Add tile grid and atlas concept to game
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@ -8,14 +8,20 @@ GLOBAL_VAR AssetManager assetManager;
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Texture *asset_getTexture(const enum TexList type)
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{
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// NOTE(doyle): Since we're using a map, the count of an object can
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// only be 1 or 0
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if (type < texlist_count)
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return &assetManager.textures[type];
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return NULL;
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}
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TexAtlas *asset_getTextureAtlas(const enum TexList type)
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{
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if (type < texlist_count)
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return &assetManager.texAtlas[type];
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return NULL;
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}
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const i32 asset_loadTextureImage(const char *const path, const enum TexList type)
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{
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/* Open the texture image */
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@ -2,16 +2,23 @@
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#include <Dengine/Renderer.h>
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void renderer_entity(Renderer *renderer, Entity *entity, f32 rotate, v3 color)
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{
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renderer_object(renderer, entity->pos, entity->size, rotate, color,
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entity->tex);
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}
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void renderer_object(Renderer *renderer, v2 pos, v2 size, f32 rotate, v3 color,
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Texture *tex)
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{
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shader_use(renderer->shader);
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mat4 transMatrix = mat4_translate(entity->pos.x, entity->pos.y, 0.0f);
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mat4 transMatrix = mat4_translate(pos.x, pos.y, 0.0f);
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mat4 rotateMatrix = mat4_rotate(rotate, 0.0f, 0.0f, 1.0f);
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// NOTE(doyle): We draw everything as a unit square in OGL. Scale it to size
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// TODO(doyle): We should have a notion of hitbox size and texture size
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// we're going to render so we can draw textures that may be bigger than the
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// entity, (slightly) but keep a consistent bounding box
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mat4 scaleMatrix = mat4_scale(entity->size.x, entity->size.y, 1.0f);
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mat4 scaleMatrix = mat4_scale(size.x, size.y, 1.0f);
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mat4 model = mat4_mul(transMatrix, mat4_mul(rotateMatrix, scaleMatrix));
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shader_uniformSetMat4fv(renderer->shader, "model", model);
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@ -21,9 +28,12 @@ void renderer_entity(Renderer *renderer, Entity *entity, f32 rotate, v3 color)
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// this->shader->uniformSetVec3f("spriteColor", color);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, entity->tex->id);
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shader_uniformSet1i(renderer->shader, "tex", 0);
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glCheckError();
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if (tex)
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{
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glBindTexture(GL_TEXTURE_2D, tex->id);
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shader_uniformSet1i(renderer->shader, "tex", 0);
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}
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glBindVertexArray(renderer->vao);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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@ -32,11 +32,45 @@ void worldTraveller_gameInit(GameState *state)
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/* Initialise assets */
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asset_loadTextureImage(
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"data/textures/WorldTraveller/TerraSprite1024.png", texlist_hero);
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asset_loadTextureImage(
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"data/textures/WorldTraveller/Terrain.png", texlist_terrain);
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TexAtlas *terrainAtlas = asset_getTextureAtlas(texlist_terrain);
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f32 atlasTileSize = 128.0f;
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terrainAtlas->texRect[terraincoords_ground] =
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V4(384.0f, 512.0f, 384.0f + atlasTileSize, 512.0f + atlasTileSize);
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asset_loadShaderFiles("data/shaders/sprite.vert.glsl",
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"data/shaders/sprite.frag.glsl", shaderlist_sprite);
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glCheckError();
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state->state = state_active;
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state->state = state_active;
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state->tileSize = 32;
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state->currWorldIndex = 0;
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/* Init world tiles */
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i32 highestSquaredValue = 1;
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while (squared(highestSquaredValue) < ARRAY_COUNT(state->world[0].tiles))
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highestSquaredValue++;
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const i32 worldSize = highestSquaredValue - 1;
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// NOTE(doyle): Origin is center of the world
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for (i32 i = 0; i < ARRAY_COUNT(state->world); i++)
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{
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for (i32 y = 0; y < worldSize; y++)
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{
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for (i32 x = 0; x < worldSize; x++)
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{
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i32 packedDimension = y * worldSize + x;
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World *world = state->world;
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world[i].texType = texlist_terrain;
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world[i].tiles[packedDimension].pos =
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V2(CAST(f32) x, CAST(f32) y);
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}
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}
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}
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/* Init hero */
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Entity heroEnt = {V2(0.0f, 0.0f),
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@ -268,9 +302,27 @@ void worldTraveller_gameUpdateAndRender(GameState *state, const f32 dt)
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parseInput(state, dt);
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glCheckError();
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World *world = &state->world[state->currWorldIndex];
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TexAtlas *worldAtlas = asset_getTextureAtlas(world->texType);
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Texture *worldTex = asset_getTexture(world->texType);
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f32 ndcFactor = 1.0f / CAST(f32)worldTex->width;
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for (i32 i = 0; i < ARRAY_COUNT(world->tiles); i++)
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{
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Tile tile = world->tiles[i];
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v2 tileSize = V2(CAST(f32)state->tileSize, CAST(f32)state->tileSize);
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v2 tilePosInPixel = v2_scale(tile.pos, tileSize.x);
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v4 texNDC =
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v4_scale(worldAtlas->texRect[terraincoords_ground], ndcFactor);
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updateBufferObject(state->renderer.vbo, texNDC);
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renderer_object(&state->renderer, tilePosInPixel, tileSize, 0.0f,
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V3(0, 0, 0), worldTex);
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}
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// NOTE(doyle): Factor to normalise sprite sheet rect coords to -1, 1
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Entity *hero = &state->entityList[state->heroIndex];
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f32 ndcFactor = 1.0f / CAST(f32) hero->tex->width;
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ndcFactor = 1.0f / CAST(f32) hero->tex->width;
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ASSERT(state->freeEntityIndex < ARRAY_COUNT(state->entityList));
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for (i32 i = 0; i < state->freeEntityIndex; i++)
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@ -80,7 +80,6 @@ int main()
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glCullFace(GL_BACK);
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GameState worldTraveller = {0};
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worldTraveller.state = state_active;
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worldTraveller.width = CAST(i32)frameBufferSize.x;
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worldTraveller.height = CAST(i32)frameBufferSize.y;
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@ -94,7 +93,7 @@ int main()
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#if 0
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// TODO(doyle): Get actual monitor refresh rate
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i32 monitorRefreshHz = 60;
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f32 targetSecondsPerFrame = 1.0f / static_cast<f32>(monitorRefreshHz);
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f32 targetSecondsPerFrame = 1.0f / CAST(f32)(monitorRefreshHz);
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#else
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// TODO(doyle): http://gafferongames.com/game-physics/fix-your-timestep/
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// NOTE(doyle): Prevent glfwSwapBuffer until a vertical retrace has
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@ -125,7 +124,7 @@ int main()
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// TODO(doyle): Busy waiting, should sleep
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while (secondsElapsed < targetSecondsPerFrame)
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{
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endTime = static_cast<f32>(glfwGetTime());
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endTime = CAST(f32)(glfwGetTime());
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secondsElapsed = endTime - startTime;
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}
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#endif
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@ -7,6 +7,7 @@
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enum TexList
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{
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texlist_hero,
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texlist_terrain,
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texlist_count,
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};
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@ -16,10 +17,24 @@ enum ShaderList
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shaderlist_count,
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};
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enum TerrainCoords
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{
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terraincoords_ground,
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terraincoords_count,
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};
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typedef struct TexAtlas
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{
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// TODO(doyle): String hash based lookup
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v4 texRect[16];
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} TexAtlas;
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// TODO(doyle): Switch to hash based lookup
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typedef struct AssetManager
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{
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Texture textures[256];
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TexAtlas texAtlas[256];
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Shader shaders[256];
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} AssetManager;
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@ -27,6 +42,7 @@ extern AssetManager assetManager;
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/* Texture */
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Texture *asset_getTexture(const enum TexList type);
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TexAtlas *asset_getTextureAtlas(const enum TexList type);
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const i32 asset_loadTextureImage(const char *const path,
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const enum TexList type);
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@ -37,7 +37,6 @@ typedef struct Entity
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SpriteAnim anim[16];
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i32 freeAnimIndex;
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i32 currAnimIndex;
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} Entity;
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INTERNAL inline v4 getEntityScreenRect(Entity entity)
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@ -15,4 +15,7 @@ typedef struct Renderer
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void renderer_entity(Renderer *renderer, Entity *entity, f32 rotate,
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v3 color);
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void renderer_object(Renderer *renderer, v2 pos, v2 size, f32 rotate, v3 color,
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Texture *tex);
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#endif
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@ -12,9 +12,20 @@ enum State
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{
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state_active,
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state_menu,
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state_win
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state_win,
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};
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typedef struct Tile
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{
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v2 pos;
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} Tile;
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typedef struct World
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{
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Tile tiles[2048];
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enum TexList texType;
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} World;
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typedef struct GameState
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{
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enum State state;
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@ -24,6 +35,10 @@ typedef struct GameState
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Renderer renderer;
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i32 heroIndex;
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World world[4];
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i32 currWorldIndex;
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i32 tileSize;
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// TODO(doyle): Make size of list dynamic
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Entity entityList[256];
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i32 freeEntityIndex;
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