feat: Basic level editing
This commit is contained in:
190
code/first.c
190
code/first.c
@@ -95,9 +95,10 @@ int main(int argc, char **argv)
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camera->farp = 1000.0f;
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game->draw.camera = camera;
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World *world = LoadWorld(arena);
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World *world = M_ArenaPush(arena, World);//LoadWorld(arena);
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game->world = world;
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world->arena = arena;
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world->navMesh = &TestNavMesh;
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world->random = Random_Seed(29237489723847);
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world->npcCount = 2;
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for(U32 i = 0; i < world->npcCount; i++) {
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@@ -134,7 +135,85 @@ int main(int argc, char **argv)
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world->player.bulletsLoaded = PLAYER_BULLET_COUNT;
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world->player.reloadTimer = 0;
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world->player.currentArea = 0;
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for(int i =0; i< 4200; i++) {
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world->map[i] = map[i];
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}
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world->tileTypes[0].rotation=0;
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world->tileTypes[0].collision=false;
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world->tileTypes[0].tile=D_ImageHandle(&game->draw, S("tile_dirt_0"));
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world->tileTypes[1].rotation=0,
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world->tileTypes[1].collision=false,
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world->tileTypes[1].tile=D_ImageHandle(&game->draw, S("path_middle"));
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world->tileTypes[2].rotation=0;
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world->tileTypes[2].collision=false;
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world->tileTypes[2].tile=D_ImageHandle(&game->draw, S("path_middle_edge"));
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world->tileTypes[3].rotation=PI_F32/2;
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world->tileTypes[3].collision=false;
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world->tileTypes[3].tile=D_ImageHandle(&game->draw, S("path_middle_edge"));
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world->tileTypes[4].rotation=PI_F32;
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world->tileTypes[4].collision=false;
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world->tileTypes[4].tile=D_ImageHandle(&game->draw, S("path_middle_edge"));
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world->tileTypes[5].rotation=-PI_F32/2;
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world->tileTypes[5].collision=false;
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world->tileTypes[5].tile=D_ImageHandle(&game->draw, S("path_middle_edge"));
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world->tileTypes[6].rotation=0;
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world->tileTypes[6].collision=false;
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world->tileTypes[6].tile=D_ImageHandle(&game->draw, S("path_middle"));
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world->tileTypes[7].rotation=PI_F32/2;
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world->tileTypes[7].collision=false;
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world->tileTypes[7].tile=D_ImageHandle(&game->draw, S("path_middle"));
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world->tileTypes[8].rotation=-PI_F32;
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world->tileTypes[8].collision=false;
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world->tileTypes[8].tile=D_ImageHandle(&game->draw, S("path_middle"));
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world->tileTypes[9].rotation=-PI_F32/2;
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world->tileTypes[9].collision=false;
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world->tileTypes[9].tile=D_ImageHandle(&game->draw, S("path_middle"));
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world->tileTypes[10].rotation=0;
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world->tileTypes[10].collision=false;
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world->tileTypes[10].tile=D_ImageHandle(&game->draw, S("path_corner"));
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world->tileTypes[11].rotation=PI_F32/2;
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world->tileTypes[11].collision=false;
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world->tileTypes[11].tile=D_ImageHandle(&game->draw, S("path_corner"));
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world->tileTypes[12].rotation=-PI_F32/2;
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world->tileTypes[12].collision=false;
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world->tileTypes[12].tile=D_ImageHandle(&game->draw, S("path_corner"));
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world->tileTypes[13].rotation=PI_F32;
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world->tileTypes[13].collision=false;
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world->tileTypes[13].tile=D_ImageHandle(&game->draw, S("path_corner"));
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world->tileTypes[14].rotation=0;
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world->tileTypes[14].collision=false;
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world->tileTypes[14].tile=D_ImageHandle(&game->draw, S("tile_dirt_1"));
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world->propTypes[0].assetHandle=D_ImageHandle(&game->draw, S("rug0"));
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world->propTypes[0].scale=1;
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world->propTypes[1].assetHandle=D_ImageHandle(&game->draw, S("rug1"));
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world->propTypes[1].scale=1;
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world->propTypes[2].assetHandle=D_ImageHandle(&game->draw, S("skull"));
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world->propTypes[2].scale=1;
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world->propTypes[3].assetHandle=D_ImageHandle(&game->draw, S("table"));
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world->propTypes[3].scale=1;
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world->propTypes[4].assetHandle=D_ImageHandle(&game->draw, S("barrel"));
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world->propTypes[4].scale=1;
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world->propTypes[5].assetHandle=D_ImageHandle(&game->draw, S("can"));
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world->propTypes[5].scale=1;
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world->propTypes[6].assetHandle=D_ImageHandle(&game->draw, S("candle"));
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world->propTypes[6].scale=1;
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world->propTypes[7].assetHandle=D_ImageHandle(&game->draw, S("clock"));
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world->propTypes[7].scale=1;
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world->propTypes[8].assetHandle=D_ImageHandle(&game->draw, S("log_pile"));
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world->propTypes[8].scale=1;
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world->propTypes[9].assetHandle=D_ImageHandle(&game->draw, S("nightstand"));
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world->propTypes[9].scale=1;
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world->propTypes[10].assetHandle=D_ImageHandle(&game->draw, S("pool_table"));
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world->propTypes[10].scale=1;
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world->propTypes[11].assetHandle=D_ImageHandle(&game->draw, S("saloon_ext"));
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world->propTypes[11].scale=6.875f;
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world->propTypes[12].assetHandle=D_ImageHandle(&game->draw, S("saloon_int"));
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world->propTypes[12].scale=6.875f;
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}
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game->editor.enabled = true;
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game->editor.mode = G_EDITOR_MODE_TILE;
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D_Animation animation;
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@@ -164,13 +243,84 @@ int main(int argc, char **argv)
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V2F((F32) width, (F32) height)
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));
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game->world->mouseProjected = V2F(projection.x, projection.y);
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ProcessEvents(&e, game->world);
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if(e.type==SDL_EVENT_MOUSE_MOTION) {
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game->editor.cursor = V2F(projection.x, projection.y);
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}
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if (!game->editor.enabled) {
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ProcessEvents(&e, game->world);
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} else {
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if(e.type==SDL_EVENT_MOUSE_BUTTON_DOWN && e.button.button == SDL_BUTTON_LEFT) {
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switch(game->editor.mode){
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case G_EDITOR_MODE_TILE: {
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F32 tilex = (S32)(game->editor.cursor.x+TILE_SIZE/2);
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F32 tiley = (S32)(game->editor.cursor.y+TILE_SIZE/2);
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game->world->map[(S32)tilex + (S32)tiley * 96] = game->editor.currentAsset;
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break;
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}
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case G_EDITOR_MODE_PROP: {
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game->world->props[game->world->propCount].propType = game->editor.currentAsset;
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game->world->props[game->world->propCount].area = game->editor.currentLevel;
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game->world->props[game->world->propCount].pos = game->editor.cursor;
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game->world->propCount++;
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break;
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}
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}
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}
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}
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if (e.type == SDL_EVENT_KEY_DOWN) {
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switch(e.key.key) {
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case SDLK_F10: {
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game->editor.enabled = !game->editor.enabled;
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break;
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}
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case SDLK_RIGHT: {
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game->editor.currentAsset = Min(game->editor.currentAsset+1, 64);
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break;
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}
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case SDLK_LEFT: {
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game->editor.currentAsset = Max(game->editor.currentAsset-1, 0);
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break;
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}
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case SDLK_A: {
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game->camera.p.x -= 5;
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break;
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}
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case SDLK_D: {
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game->camera.p.x += 5;
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break;
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}
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case SDLK_W: {
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game->camera.p.y -= 5;
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break;
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}
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case SDLK_S: {
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game->camera.p.y += 5;
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break;
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}
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case SDLK_UP: {
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game->editor.currentLevel++;
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game->world->player.currentArea++;
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break;
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}
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case SDLK_DOWN: {
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game->editor.currentLevel--;
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game->world->player.currentArea--;
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break;
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}
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case SDLK_SPACE: {
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game->editor.mode = (game->editor.mode + 1) % 4;
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break;
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}
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}
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}
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}
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UpdateWorld(1.0f / 60.0f, game->world);
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D_AnimationUpdate(&animation, 1.0f / 250.0f);
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game->camera.p.x = game->world->player.pos.x;
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game->camera.p.y = game->world->player.pos.y;
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if(!game->editor.enabled) {
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UpdateWorld(1.0f / 60.0f, game->world);
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game->camera.p.x = game->world->player.pos.x;
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game->camera.p.y = game->world->player.pos.y;
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}
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D_AnimationUpdate(&animation, 1.0f / 250.0f);
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int w, h;
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SDL_GetWindowSizeInPixels(window, &w, &h);
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@@ -208,14 +358,34 @@ int main(int argc, char **argv)
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D_Begin(&game->draw, frame, D_MAX_RECTS);
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//RenderWorld(game->world, &game->draw);
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// D_Rect(&game->draw, 0.0f, 0.0f, .texture = D_ImageHandle(&game->draw, S("saloon_ext")), .scale = 4.0f);
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// D_Rect(&game->draw, -8.0f, 0.0f, .texture = 2, .scale = 2.0f);
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// D_Rect(&game->draw, 6.0f, 0.0f, .texture = 3);
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RenderWorld(game->world, &game->draw);
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R2f aframe = D_AnimationFrame(&animation);
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D_Rect(&game->draw, 0, 0, .texture = animation.id, .uv = aframe, .flags = D_RECT_UV_ASPECT);
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if(game->editor.enabled) {
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G_Editor editor = game->editor;
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F32 tilex = floor(editor.cursor.x+TILE_SIZE/2);
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F32 tiley = floor(editor.cursor.y+TILE_SIZE/2);
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switch(game->editor.mode) {
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case G_EDITOR_MODE_TILE: {
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World_Tile asset = game->world->tileTypes[editor.currentAsset];
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D_Rect(&game->draw, tilex, tiley, .texture=asset.tile, .angle=asset.rotation);
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break;
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}
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case G_EDITOR_MODE_PROP: {
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World_PropType prop = game->world->propTypes[editor.currentAsset];
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D_Rect(&game->draw, editor.cursor.x, editor.cursor.y, .texture=prop.assetHandle, .scale=prop.scale);
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break;
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}
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case G_EDITOR_MODE_HITBOX: {
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break;
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}
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case G_EDITOR_MODE_POI: {
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break;
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}
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}
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}
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D_End(&game->draw, frame);
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vk.CmdEndRendering(cmd);
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