Small refactor and rename of struct field.
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+13
-13
@@ -6,7 +6,7 @@ import rl "vendor:raylib"
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Player_State :: enum { IDLE, WALK, ATTACK }
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Player :: struct {
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pos: rl.Vector2,
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position: rl.Vector2,
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velocity: rl.Vector2,
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speed: f32, // max move speed
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@@ -24,10 +24,10 @@ Player :: struct {
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player_init :: proc(assets: ^Player_Assets) -> Player {
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player := Player{}
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player.pos = {39, 39}
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player.speed = 100
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player.accel = 600
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player.friction = 500
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player.position = {39, 39}
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player.speed = 180
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player.accel = 720
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player.friction = 640
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player.state = .IDLE
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player.collider_offset = rl.Vector2{8, 15}
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player.collider_w = 16
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@@ -39,8 +39,8 @@ player_init :: proc(assets: ^Player_Assets) -> Player {
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get_player_center :: proc(player: ^Player) -> rl.Vector2 {
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return rl.Vector2{
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player.pos.x + TILE_SIZE / 2,
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player.pos.y + TILE_SIZE / 2,
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player.position.x + TILE_SIZE / 2,
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player.position.y + TILE_SIZE / 2,
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}
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}
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@@ -78,16 +78,16 @@ update_player :: proc(player: ^Player, assets: ^Player_Assets, camera: rl.Camera
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// Check for collisions
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new_position := player.velocity * dt
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new_x_pos := rl.Vector2{player.pos.x + new_position.x, player.pos.y}
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new_x_pos := rl.Vector2{player.position.x + new_position.x, player.position.y}
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if !check_map_collision(get_player_collider(player, new_x_pos), game_map) {
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player.pos.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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player.velocity.x = 0
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}
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new_y_pos := rl.Vector2{player.pos.x, player.pos.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 !check_map_collision(get_player_collider(player, new_y_pos), game_map) {
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player.pos.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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player.velocity.y = 0
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}
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@@ -121,8 +121,8 @@ draw_player :: proc(player: ^Player) {
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}
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dst_rect := rl.Rectangle{
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x = player.pos.x,
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y = player.pos.y,
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x = player.position.x,
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y = player.position.y,
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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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