Abstract add entity and animation into functions
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@ -83,10 +83,11 @@ void renderer_debugString(Renderer *const renderer, Font *const font,
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void renderer_entity(Renderer *renderer, Entity *entity, f32 dt, f32 rotate,
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v3 color)
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{
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// TODO(doyle): Batch into render groups
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if ((entity->pos.x < renderer->size.w && entity->pos.x >= 0) &&
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(entity->pos.y < renderer->size.h && entity->pos.y >= 0))
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{
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SpriteAnim *anim = &entity->anim[entity->currAnimIndex];
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EntityAnim *anim = &entity->anim[entity->currAnimIndex];
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v4 texRect = anim->rect[anim->currRectIndex];
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anim->currDuration -= dt;
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@ -6,6 +6,45 @@
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//choose to load assets outside of WorldTraveller!
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#include <stdlib.h>
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INTERNAL Entity *addEntity(World *world, v2 pos, v2 size,
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enum Direction direction, Texture *tex, b32 collides)
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{
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#ifdef WT_DEBUG
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ASSERT(tex && world);
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ASSERT(world->freeEntityIndex < world->maxEntities);
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#endif
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Entity entity = {0};
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entity.pos = pos;
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entity.size = size;
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entity.direction = direction;
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entity.tex = tex;
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entity.collides = collides;
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world->entities[world->freeEntityIndex++] = entity;
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Entity *result = &world->entities[world->freeEntityIndex-1];
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return result;
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}
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INTERNAL void addAnim(Entity *entity, v4 *rects, i32 numRects, f32 duration)
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{
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#ifdef WT_DEBUG
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ASSERT(rects && numRects >= 0)
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ASSERT(entity->freeAnimIndex < ARRAY_COUNT(entity->anim));
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#endif
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EntityAnim result = {0};
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result.rect = rects;
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result.numRects = numRects;
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result.duration = duration;
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result.currDuration = duration;
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entity->anim[entity->freeAnimIndex++] = result;
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}
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void worldTraveller_gameInit(GameState *state, v2i windowSize)
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{
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AssetManager *assetManager = &state->assetManager;
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@ -58,63 +97,54 @@ void worldTraveller_gameInit(GameState *state, v2i windowSize)
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ASSERT(worldDimensionInTiles.x * worldDimensionInTiles.y <
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world->maxEntities);
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#endif
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world->texType = texlist_terrain;
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Entity *entity = &world->entities[world->freeEntityIndex++];
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entity->pos =
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V2(CAST(f32) x * state->tileSize,
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v2 pos = V2(CAST(f32) x * state->tileSize,
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CAST(f32) y * state->tileSize);
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entity->dPos = V2(0.0f, 0.0f);
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entity->size =
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v2 size =
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V2(CAST(f32) state->tileSize, CAST(f32) state->tileSize);
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entity->tex = asset_getTexture(assetManager, world->texType);
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entity->collides = FALSE;
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entity->freeAnimIndex = 0;
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entity->currAnimIndex = 0;
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enum Direction dir = direction_null;
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Texture *tex = asset_getTexture(assetManager, world->texType);
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b32 collides = FALSE;
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Entity *tile = addEntity(world, pos, size, dir, tex, collides);
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SpriteAnim worldAnimIdle = {NULL, 1, 0, 1.0f, 1.0f};
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worldAnimIdle.rect = (v4 *)calloc(1, sizeof(v4));
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worldAnimIdle.rect[0] = atlas->texRect[terraincoords_ground];
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entity->anim[entity->freeAnimIndex++] = worldAnimIdle;
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f32 duration = 1.0f;
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i32 numRects = 1;
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v4 *animRects = CAST(v4 *)calloc(numRects, sizeof(v4));
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animRects[0] = atlas->texRect[terraincoords_ground];
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addAnim(tile, animRects, numRects, duration);
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}
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}
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}
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World *const world = &state->world[state->currWorldIndex];
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/* Init hero */
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Entity heroEnt = {V2(0.0f, 0.0f),
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V2(0.0f, 0.0f),
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V2(58.0f, 98.0f),
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direction_east,
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asset_getTexture(assetManager, texlist_hero),
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TRUE,
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0,
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0,
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0};
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SpriteAnim heroAnimIdle = {NULL, 1, 0, 1.0f, 1.0f};
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// TODO(doyle): Get rid of
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heroAnimIdle.rect = (v4 *)calloc(1, sizeof(v4));
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heroAnimIdle.rect[0] = V4(746.0f, 1018.0f, 804.0f, 920.0f);
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heroEnt.anim[heroEnt.freeAnimIndex++] = heroAnimIdle;
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SpriteAnim heroAnimWalk = {NULL, 3, 0, 0.10f, 0.10f};
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// TODO(doyle): Get rid of
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heroAnimWalk.rect = (v4 *)calloc(heroAnimWalk.numRects, sizeof(v4));
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heroAnimWalk.rect[0] = V4(641.0f, 1018.0f, 699.0f, 920.0f);
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heroAnimWalk.rect[1] = heroAnimIdle.rect[0];
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heroAnimWalk.rect[2] = V4(849.0f, 1018.0f, 904.0f, 920.0f);
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heroEnt.anim[heroEnt.freeAnimIndex++] = heroAnimWalk;
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heroEnt.currAnimIndex = 0;
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/* Init hero entity */
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world->heroIndex = world->freeEntityIndex;
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world->entities[world->freeEntityIndex++] = heroEnt;
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Entity *hero = &world->entities[world->heroIndex];
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v2 pos = V2(0.0f, 0.0f);
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v2 size = V2(58.0f, 98.0f);
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enum Direction dir = direction_east;
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Texture *tex = asset_getTexture(assetManager, texlist_hero);
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b32 collides = TRUE;
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Entity *hero = addEntity(world, pos, size, dir, tex, collides);
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/* Add idle animation */
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f32 duration = 1.0f;
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i32 numRects = 1;
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v4 *heroIdleRects = CAST(v4 *) calloc(numRects, sizeof(v4));
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heroIdleRects[0] = V4(746.0f, 1018.0f, 804.0f, 920.0f);
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addAnim(hero, heroIdleRects, numRects, duration);
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/* Add walking animation */
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duration = 0.10f;
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numRects = 3;
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v4 *heroWalkRects = CAST(v4 *) calloc(numRects, sizeof(v4));
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heroWalkRects[0] = V4(641.0f, 1018.0f, 699.0f, 920.0f);
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heroWalkRects[1] = V4(746.0f, 1018.0f, 804.0f, 920.0f);
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heroWalkRects[2] = V4(849.0f, 1018.0f, 904.0f, 920.0f);
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addAnim(hero, heroWalkRects, numRects, duration);
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Texture *heroSheet = hero->tex;
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v2 sheetSize = V2(CAST(f32)heroSheet->width, CAST(f32)heroSheet->height);
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v2 sheetSize = V2(CAST(f32) heroSheet->width, CAST(f32) heroSheet->height);
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if (sheetSize.x != sheetSize.y)
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{
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printf(
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@ -124,23 +154,20 @@ void worldTraveller_gameInit(GameState *state, v2i windowSize)
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}
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/* Create a NPC */
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SpriteAnim npcAnim = {NULL, 2, 0, 0.3f, 0.3f};
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// TODO(doyle): Get rid of
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npcAnim.rect = (v4 *)calloc(2, sizeof(v4));
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npcAnim.rect[0] = V4(944.0f, 918.0f, 1010.0f, 816.0f);
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npcAnim.rect[1] = V4(944.0f, 812.0f, 1010.0f, 710.0f);
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pos = V2(300.0f, 300.0f);
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size = hero->size;
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dir = direction_null;
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tex = hero->tex;
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collides = TRUE;
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Entity *npc = addEntity(world, pos, size, dir, tex, collides);
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Entity npcEnt = {V2(300.0f, 300.0f),
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V2(0.0f, 0.0f),
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hero->size,
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direction_null,
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hero->tex,
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TRUE,
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0,
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0,
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0};
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npcEnt.anim[npcEnt.freeAnimIndex++] = npcAnim;
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world->entities[world->freeEntityIndex++] = npcEnt;
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/* Add npc waving animation */
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duration = 0.30f;
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numRects = 2;
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v4 *npcWavingRects = CAST(v4 *) calloc(numRects, sizeof(v4));
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npcWavingRects[0] = V4(944.0f, 918.0f, 1010.0f, 816.0f);
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npcWavingRects[1] = V4(944.0f, 812.0f, 1010.0f, 710.0f);
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addAnim(npc, npcWavingRects, numRects, duration);
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/* Init renderer */
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Renderer *renderer = &state->renderer;
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@ -242,7 +269,7 @@ INTERNAL void parseInput(GameState *state, const f32 dt)
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// walking
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if (hero->currAnimIndex == 1)
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{
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SpriteAnim *currAnim = &hero->anim[hero->currAnimIndex];
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EntityAnim *currAnim = &hero->anim[hero->currAnimIndex];
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currAnim->currDuration = currAnim->duration;
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currAnim->currRectIndex = 0;
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hero->currAnimIndex = 0;
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@ -250,7 +277,7 @@ INTERNAL void parseInput(GameState *state, const f32 dt)
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}
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else if (hero->currAnimIndex == 0)
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{
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SpriteAnim *currAnim = &hero->anim[hero->currAnimIndex];
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EntityAnim *currAnim = &hero->anim[hero->currAnimIndex];
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currAnim->currDuration = currAnim->duration;
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currAnim->currRectIndex = 0;
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hero->currAnimIndex = 1;
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@ -14,7 +14,7 @@ enum Direction
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direction_null,
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};
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typedef struct SpriteAnim
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typedef struct EntityAnim
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{
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v4 *rect;
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i32 numRects;
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@ -22,7 +22,7 @@ typedef struct SpriteAnim
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f32 duration;
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f32 currDuration;
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} SpriteAnim;
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} EntityAnim;
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typedef struct Entity
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{
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@ -34,7 +34,7 @@ typedef struct Entity
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b32 collides;
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// TODO(doyle): String based access
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SpriteAnim 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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} Entity;
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