Added debug funcs and struct to game
This commit is contained in:
+19
-5
@@ -6,7 +6,8 @@ Game :: struct {
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assets: Asset_Manager,
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assets: Asset_Manager,
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camera: rl.Camera2D,
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camera: rl.Camera2D,
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world: rl.RenderTexture2D,
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world: rl.RenderTexture2D,
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player: Player
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player: Player,
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debug: Debug
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}
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}
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game_init :: proc() -> Game {
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game_init :: proc() -> Game {
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@@ -20,6 +21,9 @@ game_init :: proc() -> Game {
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game.camera = camera_init(game.player, 1)
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game.camera = camera_init(game.player, 1)
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game.world = rl.LoadRenderTexture(GAME_WIDTH, GAME_HEIGHT)
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game.world = rl.LoadRenderTexture(GAME_WIDTH, GAME_HEIGHT)
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// DEBUG
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debug_init(&game)
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return game
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return game
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}
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}
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@@ -30,14 +34,25 @@ game_should_run :: proc(game: ^Game) -> bool {
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game_update :: proc(game: ^Game) {
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game_update :: proc(game: ^Game) {
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update_player(&game.player, &game.assets.player)
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update_player(&game.player, &game.assets.player)
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update_camera(game.player.pos, &game.camera)
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update_camera(game.player.pos, &game.camera)
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// 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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cam := game.camera
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if game.debug.camera_active {
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cam = game.debug.camera
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}
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rl.BeginTextureMode(game.world)
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rl.BeginTextureMode(game.world)
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rl.ClearBackground(rl.BLACK)
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rl.ClearBackground(rl.BLACK)
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rl.BeginMode2D(game.camera)
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rl.BeginMode2D(cam)
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draw_camera(&game.camera)
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renderer_draw_player(&game.player)
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renderer_draw_player(&game.player)
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// DEBUG
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debug_camera_draw(&game.camera, game.debug.camera_active)
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debug_bounds(game)
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rl.EndMode2D()
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rl.EndMode2D()
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rl.EndTextureMode()
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rl.EndTextureMode()
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@@ -62,8 +77,7 @@ game_draw :: proc(game: ^Game) {
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rl.WHITE,
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rl.WHITE,
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)
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)
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// Debug functions
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// DEBUG
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// ---------
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debug_fps()
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debug_fps()
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rl.EndDrawing()
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rl.EndDrawing()
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}
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}
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