Changed SDL_DrawLine to SDL_DrawLineF in physics_entity_debug_draw and added input to player
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36d378ec37
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2b1aa6236f
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@ -18,11 +18,11 @@ void physics_entity_debug_draw(PhysicsEntity self) {
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lhs = camera_world_to_pixel_point(&g_camera, lhs);
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rhs = camera_world_to_pixel_point(&g_camera, rhs);
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SDL_SetRenderDrawColor(g_renderer, 0, 255, 0, 255);
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SDL_RenderDrawLine(g_renderer, lhs.x, lhs.y, rhs.x, rhs.y);
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SDL_RenderDrawLineF(g_renderer, lhs.x, lhs.y, rhs.x, rhs.y);
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rhs = camera_world_to_pixel_point(&g_camera, vaddf(transform->position, rigidbody_get_force(body)));
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SDL_SetRenderDrawColor(g_renderer, 0, 255, 255, 255);
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SDL_RenderDrawLine(g_renderer, lhs.x, lhs.y, rhs.x, rhs.y);
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SDL_RenderDrawLineF(g_renderer, lhs.x, lhs.y, rhs.x, rhs.y);
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}
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static inline
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Vector _internal_calculate_contact_force(RigidBody* self, Contact* contact) {
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@ -2,6 +2,23 @@
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#include "debug.h"
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#include "game_world.h"
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static inline
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void InternalPlayerInitInput(Player* self) {
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// HORIZONTAL
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playerinput_add(self->input, CompositeAxis1D_as_InputAxis(compositeaxis1d_new(
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KeyBind_as_InputAxis(keybind_new(SDL_SCANCODE_A)),
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KeyBind_as_InputAxis(keybind_new(SDL_SCANCODE_D)),
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InputEvent_Float
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)), (InputDelegateFn)PlayerInputHorizontal);
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// VERTICAL
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playerinput_add(self->input, CompositeAxis1D_as_InputAxis(compositeaxis1d_new(
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KeyBind_as_InputAxis(keybind_new(SDL_SCANCODE_S)),
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KeyBind_as_InputAxis(keybind_new(SDL_SCANCODE_W)),
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InputEvent_Float
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)), (InputDelegateFn)PlayerInputVertical);
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}
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Player* MakePlayer() {
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Player* self = malloc(sizeof(Player));
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ASSERT_RETURN(self != NULL, NULL, "Could not allocate enough space for Player instance");
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@ -11,14 +28,21 @@ Player* MakePlayer() {
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*self = (Player){
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.transform = IdentityTransform,
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.input = playerinput_new(self, -1),
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.input_direction = ZeroVector,
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.faceDirection = 0,
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.animationStateMachine = state_machine_init(self, PlayerIdle()),
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.animFrame = 0,
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.sprite = sprite_from_spritesheet(walk, 0),
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.animFrameInterval = 1.0f / 4.0f,
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.animFrameTimer = 0.0f,
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.stand = idle,
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.walk = walk,
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.animFrameInterval = 1.0f/4.0f,
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.animFrameTimer = 0.0f,
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.sprite = sprite_from_spritesheet(walk, 0),
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};
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return self;
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@ -51,6 +75,10 @@ void PlayerDraw(Player* self) {
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sprite_entity_draw(Player_as_SpriteEntity(self));
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}
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void PlayerInputHorizontal(Player* self, InputEvent event) {}
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void PlayerInputVertical(Player* self, InputEvent event) {}
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Sprite* PlayerGetSprite(Player* self) {
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return self->sprite;
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}
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@ -64,7 +92,8 @@ const State* PlayerAnimationUpdate(Player* self, float deltaTime) {
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if (self->animFrameTimer > self->animFrameInterval) {
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self->animFrameTimer = 0.f;
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size_t nextFrame = self->animFrame + 8;
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++self->animFrame;
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size_t nextFrame = self->animFrame * 8 + self->faceDirection;
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sprite_set_tile(self->sprite, nextFrame);
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if (nextFrame > spritesheet_get_tile_count(sprite_get_spritesheet(self->sprite))) {
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@ -8,10 +8,14 @@
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#include "behaviour_entity.h"
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#include "state_machine.h"
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#include "transformable.h"
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#include "player_input.h"
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typedef struct Player {
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Transform transform;
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PlayerInput* input;
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Vector input_direction;
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unsigned short faceDirection;
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StateMachine* animationStateMachine;
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@ -33,6 +37,9 @@ extern void PlayerStart(Player* self);
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extern void PlayerDestroy(Player* self);
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extern void PlayerDraw(Player* self);
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extern void PlayerInputHorizontal(Player* self, InputEvent event);
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extern void PlayerInputVertical(Player* self, InputEvent event);
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extern Sprite* PlayerGetSprite(Player* self);
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extern Transform* PlayerGetTransform(Player* self);
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