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4 Commits
Author SHA1 Message Date
codegirl007 209e774230 add missing input file 2026-08-02 23:45:02 -07:00
codegirl007 4dc173ecee Add associated make commands for added examples 2026-08-02 23:37:29 -07:00
codegirl007 5041753bad add more examples 2026-08-02 23:37:29 -07:00
codegirl007 9e680c62fe Initial Camera implementation 2026-08-01 23:53:08 -07:00
6 changed files with 223 additions and 9 deletions
+29 -9
View File
@@ -1,15 +1,19 @@
.PHONY: shaders-vulkan shaders-d3d12 shaders-metal shaders-all bake toad check test help
.PHONY: shaders-vulkan shaders-d3d12 shaders-metal shaders-all bake toad hello_sprite crowd camera_sandbox clips check test help
help:
@echo "Targets:"
@echo " bake Bake all characters under content/characters/"
@echo " shaders-vulkan Compile SPIR-V into shaders/vulkan/"
@echo " shaders-d3d12 Compile DXIL into shaders/d3d12/ (needs shadercross)"
@echo " shaders-metal Compile MSL into shaders/metal/ (needs shadercross)"
@echo " shaders-all Build all shader backends"
@echo " test Run engine unit tests"
@echo " check Typecheck examples/toad"
@echo " toad Run the toad example"
@echo " bake Bake all characters under content/characters/"
@echo " shaders-vulkan Compile SPIR-V into shaders/vulkan/"
@echo " shaders-d3d12 Compile DXIL into shaders/d3d12/ (needs shadercross)"
@echo " shaders-metal Compile MSL into shaders/metal/ (needs shadercross)"
@echo " shaders-all Build all shader backends"
@echo " test Run engine unit tests"
@echo " check Typecheck all examples"
@echo " toad Run the toad example (full demo)"
@echo " hello_sprite Minimal load + draw"
@echo " crowd Many sprites, one Character_Data"
@echo " camera_sandbox Pan camera / Space toggles follow"
@echo " clips Keys 1/2 switch idle/walk"
bake:
./scripts/bake_all.sh
@@ -30,6 +34,22 @@ test:
check:
odin check examples/toad -collection:pkg=.
odin check examples/hello_sprite -collection:pkg=.
odin check examples/crowd -collection:pkg=.
odin check examples/camera_sandbox -collection:pkg=.
odin check examples/clips -collection:pkg=.
toad:
odin run examples/toad -collection:pkg=.
hello_sprite:
odin run examples/hello_sprite -collection:pkg=.
crowd:
odin run examples/crowd -collection:pkg=.
camera_sandbox:
odin run examples/camera_sandbox -collection:pkg=.
clips:
odin run examples/clips -collection:pkg=.
+15
View File
@@ -7,6 +7,11 @@ Key :: enum {
D,
Left,
Right,
Up,
Down,
Space,
N1,
N2,
}
key_down :: proc(key: Key) -> bool {
@@ -23,6 +28,16 @@ key_down :: proc(key: Key) -> bool {
scan_code = .LEFT
case .Right:
scan_code = .RIGHT
case .Up:
scan_code = .UP
case .Down:
scan_code = .DOWN
case .Space:
scan_code = .SPACE
case .N1:
scan_code = ._1
case .N2:
scan_code = ._2
}
return keys[scan_code]
}
+58
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@@ -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)
}
}
+38
View File
@@ -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)
}
}
+49
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@@ -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)
}
}
+34
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@@ -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)
}
}