Add ability to shoot and delete entities
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+9
-4
@@ -172,8 +172,13 @@ i32 main(void)
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memory.transientSize = transientSize;
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memory.transient = PLATFORM_MEM_ALLOC_(NULL, transientSize, u8);
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GameState gameState = {0};
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glfwSetWindowUserPointer(window, CAST(void *)(&gameState));
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MemoryArena_ gameArena = {0};
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memory_arenaInit(&gameArena, memory.persistent, memory.persistentSize);
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GameState *gameState = MEMORY_PUSH_STRUCT(&gameArena, GameState);
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gameState->persistentArena = gameArena;
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glfwSetWindowUserPointer(window, CAST(void *)(gameState));
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/*
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*******************
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@@ -203,7 +208,7 @@ i32 main(void)
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glClearColor(0.2f, 0.2f, 0.2f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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asteroid_gameUpdateAndRender(&gameState, &memory, windowSize,
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asteroid_gameUpdateAndRender(gameState, &memory, windowSize,
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secondsElapsed);
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GL_CHECK_ERROR();
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@@ -233,7 +238,7 @@ i32 main(void)
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char textBuffer[256];
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snprintf(textBuffer, ARRAY_COUNT(textBuffer),
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"Dengine | %f ms/f | %f fps | Entity Count: %d",
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msPerFrame, framesPerSecond, gameState.entityIndex);
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msPerFrame, framesPerSecond, gameState->world.entityIndex);
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glfwSetWindowTitle(window, textBuffer);
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titleUpdateFrequencyInSeconds = 0.5f;
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