fp: Fix black being interpreted as blue
This commit is contained in:
parent
8a019c6c36
commit
6cee1f56df
2
External/tely
vendored
2
External/tely
vendored
@ -1 +1 @@
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Subproject commit b4b45f8d7cf37a4fced06d8afe4a693ee0604823
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Subproject commit 833c1c5a7c62ac89442da56cf2453edb6954841b
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462
_clang-format
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462
_clang-format
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@ -0,0 +1,462 @@
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Language: Cpp
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IndentWidth: 4
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# argument2);
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# Align array column and left justify the columns e.g.:
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# struct test demo[] =
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# {
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# {56, 23, "hello"},
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# {7, 5, "!!" }
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# int aaa = bbbbbbbbbbbbbbb +
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#
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# }; int a, b, c;
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# struct Foobar { class Bar {
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---
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@ -7,13 +7,12 @@ Dqn_f32 const PHYSICS_STEP = 1 / 60.f;
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Dqn_Rect FP_Game_GetBuildingPlacementRectForEntity(FP_Game *game, FP_GamePlaceableBuilding placeable_building, FP_GameEntityHandle handle)
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{
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Dqn_Rect result = {};
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Dqn_Rect result = {};
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FP_GameEntity *entity = FP_Game_GetEntity(game, handle);
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if (FP_Game_IsNilEntity(entity))
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return result;
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FP_EntityRenderData render_data = FP_Entity_GetRenderData(game, placeable_building.type, placeable_building.state, entity->direction);
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Dqn_Rect box = FP_Game_CalcEntityWorldHitBox(game, entity->handle);
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Dqn_V2 build_p = {};
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switch (entity->direction) {
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@ -142,7 +141,7 @@ static void FP_Game_MoveEntity(FP_Game *game, FP_GameEntityHandle entity_handle,
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Dqn_f32 velocity_falloff_coefficient = 0.82f;
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Dqn_f32 acceleration_feel_good_factor = 15'000.f;
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Dqn_V2 acceleration = FP_Game_MetersToPixelsV2(game->play, acceleration_meters_per_s) * acceleration_feel_good_factor;
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Dqn_V2 acceleration = FP_Game_MetersToPixelsV2(game->play, acceleration_meters_per_s) * acceleration_feel_good_factor;
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entity->velocity = (acceleration * t) + entity->velocity * velocity_falloff_coefficient;
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// NOTE: Zero out velocity with epsilon
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@ -151,17 +150,17 @@ static void FP_Game_MoveEntity(FP_Game *game, FP_GameEntityHandle entity_handle,
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if (DQN_ABS(entity->velocity.y) < 5.f)
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entity->velocity.y = 0.f;
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Dqn_V2 delta_pos = (acceleration * 0.5f * t_squared) + (entity->velocity * t);
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Dqn_V2 delta_pos = (acceleration * 0.5f * t_squared) + (entity->velocity * t);
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Dqn_Rect entity_world_hit_box = FP_Game_CalcEntityWorldHitBox(game, entity->handle);
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Dqn_V2 entity_pos = FP_Game_CalcEntityWorldPos(game, entity->handle);
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Dqn_V2 entity_new_pos = entity_pos + delta_pos;
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Dqn_V2 entity_pos = FP_Game_CalcEntityWorldPos(game, entity->handle);
|
||||
Dqn_V2 entity_new_pos = entity_pos + delta_pos;
|
||||
|
||||
Dqn_f32 const SENTINEL_T = 999.f;
|
||||
Dqn_f32 global_earliest_t = SENTINEL_T;
|
||||
Dqn_V2 global_earliest_pos_just_before_collide = {};
|
||||
Dqn_f32 const SENTINEL_T = 999.f;
|
||||
Dqn_f32 global_earliest_t = SENTINEL_T;
|
||||
Dqn_V2 global_earliest_pos_just_before_collide = {};
|
||||
|
||||
if ((entity->flags & FP_GameEntityFlag_NoClip) == 0) {
|
||||
for (FP_GameEntityIterator collider_it = {}; FP_Game_DFSPostOrderWalkEntityTree(game, &collider_it, game->play.root_entity); ) {
|
||||
for (FP_GameEntityIterator collider_it = {}; FP_Game_DFSPostOrderWalkEntityTree(game, &collider_it, game->play.root_entity);) {
|
||||
FP_GameEntity *collider = collider_it.entity;
|
||||
if (collider->handle == entity->handle)
|
||||
continue;
|
||||
@ -3238,8 +3237,9 @@ void FP_Render(FP_Game *game, TELY_Platform *platform, TELY_Renderer *renderer,
|
||||
TELY_Render_PushColourV4(renderer, TELY_COLOUR_WHITE_V4);
|
||||
|
||||
Dqn_V4 bg_colour = TELY_Colour_V4Alpha(TELY_COLOUR_BLACK_V4, 0.8f);
|
||||
if (game->play.state == FP_GameState_IntroScreen)
|
||||
if (game->play.state == FP_GameState_IntroScreen) {
|
||||
bg_colour = TELY_Colour_V4InitRGBAU32(0x301010FF);
|
||||
}
|
||||
|
||||
TELY_Render_RectColourV4(
|
||||
renderer,
|
||||
|
BIN
project.rdbg
BIN
project.rdbg
Binary file not shown.
Loading…
Reference in New Issue
Block a user