Add origin point to sprites, WASD controls camera, debug draw rects, todo list
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380361431f
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ceca65fb46
20
game_data.h
20
game_data.h
@ -9,6 +9,7 @@
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#define ANIM_KNIGHT_ATTACK_BACK1 6
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#define ANIM_KNIGHT_ATTACK_BACK2 7
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const u16 cell_size = 192;
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SpriteSheet knight = {
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.name = "blue_knight",
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.texture = {0},
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@ -16,61 +17,62 @@ SpriteSheet knight = {
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.size = { 1152, 1536 },
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};
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const u16 cell_size = 192;
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const Vector2 knight_origin = {cell_size / 2, cell_size / 2};
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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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.src_rect = { 0, cell_size * 0, cell_size, cell_size },
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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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.src_rect = { 0, cell_size * 1, cell_size, cell_size },
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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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.src_rect = { 0, cell_size * 2, cell_size, cell_size },
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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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.src_rect = { 0, cell_size * 3, cell_size, cell_size },
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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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.src_rect = { 0, cell_size * 4, cell_size, cell_size },
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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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.src_rect = { 0, cell_size * 5, cell_size, cell_size },
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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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.src_rect = { 0, cell_size * 6, cell_size, cell_size },
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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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.src_rect = { 0, cell_size * 7, cell_size, cell_size },
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};
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SpriteAnimation knight_anims[8];
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4
lib.h
4
lib.h
@ -18,7 +18,7 @@ typedef char byte;
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typedef ptrdiff_t size;
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typedef size_t usize;
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typedef Vector2 Position;
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typedef Vector2 Point;
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typedef struct Size {
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float width;
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@ -26,7 +26,7 @@ typedef struct Size {
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} Size;
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typedef struct Rect {
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Position position;
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Point position;
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Size size;
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} Rect;
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83
main.c
83
main.c
@ -9,9 +9,10 @@
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#define MAX_ANIMATION_PLAYBACKS 64
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#include "sprites.h"
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#include "lib.h"
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#include "game_data.h"
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#define DEBUG_MODE_ENABLED
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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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@ -30,7 +31,8 @@ typedef enum Direction {
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} Direction;
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typedef struct {
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Vector2 position;
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Point position;
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Point origin;
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Vector2 velocity;
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Direction look_dir;
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KnightState state;
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@ -39,9 +41,11 @@ typedef struct {
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typedef struct {
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int frame_count;
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Knight knight;
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Rectangle *sprite_rects;
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SpriteAnimationPlayback *anim_playbacks;
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// Rectangle* sprite_rects;
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Point camera_position;
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SpriteAnimationPlayback* anim_playbacks;
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int anim_playbacks_count;
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bool debug_mode;
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} GameState;
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typedef struct {
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@ -53,12 +57,12 @@ Assets Init() {
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knight_anims[ANIM_KNIGHT_RUN] = knight_run;
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knight_anims[ANIM_KNIGHT_ATTACK_SIDE1] = knight_attack_side1;
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knight_anims[ANIM_KNIGHT_ATTACK_SIDE2] = knight_attack_side2;
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knight_anims[ANIM_KNIGHT_ATTACK_TOP1 ] = knight_attack_front1;
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knight_anims[ANIM_KNIGHT_ATTACK_TOP2 ] = knight_attack_front2;
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knight_anims[ANIM_KNIGHT_ATTACK_TOP1] = knight_attack_front1;
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knight_anims[ANIM_KNIGHT_ATTACK_TOP2] = knight_attack_front2;
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knight_anims[ANIM_KNIGHT_ATTACK_BACK1] = knight_attack_back1;
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knight_anims[ANIM_KNIGHT_ATTACK_BACK2] = knight_attack_back2;
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Assets assets = { 0 };
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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] =
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@ -66,30 +70,49 @@ Assets Init() {
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return assets;
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}
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void Update(GameState *game, Camera2D cam, float dt) {
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(void)cam;
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void Update(GameState *game, Camera2D *cam, float dt) {
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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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const float movement_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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if (IsKeyDown(KEY_RIGHT)) {
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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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if (IsKeyDown(KEY_LEFT)) {
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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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if (IsKeyDown(KEY_UP)) {
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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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if (IsKeyDown(KEY_DOWN)) {
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input_vel.y = 1;
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}
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const float cam_move_speed = 1050.0f * dt;
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Vector2 cam_vel = {0};
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if (IsKeyDown(KEY_D)) {
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cam_vel.x = -1;
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}
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if (IsKeyDown(KEY_A)) {
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cam_vel.x = 1;
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}
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if (IsKeyDown(KEY_W)) {
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cam_vel.y = 1;
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}
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if (IsKeyDown(KEY_S)) {
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cam_vel.y = -1;
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}
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cam_vel = Vector2Normalize(cam_vel);
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game->camera_position = Vector2Scale(cam_vel, cam_move_speed);
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cam->offset = Vector2Add(cam->offset, game->camera_position);
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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 (IsKeyPressed(KEY_F1)) {
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game->debug_mode = !game->debug_mode;
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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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@ -112,10 +135,10 @@ void Update(GameState *game, Camera2D cam, float dt) {
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}
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}
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void Draw(GameState *game, Assets assets, Camera2D cam, float dt) {
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void Draw(const 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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ClearBackground((Color){100, 149, 237, 255});
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int size = 32;
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int topx = 300;
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@ -137,6 +160,17 @@ void Draw(GameState *game, Assets assets, Camera2D cam, float dt) {
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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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#ifdef DEBUG_MODE_ENABLED
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if (game->debug_mode) {
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Rectangle debug_frame = {
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pos.x,
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pos.y,
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src_rect.width,
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src_rect.height,
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};
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DrawRectangleLinesEx(debug_frame, 0.5f, RED);
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}
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#endif
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}
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}
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for (int i = 0; i < game->anim_playbacks_count; i++) {
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@ -148,7 +182,19 @@ void Draw(GameState *game, Assets assets, Camera2D cam, float dt) {
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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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Vector2 pos = Vector2Subtract(game->knight.position, knight_origin);
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DrawTextureRec(assets.textures[1], src_rect, pos, WHITE);
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#ifdef DEBUG_MODE_ENABLED
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if (game->debug_mode) {
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Rectangle debug_frame = {
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pos.x,
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pos.y,
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anim->src_rect.width,
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anim->src_rect.height,
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};
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DrawRectangleLinesEx(debug_frame, 2.0f, RED);
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}
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#endif
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}
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}
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@ -176,7 +222,6 @@ int main(void) {
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// First one is idle
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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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@ -186,7 +231,7 @@ int main(void) {
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game.frame_count++;
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float dt = GetFrameTime();
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Update(&game, cam, dt);
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Update(&game, &cam, dt);
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BeginDrawing();
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{
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21
tinyswords.todo
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21
tinyswords.todo
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@ -0,0 +1,21 @@
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#-*- mode: org -*-
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#+TODO: TODO(t) INPROGRESS(i) BUG(b) | DONE(d)
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#+STARTUP: show2levels
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* DONE Import assets and draw a sprite to the world
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* DONE Layout a basic map with tiles
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* DONE Extract Init/Update/Draw to own functions with state in a struct
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* DONE Knight idle animation
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* DONE Configure Makefile to handle deps and updates
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* DONE Knight state to handle attacking
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* DONE Animation flipping
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* DONE Debug mode to show sprite boundaries
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* DONE Sprite position needs to be set to the center
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* DONE Movement keys to move the camera
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* TODO Left click on knight to select, right click to move
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* TODO Handle multiple knights on the map at the same time
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* TODO Ability to attack an entity, like a dummy
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* TODO State to handle attacking when you right click a target
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* TODO Select multiple units and make them all move
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* TODO Flocking/Steering behaviors so many knights move in formation
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* TODO Steering behavior so knights surround a target with spacing
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