Create notion of state switching for entities
Encapsulate the process required to switch an entity from state to state using a state switching function. Add extra minor debug markers.
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@@ -10,9 +10,6 @@
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#include "WorldTraveller/WorldTraveller.h"
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#define INVALID_CODE_PATH TRUE
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#define DEBUG_PUSH_STRING(formatString, data, type) \
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debug_pushString(formatString, CAST(void *)&data, type)
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enum DebugCallCount
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{
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debugcallcount_drawArrays,
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@@ -101,7 +98,12 @@ inline char *debug_entityattack_string(i32 val)
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void debug_init();
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#define DEBUG_PUSH_STRING(string) debug_pushString(string, NULL, "char")
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#define DEBUG_PUSH_VAR(formatString, data, type) \
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debug_pushString(formatString, CAST(void *)&data, type)
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void debug_pushString(char *formatString, void *data, char *dataType);
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void debug_stringUpdateAndRender(Renderer *renderer, Font *font, f32 dt);
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void debug_drawUi(GameState *state, f32 dt);
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@@ -65,6 +65,8 @@ typedef struct EntityAnim_
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typedef struct Entity
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{
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u32 id;
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v2 pos; // Position
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v2 dPos; // Velocity
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v2 hitboxSize;
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@@ -16,9 +16,9 @@ typedef struct World
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{
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Entity *entities;
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i32 maxEntities;
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b32 *entitiesInBattleIds;
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b32 *entityIdInBattle;
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i32 numEntitiesInBattle;
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enum TexList texType;
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v2 cameraPos; // In pixels
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@@ -26,6 +26,7 @@ typedef struct World
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i32 heroIndex;
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i32 freeEntityIndex;
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u32 uniqueIdAccumulator;
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} World;
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typedef struct GameState
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