Cleanup dead code, setup first timer and move dt out as argument.

This commit is contained in:
2026-07-24 08:26:42 +02:00
parent efc260758b
commit 58ac7d9768
3 changed files with 10 additions and 20 deletions
+1 -3
View File
@@ -84,11 +84,9 @@ spawn_enemy :: proc(enemy_array: ^[MAX_ENEMIES]Enemy, assets: ^Enemy_Assets, ene
update_enemies :: proc(enemy_array: ^[MAX_ENEMIES]Enemy, assets: ^Enemy_Assets) { update_enemies :: proc(enemy_array: ^[MAX_ENEMIES]Enemy, assets: ^Enemy_Assets, dt: f32) {
for &enemy in enemy_array { for &enemy in enemy_array {
moving := false moving := false
dt := rl.GetFrameTime()
enemy.state = moving ? .WALK : .IDLE enemy.state = moving ? .WALK : .IDLE
animation_play(&enemy.animation, &assets.clips[enemy.state]) animation_play(&enemy.animation, &assets.clips[enemy.state])
+7 -14
View File
@@ -43,26 +43,19 @@ game_init :: proc() -> Game {
game_should_run :: proc(game: ^Game) -> bool { return !rl.WindowShouldClose() } game_should_run :: proc(game: ^Game) -> bool { return !rl.WindowShouldClose() }
game_update :: proc(game: ^Game) { game_update :: proc(game: ^Game) {
active_gamepad: i32 = -1 dt := rl.GetFrameTime()
for i in i32(0)..<4 { update_player(&game.player, &game.assets.player, game.camera, game.current_map, &game.enemies, game.enemy_count, dt)
if rl.IsGamepadAvailable(i) {
name := string(rl.GetGamepadName(i))
if strings.contains(name, "Mouse") do continue
if strings.contains(name, "Keyboard") do continue
active_gamepad = i
break
}
}
update_player(&game.player, &game.assets.player, game.camera, game.current_map, &game.enemies, game.enemy_cnt)
update_camera(&game.player, &game.camera, game.current_map.width_px, game.current_map.height_px) update_camera(&game.player, &game.camera, game.current_map.width_px, game.current_map.height_px)
spawn_enemy(&game.enemies, &game.assets.enemy, &game.enemy_cnt, game.current_map) if update_timer(&game.enenmy_spawn_timer, dt) {
update_enemies(&game.enemies, &game.assets.enemy) spawn_enemy(&game.enemies, &game.assets.enemy, &game.enemy_count, game.current_map)
}
update_enemies(&game.enemies, &game.assets.enemy, dt)
// @ DEBUG // @ DEBUG
debug_camera_update(&game.debug) debug_camera_update(&game.debug)
} }
game_draw :: proc(game: ^Game) { game_draw :: proc(game: ^Game) {
+2 -3
View File
@@ -56,11 +56,10 @@ get_player_collider :: proc(player: ^Player, pos: rl.Vector2) -> rl.Rectangle {
update_player :: proc( update_player :: proc(
player: ^Player, assets: ^Player_Assets, camera: rl.Camera2D, player: ^Player, assets: ^Player_Assets, camera: rl.Camera2D,
game_map: Game_Map, enemies: ^[MAX_ENEMIES]Enemy, active_enemies: int game_map: Game_Map, enemies: ^[MAX_ENEMIES]Enemy, active_enemies: int,
dt: f32
) { ) {
moving := false moving := false
dt := rl.GetFrameTime()
input_dir := rl.Vector2{0,0} input_dir := rl.Vector2{0,0}
if rl.IsKeyDown(.W) || rl.IsKeyDown(.UP) { moving = true; input_dir.y -= 1 } if rl.IsKeyDown(.W) || rl.IsKeyDown(.UP) { moving = true; input_dir.y -= 1 }