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@ -101,6 +101,7 @@ typedef struct Entity
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// fields for all entities
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Vec2 pos;
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Vec2 vel; // only used sometimes, like in old man and bullet
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float damage; // at 1.0, he's dead
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bool facing_left;
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// old man
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@ -410,16 +411,8 @@ Entity *new_entity()
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return NULL;
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}
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void init(void)
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void reset_level()
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{
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scratch = make(1024 * 10);
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stm_setup();
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sg_setup(& (sg_desc){
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.context = sapp_sgcontext()
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});
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load_assets();
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// load level
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Level *to_load = &level_level0;
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{
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@ -437,6 +430,19 @@ void init(void)
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}
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assert(player != NULL); // level initial config must have player entity
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}
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}
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void init(void)
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{
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scratch = make(1024 * 10);
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stm_setup();
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sg_setup( &(sg_desc){
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.context = sapp_sgcontext()
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});
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load_assets();
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reset_level();
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// load font
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{
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@ -1068,7 +1074,6 @@ Vec2 move_and_slide(Entity *from, Vec2 position, Vec2 movement_this_frame)
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return aabb_center(at_new);
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}
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double time = 0.0;
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double last_frame_processing_time = 0.0;
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uint64_t last_frame_time;
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@ -1149,6 +1154,8 @@ void frame(void)
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}
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#endif
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assert(player != NULL);
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//if(LengthV2(movement) > 0.01 && player->state == CHARACTER_)
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#ifdef DEVTOOLS
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dbgsquare(screen_to_world(mouse_pos));
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@ -1162,11 +1169,6 @@ void frame(void)
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draw_text(false, false, tprint("%d", get_tile(&level_level0, hovering).kind), world_to_screen(tilecoord_to_world(hovering)), BLACK);
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}
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// line test
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{
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dbgline(player->pos, screen_to_world(mouse_pos));
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}
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// debug draw font image
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{
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draw_quad(true, quad_centered(V2(0.0, 0.0), V2(250.0, 250.0)), image_font,full_region(image_font), WHITE);
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@ -1250,6 +1252,7 @@ void frame(void)
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Entity *hit = over.results[i].e;
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if(hit->kind == ENTITY_OLD_MAN) hit->aggressive = true;
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hit->vel = MulV2F(NormV2(SubV2(hit->pos, it->pos)), 5.0f);
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hit->damage += 0.2f;
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*it = (Entity){0};
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}
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}
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@ -1266,7 +1269,6 @@ void frame(void)
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// player character
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{
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Vec2 character_sprite_pos = AddV2(player->pos, V2(0.0, 20.0f));
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if(attack && (player->state == CHARACTER_IDLE || player->state == CHARACTER_WALKING))
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@ -1370,6 +1372,16 @@ void frame(void)
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player->state = CHARACTER_IDLE;
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}
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}
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// health
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if(player->damage >= 1.0)
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{
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reset_level();
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}
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else
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{
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draw_quad(false, (Quad){.ul=V2(0.0f, screen_size().Y), .ur = screen_size(), .lr = V2(screen_size().X, 0.0f)}, image_hurt_vignette, full_region(image_hurt_vignette), (Color){1.0f, 1.0f, 1.0f, player->damage});
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}
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}
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sg_end_pass();
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