Formatting change and passing sentinel for self.
This commit is contained in:
+4
-4
@@ -58,8 +58,8 @@ update_player :: proc(
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dt: f32
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dt: f32
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) {
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) {
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input_dir := actions.move_dir
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input_dir := actions.move_dir
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moving := input_dir != rl.Vector2{0, 0}
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moving := input_dir != rl.Vector2{0, 0}
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if input_dir.x < 0 do player.flipped = true
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if input_dir.x < 0 do player.flipped = true
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if input_dir.x > 0 do player.flipped = false
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if input_dir.x > 0 do player.flipped = false
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@@ -79,7 +79,7 @@ update_player :: proc(
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new_x_pos := rl.Vector2{player.position.x + new_position.x, player.position.y}
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new_x_pos := rl.Vector2{player.position.x + new_position.x, player.position.y}
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if
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if
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!check_map_collision(get_player_collider(player, new_x_pos), game_map) &&
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!check_map_collision(get_player_collider(player, new_x_pos), game_map) &&
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!check_enemy_collision(get_player_collider(player, new_x_pos), active_enemies, enemies)
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!check_enemy_collision(get_player_collider(player, new_x_pos), -1, active_enemies, enemies)
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{
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{
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player.position.x = new_x_pos.x
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player.position.x = new_x_pos.x
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} else {
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} else {
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@@ -89,7 +89,7 @@ update_player :: proc(
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new_y_pos := rl.Vector2{player.position.x, player.position.y + new_position.y}
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new_y_pos := rl.Vector2{player.position.x, player.position.y + new_position.y}
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if
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if
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!check_map_collision(get_player_collider(player, new_y_pos), game_map) &&
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!check_map_collision(get_player_collider(player, new_y_pos), game_map) &&
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!check_enemy_collision(get_player_collider(player, new_y_pos), active_enemies, enemies)
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!check_enemy_collision(get_player_collider(player, new_y_pos), -1, active_enemies, enemies)
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{
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{
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player.position.y = new_y_pos.y
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player.position.y = new_y_pos.y
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} else {
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} else {
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