Merge update with render section in update loop
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				| @ -183,7 +183,7 @@ void renderer_string(Renderer *const renderer, v4 cameraBounds, | ||||
| 		{ | ||||
| 			// NOTE(doyle): Atlas packs fonts tightly, so offset the codepoint
 | ||||
| 			// to its actual atlas index, i.e. we skip the first 31 glyphs
 | ||||
| 			i32 codepoint          = string[i]; | ||||
| 			i32 codepoint     = string[i]; | ||||
| 			i32 relativeIndex = CAST(i32)(codepoint - font->codepointRange.x); | ||||
| 			CharMetrics charMetric = font->charMetrics[relativeIndex]; | ||||
| 			pos.y                  = baseline - (scale * charMetric.offset.y); | ||||
|  | ||||
| @ -398,11 +398,16 @@ INTERNAL void parseInput(GameState *state, const f32 dt) | ||||
| 			spaceBarWasDown = TRUE; | ||||
| 			setActiveEntityAnim(hero, entityanimid_tackle); | ||||
| 
 | ||||
| 			hero->dPos.x += (1.0f * METERS_TO_PIXEL); | ||||
| 			if (hero->direction == direction_east) | ||||
| 			{ | ||||
| 				ddPos.x = 1.0f; | ||||
| 				hero->dPos.x += (1.0f * METERS_TO_PIXEL); | ||||
| 			} | ||||
| 			else | ||||
| 			{ | ||||
| 				ddPos.x = -1.0f; | ||||
| 				hero->dPos.x -= (1.0f * METERS_TO_PIXEL); | ||||
| 			} | ||||
| 		} | ||||
| 	} | ||||
| 	else if (!state->keys[GLFW_KEY_SPACE]) | ||||
| @ -544,54 +549,42 @@ void worldTraveller_gameUpdateAndRender(GameState *state, const f32 dt) | ||||
| 
 | ||||
| 	if (cameraBounds.w <= world->bounds.w) cameraBounds.w = world->bounds.w; | ||||
| 
 | ||||
| 	/* Render entity and logic loop */ | ||||
| 	/* Update and render entity loop */ | ||||
| 	ASSERT(world->freeEntityIndex < world->maxEntities); | ||||
| 	for (i32 i = 0; i < world->freeEntityIndex; i++) | ||||
| 	{ | ||||
| 		/* Render entities */ | ||||
| 		Entity *const entity = &world->entities[i]; | ||||
| 		/* Game logic */ | ||||
| 		Entity *const entity  = &world->entities[i]; | ||||
| 		u32 oldAnimCycleCount = entity->currAnimCyclesCompleted; | ||||
| 		updateEntityAnim(entity, dt); | ||||
| 
 | ||||
| 		v2 entityRenderSize = entity->size; | ||||
| 		switch (entity->type) | ||||
| 		if (entity->type == entitytype_hero) | ||||
| 		{ | ||||
| 			case entitytype_mob: | ||||
| 				break; | ||||
| 
 | ||||
| 			case entitytype_hero: | ||||
| #ifdef DENGINE_DEBUG | ||||
| 			    DEBUG_PUSH_STRING("HeroAnimCycleCount: %d", | ||||
| 			                      entity->currAnimCyclesCompleted, "i32"); | ||||
| 			DEBUG_PUSH_STRING("HeroAnimCycleCount: %d", | ||||
| 			                  entity->currAnimCyclesCompleted, "i32"); | ||||
| #endif | ||||
| 			// NOTE(doyle): If dynamic entity, allow animations to exceed
 | ||||
| 			// the actual hitbox of character
 | ||||
| 			EntityAnim *anim = &entity->anim[entity->currAnimId]; | ||||
| 			v4 texRect       = anim->rect[anim->currRectIndex]; | ||||
| 			entityRenderSize = math_getRectSize(texRect); | ||||
| 
 | ||||
| 			    // NOTE(doyle): If dynamic entity, allow animations to exceed
 | ||||
| 			    // the actual hitbox of character
 | ||||
| 			    EntityAnim *anim = &entity->anim[entity->currAnimId]; | ||||
| 			    v4 texRect       = anim->rect[anim->currRectIndex]; | ||||
| 			    entityRenderSize = math_getRectSize(texRect); | ||||
| 
 | ||||
| 				if (oldAnimCycleCount != entity->currAnimCyclesCompleted) | ||||
| 			if (oldAnimCycleCount != entity->currAnimCyclesCompleted) | ||||
| 			{ | ||||
| 				if (entity->currAnimId == entityanimid_tackle) | ||||
| 				{ | ||||
| 					if (entity->currAnimId == entityanimid_tackle) | ||||
| 					{ | ||||
| 						setActiveEntityAnim(entity, entityanimid_idle); | ||||
| 					    hero->dPos.x -= (1.0f * METERS_TO_PIXEL); | ||||
| 				    } | ||||
| 			    } | ||||
| 			    break; | ||||
| 			default: | ||||
| 				break; | ||||
| 					setActiveEntityAnim(entity, entityanimid_idle); | ||||
| 					if (hero->direction == direction_east) | ||||
| 						hero->dPos.x -= (1.0f * METERS_TO_PIXEL); | ||||
| 					else | ||||
| 						hero->dPos.x += (1.0f * METERS_TO_PIXEL); | ||||
| 				} | ||||
| 			} | ||||
| 		} | ||||
| 
 | ||||
| 		f32 rotate = 0.0f; | ||||
| 		renderer_entity(&state->renderer, cameraBounds, entity, | ||||
| 		                entityRenderSize, rotate, V4(1, 1, 1, 1)); | ||||
| 
 | ||||
| 		/* Game logic */ | ||||
| 
 | ||||
| 		// TODO(doyle): Undefined behaviour when multiple entities on screen
 | ||||
| 		if (entity->type == entitytype_mob) | ||||
| 		else if (entity->type == entitytype_mob) | ||||
| 		{ | ||||
| 			// TODO(doyle): Currently calculated in pixels, how about meaningful
 | ||||
| 			// game units?
 | ||||
| @ -657,6 +650,10 @@ void worldTraveller_gameUpdateAndRender(GameState *state, const f32 dt) | ||||
| 			} | ||||
| 		} | ||||
| 
 | ||||
| 		f32 rotate = 0.0f; | ||||
| 		renderer_entity(&state->renderer, cameraBounds, entity, | ||||
| 		                entityRenderSize, rotate, V4(1, 1, 1, 1)); | ||||
| 
 | ||||
| #ifdef DENGINE_DEBUG | ||||
| 		/* Render debug markers on entities */ | ||||
| 		v4 color          = V4(1, 1, 1, 1); | ||||
|  | ||||
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