Initial player logic.
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package game
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import rl "vendor:raylib"
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PLAYER_SPEED :: 180
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Direction :: enum { LEFT, RIGHT }
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Player_State :: enum { IDLE, WALK, ATTACK }
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Player :: struct {
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pos: rl.Vector2,
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direction: Direction,
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state: Player_State,
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ani_state: AnimationState,
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}
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player_init :: proc(assets: ^Player_Assets) -> Player {
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player := Player{}
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player.pos = {(WINDOW_WIDTH / 2 - 16 * 4), (WINDOW_HEIGHT / 2 - 16 * 4)}
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player.state = .IDLE
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animation_play(&player.ani_state, &assets.clips[.IDLE])
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return player
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}
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update_player :: proc(player: ^Player, assets: ^Player_Assets) {
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moving := false
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dt := rl.GetFrameTime()
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if rl.IsKeyDown(.W) { player.pos.y -= PLAYER_SPEED * dt; moving = true }
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if rl.IsKeyDown(.S) { player.pos.y += PLAYER_SPEED * dt; moving = true }
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if rl.IsKeyDown(.A) {
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player.pos.x -= PLAYER_SPEED * dt
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player.direction = .LEFT
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moving = true
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}
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if rl.IsKeyDown(.D) {
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player.pos.x += PLAYER_SPEED * dt
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player.direction = .RIGHT
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moving = true
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}
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player.state = moving ? .WALK : .IDLE
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animation_play(&player.ani_state, &assets.clips[player.state])
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animation_update(&player.ani_state, dt)
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}
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// temp, remove once camera/zoom is in
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SPRITE_SCALE :: 4
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renderer_draw_player :: proc(player: ^Player) {
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clip := player.ani_state.clip
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src_rect := animation_frame_rect(&player.ani_state)
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if player.direction == .LEFT {
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src_rect.width = -src_rect.width
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}
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dst_rect := rl.Rectangle{
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x = player.pos.x,
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y = player.pos.y,
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width = f32(clip.frame_width) * SPRITE_SCALE,
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height = f32(clip.frame_height) * SPRITE_SCALE,
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}
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rl.DrawTexturePro(clip.texture, src_rect, dst_rect, rl.Vector2{}, 0, rl.WHITE)
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}
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