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@ -36,10 +36,21 @@ typedef struct TileSet {
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AnimatedTile animated[128];
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} TileSet;
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typedef struct AnimatedSprite {
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sg_image *img;
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double time_per_frame;
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int num_frames;
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HMM_Vec2 start;
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float horizontal_diff_btwn_frames;
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HMM_Vec2 region_size;
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} AnimatedSprite;
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#define LEVEL_TILES 60
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#define TILE_SIZE 32 // in pixels
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typedef struct Level {
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TileInstance tiles[LEVEL_TILES][LEVEL_TILES];
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HMM_Vec2 spawnpoint;
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} Level;
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HMM_Vec2 tilecoord_to_world(int x, int y) {
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@ -74,6 +85,24 @@ sg_image load_image(const char *path) {
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#include "quad-sapp.glsl.h"
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#include "assets.gen.c"
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AnimatedSprite knight_idle = {
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.img = &image_knight_idle,
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.time_per_frame = 0.3,
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.num_frames = 10,
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.start = {16.0f, 0.0f},
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.horizontal_diff_btwn_frames = 120.0,
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.region_size = {80.0f, 80.0f},
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};
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AnimatedSprite knight_running = {
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.img = &image_knight_run,
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.time_per_frame = 0.06,
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.num_frames = 10,
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.start = {19.0f, 0.0f},
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.horizontal_diff_btwn_frames = 120.0,
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.region_size = {80.0f, 80.0f},
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};
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sg_image image_font = {0};
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const float font_size = 64.0;
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stbtt_bakedchar cdata[96]; // ASCII 32..126 is 95 glyphs
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@ -87,6 +116,8 @@ static struct {
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sg_bindings bind;
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} state;
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HMM_Vec2 character_pos = {0}; // world space point
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void init(void) {
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stm_setup();
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sg_setup(&(sg_desc){
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@ -95,6 +126,10 @@ void init(void) {
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load_assets();
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// player spawnpoint
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HMM_Vec2 spawnpoint_tilecoord = HMM_MulV2F(level_level0.spawnpoint, 1.0/TILE_SIZE);
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character_pos = tilecoord_to_world((int)spawnpoint_tilecoord.X, (int)spawnpoint_tilecoord.Y);
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// load font
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{
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FILE* fontFile = fopen("assets/orange kid.ttf", "rb");
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@ -172,7 +207,10 @@ void init(void) {
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});
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state.pass_action = (sg_pass_action) {
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.colors[0] = { .action=SG_ACTION_CLEAR, .value={12.5f/255.0f, 12.5f/255.0f, 12.5f/255.0f, 1.0f } }
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//.colors[0] = { .action=SG_ACTION_CLEAR, .value={12.5f/255.0f, 12.5f/255.0f, 12.5f/255.0f, 1.0f } }
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//.colors[0] = { .action=SG_ACTION_CLEAR, .value={255.5f/255.0f, 255.5f/255.0f, 255.5f/255.0f, 1.0f } }
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// 0x898989 is the color in tiled
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.colors[0] = { .action=SG_ACTION_CLEAR, .value={137.0f/255.0f, 137.0f/255.0f, 137.0f/255.0f, 1.0f } }
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};
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}
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@ -354,6 +392,31 @@ void draw_quad(bool world_space, HMM_Vec2 *points_in, sg_image image, AABB image
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sg_draw(0, 6, 1);
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}
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void swap(HMM_Vec2 *p1, HMM_Vec2 *p2) {
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HMM_Vec2 tmp = *p1;
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*p1 = *p2;
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*p2 = tmp;
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}
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void draw_animated_sprite(AnimatedSprite *s, double time, bool flipped, HMM_Vec2 pos, Color tint) {
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sg_image spritesheet_img = *s->img;
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int index = (int)floor(time/s->time_per_frame) % s->num_frames;
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HMM_Vec2 points[4] = {0};
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quad_points_centered_size(points, pos, s->region_size);
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if(flipped) {
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swap(&points[0], &points[1]);
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swap(&points[3], &points[2]);
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}
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AABB region;
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region.upper_left = HMM_AddV2(s->start, HMM_V2(index * s->horizontal_diff_btwn_frames, 0.0f));
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region.lower_right = HMM_V2(region.upper_left.X + (float)s->region_size.X, (float)s->region_size.Y);
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draw_quad(true, points, spritesheet_img, region, tint);
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}
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void colorbox(bool world_space, HMM_Vec2 upper_left, HMM_Vec2 lower_right, Color color) {
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HMM_Vec2 size = HMM_SubV2(lower_right, upper_left);
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@ -443,7 +506,7 @@ 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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HMM_Vec2 mouse_pos = {0}; // in screen space
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HMM_Vec2 character_pos = {0}; // world space point
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bool character_facing_left = false;
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bool keydown[SAPP_KEYCODE_MENU] = {0};
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#ifdef DEVTOOLS
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bool mouse_frozen = false;
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@ -551,22 +614,14 @@ void frame(void) {
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}
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#endif
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#endif
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#endif // devtools
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// merchant
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int index = (int)floor(time/0.3);
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float size = img_size(image_merchant).Y;
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HMM_Vec2 points[4] = {0};
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quad_points_centered_size(points, character_pos, HMM_V2(size, size));
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int cell_size = 110;
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assert((int)img_size(image_merchant).X % cell_size == 0);
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AABB region;
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region.upper_left = HMM_V2( (float)((index % ((int)img_size(image_merchant).X/cell_size)) * cell_size), 0.0);
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region.lower_right = HMM_V2(region.upper_left.X + (float)cell_size, (float)cell_size);
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draw_quad(true, points, image_merchant, region, WHITE);
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if(HMM_LenV2(movement) > 0.01) {
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character_facing_left = movement.X < 0.0;
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draw_animated_sprite(&knight_running, time, character_facing_left, character_pos, WHITE);
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} else {
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draw_animated_sprite(&knight_idle, time, character_facing_left, character_pos, WHITE);
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}
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sg_end_pass();
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sg_commit();
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