59 lines
1.2 KiB
Odin
59 lines
1.2 KiB
Odin
package main
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import eng "pkg:engine"
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// Many sprites sharing one Character_Data (Flyweight) — good batching demo.
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COUNT :: 1000
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COLS :: 40
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CELL_W :: 20
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CELL_H :: 24
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ORIGIN_X :: 20
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ORIGIN_Y :: 40
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main :: proc() {
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app: eng.App
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if !eng.init(&app, "crowd", 800, 600) do return
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defer eng.shutdown(&app)
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data, ok := eng.load_character_data(&app, "assets_baked/characters/toad/toad.char.json")
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if !ok do return
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defer eng.destroy_character_data(&app, &data)
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sprites: [COUNT]eng.Sprite
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for i in 0 ..< COUNT {
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col := i % COLS
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row := i / COLS
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pos := eng.Vec2 {
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f32(ORIGIN_X + col * CELL_W),
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f32(ORIGIN_Y + row * CELL_H),
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}
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clip := "idle" if (i % 2) == 0 else "walk"
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sprites[i] = eng.spawn_sprite(&data, pos, clip, i % 5)
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}
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// Look at the middle of the grid
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rows := (COUNT + COLS - 1) / COLS
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app.camera.position = {
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f32(ORIGIN_X + (COLS - 1) * CELL_W / 2),
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f32(ORIGIN_Y + (rows - 1) * CELL_H / 2),
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}
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last := eng.now_seconds()
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for eng.events() {
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now := eng.now_seconds()
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dt := f32(now - last)
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last = now
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for &s in sprites {
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eng.update_sprite(&s, dt)
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}
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eng.begin_frame(&app)
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for &s in sprites {
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eng.draw_sprite(&app, &s)
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}
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eng.end_frame(&app)
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}
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}
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