fpona: Add equations of motion

This commit is contained in:
doyle 2023-09-16 17:32:25 +10:00
parent 27f2dba7fb
commit e7641fa9a9
2 changed files with 330 additions and 158 deletions

2
External/tely vendored

@ -1 +1 @@
Subproject commit b59630fb8f3ecaa4be1382d9bdcc236afea3ce93
Subproject commit 9b91e7e1b9bb3a6eb103aeb5de457c4a56fee331

View File

@ -165,17 +165,31 @@ void TELY_DLL_Init(void *user_data)
DQN_ASSERT(game->root_entity->parent == nullptr);
}
// NOTE: Test sprite animation entity
// NOTE: Hero
{
TELY_GameEntity *first_entity = TELY_Game_MakeEntityPointerF(game, "Hero");
first_entity->local_pos = Dqn_V2_InitNx2(100.f, 100.f);
first_entity->size_scale = Dqn_V2_InitNx1(4);
first_entity->sprite_sheet = &pona->hero_sprite_sheet;
first_entity->sprite_anims = pona->hero_sprite_anims;
first_entity->local_hit_box_size = Dqn_V2_InitV2I(pona->hero_sprite_sheet.sprite_size);
first_entity->flags |= TELY_EntityFlag_Clickable;
first_entity->flags |= TELY_EntityFlag_MoveByKeyboard;
first_entity->flags |= TELY_EntityFlag_MoveByMouse;
TELY_GameEntity *hero = TELY_Game_MakeEntityPointerF(game, "Hero");
hero->local_pos = Dqn_V2_InitNx2(100.f, 100.f);
hero->size_scale = Dqn_V2_InitNx1(4);
hero->sprite_sheet = &pona->hero_sprite_sheet;
hero->sprite_anims = pona->hero_sprite_anims;
hero->local_hit_box_size = Dqn_V2_InitV2I(pona->hero_sprite_sheet.sprite_size);
hero->flags |= TELY_EntityFlag_Clickable;
hero->flags |= TELY_EntityFlag_MoveByKeyboard;
hero->flags |= TELY_EntityFlag_MoveByMouse;
game->clicked_entity = hero->handle;
}
// NOTE: Enemy
{
TELY_GameEntity *enemy = TELY_Game_MakeEntityPointerF(game, "Enemy");
enemy->local_pos = Dqn_V2_InitNx2(300.f, 300.f);
enemy->size_scale = Dqn_V2_InitNx1(4);
enemy->sprite_sheet = &pona->hero_sprite_sheet;
enemy->sprite_anims = pona->hero_sprite_anims;
enemy->local_hit_box_size = Dqn_V2_InitV2I(pona->hero_sprite_sheet.sprite_size);
enemy->flags |= TELY_EntityFlag_Clickable;
enemy->flags |= TELY_EntityFlag_MoveByKeyboard;
enemy->flags |= TELY_EntityFlag_MoveByMouse;
}
uint16_t font_size = 18;
@ -196,6 +210,308 @@ void TELY_DLL_Init(void *user_data)
ui->arena.allocs_are_allowed_to_leak = true;
}
void TELY_Game_EntityChangeState(TELY_GameEntity *entity, TELY_GameEntityState state)
{
if (entity->state == state)
return;
entity->state = state;
entity->anim.frame = 0;
entity->anim.ticks = 0;
}
void FP_GameUpdate(TELY_Game *game, TELY_Renderer *renderer, TELY_PlatformInput *input)
{
if (TELY_Platform_InputKeyIsReleased(input->mouse_left))
game->clicked_entity = game->prev_active_entity;
Dqn_V2 dir_vector = {};
if (TELY_Platform_InputScanCodeIsDown(input, TELY_PlatformInputScanCode_W))
dir_vector.y = -1.f;
if (TELY_Platform_InputScanCodeIsDown(input, TELY_PlatformInputScanCode_A))
dir_vector.x = -1.f;
if (TELY_Platform_InputScanCodeIsDown(input, TELY_PlatformInputScanCode_S))
dir_vector.y = +1.f;
if (TELY_Platform_InputScanCodeIsDown(input, TELY_PlatformInputScanCode_D))
dir_vector.x = +1.f;
if (game->clicked_entity.id) {
if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_Delete))
TELY_Game_DeleteEntity(game, game->clicked_entity);
TELY_GameEntity *player = TELY_Game_GetEntity(game, game->clicked_entity);
if (player) {
if (TELY_Platform_InputScanCodeIsDown(input, TELY_PlatformInputScanCode_J)) {
TELY_Game_EntityChangeState(player, TELY_GameEntityState_Attack);
}
if (player->state != TELY_GameEntityState_Attack) {
if (dir_vector.x || dir_vector.y) {
TELY_Game_EntityChangeState(player, TELY_GameEntityState_Run);
} else {
TELY_Game_EntityChangeState(player, TELY_GameEntityState_Idle);
}
}
}
} else {
game->camera.world_pos += dir_vector * 5.f;
}
for (TELY_GameEntityIterator it = {}; TELY_Game_DFSPostOrderWalkEntityTree(game, &it, game->root_entity); ) {
TELY_GameEntity *entity = it.entity;
entity->alive_time_s += input->delta_s;
// NOTE: Move entity by keyboard ===========================================================
Dqn_V2 acceleration = {};
if (game->clicked_entity == entity->handle) {
if (entity->flags & TELY_EntityFlag_MoveByKeyboard) {
acceleration = dir_vector * 10000000.f;
if (dir_vector.x)
entity->facing_left = dir_vector.x < 0.f;
}
}
// NOTE: Core equations of motion ==========================================================
{
// f"(t) = a
// f'(t) = at + v
// f (t) = 0.5f*a(t^2) + vt + p
Dqn_f32 t = DQN_CAST(Dqn_f32)DQN_SQUARED(input->delta_s);
Dqn_f32 t_squared = DQN_SQUARED(t);
entity->velocity = (acceleration * t) + entity->velocity * 0.82f;
entity->local_pos += (acceleration * 0.5f * t_squared) + (entity->velocity * t);
}
// NOTE: Move entity by mouse ==============================================================
if (game->active_entity == entity->handle && entity->flags & TELY_EntityFlag_MoveByMouse) {
if (entity->flags & TELY_EntityFlag_MoveByMouse) {
entity->velocity = {};
entity->local_pos += input->mouse_p_delta;
}
}
if (entity->flags & TELY_EntityFlag_DeriveHitBoxFromChildrenBoundingBox) {
Dqn_Rect children_bbox = {};
// TODO(doyle): Is the hit box supposed to include the containing
// entity itself? Not sure
children_bbox.pos = TELY_Game_CalcEntityWorldPos(game, entity->handle);
for (TELY_GameEntityIterator child_it = {}; TELY_Game_DFSPreOrderWalkEntityTree(game, &child_it, entity);) {
TELY_GameEntity *child = child_it.entity;
DQN_ASSERT(child != entity);
Dqn_Rect bbox = TELY_Game_CalcEntityWorldBoundingBox(game, child->handle);
children_bbox = Dqn_Rect_Union(children_bbox, bbox);
}
Dqn_Rect padded_bbox = Dqn_Rect_Expand(children_bbox, 16.f);
entity->local_hit_box_offset = padded_bbox.pos - entity->local_pos + (padded_bbox.size * .5f);
entity->local_hit_box_size = padded_bbox.size;
}
// NOTE: Handle animation state ============================================================
uint16_t desired_anim_index = 0;
switch (entity->state) {
case TELY_GameEntityState_Idle: {
desired_anim_index = TELY_Asset_GetSpriteAnim(entity->sprite_anims, DQN_STRING8("Idle"));
} break;
case TELY_GameEntityState_Attack: {
desired_anim_index = TELY_Asset_GetSpriteAnim(entity->sprite_anims, DQN_STRING8("Attack A"));
} break;
case TELY_GameEntityState_Run: {
desired_anim_index = TELY_Asset_GetSpriteAnim(entity->sprite_anims, DQN_STRING8("Run"));
} break;
}
{
TELY_AssetSpriteAnimation const *sprite_anim = entity->sprite_anims.data + entity->anim.index;
if (desired_anim_index == entity->anim.index) { // NOTE: Current anim matches, check if its finished
if (entity->anim.frame >= sprite_anim->count) { // NOTE: Animation is finished
entity->anim.frame = 0;
entity->anim.ticks = 0;
switch (entity->state) {
case TELY_GameEntityState_Idle: {
} break;
case TELY_GameEntityState_Attack: {
entity->state = TELY_GameEntityState_Idle;
} break;
case TELY_GameEntityState_Run: {
if (dir_vector.x == 0 && dir_vector.y == 0) {
entity->state = TELY_GameEntityState_Idle;
}
} break;
}
} else {
if (entity->anim.ticks++ > 4 /*ticks_per_anim_frame*/) {
entity->anim.frame++;
entity->anim.ticks = 0;
}
}
} else {
// NOTE: Current animation does not match the desired animation, change anim
entity->anim.index = desired_anim_index;
}
}
// NOTE: Calculate entity attack box =======================================================
if (entity->state == TELY_GameEntityState_Attack) {
entity->attack_box_size = entity->local_hit_box_size;
TELY_AssetSpriteSheet const *sprite_sheet = entity->sprite_sheet;
if (sprite_sheet) {
entity->attack_box_size = Dqn_V2_InitV2I(sprite_sheet->sprite_size);
}
// NOTE: Position the attack box
if (entity->facing_left) {
entity->attack_box_offset = Dqn_V2_InitNx2(entity->local_hit_box_offset.x - entity->attack_box_size.w,
entity->local_hit_box_offset.y);
} else {
entity->attack_box_offset = Dqn_V2_InitNx2(entity->local_hit_box_offset.x + entity->local_hit_box_size.w,
entity->local_hit_box_offset.y);
}
} else {
entity->attack_box_size = {};
}
}
// NOTE: Resolve collision ====================================================================
for (TELY_GameEntityIterator attacker_it = {}; TELY_Game_DFSPostOrderWalkEntityTree(game, &attacker_it, game->root_entity); ) {
TELY_GameEntity *attacker = attacker_it.entity;
// NOTE: Resolve box collision
Dqn_Rect attacker_hit_box = TELY_Game_CalcEntityWorldHitBox(game, attacker->handle);
// NOTE: Resolve attack boxes
if (Dqn_V2_Area(attacker->attack_box_size)) {
Dqn_Rect attacker_box = TELY_Game_CalcEntityAttackWorldHitBox(game, attacker->handle);
for (TELY_GameEntityIterator defender_it = {}; TELY_Game_DFSPostOrderWalkEntityTree(game, &defender_it, game->root_entity); ) {
TELY_GameEntity *defender = defender_it.entity;
if (defender->handle == attacker->handle)
continue;
Dqn_Rect defender_box = TELY_Game_CalcEntityWorldHitBox(game, defender->handle);
Dqn_Rect hit_rect = Dqn_Rect_Intersection(attacker_box, defender_box);
if (!Dqn_Rect_Area(hit_rect))
continue;
TELY_Render_CircleColourV4(renderer, hit_rect.pos, 10.f, TELY_RenderShapeMode_Fill, TELY_COLOUR_MAGENTA_V4);
Dqn_V2 attacker_center_pos = Dqn_Rect_Center(attacker_box);
Dqn_V2 defender_center_pos = Dqn_Rect_Center(defender_box);
Dqn_V2 attacker_to_defender = defender_center_pos - attacker_center_pos;
Dqn_V2 attacker_to_defender_norm = Dqn_V2_Normalise(attacker_to_defender);
TELY_Render_LineColourV4(renderer, defender_center_pos, defender_center_pos + (attacker_to_defender_norm * 100.f), TELY_COLOUR_RED_V4, 3.f);
Dqn_V2 acceleration = attacker_to_defender_norm * 10000000.f;
Dqn_f32 t = DQN_CAST(Dqn_f32)DQN_SQUARED(input->delta_s);
Dqn_f32 t_squared = DQN_SQUARED(t);
Dqn_V2 delta_p = (acceleration * 0.5f * t_squared) + (defender->velocity * t);
defender->velocity = (acceleration * t) + defender->velocity * 2.0f;
defender->local_pos += delta_p;
}
}
}
}
void FP_GameRender(TELY_Game *game, TELY_Platform *platform, TELY_Renderer *renderer)
{
TELY_PlatformInput *input = &platform->input;
Dqn_M2x3 model_view = TELY_Game_CameraModelViewM2x3(game->camera, platform);
Dqn_V2 world_mouse_p = Dqn_M2x3_MulV2(model_view, input->mouse_p);
for (TELY_GameEntityIterator it = {}; TELY_Game_DFSPostOrderWalkEntityTree(game, &it, game->root_entity); ) {
TELY_GameEntity *entity = it.entity;
entity->alive_time_s += input->delta_s;
// NOTE: Render shapes in entity ===========================================================
Dqn_V2 world_pos = TELY_Game_CalcEntityWorldPos(game, entity->handle);
for (TELY_GameShape const &shape_ : entity->shapes) {
TELY_GameShape const *shape = &shape_;
Dqn_V2 local_to_world_p1 = world_pos + shape->p1;
Dqn_V2 local_to_world_p2 = world_pos + shape->p2;
switch (shape->type) {
case TELY_GameShapeType_None: {
} break;
case TELY_GameShapeType_Circle: {
TELY_Render_CircleColourV4(renderer, local_to_world_p1, shape->circle_radius, shape->render_mode, shape->colour);
} break;
case TELY_GameShapeType_Rect: {
Dqn_Rect rect = Dqn_Rect_InitV2x2(local_to_world_p1, local_to_world_p2 - local_to_world_p1);
rect.pos -= rect.size * .5f;
TELY_Render_RectColourV4(renderer, rect, shape->render_mode, shape->colour);
} break;
case TELY_GameShapeType_Line: {
TELY_Render_LineColourV4(renderer, local_to_world_p1, local_to_world_p2, shape->colour, shape->line_thickness);
} break;
}
}
// NOTE: Render entity sprites =============================================================
if (entity->sprite_sheet && entity->sprite_anims.size) {
TELY_AssetSpriteSheet const *sprite_sheet = entity->sprite_sheet;
TELY_AssetSpriteAnimation const *sprite_anim = entity->sprite_anims.data + entity->anim.index;
Dqn_usize sprite_index = (sprite_anim->index + (entity->anim.frame % sprite_anim->count)) % sprite_sheet->sprite_count;
Dqn_usize sprite_sheet_row = sprite_index / sprite_sheet->sprites_per_row;
Dqn_usize sprite_sheet_column = sprite_index % sprite_sheet->sprites_per_row;
Dqn_Rect src_rect = {};
src_rect.pos.x = DQN_CAST(Dqn_f32)(sprite_sheet_column * sprite_sheet->sprite_size.w);
src_rect.pos.y = DQN_CAST(Dqn_f32)(sprite_sheet_row * sprite_sheet->sprite_size.y);
src_rect.size.w = DQN_CAST(Dqn_f32)sprite_sheet->sprite_size.w;
src_rect.size.h = DQN_CAST(Dqn_f32)sprite_sheet->sprite_size.h;
Dqn_Rect dest_rect = {};
dest_rect.size = src_rect.size * entity->size_scale;
dest_rect.pos = world_pos - (dest_rect.size * .5f);
if (entity->facing_left)
dest_rect.size.w *= -1.f; // NOTE: Flip the texture horizontally
TELY_Render_TextureColourV4(renderer, sprite_sheet->tex_handle, src_rect, dest_rect, TELY_COLOUR_WHITE_V4);
}
// NOTE: Render attack box =================================================================
{
Dqn_Rect attack_box = TELY_Game_CalcEntityAttackWorldHitBox(game, entity->handle);
TELY_Render_RectColourV4(renderer, attack_box, TELY_RenderShapeMode_Line, TELY_COLOUR_RED_TOMATO_V4);
}
// NOTE: Render world position =============================================================
TELY_Render_CircleColourV4(renderer, world_pos, 4.f, TELY_RenderShapeMode_Fill, TELY_COLOUR_RED_TOMATO_V4);
// NOTE: Render hot/active entity ==========================================================
Dqn_Rect world_hit_box = TELY_Game_CalcEntityWorldHitBox(game, entity->handle);
if (game->clicked_entity == entity->handle) {
TELY_Render_RectColourV4(renderer, world_hit_box, TELY_RenderShapeMode_Line, TELY_COLOUR_WHITE_PALE_GOLDENROD_V4);
} else if (game->hot_entity == entity->handle || (entity->flags & TELY_EntityFlag_DrawHitBox)) {
Dqn_V4 hot_colour = game->hot_entity == entity->handle ? TELY_COLOUR_RED_TOMATO_V4 : TELY_Colour_V4Alpha(TELY_COLOUR_YELLOW_SANDY_V4, .5f);
TELY_Render_RectColourV4(renderer, world_hit_box, TELY_RenderShapeMode_Line, hot_colour);
if (game->hot_entity == entity->handle && (entity->name.size)) {
Dqn_V2 entity_world_pos = TELY_Game_CalcEntityWorldPos(game, entity->handle);
Dqn_ThreadScratch scratch = Dqn_Thread_GetScratch(nullptr);
Dqn_String8 label = Dqn_String8_InitF(scratch.allocator,
"%.*s (%.1f, %.1f)",
DQN_STRING_FMT(entity->name),
entity_world_pos.x,
entity_world_pos.y);
TELY_Render_Text(renderer, world_mouse_p, Dqn_V2_InitNx2(0.f, 1), label);
}
}
}
}
extern "C" __declspec(dllexport)
void TELY_DLL_FrameUpdate(void *user_data)
{
@ -254,17 +570,7 @@ void TELY_DLL_FrameUpdate(void *user_data)
Dqn_FArray_Clear(&game->parent_entity_stack);
Dqn_FArray_Add(&game->parent_entity_stack, game->root_entity->handle);
Dqn_M2x3 model_view = {};
{
Dqn_V2 rotate_origin = game->camera.world_pos - (Dqn_V2_InitV2I(platform->core.window_size) * .5f);
model_view = Dqn_M2x3_Identity();
model_view = Dqn_M2x3_Mul(model_view, Dqn_M2x3_Translate(rotate_origin));
model_view = Dqn_M2x3_Mul(model_view, Dqn_M2x3_Rotate(game->camera.rotate_rads));
model_view = Dqn_M2x3_Mul(model_view, Dqn_M2x3_Scale(game->camera.scale));
model_view = Dqn_M2x3_Mul(model_view, Dqn_M2x3_Translate((rotate_origin * -1) + game->camera.world_pos));
TELY_Render_PushTransform(renderer, model_view);
}
Dqn_M2x3 model_view = TELY_Game_CameraModelViewM2x3(game->camera, platform);
Dqn_V2 world_mouse_p = Dqn_M2x3_MulV2(model_view, input->mouse_p);
// =============================================================================================
@ -300,141 +606,7 @@ void TELY_DLL_FrameUpdate(void *user_data)
}
}
if (TELY_Platform_InputKeyIsReleased(input->mouse_left))
game->clicked_entity = game->prev_active_entity;
Dqn_V2 dir_vector = {};
if (TELY_Platform_InputScanCodeIsDown(input, TELY_PlatformInputScanCode_W))
dir_vector.y = -1.f;
if (TELY_Platform_InputScanCodeIsDown(input, TELY_PlatformInputScanCode_A))
dir_vector.x = -1.f;
if (TELY_Platform_InputScanCodeIsDown(input, TELY_PlatformInputScanCode_S))
dir_vector.y = +1.f;
if (TELY_Platform_InputScanCodeIsDown(input, TELY_PlatformInputScanCode_D))
dir_vector.x = +1.f;
if (game->clicked_entity.id) {
if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_Delete))
TELY_Game_DeleteEntity(game, game->clicked_entity);
} else {
game->camera.world_pos += dir_vector * 5.f;
}
for (TELY_GameEntityIterator it = {}; TELY_Game_DFSPostOrderWalkEntityTree(game, &it, game->root_entity); ) {
TELY_GameEntity *entity = it.entity;
entity->alive_time_s += input->delta_s;
// NOTE: Move entity by keyboard ===========================================================
if (game->clicked_entity == entity->handle) {
if (entity->flags & TELY_EntityFlag_MoveByKeyboard) {
entity->local_pos += dir_vector * DQN_CAST(Dqn_f32)(300.f * input->delta_s);
if (dir_vector.x)
entity->facing_left = dir_vector.x < 0.f;
}
}
// NOTE: Move entity by mouse ==============================================================
if (game->active_entity == entity->handle && entity->flags & TELY_EntityFlag_MoveByMouse) {
if (entity->flags & TELY_EntityFlag_MoveByMouse)
entity->local_pos += input->mouse_p_delta;
}
if (entity->flags & TELY_EntityFlag_DeriveHitBoxFromChildrenBoundingBox) {
Dqn_Rect children_bbox = {};
// TODO(doyle): Is the hit box supposed to include the containing
// entity itself? Not sure
children_bbox.pos = TELY_Game_CalcEntityWorldPos(game, entity->handle);
for (TELY_GameEntityIterator child_it = {}; TELY_Game_DFSPreOrderWalkEntityTree(game, &child_it, entity);) {
TELY_GameEntity *child = child_it.entity;
DQN_ASSERT(child != entity);
Dqn_Rect bbox = TELY_Game_CalcEntityWorldBoundingBox(game, child->handle);
children_bbox = Dqn_Rect_Union(children_bbox, bbox);
}
Dqn_Rect padded_bbox = Dqn_Rect_Expand(children_bbox, 16.f);
entity->local_hit_box_offset = padded_bbox.pos - entity->local_pos + (padded_bbox.size * .5f);
entity->local_hit_box_size = padded_bbox.size;
}
// NOTE: Render shapes in entity ===========================================================
Dqn_V2 world_pos = TELY_Game_CalcEntityWorldPos(game, entity->handle);
for (TELY_GameShape const &shape_ : entity->shapes) {
TELY_GameShape const *shape = &shape_;
Dqn_V2 local_to_world_p1 = world_pos + shape->p1;
Dqn_V2 local_to_world_p2 = world_pos + shape->p2;
switch (shape->type) {
case TELY_GameShapeType_None: {
} break;
case TELY_GameShapeType_Circle: {
TELY_Render_CircleColourV4(renderer, local_to_world_p1, shape->circle_radius, shape->render_mode, shape->colour);
} break;
case TELY_GameShapeType_Rect: {
Dqn_Rect rect = Dqn_Rect_InitV2x2(local_to_world_p1, local_to_world_p2 - local_to_world_p1);
rect.pos -= rect.size * .5f;
TELY_Render_RectColourV4(renderer, rect, shape->render_mode, shape->colour);
} break;
case TELY_GameShapeType_Line: {
TELY_Render_LineColourV4(renderer, local_to_world_p1, local_to_world_p2, shape->colour, shape->line_thickness);
} break;
}
}
// NOTE: Render entity sprites =============================================================
if (entity->sprite_sheet && entity->sprite_anims.size) {
TELY_AssetSpriteSheet const *sprite_sheet = entity->sprite_sheet;
TELY_AssetSpriteAnimation const *sprite_anim = entity->sprite_anims.data + entity->sprite_anim_index;
uint32_t ticks_per_anim_frame = 10;
uint64_t anim_frame_counter = input->frame_counter / ticks_per_anim_frame;
Dqn_usize sprite_index = (sprite_anim->index + (anim_frame_counter % sprite_anim->count)) % sprite_sheet->sprite_count;
Dqn_usize sprite_sheet_row = sprite_index / sprite_sheet->sprites_per_row;
Dqn_usize sprite_sheet_column = sprite_index % sprite_sheet->sprites_per_row;
Dqn_Rect src_rect = {};
src_rect.pos.x = DQN_CAST(Dqn_f32)(sprite_sheet_column * sprite_sheet->sprite_size.w);
src_rect.pos.y = DQN_CAST(Dqn_f32)(sprite_sheet_row * sprite_sheet->sprite_size.y);
src_rect.size.w = DQN_CAST(Dqn_f32)sprite_sheet->sprite_size.w;
src_rect.size.h = DQN_CAST(Dqn_f32)sprite_sheet->sprite_size.h;
Dqn_Rect dest_rect = {};
dest_rect.size = src_rect.size * entity->size_scale;
dest_rect.pos = world_pos - (dest_rect.size * .5f);
if (entity->facing_left)
dest_rect.size.w *= -1.f; // NOTE: Flip the texture horizontally
TELY_Render_TextureColourV4(renderer, sprite_sheet->tex_handle, src_rect, dest_rect, TELY_COLOUR_WHITE_V4);
}
// NOTE: Render world position =============================================================
TELY_Render_CircleColourV4(renderer, world_pos, 4.f, TELY_RenderShapeMode_Fill, TELY_COLOUR_RED_TOMATO_V4);
// NOTE: Render hot/active entity ==========================================================
Dqn_Rect world_hit_box = TELY_Game_CalcEntityWorldHitBox(game, entity->handle);
if (game->clicked_entity == entity->handle) {
TELY_Render_RectColourV4(renderer, world_hit_box, TELY_RenderShapeMode_Line, TELY_COLOUR_WHITE_PALE_GOLDENROD_V4);
} else if (game->hot_entity == entity->handle || (entity->flags & TELY_EntityFlag_DrawHitBox)) {
Dqn_V4 hot_colour = game->hot_entity == entity->handle ? TELY_COLOUR_RED_TOMATO_V4 : TELY_Colour_V4Alpha(TELY_COLOUR_YELLOW_SANDY_V4, .5f);
TELY_Render_RectColourV4(renderer, world_hit_box, TELY_RenderShapeMode_Line, hot_colour);
if (game->hot_entity == entity->handle && (entity->name.size)) {
Dqn_V2 entity_world_pos = TELY_Game_CalcEntityWorldPos(game, entity->handle);
Dqn_ThreadScratch scratch = Dqn_Thread_GetScratch(nullptr);
Dqn_String8 label = Dqn_String8_InitF(scratch.allocator,
"%.*s (%.1f, %.1f)",
DQN_STRING_FMT(entity->name),
entity_world_pos.x,
entity_world_pos.y);
TELY_Render_Text(renderer, world_mouse_p, Dqn_V2_InitNx2(0.f, 1), label);
}
}
}
FP_GameUpdate(game, renderer, input);
FP_GameRender(game, platform, renderer);
TELY_Audio_MixPlaybackSamples(audio, assets);
}