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https://github.com/IgLemp/platformer.git
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adding project to git
this is a bad idea
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commit
7b8fd319c4
2
.gitignore
vendored
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.gitignore
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**/zig-cache
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**/zig-out
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3
.gitmodules
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.gitmodules
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[submodule "raylib-zig"]
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path = raylib-zig
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url = https://github.com/Not-Nik/raylib-zig.git
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24
build.zig
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build.zig
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const std = @import("std");
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const Builder = std.build.Builder;
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const raylib = @import("raylib-zig/lib.zig"); //call .Pkg() with the folder raylib-zig is in relative to ray-test build.zig
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pub fn build(b: *Builder) void {
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const mode = b.standardReleaseOptions();
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const target = b.standardTargetOptions(.{});
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const system_lib = b.option(bool, "system-raylib", "link to preinstalled raylib libraries") orelse false;
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const exe = b.addExecutable("platformer", "src/main.zig");
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exe.setBuildMode(mode);
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exe.setTarget(target);
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raylib.link(exe, system_lib);
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raylib.addAsPackage("raylib", exe);
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raylib.math.addAsPackage("raylib-math", exe);
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const run_cmd = exe.run();
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const run_step = b.step("run", "run ray-test");
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run_step.dependOn(&run_cmd.step);
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exe.install();
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}
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1
raylib-zig
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1
raylib-zig
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Subproject commit 1e06706bff87c39738b339eec90e8d20db2ba122
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224
src/main.zig
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src/main.zig
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const rl = @import("raylib");
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const rlm = @import("raylib-math");
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const std = @import("std");
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const Object = struct {
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box: rl.Rectangle,
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texture: ?rl.Texture2D,
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};
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const Player = struct {
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box: rl.Rectangle,
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velocity: rl.Vector2,
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// max_velocity: f32,
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};
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const Map = struct {
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tiles: []Object,
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};
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const GRAVITY: f32 = -10;
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const FRICTION: f32 = 10;
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fn apply_player_phisics(player: *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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// apply friction
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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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if (player.velocity.x >= -1 and player.velocity.x <= 1) { player.velocity.x = 0; }
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player.box.x += player.velocity.x;
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// clamp velocities to not reach light speed in a second
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player.velocity.x = rlm.Clamp(player.velocity.x, -4, 4);
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player.velocity.y = rlm.Clamp(player.velocity.y, -8, 8);
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}
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fn free_fly(player: *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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if (player.velocity.x >= -1 and player.velocity.x <= 1) { player.velocity.x = 0; }
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player.box.x += player.velocity.x;
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// apply friction for Y
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if (player.velocity.y > 0) { player.velocity.y -= FRICTION * rl.GetFrameTime(); }
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if (player.velocity.y < 0) { player.velocity.y += FRICTION * rl.GetFrameTime(); }
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if (player.velocity.y >= -1 and player.velocity.y <= 1) { player.velocity.y = 0; }
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player.box.y -= player.velocity.y;
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// clamp velocities to not reach light speed in a second
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player.velocity.x = rlm.Clamp(player.velocity.x, -4, 4);
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player.velocity.y = rlm.Clamp(player.velocity.y, -4, 4);
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}
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fn apply_player_collisions(player: *Player, map: Map) void {
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// for every tile
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for (map.tiles) |tile| {
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// check if any collision occured
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if ( rl.CheckCollisionRecs(player.box, tile.box) ) {
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// get collision rectangle
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var collision_rectangle = rl.GetCollisionRec(player.box, tile.box);
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// extract ranges
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var range: rl.Vector2 = .{ .x = collision_rectangle.width, .y = collision_rectangle.height };
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// calculate midpoints
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var player_midpoint: rl.Vector2 = .{ .x = player.box.x + (player.box.width / 2), .y = player.box.y + (player.box.height / 2) };
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var tile_midpoint: rl.Vector2 = .{ .x = tile.box.x + (tile.box.width / 2), .y = tile.box.y + (tile.box.height / 2) };
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var player_on_top = if (player_midpoint.y > tile_midpoint.y) true else false;
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var player_on_right = if (player_midpoint.x > tile_midpoint.x) true else false;
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// check on whitch side a collision occured and apply proper collisions
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if (range.x > range.y) {
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if (player_on_top) { player.box.y = tile.box.y + tile.box.height; } else { player.box.y = tile.box.y - player.box.height; }
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player.velocity.y = 0;
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}
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else {
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if (player_on_right) { player.box.x = tile.box.x + tile.box.width; } else { player.box.x = tile.box.x - player.box.width; }
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player.velocity.x = 0;
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}
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}
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}
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}
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// fn load_level(comptime file_path: []const u8) void {
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// // TODO
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// }
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// NOTE
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// Coordinate system starts at top left corner, whitch means THE Y AXIS IS FLIPPED!!!
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// TODO
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// Setup level loading
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// Setup texture loading
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// DEBUG
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// pub fn main() anyerror!void {
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// load_level("./resources/scene.dat");
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// }
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// MAIN
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pub fn main() anyerror!void
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const screenWidth = 800;
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const screenHeight = 450;
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rl.InitWindow(screenWidth, screenHeight, "raylib-zig [core] example - 2d camera");
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// rl.SetWindowState(rl.ConfigFlags.FLAG_WINDOW_RESIZABLE);
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defer rl.CloseWindow(); // Close window and OpenGL context
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var camera = rl.Camera2D {
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.target = rl.Vector2 { .x = 0, .y = 0 },
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.offset = rl.Vector2 { .x = screenWidth / 2, .y = screenHeight / 2 },
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.rotation = 0,
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.zoom = 1,
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};
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// var map: Map = Map { .tiles = undefined };
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var objects = [_]Object{
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.{ .box = .{ .x = 0, .y = 0, .width = 300, .height = 20, }, .texture = null },
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.{ .box = .{ .x = 100, .y = 0, .width = 20, .height = 200, }, .texture = null }
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};
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var map: Map = .{ .tiles = &objects };
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var player: Player = .{
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.box = .{ .x = 20, .y = 300, .width = 20, .height = 20 },
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.velocity = .{ .x = 0, .y = 0 },
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};
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// dirty object fixer upper
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player.box.y = -player.box.y;
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for (map.tiles) |*tile| {
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tile.box.y = -tile.box.height;
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}
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// freefly
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var fly = true;
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rl.SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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// Main game loop ================================================================
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while (!rl.WindowShouldClose()) // Detect window close button or ESC key
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{
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// run game logic
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apply_player_collisions(&player, map);
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// handle user input
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if (rl.IsKeyDown(rl.KeyboardKey.KEY_RIGHT)) { player.velocity.x += 1.5; } // move right
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if (rl.IsKeyDown(rl.KeyboardKey.KEY_LEFT )) { player.velocity.x -= 1.5; } // move left
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if (rl.IsKeyPressed(rl.KeyboardKey.KEY_F)) { fly = !fly; }
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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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free_fly(&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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apply_player_phisics(&player);
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}
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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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camera.zoom += rl.GetMouseWheelMove() * 0.05;
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// DEBUG
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// try stdout.print("player position: x = {d}, y = {d}\n", .{player.box.x, player.box.y});
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// std.log.debug("player position: x = {d}, y = {d}, velocity: x = {d}, y = {d}", .{player.box.x, player.box.y, player.velocity.x, player.velocity.y});
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{
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// init drawing
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rl.BeginDrawing();
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// clear screen with WHITE
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defer rl.ClearBackground(rl.RAYWHITE);
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{
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// init camera
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camera.Begin();
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rl.DrawCircleV( .{ .x = 0, .y = 0 } , 4, rl.BLUE);
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// draw player
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rl.DrawRectangleRec(player.box, rl.RED);
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for (map.tiles) |tile| {
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rl.DrawRectangleRec(tile.box, rl.GRAY);
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var midpoint: rl.Vector2 = .{ .x = tile.box.x + (tile.box.width / 2), .y = tile.box.y + (tile.box.height / 2) };
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rl.DrawCircleV( midpoint, 4, rl.GREEN);
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var col_rec = rl.GetCollisionRec(player.box, tile.box);
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rl.DrawRectangleRec(col_rec, rl.BLUE);
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rl.DrawCircleV( .{ .x = tile.box.x, .y = tile.box.y }, 4, rl.ORANGE );
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}
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camera.End();
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}
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rl.EndDrawing();
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}
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}
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}
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BIN
src/resources/scene.dat
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src/resources/scene.dat
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BIN
src/resources/scene.dat.bak
Normal file
BIN
src/resources/scene.dat.bak
Normal file
Binary file not shown.
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