Sprites and Animations
This commit is contained in:
@@ -14,12 +14,15 @@ main :: proc() {
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player = {
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position = {0, 0},
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camera = {
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zoom = 2,
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zoom = 4,
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offset = {f32(raylib.GetScreenWidth()) / 2, f32(raylib.GetScreenHeight()) / 2},
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target = {player.position.x + (32 / 2), player.position.y + (32 / 2)},
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},
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sprite = load_sprite(PLAYER_SPRITE_PATH, PLAYER_WIDTH, PLAYER_HEIGHT),
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}
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player.state = .WALKING
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for (!raylib.WindowShouldClose()) {
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delta := raylib.GetFrameTime()
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@@ -1,20 +1,40 @@
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package main
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import "core:fmt"
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import "core:strings"
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import "vendor:raylib"
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PLAYER_SPEED :: 5
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PLAYER_SPEED :: 2
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PLAYER_WIDTH :: 32
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PLAYER_HEIGHT :: 32
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PLAYER_SPRITE_PATH :: "assets/player/player.png"
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spritesheet: raylib.Texture2D
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framesX: i32
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framesY: i32
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Player :: struct {
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sprite: Sprite,
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health: int,
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current_world: string,
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camera: raylib.Camera2D,
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position: raylib.Vector2,
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animator: SpriteAnimator,
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state: PlayerState,
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facing_left: bool,
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}
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PlayerState :: enum {
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IDLE,
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WALKING,
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}
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@(private = "file")
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handle_player_camera :: proc(p: ^Player, delta: f32) {
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player_center := raylib.Vector2{p.position.x + 16, p.position.y + 16}
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player_center := raylib.Vector2 {
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p.position.x + (PLAYER_WIDTH / 2),
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p.position.y + (PLAYER_HEIGHT / 2),
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}
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smooth_speed :: 10.0
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@@ -24,12 +44,6 @@ handle_player_camera :: proc(p: ^Player, delta: f32) {
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if (raylib.IsWindowResized()) {
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p.camera.offset = {f32(raylib.GetScreenWidth()) * 0.5, f32(raylib.GetScreenHeight()) * 0.5}
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}
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// p.camera.target = {p.position.x + (32 / 2), p.position.y + (32 / 2)}
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// if raylib.IsWindowResized() {
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// p.camera.offset = {f32(raylib.GetScreenWidth()) / 2, f32(raylib.GetScreenHeight()) / 2}
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// }
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}
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@(private = "file")
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@@ -41,20 +55,64 @@ handle_player_input :: proc(p: ^Player, delta: f32) {
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if raylib.IsKeyDown(.A) do dir.x -= 1
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if raylib.IsKeyDown(.D) do dir.x += 1
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if dir.x != 0 || dir.y != 0 {
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is_moving := dir.x != 0 || dir.y != 0
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if (is_moving) {
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dir = raylib.Vector2Normalize(dir)
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dir = dir * PLAYER_SPEED
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p.position = p.position + dir
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if dir.x < 0 {
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p.facing_left = true
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}
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if dir.x > 0 {
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p.facing_left = false
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}
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p.state = .WALKING
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} else {
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p.state = .IDLE
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}
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}
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idle_animation: SpriteAnimation = {
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start_frame = 0,
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end_frame = 5,
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fps = 6,
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loop = true,
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}
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player_walk_anim: SpriteAnimation = {
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start_frame = 6,
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end_frame = 11,
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fps = 6,
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loop = true,
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}
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draw_player :: proc(p: ^Player) {
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raylib.DrawRectangle(i32(p.position.x), i32(p.position.y), 32, 32, raylib.BLACK)
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// raylib.DrawRectangle(i32(p.position.x), i32(p.position.y), 32, 32, raylib.BLACK)
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// draw_sprite_frame(&p.sprite, {0, 0}, p.position, raylib.WHITE)
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draw_sprite_animated(&p.sprite, &p.animator, p.position, p.facing_left, false, raylib.WHITE)
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}
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update_player :: proc(p: ^Player, delta: f32) {
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handle_player_input(p, delta)
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handle_player_camera(p, delta)
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// fmt.println(p.position)
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if (p.state == .IDLE) {
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set_sprite_animation(&p.animator, &idle_animation)
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}
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if (p.state == .WALKING) {
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set_sprite_animation(&p.animator, &player_walk_anim)
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}
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update_animator(&p.animator, delta)
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}
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134
src/sprite.odin
Normal file
134
src/sprite.odin
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@@ -0,0 +1,134 @@
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package main
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import "vendor:raylib"
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Sprite :: struct {
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texture: raylib.Texture2D,
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width: i32,
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height: i32,
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framesX: i32,
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framesY: i32,
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}
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SpriteAnimation :: struct {
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start_frame: i32,
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end_frame: i32,
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fps: i32,
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loop: bool,
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}
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SpriteAnimator :: struct {
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anim: ^SpriteAnimation,
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current_frame: i32,
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timer: f32,
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}
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load_sprite :: proc(image_path: cstring, w: i32, h: i32) -> Sprite {
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new_texture: raylib.Texture2D = raylib.LoadTexture(image_path)
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new_sprite: Sprite = {
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texture = new_texture,
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width = w,
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height = h,
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framesX = new_texture.width / w,
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framesY = new_texture.height / h,
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}
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return new_sprite
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}
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draw_sprite_frame :: proc(
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sprite: ^Sprite,
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frame_pos: raylib.Vector2,
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draw_pos: raylib.Vector2,
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flipX: bool,
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flipY: bool,
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color: raylib.Color,
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) {
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widthf := f32(sprite.width)
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heightf := f32(sprite.height)
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src_width := widthf
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src_height := heightf
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src_x := frame_pos.x * widthf
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src_y := frame_pos.y * heightf
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if flipX {
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src_width = -src_width
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src_x += widthf
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}
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if flipY {
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src_height = -src_height
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src_y += heightf
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}
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source_rect := raylib.Rectangle {
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x = src_x,
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y = src_y,
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width = src_width,
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height = src_height,
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}
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dest_rect := raylib.Rectangle {
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x = draw_pos.x,
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y = draw_pos.y,
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width = widthf,
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height = heightf,
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}
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// origin := raylib.Vector2{widthf * 0.5, heightf * 0.5}
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// dest_rect.x = draw_pos.x + widthf * 0.5
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// dest_rect.y = draw_pos.y + heightf * 0.5
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origin := raylib.Vector2{0, 0}
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raylib.DrawTexturePro(sprite.texture, source_rect, dest_rect, origin, 0.0, color)
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}
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set_sprite_animation :: proc(animator: ^SpriteAnimator, new_anim: ^SpriteAnimation) {
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if (animator.anim == new_anim) do return
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animator.anim = new_anim
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animator.timer = 0
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animator.current_frame = new_anim.start_frame
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}
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draw_sprite_animated :: proc(
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sprite: ^Sprite,
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animator: ^SpriteAnimator,
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draw_pos: raylib.Vector2,
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flipX: bool,
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flipY: bool,
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color: raylib.Color,
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) {
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frame_pos := frame_to_xy(sprite, animator.current_frame)
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draw_sprite_frame(sprite, frame_pos, draw_pos, flipX, flipY, color)
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}
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update_animator :: proc(a: ^SpriteAnimator, delta: f32) {
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if a.anim == nil do return
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frame_time := 1.0 / f32(a.anim.fps)
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a.timer += delta
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if (a.timer >= frame_time) {
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a.timer -= frame_time
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a.current_frame += 1
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if (a.current_frame > a.anim.end_frame) {
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if (a.anim.loop) {
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a.current_frame = a.anim.start_frame
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} else {
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a.current_frame = a.anim.end_frame
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}
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}
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}
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}
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frame_to_xy :: proc(sprite: ^Sprite, frame: i32) -> raylib.Vector2 {
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x := frame % sprite.framesX
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y := frame / sprite.framesX
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return raylib.Vector2{f32(x), f32(y)}
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}
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34
src/tilemap.odin
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34
src/tilemap.odin
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@@ -0,0 +1,34 @@
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package main
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import rl "vendor:raylib"
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TILE_SIZE :: 16
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TILE_IMAGE_PATH :: "assets/tiles.png"
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tilemap_image: rl.Texture2D
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tilesX: i32
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tilesY: i32
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load_tilemap :: proc() {
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tilemap_image = rl.LoadTexture(TILE_IMAGE_PATH)
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tilesX = tilemap_image.width / TILE_SIZE
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tilesY = tilemap_image.height / TILE_SIZE
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}
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unload_tilemap :: proc() {
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rl.UnloadTexture(tilemap_image)
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}
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draw_tile :: proc(tilemap_pos: rl.Vector2, draw_pos: rl.Vector2, color: rl.Color) {
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source_rect := rl.Rectangle {
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x = tilemap_pos.x * TILE_SIZE,
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y = tilemap_pos.y * TILE_SIZE,
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width = TILE_SIZE,
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height = TILE_SIZE,
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}
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rl.DrawTextureRec(tilemap_image, source_rect, draw_pos, color)
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}
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