small player speed refactor
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@@ -18,7 +18,7 @@ main :: proc() {
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init_world()
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player = {
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position = {0, 0},
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position = {300, 300},
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camera = {
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zoom = 4,
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offset = {f32(raylib.GetScreenWidth()) / 2, f32(raylib.GetScreenHeight()) / 2},
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@@ -3,12 +3,15 @@ package main
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import "core:math"
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import "vendor:raylib"
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PLAYER_SPRINT_SPEED :: 80
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PLAYER_SPEED :: 50
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PLAYER_DEFAULT_SPRINT_SPEED :: 100
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PLAYER_DEFAULT_SPEED :: 60
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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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player_speed := PLAYER_DEFAULT_SPEED
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player_sprint_speed := PLAYER_DEFAULT_SPRINT_SPEED
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spritesheet: raylib.Texture2D
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framesX: i32
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framesY: i32
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@@ -58,7 +61,7 @@ handle_player_input :: proc(p: ^Player, delta: f32) {
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is_sprinting := raylib.IsKeyDown(.LEFT_SHIFT)
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dir = raylib.Vector2Normalize(dir)
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speed_val := f32(is_sprinting ? PLAYER_SPRINT_SPEED : PLAYER_SPEED)
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speed_val := f32(is_sprinting ? player_sprint_speed : player_speed)
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p.animator.anim.fps = is_sprinting ? 11 : 6
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velocity := dir * speed_val * delta
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@@ -113,6 +116,9 @@ 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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// Remove this in release
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handle_debug_inputs()
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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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@@ -150,3 +156,8 @@ is_wall_at :: proc(world_pos: raylib.Vector2) -> bool {
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return tile != nil && tile.type == .WALL
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}
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handle_debug_inputs :: proc() {
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if (raylib.IsKeyPressed(.KP_ADD)) do player_sprint_speed += 10
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if (raylib.IsKeyPressed(.KP_SUBTRACT)) do player_sprint_speed -= 10
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}
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