Sprite anim looping, knight state management, attacking anim, direction flip
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@ -20,48 +20,56 @@ const u16 cell_size = 192;
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SpriteAnimation knight_idle = {
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.name = "idle",
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.total_frames = 6,
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.loop = true,
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.src_rect = { 0, cell_size * 0, 192, 192 },
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};
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SpriteAnimation knight_run = {
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.name = "run",
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.total_frames = 6,
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.loop = true,
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.src_rect = { 0, cell_size * 1, 192, 192 },
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};
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SpriteAnimation knight_attack_side1 = {
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.name = "attack_side1",
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.total_frames = 6,
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.loop = false,
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.src_rect = { 0, cell_size * 2, 192, 192 },
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};
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SpriteAnimation knight_attack_side2 = {
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.name = "attack_side2",
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.total_frames = 6,
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.loop = false,
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.src_rect = { 0, cell_size * 3, 192, 192 },
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};
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SpriteAnimation knight_attack_front1 = {
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.name = "attack_front1",
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.total_frames = 6,
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.loop = false,
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.src_rect = { 0, cell_size * 4, 192, 192 },
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};
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SpriteAnimation knight_attack_front2 = {
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.name = "attack_front2",
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.total_frames = 6,
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.loop = false,
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.src_rect = { 0, cell_size * 5, 192, 192 },
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};
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SpriteAnimation knight_attack_back1 = {
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.name = "attack_back1",
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.total_frames = 6,
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.loop = false,
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.src_rect = { 0, cell_size * 6, 192, 192 },
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};
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SpriteAnimation knight_attack_back2 = {
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.name = "attack_back2",
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.total_frames = 6,
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.loop = false,
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.src_rect = { 0, cell_size * 7, 192, 192 },
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};
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99
main.c
99
main.c
@ -12,11 +12,33 @@
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#include "lib.h"
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#include "game_data.h"
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typedef enum KnightState {
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KNIGHT_IDLE = 0,
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KNIGHT_RUNNING = 1,
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KNIGHT_ATTACKING = 2,
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} KnightState;
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typedef enum Direction {
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DIR_UP = 0,
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DIR_DOWN = 1,
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DIR_LEFT = 2,
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DIR_RIGHT = 3,
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// DIR_UP_LEFT = 4,
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// DIR_UP_RIGHT = 5,
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// DIR_DOWN_LEFT = 6,
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// DIR_DOWN_RIGHT = 7,
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} Direction;
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typedef struct {
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Vector2 position;
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Vector2 velocity;
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Direction look_dir;
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KnightState state;
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} Knight;
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typedef struct {
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int frame_count;
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int anim_frames;
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bool is_attacking;
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Vector2 knight_pos;
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Knight knight;
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Rectangle *sprite_rects;
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SpriteAnimationPlayback *anim_playbacks;
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int anim_playbacks_count;
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@ -44,10 +66,10 @@ Assets Init() {
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return assets;
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}
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void Update(GameState *state, Camera2D cam, float dt) {
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void Update(GameState *game, Camera2D cam, float dt) {
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(void)cam;
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TickSpriteAnimations(&knight_anims[0], state->anim_playbacks, 1);
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TickSpriteAnimations(&knight_anims[0], game->anim_playbacks, 1);
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float movement_speed = 250.0f * dt;
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Vector2 input_vel = {0};
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@ -63,29 +85,34 @@ void Update(GameState *state, Camera2D cam, float dt) {
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if (IsKeyDown(KEY_DOWN) || IsKeyDown(KEY_S)) {
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input_vel.y = 1;
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}
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if (IsKeyPressed(KEY_SPACE)) {
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state->is_attacking = true;
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if (IsKeyPressed(KEY_SPACE) && game->knight.state != KNIGHT_ATTACKING) {
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game->knight.state = KNIGHT_ATTACKING;
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game->anim_playbacks[0].anim_id = ANIM_KNIGHT_ATTACK_SIDE1;
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PlayAnimation(&game->anim_playbacks[0], game->anim_playbacks[0]);
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}
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if (game->knight.state == KNIGHT_ATTACKING) {
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game->anim_playbacks[0].anim_id = ANIM_KNIGHT_ATTACK_SIDE1;
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if (game->anim_playbacks[0].is_finished) {
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game->knight.state = KNIGHT_IDLE;
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}
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input_vel = Vector2Normalize(input_vel);
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input_vel = Vector2Scale(input_vel, movement_speed);
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state->knight_pos = Vector2Add(state->knight_pos, input_vel);
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// if (state->is_attacking) {
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// if (state->anim_frames - attacking_frames > 5) {
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// state->is_attacking = false;
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// state->knight_rect.y = 0;
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// } else {
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// state->knight_rect.y = 192 * 2;
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// }
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// } else {
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if (input_vel.x != 0 || input_vel.y != 0) {
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state->anim_playbacks[0].anim_id = ANIM_KNIGHT_RUN;
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} else {
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state->anim_playbacks[0].anim_id = ANIM_KNIGHT_IDLE;
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if (input_vel.x != 0) {
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game->knight.look_dir = input_vel.x == -1 ? DIR_LEFT : DIR_RIGHT;
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}
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game->knight.velocity = Vector2Normalize(input_vel);
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game->knight.velocity = Vector2Scale(game->knight.velocity, movement_speed);
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game->knight.position = Vector2Add(game->knight.position, game->knight.velocity);
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if (input_vel.x != 0 || input_vel.y != 0) {
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game->anim_playbacks[0].anim_id = ANIM_KNIGHT_RUN;
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game->knight.state = KNIGHT_RUNNING;
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} else {
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game->anim_playbacks[0].anim_id = ANIM_KNIGHT_IDLE;
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game->knight.state = KNIGHT_IDLE;
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}
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}
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// }
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}
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void Draw(GameState *state, Assets assets, Camera2D cam, float dt) {
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void Draw(GameState *game, Assets assets, Camera2D cam, float dt) {
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(void)cam;
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(void)dt;
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ClearBackground((Color){ 100, 149, 237, 255 });
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@ -112,13 +139,16 @@ void Draw(GameState *state, Assets assets, Camera2D cam, float dt) {
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DrawTextureRec(assets.textures[0], src_rect, pos, WHITE);
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}
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}
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for (int i = 0; i < state->anim_playbacks_count; i++) {
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SpriteAnimationPlayback *playback = &state->anim_playbacks[i];
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for (int i = 0; i < game->anim_playbacks_count; i++) {
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SpriteAnimationPlayback *playback = &game->anim_playbacks[i];
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SpriteAnimation *anim = &knight_anims[playback->anim_id];
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Rectangle src_rect = anim->src_rect;
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src_rect.x = playback->current_frame * anim->src_rect.width;
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src_rect.y = anim->src_rect.y;
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DrawTextureRec(assets.textures[1], src_rect, state->knight_pos, WHITE);
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if (game->knight.look_dir == DIR_LEFT) {
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src_rect.width = -abs((int)src_rect.width);
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}
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DrawTextureRec(assets.textures[1], src_rect, game->knight.position, WHITE);
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}
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}
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@ -140,28 +170,29 @@ int main(void) {
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Camera2D cam = {0};
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cam.zoom = 1.0f;
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GameState state = {0};
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state.anim_playbacks = malloc(sizeof(SpriteAnimationPlayback) * MAX_ANIMATION_PLAYBACKS);
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state.anim_playbacks_count = 1;
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GameState game = {0};
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game.anim_playbacks = malloc(sizeof(SpriteAnimationPlayback) * MAX_ANIMATION_PLAYBACKS);
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game.anim_playbacks_count = 1;
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// First one is idle
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state.anim_playbacks[0] = (SpriteAnimationPlayback){0};
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game.anim_playbacks[0] = (SpriteAnimationPlayback){0};
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game.knight = (Knight){0};
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// state.anim_playbacks[0].pos = (Position){ knight_idle.src_rect.x, knight_idle.src_rect.y };
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Assets assets = Init();
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PlayAnimation(&state.anim_playbacks[0], state.anim_playbacks[0]);
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PlayAnimation(&game.anim_playbacks[0], game.anim_playbacks[0]);
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// const int idle
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while (!WindowShouldClose()) {
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state.frame_count++;
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game.frame_count++;
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float dt = GetFrameTime();
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Update(&state, cam, dt);
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Update(&game, cam, dt);
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BeginDrawing();
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{
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BeginMode2D(cam);
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{
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Draw(&state, assets, cam, dt);
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Draw(&game, assets, cam, dt);
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}
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EndMode2D();
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}
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@ -4,6 +4,7 @@
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void PlayAnimation(SpriteAnimationPlayback *playbacks, SpriteAnimationPlayback playback) {
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playback.time_elapsed = 0.0f;
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playback.current_frame = 0;
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playback.is_finished = false;
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playbacks[0] = playback;
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}
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@ -19,7 +20,12 @@ void TickSpriteAnimations(const SpriteAnimation *animations,
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playback->time_elapsed = 0.0f;
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playback->current_frame++;
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if (playback->current_frame >= animation->total_frames) {
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if (animation->loop) {
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playback->current_frame = 0;
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} else {
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playback->is_finished = true;
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playback->current_frame--;
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}
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}
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}
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}
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@ -12,13 +12,15 @@ typedef struct {
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typedef struct {
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char* name;
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u16 total_frames;
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u8 total_frames;
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bool loop;
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Rectangle src_rect;
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} SpriteAnimation;
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typedef struct {
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u16 anim_id;
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u16 current_frame;
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u8 current_frame;
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bool is_finished;
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f32 time_elapsed;
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} SpriteAnimationPlayback;
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