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@ -129,6 +129,22 @@ static void drawbox(V2 gridpos, float rot, V2 bpos, float damage, bool offset_fr
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sgp_pop_transform();
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}
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static void draw_circle(V2 point, float radius)
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{
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#define POINTS 64
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sgp_line lines[POINTS];
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for (int i = 0; i < POINTS; i++)
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{
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float progress = (float)i / (float)POINTS;
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float next_progress = (float)(i + 1) / (float)POINTS;
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lines[i].a = (V2){.x = cos(progress * 2.0f * PI) * radius, .y = sin(progress * 2.0f * PI) * radius};
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lines[i].b = (V2){.x = cos(next_progress * 2.0f * PI) * radius, .y = sin(next_progress * 2.0f * PI) * radius};
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lines[i].a = V2add(lines[i].a, point);
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lines[i].b = V2add(lines[i].b, point);
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}
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sgp_draw_lines(lines, POINTS);
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}
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static void frame(void)
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{
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int width = sapp_width(), height = sapp_height();
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@ -207,6 +223,7 @@ static void frame(void)
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float grid_rotation;
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V2 pos;
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} build_preview = {0};
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bool hand_at_arms_length = false;
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{
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// calculate world position and camera
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{
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@ -222,14 +239,29 @@ static void frame(void)
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// calculate build preview stuff
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int grid_index = -1;
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if (myplayer != -1)
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{
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V2 hand_pos = V2sub(world_mouse_pos, gs.players[myplayer].pos);
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float hand_len = V2length(hand_pos);
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if (hand_len > MAX_HAND_REACH)
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{
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struct Grid *placing_grid = closest_to_point_in_radius(&gs, world_mouse_pos, 0.35f);
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hand_at_arms_length = true;
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hand_len = MAX_HAND_REACH;
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}
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else
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{
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hand_at_arms_length = false;
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}
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hand_pos = V2scale(V2normalize(hand_pos), hand_len);
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hand_pos = V2add(hand_pos, gs.players[myplayer].pos);
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struct Grid *placing_grid = closest_to_point_in_radius(&gs, hand_pos, 0.35f);
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if (placing_grid == NULL)
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{
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build_preview = (struct BuildPreviewInfo){
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.grid_pos = world_mouse_pos,
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.grid_pos = hand_pos,
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.grid_rotation = 0.0f,
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.pos = world_mouse_pos,
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.pos = hand_pos,
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};
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}
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else
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@ -242,7 +274,7 @@ static void frame(void)
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break;
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}
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}
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V2 pos = grid_snapped_box_pos(placing_grid, world_mouse_pos);
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V2 pos = grid_snapped_box_pos(placing_grid, hand_pos);
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build_preview = (struct BuildPreviewInfo){
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.grid_pos = grid_pos(placing_grid),
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.grid_rotation = grid_rotation(placing_grid),
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@ -285,6 +317,17 @@ static void frame(void)
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sgp_set_color(0.1f, 0.1f, 0.1f, 1.0f);
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sgp_clear();
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// draw spice bar
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if (myplayer != -1)
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{
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sgp_set_color(0.5f, 0.5f, 0.5f, 1.0f);
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float margin = width * 0.1;
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float bar_width = width - margin * 2.0f;
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sgp_draw_filled_rect(margin, 80.0f, bar_width, 30.0f);
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sgp_set_color(1.0f, 1.0f, 1.0f, 1.0f);
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sgp_draw_filled_rect(margin, 80.0f, bar_width * (1.0f - gs.players[myplayer].spice_taken_away), 30.0f);
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}
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// sokol drawing library draw in world space
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{
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sgp_translate(width / 2, height / 2);
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@ -295,9 +338,16 @@ static void frame(void)
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sgp_translate(-camera_pos.x, -camera_pos.y);
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}
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sgp_set_color(1.0f, 1.0f, 1.0f, 1.0f);
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if (myplayer != -1)
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{
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static float hand_reach_alpha = 1.0f;
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hand_reach_alpha = lerp(hand_reach_alpha, hand_at_arms_length ? 1.0f : 0.0f, dt*5.0);
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sgp_set_color(1.0f, 1.0f, 1.0f, hand_reach_alpha);
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draw_circle(gs.players[myplayer].pos, MAX_HAND_REACH);
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}
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// stars
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sgp_set_color(1.0f, 1.0f, 1.0f, 1.0f);
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const int num = 50;
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for (int x = -num; x < num; x++)
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{
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