Switch animation indexing to enum, toggle anim on spacebar
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ca6790cb1c
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62c5fe0629
@ -10,6 +10,12 @@ enum State
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state_win,
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state_win,
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};
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};
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INTERNAL void attackEntity(Entity *attacker, Entity *defender)
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{
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// TODO(doyle): Use attacker stats in battle equations
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defender->stats->health--;
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}
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INTERNAL Entity *addEntity(World *world, v2 pos, v2 size, enum EntityType type,
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INTERNAL Entity *addEntity(World *world, v2 pos, v2 size, enum EntityType type,
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enum Direction direction, Texture *tex, b32 collides)
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enum Direction direction, Texture *tex, b32 collides)
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{
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{
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@ -52,12 +58,13 @@ INTERNAL Entity *addEntity(World *world, v2 pos, v2 size, enum EntityType type,
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return result;
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return result;
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}
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}
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INTERNAL void addAnim(Entity *entity, v4 *rects, i32 numRects, f32 duration)
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INTERNAL void addAnim(Entity *entity, enum EntityAnimId animId, v4 *rects,
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i32 numRects, f32 duration)
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{
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{
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#ifdef DENGINE_DEBUG
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#ifdef DENGINE_DEBUG
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ASSERT(rects && numRects >= 0)
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ASSERT(rects && numRects >= 0)
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ASSERT(entity->freeAnimIndex < ARRAY_COUNT(entity->anim));
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ASSERT(animId < entityanimid_count);
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#endif
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#endif
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EntityAnim result = {0};
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EntityAnim result = {0};
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@ -66,7 +73,7 @@ INTERNAL void addAnim(Entity *entity, v4 *rects, i32 numRects, f32 duration)
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result.duration = duration;
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result.duration = duration;
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result.currDuration = duration;
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result.currDuration = duration;
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entity->anim[entity->freeAnimIndex++] = result;
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entity->anim[animId] = result;
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}
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}
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INTERNAL void rendererInit(GameState *state, v2i windowSize)
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INTERNAL void rendererInit(GameState *state, v2i windowSize)
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@ -202,7 +209,7 @@ void worldTraveller_gameInit(GameState *state, v2i windowSize)
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i32 numRects = 1;
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i32 numRects = 1;
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v4 *animRects = PLATFORM_MEM_ALLOC(numRects, v4);
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v4 *animRects = PLATFORM_MEM_ALLOC(numRects, v4);
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animRects[0] = atlas->texRect[terraincoords_ground];
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animRects[0] = atlas->texRect[terraincoords_ground];
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addAnim(tile, animRects, numRects, duration);
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addAnim(tile, entityanimid_idle, animRects, numRects, duration);
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}
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}
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}
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}
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}
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}
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@ -227,7 +234,8 @@ void worldTraveller_gameInit(GameState *state, v2i windowSize)
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i32 numRects = 1;
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i32 numRects = 1;
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v4 *heroIdleRects = PLATFORM_MEM_ALLOC(numRects, v4);
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v4 *heroIdleRects = PLATFORM_MEM_ALLOC(numRects, v4);
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heroIdleRects[0] = heroAtlas->texRect[herocoords_idle];
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heroIdleRects[0] = heroAtlas->texRect[herocoords_idle];
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addAnim(hero, heroIdleRects, numRects, duration);
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addAnim(hero, entityanimid_idle, heroIdleRects, numRects, duration);
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hero->currAnimIndex = entityanimid_idle;
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/* Add walking animation */
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/* Add walking animation */
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duration = 0.10f;
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duration = 0.10f;
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@ -236,7 +244,15 @@ void worldTraveller_gameInit(GameState *state, v2i windowSize)
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heroWalkRects[0] = heroAtlas->texRect[herocoords_walkA];
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heroWalkRects[0] = heroAtlas->texRect[herocoords_walkA];
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heroWalkRects[1] = heroAtlas->texRect[herocoords_idle];
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heroWalkRects[1] = heroAtlas->texRect[herocoords_idle];
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heroWalkRects[2] = heroAtlas->texRect[herocoords_walkB];
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heroWalkRects[2] = heroAtlas->texRect[herocoords_walkB];
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addAnim(hero, heroWalkRects, numRects, duration);
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addAnim(hero, entityanimid_walk, heroWalkRects, numRects, duration);
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/* Add hero waving animation */
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duration = 0.30f;
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numRects = 2;
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v4 *heroWaveRects = PLATFORM_MEM_ALLOC(numRects, v4);
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heroWaveRects[0] = heroAtlas->texRect[herocoords_waveA];
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heroWaveRects[1] = heroAtlas->texRect[herocoords_waveB];
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addAnim(hero, entityanimid_wave, heroWaveRects, numRects, duration);
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/* Create a NPC */
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/* Create a NPC */
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pos = V2(hero->pos.x * 3, CAST(f32) state->tileSize);
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pos = V2(hero->pos.x * 3, CAST(f32) state->tileSize);
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@ -253,7 +269,8 @@ void worldTraveller_gameInit(GameState *state, v2i windowSize)
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v4 *npcWavingRects = PLATFORM_MEM_ALLOC(numRects, v4);
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v4 *npcWavingRects = PLATFORM_MEM_ALLOC(numRects, v4);
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npcWavingRects[0] = heroAtlas->texRect[herocoords_waveA];
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npcWavingRects[0] = heroAtlas->texRect[herocoords_waveA];
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npcWavingRects[1] = heroAtlas->texRect[herocoords_waveB];
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npcWavingRects[1] = heroAtlas->texRect[herocoords_waveB];
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addAnim(npc, npcWavingRects, numRects, duration);
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addAnim(npc, entityanimid_wave, npcWavingRects, numRects, duration);
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npc->currAnimIndex = entityanimid_wave;
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/* Create a Mob */
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/* Create a Mob */
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pos = V2(renderer->size.w - (renderer->size.w / 3.0f),
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pos = V2(renderer->size.w - (renderer->size.w / 3.0f),
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@ -270,7 +287,8 @@ void worldTraveller_gameInit(GameState *state, v2i windowSize)
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numRects = 1;
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numRects = 1;
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v4 *mobIdleRects = PLATFORM_MEM_ALLOC(numRects, v4);
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v4 *mobIdleRects = PLATFORM_MEM_ALLOC(numRects, v4);
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mobIdleRects[0] = heroIdleRects[0];
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mobIdleRects[0] = heroIdleRects[0];
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addAnim(mob, mobIdleRects, numRects, duration);
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addAnim(mob, entityanimid_idle, mobIdleRects, numRects, duration);
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mob->currAnimIndex = entityanimid_idle;
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/* Add mob walking animation */
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/* Add mob walking animation */
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duration = 0.10f;
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duration = 0.10f;
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@ -279,8 +297,14 @@ void worldTraveller_gameInit(GameState *state, v2i windowSize)
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mobWalkRects[0] = heroWalkRects[0];
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mobWalkRects[0] = heroWalkRects[0];
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mobWalkRects[1] = heroWalkRects[1];
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mobWalkRects[1] = heroWalkRects[1];
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mobWalkRects[2] = heroWalkRects[2];
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mobWalkRects[2] = heroWalkRects[2];
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addAnim(mob, mobWalkRects, numRects, duration);
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addAnim(mob, entityanimid_walk, mobWalkRects, numRects, duration);
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}
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INTERNAL inline void resetActiveEntityAnim(Entity *entity)
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{
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EntityAnim *currAnim = &entity->anim[entity->currAnimIndex];
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currAnim->currDuration = currAnim->duration;
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currAnim->currRectIndex = 0;
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}
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}
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INTERNAL void parseInput(GameState *state, const f32 dt)
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INTERNAL void parseInput(GameState *state, const f32 dt)
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@ -301,9 +325,9 @@ INTERNAL void parseInput(GameState *state, const f32 dt)
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Entity *hero = &world->entities[world->heroIndex];
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Entity *hero = &world->entities[world->heroIndex];
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v2 ddPos = V2(0, 0);
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v2 ddPos = V2(0, 0);
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if (state->keys[GLFW_KEY_SPACE])
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// TODO(doyle): As we need to handle more key spam input, we want to track
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{
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// if a button ended down
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}
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LOCAL_PERSIST b32 spaceBarWasDown = FALSE;
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if (state->keys[GLFW_KEY_RIGHT])
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if (state->keys[GLFW_KEY_RIGHT])
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{
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{
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@ -320,11 +344,30 @@ INTERNAL void parseInput(GameState *state, const f32 dt)
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{
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{
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ddPos.y = 1.0f;
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ddPos.y = 1.0f;
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}
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}
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if (state->keys[GLFW_KEY_DOWN])
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if (state->keys[GLFW_KEY_DOWN])
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{
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{
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ddPos.y = -1.0f;
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ddPos.y = -1.0f;
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}
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}
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if (state->keys[GLFW_KEY_SPACE] && !spaceBarWasDown)
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{
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spaceBarWasDown = TRUE;
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resetActiveEntityAnim(hero);
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if (hero->currAnimIndex == entityanimid_idle)
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{
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hero->currAnimIndex = entityanimid_wave;
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}
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else
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{
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hero->currAnimIndex = entityanimid_idle;
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}
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}
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else if (!state->keys[GLFW_KEY_SPACE])
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{
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spaceBarWasDown = FALSE;
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}
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if (ddPos.x != 0.0f && ddPos.y != 0.0f)
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if (ddPos.x != 0.0f && ddPos.y != 0.0f)
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{
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{
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// NOTE(doyle): Cheese it and pre-compute the vector for diagonal using
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// NOTE(doyle): Cheese it and pre-compute the vector for diagonal using
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@ -337,26 +380,20 @@ INTERNAL void parseInput(GameState *state, const f32 dt)
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f32 epsilon = 15.0f;
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f32 epsilon = 15.0f;
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v2 epsilonDpos = v2_sub(V2(epsilon, epsilon),
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v2 epsilonDpos = v2_sub(V2(epsilon, epsilon),
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V2(ABS(hero->dPos.x), ABS(hero->dPos.y)));
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V2(ABS(hero->dPos.x), ABS(hero->dPos.y)));
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if (epsilonDpos.x >= 0.0f && epsilonDpos.y >= 0.0f)
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if (epsilonDpos.x >= 0.0f && epsilonDpos.y >= 0.0f)
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{
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{
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hero->dPos = V2(0.0f, 0.0f);
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hero->dPos = V2(0.0f, 0.0f);
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// TODO(doyle): Change index to use some meaningful name like a string
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if (hero->currAnimIndex == entityanimid_walk)
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// or enum for referencing animations, in this case 0 is idle and 1 is
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// walking
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if (hero->currAnimIndex == 1)
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{
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{
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EntityAnim *currAnim = &hero->anim[hero->currAnimIndex];
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resetActiveEntityAnim(hero);
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currAnim->currDuration = currAnim->duration;
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hero->currAnimIndex = entityanimid_idle;
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currAnim->currRectIndex = 0;
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hero->currAnimIndex = 0;
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}
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}
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}
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}
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else if (hero->currAnimIndex == 0)
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else if (hero->currAnimIndex == entityanimid_idle)
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{
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{
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EntityAnim *currAnim = &hero->anim[hero->currAnimIndex];
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resetActiveEntityAnim(hero);
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currAnim->currDuration = currAnim->duration;
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hero->currAnimIndex = entityanimid_walk;
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currAnim->currRectIndex = 0;
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hero->currAnimIndex = 1;
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}
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}
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f32 heroSpeed = CAST(f32)(22.0f * METERS_TO_PIXEL); // m/s^2
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f32 heroSpeed = CAST(f32)(22.0f * METERS_TO_PIXEL); // m/s^2
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@ -513,25 +550,34 @@ void worldTraveller_gameUpdateAndRender(GameState *state, const f32 dt)
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RenderTex renderTex = {emptyTex, V4(0, 1, 1, 0)};
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RenderTex renderTex = {emptyTex, V4(0, 1, 1, 0)};
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renderer_rect(renderer, cameraBounds, heroCenter,
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renderer_rect(renderer, cameraBounds, heroCenter,
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V2(distance, 10.0f), 0, renderTex,
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V2(distance, 5.0f), 0, renderTex,
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V4(1, 0, 0, 0.5f));
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V4(1, 0, 0, 0.25f));
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/* Update action timer */
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/* Update action timer */
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#ifdef DENGINE_DEBUG
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#ifdef DENGINE_DEBUG
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ASSERT(entity->stats)
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ASSERT(entity->stats)
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#endif
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#endif
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hero->stats->actionTimer -= dt * hero->stats->actionSpdMul;
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hero->stats->actionTimer -= dt * hero->stats->actionSpdMul;
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entity->stats->actionTimer -= dt * entity->stats->actionSpdMul;
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entity->stats->actionTimer -= dt * entity->stats->actionSpdMul;
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if (hero->stats->health > 0)
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{
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if (hero->stats->actionTimer <= 0)
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if (hero->stats->actionTimer <= 0)
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{
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{
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//attackEntity(hero, entity);
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hero->stats->actionTimer = hero->stats->actionRate;
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hero->stats->actionTimer = hero->stats->actionRate;
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}
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}
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}
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if (entity->stats->health > 0)
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{
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if (entity->stats->actionTimer <= 0)
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if (entity->stats->actionTimer <= 0)
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{
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{
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entity->stats->actionTimer = entity->stats->actionRate;
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entity->stats->actionTimer = entity->stats->actionRate;
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}
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}
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}
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}
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}
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else
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else
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{
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{
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entity->stats->actionTimer = entity->stats->actionRate;
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entity->stats->actionTimer = entity->stats->actionRate;
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@ -25,6 +25,14 @@ enum EntityType
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entitytype_count,
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entitytype_count,
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};
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};
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enum EntityAnimId
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{
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entityanimid_idle,
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entityanimid_walk,
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entityanimid_wave,
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entityanimid_count,
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};
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typedef struct EntityAnim
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typedef struct EntityAnim
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{
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{
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v4 *rect;
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v4 *rect;
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@ -59,7 +67,6 @@ typedef struct Entity
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// TODO(doyle): String based access
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// TODO(doyle): String based access
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EntityAnim anim[16];
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EntityAnim anim[16];
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i32 freeAnimIndex;
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i32 currAnimIndex;
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i32 currAnimIndex;
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EntityStats *stats;
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EntityStats *stats;
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