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Changed function names to CamelCase
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@ -39,7 +39,6 @@ pub fn main() anyerror!void
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var player: obj.Player = .{
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.box = .{ .x = 20, .y = 300, .width = 20, .height = 20 },
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.detection_box = .{ .width = 21, .height = 21 },
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.velocity = .{ .x = 0, .y = 0 },
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};
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@ -67,14 +66,14 @@ pub fn main() anyerror!void
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if (fly) {
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if (rl.IsKeyDown(rl.KeyboardKey.KEY_UP)) { player.velocity.y += 1.5; }
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if (rl.IsKeyDown(rl.KeyboardKey.KEY_DOWN)) { player.velocity.y -= 1.5; }
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phs.movement.free_fly(&player);
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phs.movement.FreeFly(&player);
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} else {
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if (rl.IsKeyPressed(rl.KeyboardKey.KEY_UP)) { player.velocity.y = 15; } // jump
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phs.apply_forces(&player);
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phs.ApplyForces(&player);
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}
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// run collisions
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phs.apply_player_collisions(&player, map);
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phs.ApplyPlayerCollisions(&player, map);
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// camera setup
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camera.target = rl.Vector2 { .x = player.box.x + player.box.width / 2, .y = player.box.y + player.box.height / 2 };
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@ -8,7 +8,7 @@ const FRICTION: f32 = 10;
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pub fn apply_forces(player: *obj.Player) void {
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pub fn ApplyForces(player: *obj.Player) void {
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// apply gravity
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player.velocity.y += GRAVITY * rl.GetFrameTime();
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player.box.y -= player.velocity.y;
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@ -25,7 +25,7 @@ pub fn apply_forces(player: *obj.Player) void {
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}
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pub const movement = struct {
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pub fn free_fly(player: *obj.Player) void {
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pub fn FreeFly(player: *obj.Player) void {
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// apply friction for X
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if (player.velocity.x > 0) { player.velocity.x -= FRICTION * rl.GetFrameTime(); }
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if (player.velocity.x < 0) { player.velocity.x += FRICTION * rl.GetFrameTime(); }
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@ -46,7 +46,7 @@ pub fn apply_forces(player: *obj.Player) void {
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pub fn apply_player_collisions(player: *obj.Player, map: obj.Map) void {
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pub fn ApplyPlayerCollisions(player: *obj.Player, map: obj.Map) void {
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// for every tile
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for (map.tiles) |tile| {
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@ -7,15 +7,15 @@ pub const Object = struct {
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pub const Player = struct {
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box: rl.Rectangle,
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detection_box: NullOriginBox,
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// detection_box: NullOriginBox,
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velocity: rl.Vector2,
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// max_velocity: f32,
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};
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const NullOriginBox = struct {
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height: f32,
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width: f32
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};
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// const NullOriginBox = struct {
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// height: f32,
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// width: f32
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// };
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pub const Map = struct {
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tiles: []Object,
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