Get some animations working, refactor init/update/draw, bring in sprite code
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57a609228d
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2
Makefile
2
Makefile
@ -3,7 +3,7 @@ CC=gcc
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.PHONY: build clean run all
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all: main glowing_cube
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all: main
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main: main.c ./lib/libraylib.a
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$(CC) $(CFLAGS) -Iinclude/ -lm main.c -o main ./lib/libraylib.a
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89
config.h
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89
config.h
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@ -0,0 +1,89 @@
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SpriteSheet knight = {
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.name = "blue_knight",
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.texture = {0},
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.anim_count = 8,
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.width = 1152,
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.height = 1536,
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};
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const u16 cell_size = 192;
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SpriteAnimation knight_idle = {
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.name = "idle",
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.pos_x = 0,
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.pos_y = 0,
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.rows = 1,
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.cols = 6,
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.width = 192,
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.height = 192,
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};
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SpriteAnimation knight_run = {
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.name = "run",
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.pos_x = cell_size,
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.pos_y = 0,
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.rows = 1,
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.cols = 6,
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.width = 192,
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.height = 192,
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};
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SpriteAnimation knight_attack_side1 = {
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.name = "attack_side1",
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.pos_x = cell_size * 2,
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.pos_y = 0,
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.rows = 1,
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.cols = 6,
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.width = 192,
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.height = 192,
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};
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SpriteAnimation knight_attack_side2 = {
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.name = "attack_side2",
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.pos_x = cell_size * 3,
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.pos_y = 0,
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.rows = 1,
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.cols = 6,
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.width = 192,
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.height = 192,
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};
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SpriteAnimation knight_attack_front1 = {
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.name = "attack_front1",
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.pos_x = cell_size * 4,
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.pos_y = 0,
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.rows = 1,
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.cols = 6,
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.width = 192,
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.height = 192,
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};
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SpriteAnimation knight_attack_front2 = {
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.name = "attack_front2",
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.pos_x = cell_size * 5,
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.pos_y = 0,
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.rows = 1,
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.cols = 6,
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.width = 192,
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.height = 192,
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};
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SpriteAnimation knight_attack_back1 = {
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.name = "attack_back1",
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.pos_x = cell_size * 6,
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.pos_y = 0,
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.rows = 1,
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.cols = 6,
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.width = 192,
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.height = 192,
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};
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SpriteAnimation knight_attack_back2 = {
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.name = "attack_back2",
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.pos_x = cell_size * 7,
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.pos_y = 0,
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.rows = 1,
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.cols = 6,
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.width = 192,
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.height = 192,
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};
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17
lib.h
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17
lib.h
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@ -0,0 +1,17 @@
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#include <stdint.h>
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#include <stddef.h>
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typedef uint8_t u8;
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// typedef char16_t c16;
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typedef uint16_t u16;
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typedef int16_t i16;
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typedef int32_t b32;
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typedef int32_t i32;
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typedef uint32_t u32;
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typedef uint64_t u64;
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typedef float f32;
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typedef double f64;
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typedef uintptr_t uptr;
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typedef char byte;
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typedef ptrdiff_t size;
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typedef size_t usize;
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177
main.c
177
main.c
@ -1,18 +1,112 @@
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#include "raylib.h"
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#include "include/raylib.h"
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#include "include/raymath.h"
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#include <stdlib.h>
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#include <stdbool.h>
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#include "lib.h"
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#include "sprites.h"
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#include "config.h"
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#define TEXTURES_BUF_SIZE 16
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#define TARGET_FPS 120
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#define ANIM_SPEED 8
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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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Rectangle knight_rect;
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} GameState;
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void Init(GameState *state);
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// {
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// }
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typedef struct {
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Texture2D *textures;
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} Assets;
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void Draw(GameState *state);
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// {
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// ClearBackground(RAYWHITE);
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// DrawText("Congrats! You created your first window!", 190, 200, 20, LIGHTGRAY);
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// }
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Assets Init() {
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Assets assets = { 0 };
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assets.textures = malloc(sizeof(Texture2D) * TEXTURES_BUF_SIZE);
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assets.textures[0] = LoadTexture("assets/Terrain/Ground/Tilemap_Flat.png");
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assets.textures[1] = LoadTexture("assets/Factions/Knights/Troops/Warrior/Blue/Warrior_Blue.png");
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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)cam;
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int anim_speed = 10;
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if (state->frame_count % (TARGET_FPS/anim_speed) == 0) {
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state->anim_frames++;
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if (state->anim_frames > 5) {
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state->anim_frames = 0;
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}
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state->knight_rect.x = (float)state->anim_frames * (float)state->knight_rect.width;
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}
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float speed = 250.0f * dt;
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Vector2 input_vel = {0};
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if (IsKeyDown(KEY_RIGHT) || IsKeyDown(KEY_D)) {
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input_vel.x = 1;
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}
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if (IsKeyDown(KEY_LEFT) || IsKeyDown(KEY_A)) {
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input_vel.x = -1;
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}
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if (IsKeyDown(KEY_UP) || IsKeyDown(KEY_W)) {
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input_vel.y = -1;
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}
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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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static int attacking_frames = 0;
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if (IsKeyPressed(KEY_SPACE)) {
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state->is_attacking = true;
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attacking_frames = state->anim_frames;
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}
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input_vel = Vector2Normalize(input_vel);
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input_vel = Vector2Scale(input_vel, 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->knight_rect.y = 192;
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} else {
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state->knight_rect.y = 0;
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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)cam;
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(void)dt;
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ClearBackground((Color){ 100, 149, 237, 255 });
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int size = 32;
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int topx = 300;
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int topy = 32;
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for (int col = 0; col < size; col++) {
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for (int row = 0; row < size; row++) {
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int atlas_col = 0;
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int atlas_row = 0;
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if (col == size - 1) {
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atlas_col = 5;
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} else if (col > 0) {
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atlas_col = (col % 4) + 1;
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}
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if (row == size - 1) {
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atlas_row = 5;
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} else if (row > 0) {
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atlas_row = (row % 4) + 1;
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}
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Vector2 pos = {32 * col + topx, 32 * row + topy};
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Rectangle src_rect = {32 * atlas_col, 32 * atlas_row, 32, 32};
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DrawTextureRec(assets.textures[0], src_rect, pos, WHITE);
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}
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}
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DrawTextureRec(assets.textures[1], state->knight_rect, state->knight_pos, WHITE);
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}
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int main(void) {
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const int screen_width = 1600;
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@ -23,81 +117,44 @@ int main(void) {
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int monitor = GetCurrentMonitor();
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int monitor_width = GetMonitorWidth(monitor);
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int monitor_height = GetMonitorHeight(monitor);
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SetWindowPosition(monitor_width / 2 - screen_width / 2,
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monitor_height / 2 - screen_height / 2);
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int win_pos_x = monitor_width / 2 - screen_width / 2;
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int win_pos_y = monitor_height / 2 - screen_height / 2;
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SetWindowPosition(win_pos_x, win_pos_y);
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SetTargetFPS(60);
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SetTargetFPS(TARGET_FPS);
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GameState state = {0};
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Camera2D cam = {0};
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state.knight_rect = (Rectangle) {0, 0, 1152 / 6, 1536 / 8};
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// Vector2 offset; // Camera offset (displacement from target)
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// Vector2 target; // Camera target (rotation and zoom origin)
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// float rotation; // Camera rotation in degrees
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cam.zoom = 1.0f;
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Texture2D ground = LoadTexture("assets/Terrain/Ground/Tilemap_Flat.png");
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Texture2D blue_knight_warrior =
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LoadTexture("assets/Factions/Knights/Troops/Warrior/Blue/Warrior_Blue.png");
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Assets assets = Init();
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int framesCounter = 0;
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int knight_speed = 10.1f;
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// const int idle
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while (!WindowShouldClose()) {
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framesCounter++;
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state.frame_count++;
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float dt = GetFrameTime();
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if (IsKeyDown(KEY_RIGHT) || IsKeyDown(KEY_D)) {
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state.knight_pos.x += knight_speed;
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}
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if (IsKeyDown(KEY_LEFT) || IsKeyDown(KEY_A)) {
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state.knight_pos.x -= knight_speed;
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}
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if (IsKeyDown(KEY_UP) || IsKeyDown(KEY_W)) {
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state.knight_pos.y -= knight_speed;
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}
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if (IsKeyDown(KEY_DOWN) || IsKeyDown(KEY_S)) {
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state.knight_pos.y += knight_speed;
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}
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Update(&state, 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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ClearBackground((Color){ 100, 149, 237, 255 });
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// Draw(&state);
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int size = 32;
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int topx = 300;
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int topy = 32;
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for (int col = 0; col < size; col++) {
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for (int row = 0; row < size; row++) {
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int atlas_col = 0;
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int atlas_row = 0;
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if (col == size - 1) {
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atlas_col = 5;
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} else if (col > 0) {
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atlas_col = (col % 4) + 1;
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}
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if (row == size - 1) {
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atlas_row = 5;
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} else if (row > 0) {
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atlas_row = (row % 4) + 1;
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}
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Vector2 pos = {32 * col + topx, 32 * row + topy};
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Rectangle src_rect = {32 * atlas_col, 32 * atlas_row, 32, 32};
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DrawTextureRec(ground, src_rect, pos, WHITE);
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}
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}
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DrawTextureRec(blue_knight_warrior,
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(Rectangle){0, 0, 1152 / 6, 1536 / 8},
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state.knight_pos,
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// (Vector2){100, 100},
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WHITE);
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Draw(&state, assets, cam, dt);
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}
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EndMode2D();
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}
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EndDrawing();
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}
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UnloadTexture(ground);
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for (int i = 0; i < TEXTURES_BUF_SIZE; i++) {
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UnloadTexture(assets.textures[0]);
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}
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CloseWindow();
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return 0;
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}
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26
sprites.h
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26
sprites.h
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#pragma once
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#include "raylib.h"
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typedef struct {
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char *name;
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Texture2D texture;
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u16 anim_count;
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u16 width;
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u16 height;
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} SpriteSheet;
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typedef struct {
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char* name;
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u16 pos_x;
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u16 pos_y;
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u16 rows;
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u16 cols;
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u16 width;
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u16 height;
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} SpriteAnimation;
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typedef struct {
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float time_elapsed;
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int frame;
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} SpriteAnimationPlayback;
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