@ -129,3 +178,16 @@ draw_sprite :: proc(app: ^App, sprite: ^Sprite) {
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sdl.DrawGPUPrimitives(app.render_pass, 6, 1, 0, 0)
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}
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set_sprite_clip :: proc(sprite: ^Sprite, clip: string) {
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if sprite == nil || sprite.data == nil do return
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if sprite.clip == clip do return
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_, ok := character_clip(sprite.data, clip)
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if !ok do return
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sprite.clip = clip
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sprite.frame = 0
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sprite.time = 0
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}
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@@ -0,0 +1,8 @@
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package engine
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import sdl "vendor:sdl3"
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// now_seconds returns seconds since SDL init (monotonic for frame timing).
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now_seconds :: proc() -> f64 {
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return f64(sdl.GetTicksNS()) / 1_000_000_000.0
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}
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