Cleanup dead code, setup first timer and move dt out as argument.
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+1
-3
@@ -84,11 +84,9 @@ spawn_enemy :: proc(enemy_array: ^[MAX_ENEMIES]Enemy, assets: ^Enemy_Assets, ene
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update_enemies :: proc(enemy_array: ^[MAX_ENEMIES]Enemy, assets: ^Enemy_Assets) {
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update_enemies :: proc(enemy_array: ^[MAX_ENEMIES]Enemy, assets: ^Enemy_Assets, dt: f32) {
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for &enemy in enemy_array {
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for &enemy in enemy_array {
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moving := false
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moving := false
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dt := rl.GetFrameTime()
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enemy.state = moving ? .WALK : .IDLE
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enemy.state = moving ? .WALK : .IDLE
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animation_play(&enemy.animation, &assets.clips[enemy.state])
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animation_play(&enemy.animation, &assets.clips[enemy.state])
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+7
-14
@@ -43,26 +43,19 @@ game_init :: proc() -> Game {
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game_should_run :: proc(game: ^Game) -> bool { return !rl.WindowShouldClose() }
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game_should_run :: proc(game: ^Game) -> bool { return !rl.WindowShouldClose() }
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game_update :: proc(game: ^Game) {
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game_update :: proc(game: ^Game) {
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active_gamepad: i32 = -1
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dt := rl.GetFrameTime()
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for i in i32(0)..<4 {
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update_player(&game.player, &game.assets.player, game.camera, game.current_map, &game.enemies, game.enemy_count, dt)
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if rl.IsGamepadAvailable(i) {
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name := string(rl.GetGamepadName(i))
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if strings.contains(name, "Mouse") do continue
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if strings.contains(name, "Keyboard") do continue
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active_gamepad = i
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break
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}
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}
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update_player(&game.player, &game.assets.player, game.camera, game.current_map, &game.enemies, game.enemy_cnt)
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update_camera(&game.player, &game.camera, game.current_map.width_px, game.current_map.height_px)
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update_camera(&game.player, &game.camera, game.current_map.width_px, game.current_map.height_px)
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spawn_enemy(&game.enemies, &game.assets.enemy, &game.enemy_cnt, game.current_map)
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if update_timer(&game.enenmy_spawn_timer, dt) {
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update_enemies(&game.enemies, &game.assets.enemy)
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spawn_enemy(&game.enemies, &game.assets.enemy, &game.enemy_count, game.current_map)
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}
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update_enemies(&game.enemies, &game.assets.enemy, dt)
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// @ DEBUG
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// @ DEBUG
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debug_camera_update(&game.debug)
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debug_camera_update(&game.debug)
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}
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}
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game_draw :: proc(game: ^Game) {
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game_draw :: proc(game: ^Game) {
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+2
-3
@@ -56,11 +56,10 @@ get_player_collider :: proc(player: ^Player, pos: rl.Vector2) -> rl.Rectangle {
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update_player :: proc(
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update_player :: proc(
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player: ^Player, assets: ^Player_Assets, camera: rl.Camera2D,
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player: ^Player, assets: ^Player_Assets, camera: rl.Camera2D,
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game_map: Game_Map, enemies: ^[MAX_ENEMIES]Enemy, active_enemies: int
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game_map: Game_Map, enemies: ^[MAX_ENEMIES]Enemy, active_enemies: int,
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dt: f32
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) {
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) {
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moving := false
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moving := false
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dt := rl.GetFrameTime()
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input_dir := rl.Vector2{0,0}
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input_dir := rl.Vector2{0,0}
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if rl.IsKeyDown(.W) || rl.IsKeyDown(.UP) { moving = true; input_dir.y -= 1 }
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if rl.IsKeyDown(.W) || rl.IsKeyDown(.UP) { moving = true; input_dir.y -= 1 }
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