Correctly render sprites #5
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@ -1,3 +1,6 @@
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# ide files
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.nvimrc
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# build dirs
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bin/
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release/
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@ -8,3 +11,4 @@ compile_commands.json
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# clangd cache
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.cache/
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.helix
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@ -80,10 +80,10 @@ static
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void _exec_sprite_cmd(const drawcmd_t* cmd) {
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const sprite_t* sprite = &cmd->sprite;
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SDL_FRect untransformed = {sprite->x, sprite->y, sprite->sx, sprite->sy};
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untransformed.x -= sprite->origin.x;
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untransformed.y -= sprite->origin.y;
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SDL_FRect destrect = get_dest_with_size(untransformed, cmd->ui);
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SDL_FPoint origin = {destrect.w * sprite->origin.x, destrect.h * sprite->origin.y};
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destrect.x -= origin.x;
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destrect.y -= origin.y;
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SDL_RenderCopyExF(g_context.renderer, sprite->texture,
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&sprite->uv, &destrect, sprite->rot,
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&origin, sprite->flip);
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@ -443,7 +443,7 @@ sprite_t make_sprite(const char* file, float x, float y) {
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sprite_t sprite=(sprite_t){
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.texture=get_texture(file),
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.x=x,.y=y,
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.origin=(SDL_FPoint){.x=0,.y=0},
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.origin=(SDL_FPoint){.x=0.0,.y=0.0},
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.sx=1.0,.sy=1.0,
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.rot=0,
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.depth=RLAYER_SPRITES,
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@ -451,7 +451,6 @@ sprite_t make_sprite(const char* file, float x, float y) {
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.flip=SDL_FLIP_NONE,
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};
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SDL_QueryTexture(sprite.texture, NULL, NULL, &sprite.uv.w, &sprite.uv.h);
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sprite.origin.x = -(float)sprite.uv.h/2.f; sprite.origin.y = -(float)sprite.uv.h/2.f;
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return sprite;
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}
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@ -26,6 +26,7 @@ object_t* make_object() {
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object_t* o = _find_free_object();
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o->active = 1;
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o->enabled = 1;
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o->collider = collider_default();
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o->evt_draw = &object_draw_sprite;
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o->evt_update = NULL;
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memset(&o->sprite, 0, sizeof(sprite_t));
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@ -39,6 +40,12 @@ object_t* instantiate_object(const object_t *original) {
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return obj;
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}
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collider_t collider_default() {
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return (collider_t) {
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.type=COLLIDERTYPE_NONE
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};
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}
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void update_objects() {
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for(int i = 0; i < WORLD_NUM_OBJECTS; ++i) {
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if(g_objects[i].active == 1
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@ -58,3 +65,142 @@ void draw_objects() {
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}
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}
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}
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static inline
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int _rect_overlap(float aminx, float aminy, float amaxx, float amaxy, float bminx, float bminy, float bmaxx, float bmaxy) {
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return
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(
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(aminx < bmaxx && aminx > bmaxx)
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(amaxx > bminx && amaxx < bmaxx)
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) && (
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(aminy < bmaxy && aminy > bmaxy)
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(amaxy > bminy && amaxy < bmaxy)
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);
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}
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static inline
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short _collision_aabb_aabb(const object_t* a, const object_t* b) {
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const float aminx = a->collider.aabb.x + a->sprite.x, aminy = a->collider.aabb.y + a->sprite.x;
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const float amaxx = aminx + a->collider.aabb.w, amaxy = aminy + a->collider.aabb.h;
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const float bminx = b->collider.aabb.x, bminy = b->collider.aabb.y;
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const float bmaxx = b->collider.aabb.x + b->collider.aabb.w, bmaxy = b->collider.aabb.y + b->collider.aabb.h;
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return _rect_overlap(aminx, aminy, amaxx, amaxy, bminx, bminy, bmaxx, bmaxy);
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}
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static inline
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short _collision_circle_circle(const object_t* a, const object_t* b) {
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const float ax = a->sprite.x + a->collider.circle.x, ay = a->sprite.y + a->collider.circle.y,
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bx = b->sprite.x + b->collider.circle.x, by = b->sprite.y + b->collider.circle.y;
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const float dx = fabsf(ax-bx), dy = fabsf(ay-by);
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const float sqrdist = dx*dx+dy*dy;
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const float mindist = a->collider.circle.radius + b->collider.circle.radius;
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const float mindistsqr = mindist*mindist;
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return sqrdist < mindistsqr;
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}
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static inline
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float fclampf(float x, float min_, float max_) {
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return fminf(max_, fmaxf(min_, x));
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}
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static inline
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short _collision_circle_aabb(const object_t* circle, const object_t* aabb) {
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// generate a point on the edge of the rectangle that is closest to the circle
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const float bbminx = aabb->collider.aabb.x + aabb->sprite.x, bbmaxx = bbminx + aabb->collider.aabb.w,
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bbminy = aabb->collider.aabb.y + aabb->sprite.x, bbmaxy = bbminy + aabb->collider.aabb.h;
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const float cx = circle->sprite.x + circle->collider.circle.x,
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cy = circle->sprite.y + circle->collider.circle.y;
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const float x = fclampf(cx, bbminx, bbmaxx),
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y = fclampf(cy, bbminy, bbmaxy);
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const float dx = fabsf(cx - x), dy = fabsf(cy - y);
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// calculate the square distance from the centre of the circle to the edge of the aabb
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const float distsqr = dx*dx+dy*dy;
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const float rsqr = circle->collider.circle.radius*circle->collider.circle.radius;
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// return if the square distance is larger than the square of the radius
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return distsqr < rsqr;
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}
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static inline
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short _collision_check(const object_t* a, const object_t* b) {
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if(a->collider.type == COLLIDERTYPE_AABB && b->collider.type == COLLIDERTYPE_AABB) {
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return _collision_aabb_aabb(a, b);
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} else if(a->collider.type == COLLIDERTYPE_CIRCLE && b->collider.type == COLLIDERTYPE_CIRCLE) {
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return _collision_circle_circle(a, b);
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} else if(a->collider.type == COLLIDERTYPE_CIRCLE && b->collider.type == COLLIDERTYPE_AABB) {
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return _collision_circle_aabb(a, b);
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} else if(a->collider.type == COLLIDERTYPE_AABB && b->collider.type == COLLIDERTYPE_CIRCLE) {
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return _collision_circle_aabb(b, a);
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}
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return 0;
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}
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static inline
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short _can_collide(const object_t* object) {
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return object->active && object->enabled && object->collider.evt_collision != NULL;
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}
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void update_collision() {
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for(int outer = 0; outer < WORLD_NUM_OBJECTS; ++outer) {
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object_t* oobject = g_objects + outer;
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if(!_can_collide(oobject)) continue;
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for(int inner = 0; inner < WORLD_NUM_OBJECTS; ++inner) {
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object_t* iobject = g_objects + inner;
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if(!_can_collide(oobject)) continue;
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if(outer != inner && _collision_check(iobject, oobject)) {
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oobject->collider.evt_collision(oobject, iobject);
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iobject->collider.evt_collision(iobject, oobject);
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}
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}
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}
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}
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object_t* interpolate_move(object_t* object, float target_x, float target_y, float max_step_size) {
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// calculate step delta
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float dx = target_x - object->sprite.x, dy = target_y - object->sprite.y;
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// calculate direction x,y
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float m = sqrtf(dx*dx + dy*dy);
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dx /= m; dy /= m;
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dx *= max_step_size; dy *= max_step_size;
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// ensure this object would ever collide
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// if it wouldn't collide anyway, just set position
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if(_can_collide(object)) {
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object->sprite.x = target_x;
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object->sprite.y = target_y;
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return NULL;
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}
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/*
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* 1. check collision with every other object
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* 2. move towards target
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*/
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while(object->sprite.x != target_x || object->sprite.y != target_y) {
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for(int i = 0; i < WORLD_NUM_OBJECTS; ++i) {
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object_t* other = g_objects + i;
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if(!_can_collide(other)) continue;
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if(object != other && _collision_check(other, object)) {
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other->collider.evt_collision(other, object);
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object->collider.evt_collision(object, other);
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return other;
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}
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}
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// move towards target, snap to target if distance is too low
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float distx = fabsf(object->sprite.x - target_x), disty = fabsf(object->sprite.y - target_y);
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if(distx < fabsf(dx) && disty < fabsf(dy)) {
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object->sprite.x += dx; object->sprite.y += dy;
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} else {
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object->sprite.x = target_x;
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object->sprite.y = target_y;
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}
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}
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// no collision, return nothing
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return NULL;
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}
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@ -10,11 +10,33 @@ typedef struct object_t object_t;
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typedef void(*tick_fn)(struct object_t*);
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typedef void(*draw_fn)(struct object_t*);
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typedef void(*collided_fn)(struct object_t*, struct object_t*);
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typedef enum collider_type_t {
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COLLIDERTYPE_MIN,
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COLLIDERTYPE_NONE,
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COLLIDERTYPE_CIRCLE,
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COLLIDERTYPE_AABB,
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COLLIDERTYPE_MAX,
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} collider_type_t;
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typedef struct collider_t {
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collider_type_t type;
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collided_fn evt_collision;
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union {
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struct {
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float x, y;
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float radius;
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} circle;
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SDL_FRect aabb;
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};
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} collider_t;
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struct object_t {
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sprite_t sprite;
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int active; // 1 if this object is in use and should not be overriden
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int enabled; // 1 if this object's events should be triggered
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int active; // 1 if this object is in use and should not be overriden.
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int enabled; // 1 if this object's events should be triggered.
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collider_t collider; // the collider to use for this object's physics interaction.
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uintptr_t timer; // free to use for whatever
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@ -26,12 +48,19 @@ extern object_t g_objects[WORLD_NUM_OBJECTS];
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void world_clear();
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object_t* make_object();
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object_t* instantiate_object(const object_t* original);
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collider_t collider_default();
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void object_draw_sprite(object_t* object);
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void update_objects();
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void draw_objects();
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void update_collision();
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object_t* interpolate_move(object_t* object, float target_x, float target_y, float max_step_size);
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#endif /* _world_h */
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