Small refactor and rename of struct field.

This commit is contained in:
2026-07-21 06:22:32 +02:00
parent 48612116ec
commit d072c56ca5
4 changed files with 32 additions and 25 deletions
+13 -13
View File
@@ -6,7 +6,7 @@ import rl "vendor:raylib"
Player_State :: enum { IDLE, WALK, ATTACK }
Player :: struct {
pos: rl.Vector2,
position: rl.Vector2,
velocity: rl.Vector2,
speed: f32, // max move speed
@@ -24,10 +24,10 @@ Player :: struct {
player_init :: proc(assets: ^Player_Assets) -> Player {
player := Player{}
player.pos = {39, 39}
player.speed = 100
player.accel = 600
player.friction = 500
player.position = {39, 39}
player.speed = 180
player.accel = 720
player.friction = 640
player.state = .IDLE
player.collider_offset = rl.Vector2{8, 15}
player.collider_w = 16
@@ -39,8 +39,8 @@ player_init :: proc(assets: ^Player_Assets) -> Player {
get_player_center :: proc(player: ^Player) -> rl.Vector2 {
return rl.Vector2{
player.pos.x + TILE_SIZE / 2,
player.pos.y + TILE_SIZE / 2,
player.position.x + TILE_SIZE / 2,
player.position.y + TILE_SIZE / 2,
}
}
@@ -78,16 +78,16 @@ update_player :: proc(player: ^Player, assets: ^Player_Assets, camera: rl.Camera
// Check for collisions
new_position := player.velocity * dt
new_x_pos := rl.Vector2{player.pos.x + new_position.x, player.pos.y}
new_x_pos := rl.Vector2{player.position.x + new_position.x, player.position.y}
if !check_map_collision(get_player_collider(player, new_x_pos), game_map) {
player.pos.x = new_x_pos.x
player.position.x = new_x_pos.x
} else {
player.velocity.x = 0
}
new_y_pos := rl.Vector2{player.pos.x, player.pos.y + new_position.y}
new_y_pos := rl.Vector2{player.position.x, player.position.y + new_position.y}
if !check_map_collision(get_player_collider(player, new_y_pos), game_map) {
player.pos.y = new_y_pos.y
player.position.y = new_y_pos.y
} else {
player.velocity.y = 0
}
@@ -121,8 +121,8 @@ draw_player :: proc(player: ^Player) {
}
dst_rect := rl.Rectangle{
x = player.pos.x,
y = player.pos.y,
x = player.position.x,
y = player.position.y,
width = f32(clip.frame_width),
height = f32(clip.frame_height),
}