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Author SHA1 Message Date
codegirl007 5040446ec1 movement and sprite flipping 2026-08-01 12:01:17 -07:00
codegirl007 269578548a Determine pivot based on manifest 2026-08-01 11:48:55 -07:00
codegirl007 90da5934d7 determine pivot based on manifest 2026-08-01 10:37:36 -07:00
codegirl007 4aa3ed6ed8 Merge pull request #5 from Codegirl-Games/animation
Add sprite clip animation player + unit tests
2026-08-01 08:40:32 -07:00
4 changed files with 75 additions and 3 deletions
+28
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@@ -0,0 +1,28 @@
package engine
import sdl "vendor:sdl3"
Key :: enum {
A,
D,
Left,
Right,
}
key_down :: proc(key: Key) -> bool {
keys := sdl.GetKeyboardState(nil)
if keys == nil do return false
scan_code: sdl.Scancode
switch key {
case .A:
scan_code = .A
case .D:
scan_code = .D
case .Left:
scan_code = .LEFT
case .Right:
scan_code = .RIGHT
}
return keys[scan_code]
}
+15 -3
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@@ -11,6 +11,7 @@ Sprite :: struct {
clip: string,
frame: int,
time: f32,
flip_x: bool,
}
spawn_sprite :: proc(
@@ -99,9 +100,10 @@ draw_sprite :: proc(app: ^App, sprite: ^Sprite) {
fw := f32(rect[2])
fh := f32(rect[3])
// Feet-centered placement, same as renderer version
x0_px := sprite.position.x - fw * 0.5
y0_px := sprite.position.y - fh
pivot := sprite.data.def.pivot
origin := sprite_quad_origin(sprite.position, {fw, fh}, pivot)
x0_px := origin.x
y0_px := origin.y
x1_px := x0_px + fw
y1_px := y0_px + fh
@@ -118,6 +120,7 @@ draw_sprite :: proc(app: ^App, sprite: ^Sprite) {
v0 := f32(rect[1]) / tex_h
u1 := f32(rect[0] + rect[2]) / tex_w
v1 := f32(rect[1] + rect[3]) / tex_h
if sprite.flip_x do u0, u1 = u1, u0
// Two triangles: (0,1,2) and (0,2,3)
verts := [6]Vertex {
@@ -191,3 +194,12 @@ set_sprite_clip :: proc(sprite: ^Sprite, clip: string) {
sprite.frame = 0
sprite.time = 0
}
sprite_quad_origin :: proc(position: Vec2, size: Vec2, pivot: [2]f32) -> Vec2 {
return {position.x - size.x * pivot[0], position.y - size.y * pivot[1]}
}
set_sprite_flip_x :: proc(sprite: ^Sprite, flip: bool) {
if sprite == nil do return
sprite.flip_x = flip
}
+14
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@@ -19,3 +19,17 @@ to_clip_corners :: proc(t: ^testing.T) {
testing.expect_value(t, p[0], f32(0))
testing.expect_value(t, p[1], f32(0))
}
@(test)
sprite_quad_origin_feet :: proc(t: ^testing.T) {
o := sprite_quad_origin({400, 500}, {100, 200}, {0.5, 1.0})
testing.expect_value(t, o.x, f32(350))
testing.expect_value(t, o.y, f32(300))
}
@(test)
sprite_quad_origin_center :: proc(t: ^testing.T) {
o := sprite_quad_origin({400, 500}, {100, 200}, {0.5, 0.5})
testing.expect_value(t, o.x, f32(350))
testing.expect_value(t, o.y, f32(400))
}
+18
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@@ -15,12 +15,30 @@ main :: proc() {
toad := eng.spawn_sprite(&data, {400, 500}, "idle", 0)
last := eng.now_seconds()
SPEED :: f32(200)
for eng.events() {
now := eng.now_seconds()
dt := f32(now - last)
last = now
left := eng.key_down(.A) || eng.key_down(.Left)
right := eng.key_down(.D) || eng.key_down(.Right)
if left || right {
eng.set_sprite_clip(&toad, "walk")
if left {
toad.position.x -= SPEED * dt
toad.flip_x = true
}
if right {
toad.position.x += SPEED * dt
toad.flip_x = false
}
} else {
eng.set_sprite_clip(&toad, "idle")
}
eng.update_sprite(&toad, dt)
eng.begin_frame(&app)