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Odin

package main
import "core:fmt"
import eng "pkg:engine"
// Clip thrash: flip every sprite between idle/walk each frame via set_sprite_clip_def.
COUNT :: eng.MAX_SPRITES
COLS :: 16
FRAME_LOG_EVERY :: 60
main :: proc() {
app: eng.App
if !eng.init(&app, "clip_thrash", 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)
idle_def, idle_ok := eng.character_clip(&data, "idle")
walk_def, walk_ok := eng.character_clip(&data, "walk")
if !idle_ok || !walk_ok do return
sprites: [COUNT]eng.Sprite
for i in 0 ..< COUNT {
col := i % COLS
row := i / COLS
pos := eng.Vec2 {
f32(40 + col * 48),
f32(80 + row * 60),
}
sprites[i] = eng.spawn_sprite(&data, pos, "idle", i % 5)
}
app.camera.position = {400, 400}
last := eng.now_seconds()
frame_i := 0
sum_ms: f64
peak_ms: f64
use_walk := false
for eng.events() {
now := eng.now_seconds()
dt := f32(now - last)
last = now
frame_ms := f64(dt) * 1000.0
sum_ms += frame_ms
if frame_ms > peak_ms do peak_ms = frame_ms
frame_i += 1
if frame_i % FRAME_LOG_EVERY == 0 {
avg := sum_ms / f64(FRAME_LOG_EVERY)
fps := 1000.0 / avg if avg > 0 else 0
fmt.printfln(
"clip_thrash frame: avg=%.2f ms (%.1f FPS) peak=%.2f ms over %d frames",
avg,
fps,
peak_ms,
FRAME_LOG_EVERY,
)
sum_ms = 0
peak_ms = 0
}
clip := "walk" if use_walk else "idle"
def := walk_def if use_walk else idle_def
use_walk = !use_walk
for &s in sprites {
eng.set_sprite_clip_def(&s, clip, def)
eng.update_sprite(&s, dt)
}
eng.begin_frame(&app)
for &s in sprites {
eng.draw_sprite(&app, &s)
}
eng.end_frame(&app)
}
}