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@ -3901,7 +3901,7 @@ void colorquad(Quad q, Color col)
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}
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}
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Vec2 NormV2_or_zero(Vec2 v)
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Vec2 NozV2(Vec2 v)
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{
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{
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if(v.x == 0.0f && v.y == 0.0f)
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if(v.x == 0.0f && v.y == 0.0f)
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{
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{
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@ -3915,7 +3915,7 @@ Vec2 NormV2_or_zero(Vec2 v)
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Quad line_quad(Vec2 from, Vec2 to, float line_width)
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Quad line_quad(Vec2 from, Vec2 to, float line_width)
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{
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{
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Vec2 normal = rotate_counter_clockwise(NormV2_or_zero(SubV2(to, from)));
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Vec2 normal = rotate_counter_clockwise(NozV2(SubV2(to, from)));
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return (Quad){
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return (Quad){
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.points = {
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.points = {
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@ -3964,7 +3964,7 @@ void dbgbigsquare(Vec2 at)
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{
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{
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#ifdef DEVTOOLS
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#ifdef DEVTOOLS
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if (!show_devtools) return;
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if (!show_devtools) return;
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colorquad(quad_centered(at, V2(20.0, 20.0)), BLUE);
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colorquad(quad_centered(at, V2(20.0, 20.0)), debug_color);
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#else
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#else
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(void)at;
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(void)at;
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#endif
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#endif
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@ -5913,7 +5913,7 @@ void frame(void)
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if (it->is_npc || it->is_character)
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if (it->is_npc || it->is_character)
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{
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{
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if(LenV2(it->last_moved) > 0.0f && !it->killed)
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if(LenV2(it->last_moved) > 0.0f && !it->killed)
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it->rotation = lerp_angle(it->rotation, dt * 8.0f, AngleOfV2(it->last_moved));
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it->rotation = lerp_angle(it->rotation, dt * (it->quick_turning_timer > 0 ? 12.0f : 8.0f), AngleOfV2(it->last_moved));
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}
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}
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if (it->is_npc)
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if (it->is_npc)
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@ -6675,7 +6675,22 @@ ISANERROR("Don't know how to do this stuff on this platform.")
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{
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{
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gs.player->last_moved = NormV2(movement);
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gs.player->last_moved = NormV2(movement);
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Vec2 target_vel = MulV2F(movement, pixels_per_meter * speed);
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Vec2 target_vel = MulV2F(movement, pixels_per_meter * speed);
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gs.player->vel = LerpV2(gs.player->vel, dt * 15.0f, target_vel);
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float player_speed = LenV2(gs.player->vel);
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float target_speed = LenV2(target_vel);
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bool quick_turn = (player_speed < target_speed / 2) || DotV2(gs.player->vel, target_vel) < -0.707f;
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gs.player->quick_turning_timer -= dt;
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if (quick_turn) {
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gs.player->quick_turning_timer = 0.125f;
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}
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if (quick_turn) {
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gs.player->vel = target_vel;
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} else { // framerate-independent smoothly transition towards target (functions as friction when target is 0)
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gs.player->vel = SubV2(gs.player->vel, target_vel);
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gs.player->vel = MulV2F(gs.player->vel, powf(1e-8f, dt));
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gs.player->vel = AddV2(gs.player->vel, target_vel);
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}
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// printf("%f%s\n", LenV2(gs.player->vel), gs.player->quick_turning_timer > 0 ? " QUICK TURN" : "");
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gs.player->pos = move_and_slide((MoveSlideParams) { gs.player, gs.player->pos, MulV2F(gs.player->vel, dt) });
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gs.player->pos = move_and_slide((MoveSlideParams) { gs.player, gs.player->pos, MulV2F(gs.player->vel, dt) });
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bool should_append = false;
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bool should_append = false;
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@ -6946,7 +6961,27 @@ ISANERROR("Don't know how to do this stuff on this platform.")
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Vec2 pos = V2(0.0, screen_size().Y);
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Vec2 pos = V2(0.0, screen_size().Y);
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int num_entities = 0;
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int num_entities = 0;
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ENTITIES_ITER(gs.entities) num_entities++;
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ENTITIES_ITER(gs.entities) num_entities++;
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MD_String8 stats = tprint("Frametime: %.1f ms\nProcessing: %.1f ms\nGameplay processing: %.1f ms\nEntities: %d\nDraw calls: %d\nDrawn Vertices: %d\nProfiling: %s\nNumber gameplay processing loops: %d\nFlyecam: %s\nPlayer position: %f %f\n", dt*1000.0, last_frame_processing_time*1000.0, last_frame_gameplay_processing_time*1000.0, num_entities, num_draw_calls, num_vertices, profiling ? "yes" : "no", num_timestep_loops, flycam ? "yes" : "no", v2varg(gs.player->pos));
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MD_String8 stats =
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tprint("Frametime: %.1f ms\n"
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"Processing: %.1f ms\n"
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"Gameplay processing: %.1f ms\n"
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"Entities: %d\n"
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"Draw calls: %d\n"
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"Drawn Vertices: %d\n"
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"Profiling: %s\n"
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"Number gameplay processing loops: %d\n"
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"Flycam: %s\n"
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"Player position: %f %f\n",
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dt*1000.0,
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last_frame_processing_time*1000.0,
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last_frame_gameplay_processing_time*1000.0,
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num_entities,
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num_draw_calls,
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num_vertices,
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profiling ? "yes" : "no",
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num_timestep_loops,
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flycam ? "yes" : "no",
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v2varg(gs.player->pos));
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AABB bounds = draw_text((TextParams) { true, stats, pos, BLACK, 1.0f });
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AABB bounds = draw_text((TextParams) { true, stats, pos, BLACK, 1.0f });
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pos.Y -= bounds.upper_left.Y - screen_size().Y;
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pos.Y -= bounds.upper_left.Y - screen_size().Y;
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bounds = draw_text((TextParams) { true, stats, pos, BLACK, 1.0f });
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bounds = draw_text((TextParams) { true, stats, pos, BLACK, 1.0f });
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