3D only
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+61
-28
@@ -1,6 +1,5 @@
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package main
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import "core:fmt"
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import rl "vendor:raylib"
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Graphics :: union {
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@@ -44,11 +43,11 @@ GfxTexture :: struct {}
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GfxAnimatedSprite :: struct {
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pos: rl.Vector2,
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rect: rl.Rectangle,
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tex: ^rl.Texture2D,
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frame: u32,
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atlas: ^Atlas,
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frame: i32,
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speed: f32,
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current_time: f32,
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update: proc(g: ^GfxAnimatedSprite, dt: f32),
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}
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PlayerTexFiles :: enum {
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@@ -60,33 +59,65 @@ PlayerTexFiles :: enum {
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ATTACK,
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}
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GraphicsAssetStore :: struct {
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playerTex: map[PlayerTexFiles]rl.Texture2D,
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Atlas :: struct {
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tex: rl.Texture2D,
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frame_size: rl.Vector2,
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cols: i32,
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rows: i32,
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frames: i32,
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get_offset: proc(a: ^Atlas, f: i32) -> rl.Vector2,
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}
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gfx_get :: proc(g: ^GraphicsAssetStore, f: PlayerTexFiles) -> ^rl.Texture2D {
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GraphicsAssetStore :: struct {
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playerTex: map[PlayerTexFiles]Atlas,
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}
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player_atlas_get :: proc(g: ^GraphicsAssetStore, f: PlayerTexFiles) -> ^Atlas {
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return &g.playerTex[f]
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}
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gfx_init :: proc() -> GraphicsAssetStore {
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st := GraphicsAssetStore{}
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st.playerTex = make(map[PlayerTexFiles]rl.Texture2D)
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st.playerTex[.IDLE] = rl.LoadTexture("assets/3rdparty/player_idle.png")
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st.playerTex = make(map[PlayerTexFiles]Atlas)
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st.playerTex[.IDLE] = init_atlas(
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texture_path = "assets/3rdparty/player_idle.png",
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size = rl.Vector2{64, 64},
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)
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return st
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}
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init_atlas :: proc(texture_path: cstring, size: rl.Vector2) -> Atlas {
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atlas := Atlas {
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tex = rl.LoadTexture(texture_path),
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frame_size = size,
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get_offset = get_offset,
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}
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atlas.rows = atlas.tex.height / (i32(size.y))
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atlas.cols = atlas.tex.width / i32(size.x)
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atlas.frames = atlas.cols * atlas.rows
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return atlas
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}
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get_offset :: proc(a: ^Atlas, f: i32) -> rl.Vector2 {
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col := f % a.cols
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row := f / a.cols
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return rl.Vector2{f32(col) * a.frame_size.x, f32(row) * a.frame_size.y}
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}
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gfx_free :: proc(g: GraphicsAssetStore) {
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for _, tex in g.playerTex {
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rl.UnloadTexture(tex)
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rl.UnloadTexture(tex.tex)
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}
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delete(g.playerTex)
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}
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gfx_draw :: proc(pos: rl.Vector2, g: ^Graphics) {
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#partial switch &v in g {
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#partial switch v in g {
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case GfxCircle:
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rl.DrawCircleV(pos + v.pos, v.radius, v.color)
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case GfxRect:
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@@ -96,29 +127,31 @@ gfx_draw :: proc(pos: rl.Vector2, g: ^Graphics) {
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case GfxCircleLines:
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rl.DrawCircleLinesV(pos + v.pos, v.radius, v.color)
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case GfxAnimatedSprite:
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fmt.println(pos.x, pos.y)
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//TODO: Count from L to R row-wize
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v.rect.x = v.rect.width * f32(v.frame)
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v.rect.y = v.rect.height * f32(v.frame)
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frame_offset := v.atlas->get_offset(v.frame)
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rl.DrawTexturePro(
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v.tex^,
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v.rect,
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v.atlas^.tex,
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rl.Rectangle {
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pos.x - v.rect.width * 3 / 2,
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pos.y - v.rect.height * 3 / 2,
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v.rect.width * 3,
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v.rect.height * 3,
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frame_offset.x,
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frame_offset.y,
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v.atlas.frame_size.x,
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v.atlas.frame_size.y,
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},
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rl.Rectangle {
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pos.x - v.atlas.frame_size.x * 3 / 2,
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pos.y - v.atlas.frame_size.y * 3 / 2,
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v.atlas.frame_size.x * 3,
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v.atlas.frame_size.y * 3,
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},
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rl.Vector2{0, 0},
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0,
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rl.WHITE,
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)
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v.current_time += rl.GetFrameTime()
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if v.current_time > v.speed {
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v.current_time = v.current_time - v.speed
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v.frame += 1
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}
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// v.current_time += rl.GetFrameTime()
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// if v.current_time > v.speed {
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// v.current_time = v.current_time - v.speed
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// v.frame += 1
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// }
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// rl.DrawTextureRec(v.tex, v.rect, rl.Vector2{pos.x, pos.y}, rl.Color{})
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}
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}
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