Cleanup, rename player func and add map interaction.
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+34
-22
@@ -1,5 +1,6 @@
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package game
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import "core:fmt"
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import rl "vendor:raylib"
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Direction :: enum { LEFT, RIGHT }
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@@ -8,58 +9,69 @@ 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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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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// center for now not really needed
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player.pos = {(WINDOW_WIDTH / 2), (WINDOW_HEIGHT / 2)}
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player.pos = {320, 320}
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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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update_player :: proc(player: ^Player, assets: ^Player_Assets, camera: rl.Camera2D) {
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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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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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moving = true
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}
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if rl.IsKeyDown(.D) {
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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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moving = true
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}
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if rl.IsMouseButtonPressed(.LEFT) {
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pixel_pos := rl.GetMousePosition()
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//convert to render size
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pixel_pos.x = pixel_pos.x / (WINDOW_WIDTH / GAME_WIDTH)
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pixel_pos.y = pixel_pos.y / (WINDOW_HEIGHT / GAME_HEIGHT)
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grid_space := world_to_grid(pixel_pos, camera)
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fmt.printf("GRID SPACE: %v\n", grid_space)
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world_space := grid_to_world(grid_space[0], grid_space[1])
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fmt.printf("WORLD SPACE: %v\n", world_space)
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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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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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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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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 - f32(clip.frame_width) / 2,
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y = player.pos.y - f32(clip.frame_height) / 2,
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width = f32(clip.frame_width),
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height = f32(clip.frame_height),
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}
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dst_rect := rl.Rectangle{
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x = player.pos.x - f32(clip.frame_width) / 2,
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y = player.pos.y - f32(clip.frame_height) / 2,
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width = f32(clip.frame_width),
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height = f32(clip.frame_height),
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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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rl.DrawTexturePro(clip.texture, src_rect, dst_rect, rl.Vector2{}, 0, rl.WHITE)
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}
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