244 lines
9.2 KiB
C
244 lines
9.2 KiB
C
static Camera2D render_camera;
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static float zoom_overlay_tran = 0.0f;
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static SpriteSheet main_sprite_sheet = { 0 };
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static struct nk_image main_sprite_sheet_nk = { 0 };
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static SpriteAnimation test_player_anim = { 0 };
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#define SURVIVAL_ANIM_DELAY (0.5f)
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#define CAM_OVERLAY_ZOOM_LEVEL 0.15f
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#define ALPHA(x) ColorAlpha(x, data->tran_time)
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float zpl_lerp(float,float,float);
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float zpl_to_degrees(float);
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void DrawNametag(const char* name, uint64_t key, entity_view *data, float x, float y) {
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float size = 16.f;
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float font_size = lerp(4.0f, 32.0f, 0.5f/(float)render_camera.zoom);
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float font_spacing = 1.1f;
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float title_bg_offset = 4;
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float fixed_title_offset = 8.f;
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float health = (data->hp / data->max_hp);
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const char *title = TextFormat("%s %llu", name, key);
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float title_w = MeasureTextEco(title, font_size, font_spacing);
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DrawRectangleEco(x-title_w/2.f-title_bg_offset/2.f, y-size-font_size-fixed_title_offset, title_w+title_bg_offset, font_size, ColorAlpha(BLACK, data->tran_time));
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DrawRectangleEco(x-title_w/2.f-title_bg_offset/2.f, y-size-fixed_title_offset, title_w*health+title_bg_offset, font_size*0.2f, ColorAlpha(RED, data->tran_time));
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DrawTextEco(title, x-title_w/2.f, y-size-font_size-fixed_title_offset, font_size, ColorAlpha(RAYWHITE, data->tran_time), font_spacing);
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}
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void renderer_draw_entry(uint64_t key, entity_view *data, game_world_render_entry* entry) {
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float size = 16.f;
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switch (data->kind) {
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case EKIND_CHUNK: {
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world_view *view = game_world_view_get_active();
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float size = (float)(view->chunk_size * WORLD_BLOCK_SIZE);
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float offset = 0.0;
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float x = data->x * size + offset;
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float y = data->y * size + offset;
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if (entry == NULL) {
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RenderTexture2D tex = GetChunkTexture(key);
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float scale = (size)/(float)(tex.texture.width);
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tex.texture.width *= (int32_t)scale;
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tex.texture.height *= (int32_t)scale;
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DrawTextureRec(tex.texture, (Rectangle){0, 0, size, -size}, (Vector2){x, y}, ColorAlpha(WHITE, data->tran_time));
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} else {
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DrawTextureRec(GetBlockImage(entry->blk_id), ASSET_SRC_RECT(), (Vector2){entry->x-(WORLD_BLOCK_SIZE/2), entry->y-(WORLD_BLOCK_SIZE/2)}, ColorAlpha(WHITE, data->tran_time));
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}
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}break;
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case EKIND_VEHICLE: {
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float x = data->x;
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float y = data->y;
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float const w = (float)(data->veh_kind == 0 ? 80 : data->veh_kind == 1 ? 120 : 135);
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float const h = 50;
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Color color = data->veh_kind == 0 ? RED : data->veh_kind == 1 ? GREEN : BLUE;
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DrawRectanglePro((Rectangle){x,y,w,h}, (Vector2){w/2.0f,h/2.0f}, zpl_to_degrees(data->heading), ColorAlpha(color, data->tran_time));
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}break;
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case EKIND_SPRITE:
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case EKIND_WEAPON: {
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float x = data->x;
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float y = data->y;
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DrawSpriteEco(&main_sprite_sheet, data->frame, x, y, 0.0f, 2.0f, WHITE);
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} break;
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case EKIND_DEVICE:{
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float x = data->x - 32.f;
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float y = data->y - 32.f;
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DrawTexturePro(GetSpriteTexture2D(assets_find(data->asset)), ASSET_SRC_RECT(), ASSET_DST_RECT(x,y), (Vector2){0.5f,0.5f}, 0.0f, ALPHA(WHITE));
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if (data->progress_active) {
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float w = 64.f;
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float h = 8.f;
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float p = data->progress_value;
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float x = data->x - w/2.f;
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float y = data->y - 32.f - h;
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DrawRectangleEco(x, y, w, h, ColorAlpha(BLACK, data->tran_time));
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DrawRectangleEco(x, y, w*p, h, ColorAlpha(GREEN, data->tran_time));
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}
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}break;
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case EKIND_DEMO_NPC: {
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float x = data->x;
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float y = data->y;
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DrawNametag("Demo", key, data, x, y);
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DrawCircleEco(x, y, size, ColorAlpha(BLUE, data->tran_time));
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}break;
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case EKIND_MONSTER: {
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float x = data->x;
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float y = data->y;
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//DrawCircleEco(x, y, size, ColorAlpha(PINK, data->tran_time));
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DrawTextureRec(GetSpriteTexture2D(assets_find(ASSET_MOB)), ASSET_SRC_RECT(), (Vector2){data->x-(WORLD_BLOCK_SIZE/2), data->y-(WORLD_BLOCK_SIZE/2)}, ColorAlpha(WHITE, data->tran_time));
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float health = (data->hp / data->max_hp);
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if (health < 1.0f) {
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DrawRectangleEco(x-32, y-48, 64, 8, ColorAlpha(BLACK, data->tran_time));
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DrawRectangleEco(x-32, y-48, 64*health, 8, ColorAlpha(RED, data->tran_time));
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}
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}break;
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case EKIND_PLAYER: {
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float x = data->x;
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float y = data->y;
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float health = (data->hp / data->max_hp);
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DrawNametag("Player", key, data, x, y-16);
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//DrawTextureRec(GetSpriteTexture2D(assets_find(ASSET_PLAYER)), ASSET_SRC_RECT(), (Vector2){data->x-(WORLD_BLOCK_SIZE/2), data->y-(WORLD_BLOCK_SIZE/2)}, ColorAlpha(WHITE, data->tran_time));
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//DrawCircleEco(x, y, size, ColorAlpha(YELLOW, data->tran_time));
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DrawSpriteEco(test_player_anim.spritesheet, TickSpriteAnimation(&test_player_anim), x, y, 0.0f, 2.0f, WHITE);
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//if (data->has_items && !data->inside_vehicle) {
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// float ix = data->x;
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// float iy = data->y;
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// if (data->items[data->selected_item].quantity > 0) {
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// asset_id it_kind = data->items[data->selected_item].kind;
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// uint32_t qty = data->items[data->selected_item].quantity;
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// DrawTexturePro(GetSpriteTexture2D(assets_find(it_kind)), ASSET_SRC_RECT(), ((Rectangle){ix, iy, 32, 32}), (Vector2){0.5f,0.5f}, 0.0f, ALPHA(WHITE));
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// }
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//}
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}break;
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case EKIND_ITEM: {
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float x = data->x - 32.f;
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float y = data->y - 32.f;
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DrawTexturePro(GetSpriteTexture2D(assets_find(data->asset)), ASSET_SRC_RECT(), ASSET_DST_RECT(x,y), (Vector2){0.5f,0.5f}, 0.0f, ALPHA(WHITE));
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if (data->quantity > 1) {
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DrawTextEco(zpl_bprintf("%d", data->quantity), x, y, 10, ALPHA(RAYWHITE), 0.0f);
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}
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if (data->durability < 1.0f) {
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DrawRectangleEco(x, y+32, 4, 32, BlendColor(RED, GREEN, data->durability));
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DrawRectangleEco(x, y+32, 4, 32*(1.0f-data->durability), ColorAlpha(BLACK, data->tran_time));
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}
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}break;
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default:break;
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}
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}
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void renderer_draw(void) {
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render_camera.offset = (Vector2){(float)(screenWidth >> 1), (float)(screenHeight >> 1)};
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render_camera.zoom = zpl_lerp(render_camera.zoom, target_zoom, GetFrameTime()*2.9978f);
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camera_update();
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camera game_camera = camera_get();
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render_camera.target = (Vector2){(float)game_camera.x, (float)game_camera.y};
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ClearBackground(GetColor(0x222034));
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BeginMode2D(render_camera);
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game_world_view_render_world();
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EndMode2D();
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}
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float renderer_zoom_get(void) {
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return render_camera.zoom;
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}
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void renderer_init(void) {
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render_camera.target = (Vector2){0.0f,0.0f};
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render_camera.offset = (Vector2){(float)(screenWidth >> 1), (float)(screenHeight >> 1)};
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render_camera.rotation = 0.0f;
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render_camera.zoom = 2.9f;
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// NOTE(zaklaus): Paint the screen before we load the game
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// TODO(zaklaus): Render a cool loading screen background maybe? :wink: :wink:
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BeginDrawing();
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ClearBackground(GetColor(0x222034));
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char const *loading_text = "zpl.eco2d is loading...";
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int text_w = MeasureText(loading_text, 120);
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DrawText(loading_text, GetScreenWidth()-text_w-15, GetScreenHeight()-135, 120, RAYWHITE);
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EndDrawing();
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blocks_setup();
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assets_setup();
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// NOTE(DavoSK): Init others spritesheets here
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main_sprite_sheet.texture = LoadTexture("art/gen/spritesheet.png");
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main_sprite_sheet.frameSize = (Vector2){ 32, 32 };
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main_sprite_sheet.framesPerRow = 64;
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main_sprite_sheet.origin = (Vector2){ 16, 16 };
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main_sprite_sheet_nk = TextureToNuklear(main_sprite_sheet.texture);
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test_player_anim.spritesheet = &main_sprite_sheet;
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test_player_anim.start = 135;
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test_player_anim.numFrames = 5;
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test_player_anim.tickDelay = SURVIVAL_ANIM_DELAY;
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}
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void renderer_shutdown(void) {
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blocks_destroy();
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assets_destroy();
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}
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void renderer_debug_draw(void) {
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BeginMode2D(render_camera);
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debug_draw_queue *que = debug_draw_samples();
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for (size_t i = 0; i < que->num_entries; i += 1) {
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debug_draw_entry *e = &que->entries[i];
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Color color = GetColor(e->color);
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switch (e->kind) {
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case DDRAW_LINE: {
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float x = e->a.x;
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float y = e->a.y;
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float x2 = e->b.x;
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float y2 = e->b.y;
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DrawLineV((Vector2){x, y}, (Vector2){x2, y2}, color);
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}break;
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case DDRAW_CIRCLE:{
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float x = e->a.x;
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float y = e->a.y;
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DrawCircleLinesEco(x, y, e->radius, color);
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}break;
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case DDRAW_RECT:{
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float x = e->bmin.x;
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float y = e->bmin.y;
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float w = e->bmax.x - e->bmin.x;
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float h = e->bmax.y - e->bmin.y;
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DrawRectangleLinesEco(x, y, w, h, color);
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}break;
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default: {
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}break;
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}
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}
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EndMode2D();
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}
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void renderer_draw_single(float x, float y, asset_id id, Color color) {
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BeginMode2D(render_camera);
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x -= 32.0f;
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y -= 32.0f;
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DrawTexturePro(GetSpriteTexture2D(assets_find(id)), ASSET_SRC_RECT(), ASSET_DST_RECT(x,y), (Vector2){0.5f,0.5f}, 0.0f, color);
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EndMode2D();
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}
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