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Author SHA1 Message Date
codegirl007 4dced062a5 Add missing changes that causes failures 2026-08-03 00:39:30 -07:00
codegirl007 cf888f26cd Add explicit failure reasons to tests 2026-08-02 23:53:34 -07:00
codegirl007 248e57d3f0 add more tests 2026-08-02 23:50:37 -07:00
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
codegirl007 589f2bd45c camera 2026-08-01 23:50:03 -07:00
codegirl007 c720774c79 sprite batching
Batch adjacent same-texture sprite draws in end_frame.
Replaces per-sprite DrawGPUPrimitives with texture runs so shared atlases issue one GPU draw.
2026-08-01 23:49:06 -07:00
18 changed files with 576 additions and 51 deletions
+29 -9
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@@ -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=.
+8 -4
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@@ -287,16 +287,14 @@ destroy_frames :: proc(frames: []^image.Image) {
delete(frames)
}
opaque_bounds :: proc(img: ^image.Image, alpha_min: u8 = 1) -> (x, y, w, h: int) {
iw, ih := int(img.width), int(img.height)
pixels := bytes.buffer_to_bytes(&img.pixels)
opaque_bounds_rgba :: proc(pixels: []u8, iw, ih: int, alpha_min: u8 = 1) -> (x, y, w, h: int) {
min_x, min_y := iw, ih
max_x, max_y := -1, -1
for py in 0 ..< ih {
for px in 0 ..< iw {
i := (py * iw + px) * 4
if i + 3 >= len(pixels) do continue
a := pixels[i + 3]
if a >= alpha_min {
if px < min_x do min_x = px
@@ -313,6 +311,12 @@ opaque_bounds :: proc(img: ^image.Image, alpha_min: u8 = 1) -> (x, y, w, h: int)
return min_x, min_y, max_x - min_x + 1, max_y - min_y + 1
}
opaque_bounds :: proc(img: ^image.Image, alpha_min: u8 = 1) -> (x, y, w, h: int) {
iw, ih := int(img.width), int(img.height)
pixels := bytes.buffer_to_bytes(&img.pixels)
return opaque_bounds_rgba(pixels, iw, ih, alpha_min)
}
pack_atlas :: proc(frames: []^image.Image) -> Atlas {
PADDING :: 1
+46
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@@ -0,0 +1,46 @@
package main
import "core:testing"
@(test)
opaque_bounds_inset :: proc(t: ^testing.T) {
// 4x4, opaque 2x2 at (1,1)
pixels := make([]u8, 4 * 4 * 4)
defer delete(pixels)
for y in 1 ..= 2 {
for x in 1 ..= 2 {
i := (y * 4 + x) * 4
pixels[i + 3] = 255
}
}
x, y, w, h := opaque_bounds_rgba(pixels, 4, 4)
testing.expect_value(t, x, 1)
testing.expect_value(t, y, 1)
testing.expect_value(t, w, 2)
testing.expect_value(t, h, 2)
}
@(test)
opaque_bounds_full :: proc(t: ^testing.T) {
pixels := make([]u8, 2 * 2 * 4)
defer delete(pixels)
for i := 3; i < len(pixels); i += 4 {
pixels[i] = 255
}
x, y, w, h := opaque_bounds_rgba(pixels, 2, 2)
testing.expect_value(t, x, 0)
testing.expect_value(t, y, 0)
testing.expect_value(t, w, 2)
testing.expect_value(t, h, 2)
}
@(test)
opaque_bounds_empty :: proc(t: ^testing.T) {
pixels := make([]u8, 3 * 3 * 4)
defer delete(pixels)
x, y, w, h := opaque_bounds_rgba(pixels, 3, 3)
testing.expect_value(t, x, 0)
testing.expect_value(t, y, 0)
testing.expect_value(t, w, 1)
testing.expect_value(t, h, 1)
}
+5 -5
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@@ -74,13 +74,13 @@ character_clip_found_and_missing :: proc(t: ^testing.T) {
defer destroy_test_character(&data)
clip, ok := character_clip(&data, "idle")
testing.expect(t, ok)
testing.expect(t, ok, "character_clip should find idle")
testing.expect_value(t, len(clip.frames), 3)
testing.expect(t, clip.loop)
testing.expect(t, clip.loop, "idle clip should loop")
testing.expect_value(t, clip.fps, f32(10))
_, ok = character_clip(&data, "missing")
testing.expect(t, !ok)
testing.expect(t, !ok, "character_clip should miss unknown name")
data.def.clips["empty"] = Clip_Def {
loop = true,
@@ -88,7 +88,7 @@ character_clip_found_and_missing :: proc(t: ^testing.T) {
frames = nil,
}
_, ok = character_clip(&data, "empty")
testing.expect(t, !ok)
testing.expect(t, !ok, "character_clip should reject empty frames")
}
@(test)
@@ -161,7 +161,7 @@ update_sprite_advances_multiple_frames :: proc(t: ^testing.T) {
s := spawn_sprite(&data, {}, "idle", 0)
update_sprite(&s, 0.25)
testing.expect_value(t, s.frame, 2)
testing.expect(t, s.time > 0.049 && s.time < 0.051)
testing.expect(t, s.time > 0.049 && s.time < 0.051, "leftover time after multi-frame advance should be ~0.05")
}
@(test)
+3
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@@ -35,6 +35,7 @@ App :: struct {
transfer_buffer: ^sdl.GPUTransferBuffer,
draw_list: [dynamic]Queued_Sprite,
clear_color: sdl.FColor,
camera: Camera,
}
Shader_Backend :: enum {
@@ -124,6 +125,8 @@ init :: proc(app: ^App, title: cstring, width, height: i32) -> bool {
app.draw_list = make([dynamic]Queued_Sprite)
app.camera = camera_default()
return true
}
+64
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@@ -0,0 +1,64 @@
package engine
import "core:testing"
import sdl "vendor:sdl3"
fake_tex :: proc(id: uintptr) -> ^sdl.GPUTexture {
return cast(^sdl.GPUTexture)id
}
@(test)
texture_run_len_empty_or_oob :: proc(t: ^testing.T) {
testing.expect_value(t, texture_run_len(nil, 0), 0)
list := []Queued_Sprite{}
testing.expect_value(t, texture_run_len(list, 0), 0)
list = make([]Queued_Sprite, 1)
defer delete(list)
list[0] = {texture = fake_tex(1)}
testing.expect_value(t, texture_run_len(list, -1), 0)
testing.expect_value(t, texture_run_len(list, 1), 0)
}
@(test)
texture_run_len_single :: proc(t: ^testing.T) {
list := make([]Queued_Sprite, 1)
defer delete(list)
list[0] = {texture = fake_tex(1)}
testing.expect_value(t, texture_run_len(list, 0), 1)
}
@(test)
texture_run_len_same_texture :: proc(t: ^testing.T) {
tex := fake_tex(1)
list := make([]Queued_Sprite, 3)
defer delete(list)
list[0] = {texture = tex}
list[1] = {texture = tex}
list[2] = {texture = tex}
testing.expect_value(t, texture_run_len(list, 0), 3)
}
@(test)
texture_run_len_breaks_on_change :: proc(t: ^testing.T) {
a := fake_tex(1)
b := fake_tex(2)
list := make([]Queued_Sprite, 3)
defer delete(list)
list[0] = {texture = a}
list[1] = {texture = a}
list[2] = {texture = b}
testing.expect_value(t, texture_run_len(list, 0), 2)
testing.expect_value(t, texture_run_len(list, 2), 1)
}
@(test)
texture_run_len_all_different :: proc(t: ^testing.T) {
list := make([]Queued_Sprite, 3)
defer delete(list)
list[0] = {texture = fake_tex(1)}
list[1] = {texture = fake_tex(2)}
list[2] = {texture = fake_tex(3)}
testing.expect_value(t, texture_run_len(list, 0), 1)
testing.expect_value(t, texture_run_len(list, 1), 1)
testing.expect_value(t, texture_run_len(list, 2), 1)
}
+17
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@@ -0,0 +1,17 @@
package engine
Camera :: struct {
position: Vec2,
anchor: Vec2,
}
camera_default :: proc() -> Camera {
return Camera{position = {0, 0}, anchor = {0.5, 0.5}}
}
world_to_screen :: proc(cam: Camera, world: Vec2, viewport: Vec2) -> Vec2 {
return {
world.x - cam.position.x + viewport.x * cam.anchor[0],
world.y - cam.position.y + viewport.y * cam.anchor[1],
}
}
+44
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@@ -0,0 +1,44 @@
package engine
import "core:testing"
@(test)
camera_default_values :: proc(t: ^testing.T) {
cam := camera_default()
testing.expect_value(t, cam.position, Vec2{0, 0})
testing.expect_value(t, cam.anchor, Vec2{0.5, 0.5})
}
@(test)
world_to_screen_centered_identity :: proc(t: ^testing.T) {
cam := Camera {
position = {400, 500},
anchor = {0.5, 0.5},
}
viewport := Vec2{800, 600}
screen := world_to_screen(cam, cam.position, viewport)
testing.expect_value(t, screen.x, f32(400))
testing.expect_value(t, screen.y, f32(300))
}
@(test)
world_to_screen_origin_cam :: proc(t: ^testing.T) {
cam := Camera {
position = {0, 0},
anchor = {0.5, 0.5},
}
screen := world_to_screen(cam, {10, 20}, {200, 100})
testing.expect_value(t, screen.x, f32(110))
testing.expect_value(t, screen.y, f32(70))
}
@(test)
world_to_screen_top_left_anchor :: proc(t: ^testing.T) {
cam := Camera {
position = {5, 7},
anchor = {0, 0},
}
screen := world_to_screen(cam, {15, 27}, {800, 600})
testing.expect_value(t, screen.x, f32(10))
testing.expect_value(t, screen.y, f32(20))
}
+57 -8
View File
@@ -11,7 +11,7 @@ parse_char_def_happy_path :: proc(t: ^testing.T) {
def, ok := parse_char_def(src)
defer destroy_char_def(&def)
testing.expect(t, ok)
testing.expect(t, ok, "parse_char_def should succeed on valid JSON")
testing.expect_value(t, def.id, "toad")
testing.expect_value(t, def.atlas, "toad.atlas.png")
testing.expect_value(t, def.version, 1)
@@ -20,8 +20,8 @@ parse_char_def_happy_path :: proc(t: ^testing.T) {
testing.expect_value(t, def.pivot[1], f32(1.0))
idle, found := def.clips["idle"]
testing.expect(t, found)
testing.expect(t, idle.loop)
testing.expect(t, found, "expected idle clip in parsed def")
testing.expect(t, idle.loop, "idle clip should loop")
testing.expect_value(t, idle.fps, f32(8.0))
testing.expect_value(t, len(idle.frames), 1)
testing.expect_value(t, idle.frames[0].rect, [4]int{1, 2, 3, 4})
@@ -30,7 +30,7 @@ parse_char_def_happy_path :: proc(t: ^testing.T) {
@(test)
parse_char_def_bad_json :: proc(t: ^testing.T) {
_, ok := parse_char_def(transmute([]u8)string("{ not json"))
testing.expect(t, !ok)
testing.expect(t, !ok, "parse_char_def should fail on invalid JSON")
}
@(test)
@@ -51,17 +51,66 @@ character_frame_rect_hit_and_miss :: proc(t: ^testing.T) {
}
rect, ok := character_frame_rect(&data, "idle", 1)
testing.expect(t, ok)
testing.expect(t, ok, "character_frame_rect should find idle frame 1")
testing.expect_value(t, rect, [4]int{50, 60, 70, 80})
_, ok = character_frame_rect(&data, "missing", 0)
testing.expect(t, !ok)
testing.expect(t, !ok, "character_frame_rect should miss unknown clip")
_, ok = character_frame_rect(&data, "idle", -1)
testing.expect(t, !ok)
testing.expect(t, !ok, "character_frame_rect should reject negative index")
_, ok = character_frame_rect(&data, "idle", 2)
testing.expect(t, !ok)
testing.expect(t, !ok, "character_frame_rect should reject out-of-range index")
}
@(test)
character_frame_returns_full_def :: proc(t: ^testing.T) {
data: Character_Data
data.def.clips = make(map[string]Clip_Def)
defer delete(data.def.clips)
frames := make([]Frame_Def, 1)
frames[0] = Frame_Def {
rect = {10, 20, 30, 40},
source_size = {100, 200},
trim_offset = {5, 7},
}
defer delete(frames)
data.def.clips["idle"] = Clip_Def {
loop = true,
fps = 10,
frames = frames,
}
frame, ok := character_frame(&data, "idle", 0)
testing.expect(t, ok, "character_frame should find idle frame 0")
testing.expect_value(t, frame.rect, [4]int{10, 20, 30, 40})
testing.expect_value(t, frame.source_size, [2]int{100, 200})
testing.expect_value(t, frame.trim_offset, [2]int{5, 7})
}
@(test)
character_frame_nil_and_bad_index :: proc(t: ^testing.T) {
_, ok := character_frame(nil, "idle", 0)
testing.expect(t, !ok, "character_frame should fail on nil data")
data: Character_Data
data.def.clips = make(map[string]Clip_Def)
defer delete(data.def.clips)
frames := make([]Frame_Def, 1)
frames[0] = {rect = {1, 2, 3, 4}}
defer delete(frames)
data.def.clips["idle"] = Clip_Def{frames = frames}
_, ok = character_frame(&data, "idle", -1)
testing.expect(t, !ok, "character_frame should reject negative index")
_, ok = character_frame(&data, "idle", 1)
testing.expect(t, !ok, "character_frame should reject out-of-range index")
_, ok = character_frame(&data, "missing", 0)
testing.expect(t, !ok, "character_frame should miss unknown clip")
}
destroy_char_def :: proc(def: ^Char_Def) {
+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]
}
+3 -3
View File
@@ -21,7 +21,7 @@ shader_filenames_per_backend :: proc(t: ^testing.T) {
@(test)
choose_shader_runtime_prefers_msl :: proc(t: ^testing.T) {
rt, ok := choose_shader_runtime_from_formats({.MSL, .SPIRV, .DXIL})
testing.expect(t, ok)
testing.expect(t, ok, "should pick a runtime when MSL is available")
testing.expect_value(t, rt.backend, Shader_Backend.Metal_MSL)
testing.expect_value(t, rt.shader_dir, "shaders/metal")
testing.expect_value(t, rt.format, sdl.GPUShaderFormat{.MSL})
@@ -30,7 +30,7 @@ choose_shader_runtime_prefers_msl :: proc(t: ^testing.T) {
@(test)
choose_shader_runtime_spirv_only :: proc(t: ^testing.T) {
rt, ok := choose_shader_runtime_from_formats({.SPIRV})
testing.expect(t, ok)
testing.expect(t, ok, "should pick SPIR-V when it is the only format")
testing.expect_value(t, rt.backend, Shader_Backend.Vulkan_SPIRV)
testing.expect_value(t, rt.shader_dir, "shaders/vulkan")
testing.expect_value(t, rt.format, sdl.GPUShaderFormat{.SPIRV})
@@ -39,5 +39,5 @@ choose_shader_runtime_spirv_only :: proc(t: ^testing.T) {
@(test)
choose_shader_runtime_empty_fails :: proc(t: ^testing.T) {
_, ok := choose_shader_runtime_from_formats({})
testing.expect(t, !ok)
testing.expect(t, !ok, "empty format set should fail")
}
+48 -22
View File
@@ -109,19 +109,18 @@ draw_sprite :: proc(app: ^App, sprite: ^Sprite) {
trim_y := f32(frame.trim_offset[1])
pivot := sprite.data.def.pivot
canvas_top := sprite.position.y - src_h * pivot[1]
x0_px, y0_px: f32
if sprite.flip_x {
canvas_left := sprite.position.x - (1.0 - pivot[0]) * src_w
x0_px = canvas_left + (src_w - trim_x - fw)
y0_px = canvas_top + trim_y
} else {
canvas_left := sprite.position.x - src_w * pivot[0]
x0_px = canvas_left + trim_x
y0_px = canvas_top + trim_y
}
x1_px := x0_px + fw
y1_px := y0_px + fh
viewport := Vec2{f32(app.swapchain_w), f32(app.swapchain_h)}
feet := world_to_screen(app.camera, sprite.position, viewport)
x0_px, y0_px, x1_px, y1_px := sprite_feet_quad(
feet,
src_w,
src_h,
{trim_x, trim_y},
{fw, fh},
pivot,
sprite.flip_x,
)
sw := f32(app.swapchain_w)
sh := f32(app.swapchain_h)
@@ -132,11 +131,7 @@ draw_sprite :: proc(app: ^App, sprite: ^Sprite) {
tex_w := f32(sprite.data.width)
tex_h := f32(sprite.data.height)
u0 := f32(frame.rect[0]) / tex_w
v0 := f32(frame.rect[1]) / tex_h
u1 := f32(frame.rect[0] + frame.rect[2]) / tex_w
v1 := f32(frame.rect[1] + frame.rect[3]) / tex_h
if sprite.flip_x do u0, u1 = u1, u0
u0, v0, u1, v1 := frame_uvs(frame.rect, tex_w, tex_h, sprite.flip_x)
verts := [SPRITE_VERT_COUNT]Vertex {
{pos = p0, uv = {u0, v0}},
@@ -147,10 +142,7 @@ draw_sprite :: proc(app: ^App, sprite: ^Sprite) {
{pos = p3, uv = {u0, v1}},
}
append(
&app.draw_list,
Queued_Sprite{texture = sprite.data.texture, verts = verts},
)
append(&app.draw_list, Queued_Sprite{texture = sprite.data.texture, verts = verts})
}
set_sprite_clip :: proc(sprite: ^Sprite, clip: string) {
@@ -170,6 +162,40 @@ 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]}
}
frame_uvs :: proc(rect: [4]int, tex_w, tex_h: f32, flip_x: bool) -> (u0, v0, u1, v1: f32) {
u0 = f32(rect[0]) / tex_w
v0 = f32(rect[1]) / tex_h
u1 = f32(rect[0] + rect[2]) / tex_w
v1 = f32(rect[1] + rect[3]) / tex_h
if flip_x do u0, u1 = u1, u0
return
}
sprite_feet_quad :: proc(
feet: Vec2,
src_w, src_h: f32,
trim: Vec2,
size: Vec2,
pivot: [2]f32,
flip_x: bool,
) -> (
x0, y0, x1, y1: f32,
) {
canvas_top := feet.y - src_h * pivot[1]
if flip_x {
canvas_left := feet.x - (1.0 - pivot[0]) * src_w
x0 = canvas_left + (src_w - trim.x - size.x)
y0 = canvas_top + trim.y
} else {
canvas_left := feet.x - src_w * pivot[0]
x0 = canvas_left + trim.x
y0 = canvas_top + trim.y
}
x1 = x0 + size.x
y1 = y0 + size.y
return
}
set_sprite_flip_x :: proc(sprite: ^Sprite, flip: bool) {
if sprite == nil do return
sprite.flip_x = flip
+56
View File
@@ -33,3 +33,59 @@ sprite_quad_origin_center :: proc(t: ^testing.T) {
testing.expect_value(t, o.x, f32(350))
testing.expect_value(t, o.y, f32(400))
}
@(test)
frame_uvs_unflipped :: proc(t: ^testing.T) {
u0, v0, u1, v1 := frame_uvs({10, 20, 30, 40}, 100, 200, false)
testing.expect_value(t, u0, f32(0.1))
testing.expect_value(t, v0, f32(0.1))
testing.expect_value(t, u1, f32(0.4))
testing.expect_value(t, v1, f32(0.3))
testing.expect(t, u0 < u1, "unflipped UVs should have u0 < u1")
}
@(test)
frame_uvs_flipped :: proc(t: ^testing.T) {
a0, _, a1, _ := frame_uvs({10, 20, 30, 40}, 100, 200, false)
b0, v0, b1, v1 := frame_uvs({10, 20, 30, 40}, 100, 200, true)
testing.expect_value(t, b0, a1)
testing.expect_value(t, b1, a0)
testing.expect_value(t, v0, f32(0.1))
testing.expect_value(t, v1, f32(0.3))
}
@(test)
sprite_feet_quad_no_flip :: proc(t: ^testing.T) {
// feet (400,500), source 100x200, pivot feet, trim (10,20), packed 80x160
x0, y0, x1, y1 := sprite_feet_quad(
{400, 500},
100,
200,
{10, 20},
{80, 160},
{0.5, 1.0},
false,
)
testing.expect_value(t, x0, f32(360)) // 400 - 50 + 10
testing.expect_value(t, y0, f32(320)) // 500 - 200 + 20
testing.expect_value(t, x1, f32(440))
testing.expect_value(t, y1, f32(480))
}
@(test)
sprite_feet_quad_flip_x :: proc(t: ^testing.T) {
x0, y0, x1, y1 := sprite_feet_quad(
{400, 500},
100,
200,
{5, 20},
{80, 160},
{0.5, 1.0},
true,
)
// canvas_left = 350; trim_x_draw = 100 - 5 - 80 = 15 → x0 = 365
testing.expect_value(t, x0, f32(365))
testing.expect_value(t, y0, f32(320))
testing.expect_value(t, x1, f32(445))
testing.expect_value(t, y1, f32(480))
}
+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
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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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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)
}
}
+2
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@@ -39,6 +39,8 @@ main :: proc() {
} else {
eng.set_sprite_clip(&toad, "idle")
}
app.camera.position = toad.position - {0, 100}
eng.update_sprite(&toad, dt)
eng.begin_frame(&app)