Triangle
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@ -10,8 +10,8 @@
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#include "raylib.h"
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#include "rpg/entity/entity.h"
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const uint16_t RENDER_WIDTH = 800;
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const uint16_t RENDER_HEIGHT = 600;
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const uint16_t RENDER_WIDTH = 480;
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const uint16_t RENDER_HEIGHT = 270;
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void renderInit() {
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InitWindow(RENDER_WIDTH, RENDER_HEIGHT, "Dusk");
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@ -19,6 +19,9 @@ void renderInit() {
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}
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bool_t renderUpdate() {
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uint8_t x, y;
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char_t buffer[64];
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// End rendering?
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if(WindowShouldClose()) return false;
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@ -33,13 +36,52 @@ bool_t renderUpdate() {
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continue;
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}
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DrawRectangle(
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(ent->x * ENTITY_WIDTH) + ent->subX,
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(ent->y * ENTITY_HEIGHT) + ent->subY,
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ENTITY_WIDTH,
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ENTITY_HEIGHT,
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RED
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);
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x = ent->x * ENTITY_WIDTH + ent->subX;
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y = ent->y * ENTITY_HEIGHT + ent->subY;
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// DrawRectangle(
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// x, y,
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// ENTITY_WIDTH, ENTITY_HEIGHT,
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// BLUE
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// );
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switch(ent->dir) {
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case ENTITY_DIR_UP:
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DrawTriangle(
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(Vector2){ x, y + ENTITY_HEIGHT },
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(Vector2){ x + ENTITY_WIDTH, y + ENTITY_HEIGHT },
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(Vector2){ x + ENTITY_WIDTH / 2, y },
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RED
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);
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break;
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case ENTITY_DIR_DOWN:
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DrawTriangle(
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(Vector2){ x, y },
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(Vector2){ x + ENTITY_WIDTH / 2, y + ENTITY_HEIGHT },
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(Vector2){ x + ENTITY_WIDTH, y },
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RED
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);
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break;
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case ENTITY_DIR_LEFT:
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DrawTriangle(
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(Vector2){ x + ENTITY_WIDTH, y },
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(Vector2){ x, y + ENTITY_HEIGHT / 2 },
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(Vector2){ x + ENTITY_WIDTH, y + ENTITY_HEIGHT },
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RED
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);
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break;
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case ENTITY_DIR_RIGHT:
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DrawTriangle(
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(Vector2){ x, y },
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(Vector2){ x, y + ENTITY_HEIGHT },
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(Vector2){ x + ENTITY_WIDTH, y + ENTITY_HEIGHT / 2 },
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RED
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);
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break;
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default:
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assertUnreachable("Invalid entity direction");
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}
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ent++;
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} while(ent < (ENTITIES + ENTITY_COUNT));
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@ -18,8 +18,21 @@ const inputmap_t INPUT_MAP[] = {
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{ KEY_S, INPUT_DOWN },
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{ KEY_A, INPUT_LEFT },
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{ KEY_D, INPUT_RIGHT },
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{ KEY_SPACE, INPUT_ACTION },
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{ KEY_E, INPUT_ACTION },
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{ KEY_ENTER, INPUT_ACTION },
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{ KEY_ESCAPE, INPUT_CANCEL },
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{ KEY_Q, INPUT_CANCEL },
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{ KEY_BACKSPACE, INPUT_CANCEL },
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{ KEY_UP, INPUT_UP },
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{ KEY_DOWN, INPUT_DOWN },
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{ KEY_LEFT, INPUT_LEFT },
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{ KEY_RIGHT, INPUT_RIGHT },
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{ KEY_ENTER, INPUT_ACTION },
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{ KEY_BACKSPACE, INPUT_CANCEL },
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{ 0, 0 }
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};
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