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