Anim init
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+14
-11
@@ -11,11 +11,14 @@ main :: proc() {
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rl.SetTargetFPS(TARGET_FPS)
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defer rl.CloseWindow()
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camera := rl.Camera3D{
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gfx := gfx_init()
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defer gfx_free(gfx)
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camera := rl.Camera3D {
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position = {0, 80, 80},
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target = {0, 0, 0},
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up = {0, 1, 0},
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fovy = 900,
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fovy = 400,
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projection = .ORTHOGRAPHIC,
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}
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@@ -24,16 +27,16 @@ main :: proc() {
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state.collisions = make([dynamic]CollisionPair)
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defer delete(state.collisions)
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state.player = spawn(state, make_player())
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state.player = spawn(state, make_player(&gfx))
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spawn(state, make_enemy({400, 300}, .Brute))
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spawn(state, make_enemy({-400, 200}, .Scout))
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spawn(state, make_enemy({300, -350}, .Grunt))
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spawn(state, make_enemy({-300, -300}, .Scout))
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spawn(state, make_enemy({100, 400}, .Grunt))
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spawn(state, make_enemy({-150, 350}, .Grunt))
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spawn(state, make_enemy({450, -150}, .Brute))
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spawn(state, make_enemy({-450, 100}, .Scout))
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// spawn(state, make_enemy({400, 300}, .Brute))
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// spawn(state, make_enemy({-400, 200}, .Scout))
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// spawn(state, make_enemy({300, -350}, .Grunt))
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// spawn(state, make_enemy({-300, -300}, .Scout))
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// spawn(state, make_enemy({100, 400}, .Grunt))
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// spawn(state, make_enemy({-150, 350}, .Grunt))
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// spawn(state, make_enemy({450, -150}, .Brute))
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// spawn(state, make_enemy({-450, 100}, .Scout))
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for !rl.WindowShouldClose() {
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dt := rl.GetFrameTime()
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