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helpless/entry_randygame.c

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typedef struct Sprite {
Gfx_Image* image;
Vector2 size;
} Sprite;
typedef enum SpriteID {
SPRITE_nil,
SPRITE_player,
SPRITE_tree0,
SPRITE_tree1,
SPRITE_rock0,
SPRITE_MAX,
} SpriteID;
// randy: maybe we make this an X macro?? https://chatgpt.com/share/260222eb-2738-4d1e-8b1d-4973a097814d
Sprite sprites[SPRITE_MAX];
Sprite* get_sprite(SpriteID id) {
if (id >= 0 && id < SPRITE_MAX) {
return &sprites[id];
}
return &sprites[0];
}
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typedef enum EntityArchetype {
arch_nil = 0,
arch_rock = 1,
arch_tree = 2,
arch_player = 3,
} EntityArchetype;
typedef struct Entity {
bool is_valid;
EntityArchetype arch;
Vector2 pos;
bool render_sprite;
SpriteID sprite_id;
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} Entity;
#define MAX_ENTITY_COUNT 1024
typedef struct World {
Entity entities[MAX_ENTITY_COUNT];
} World;
World* world = 0;
Entity* entity_create() {
Entity* entity_found = 0;
for (int i = 0; i < MAX_ENTITY_COUNT; i++) {
Entity* existing_entity = &world->entities[i];
if (!existing_entity->is_valid) {
entity_found = existing_entity;
break;
}
}
assert(entity_found, "No more free entities!");
entity_found->is_valid = true;
return entity_found;
}
void entity_destroy(Entity* entity) {
memset(entity, 0, sizeof(Entity));
}
void setup_player(Entity* en) {
en->arch = arch_player;
en->sprite_id = SPRITE_player;
}
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void setup_rock(Entity* en) {
en->arch = arch_rock;
en->sprite_id = SPRITE_rock0;
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}
void setup_tree(Entity* en) {
en->arch = arch_tree;
en->sprite_id = SPRITE_tree0;
// en->sprite_id = SPRITE_tree1;
}
int entry(int argc, char **argv) {
window.title = STR("Randy's Game");
window.width = 1280;
window.height = 720;
window.x = 200;
window.y = 200;
window.clear_color = hex_to_rgba(0x2a2d3aff);
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world = alloc(get_heap_allocator(), sizeof(World));
memset(world, 0, sizeof(World));
sprites[SPRITE_player] = (Sprite){ .image=load_image_from_disk(STR("player.png"), get_heap_allocator()), .size=v2(6.0, 8.0) };
sprites[SPRITE_tree0] = (Sprite){ .image=load_image_from_disk(STR("tree0.png"), get_heap_allocator()), .size=v2(7, 12) };
sprites[SPRITE_tree1] = (Sprite){ .image=load_image_from_disk(STR("tree1.png"), get_heap_allocator()), .size=v2(7, 12) };
sprites[SPRITE_rock0] = (Sprite){ .image=load_image_from_disk(STR("rock0.png"), get_heap_allocator()), .size=v2(7, 4) };
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Entity* player_en = entity_create();
setup_player(player_en);
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for (int i = 0; i < 10; i++) {
Entity* en = entity_create();
setup_rock(en);
en->pos = v2(get_random_float32_in_range(-200, 200), get_random_float32_in_range(-200, 200));
}
for (int i = 0; i < 10; i++) {
Entity* en = entity_create();
setup_tree(en);
en->pos = v2(get_random_float32_in_range(-200, 200), get_random_float32_in_range(-200, 200));
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}
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float64 seconds_counter = 0.0;
s32 frame_count = 0;
float64 last_time = os_get_current_time_in_seconds();
while (!window.should_close) {
reset_temporary_storage();
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draw_frame.projection = m4_make_orthographic_projection(window.width * -0.5, window.width * 0.5, window.height * -0.5, window.height * 0.5, -1, 10);
float zoom = 5.3;
draw_frame.view = m4_make_scale(v3(1.0/zoom, 1.0/zoom, 1.0));
float64 now = os_get_current_time_in_seconds();
float64 delta_t = now - last_time;
last_time = now;
os_update();
// :render
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for (int i = 0; i < MAX_ENTITY_COUNT; i++) {
Entity* en = &world->entities[i];
if (en->is_valid) {
switch (en->arch) {
default:
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{
Sprite* sprite = get_sprite(en->sprite_id);
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Matrix4 xform = m4_scalar(1.0);
xform = m4_translate(xform, v3(en->pos.x, en->pos.y, 0));
xform = m4_translate(xform, v3(sprite->size.x * -0.5, 0.0, 0));
draw_image_xform(sprite->image, xform, sprite->size, COLOR_WHITE);
break;
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}
}
}
}
if (is_key_just_pressed(KEY_ESCAPE)) {
window.should_close = true;
}
Vector2 input_axis = v2(0, 0);
if (is_key_down('A')) {
input_axis.x -= 1.0;
}
if (is_key_down('D')) {
input_axis.x += 1.0;
}
if (is_key_down('S')) {
input_axis.y -= 1.0;
}
if (is_key_down('W')) {
input_axis.y += 1.0;
}
input_axis = v2_normalize(input_axis);
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player_en->pos = v2_add(player_en->pos, v2_mulf(input_axis, 100.0 * delta_t));
gfx_update();
seconds_counter += delta_t;
frame_count += 1;
if (seconds_counter > 1.0) {
log("fps: %i", frame_count);
seconds_counter = 0.0;
frame_count = 0;
}
}
return 0;
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}