2023-11-19 12:07:28 +00:00
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// full controller demo: anims, input, collide; @todo: gamepad, input opts, easing on hits, notify on gamepad connect
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// - rlyeh, public domain.
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//
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// Compile with:
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// `make demos\99-controller.c` (windows)
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// `sh MAKE.bat demos/99-controller.c` (linux, osx)
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#include "v4k.h"
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int main() {
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// 75% window, MSAAx2 flag
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window_create(75, WINDOW_MSAA2);
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// fx: load all post fx files in all subdirs
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fx_load("fx**.fs");
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// create a camera
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camera_t cam = camera();
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camera_enable(&cam);
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// config 3d model #1
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model_t witch = model("witch/witch.obj", 0);
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2024-08-24 09:49:16 +00:00
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model_set_texture(&witch, texture("witch/witch_diffuse.tga.png", 0));
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2023-11-19 12:07:28 +00:00
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mat44 witch_pivot; vec3 witch_p = {-5,0,-5}, witch_r={-180,180,0}, witch_s={0.1,-0.1,0.1};
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// config 3d model #2
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model_t girl = model("kgirl/kgirls01.fbx", 0);
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2024-09-03 13:18:39 +00:00
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mat44 girl_pivot; vec3 girl_p = {0,0,0}, girl_r = {0,90,0}, girl_s = {2,2,2};
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2023-11-19 12:07:28 +00:00
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// skybox
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skybox_t sky = skybox("cubemaps/stardust", 0);
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// BGM
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audio_play( audio_stream("waterworld-map.fur"), 0 );
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// editor loop
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while( window_swap() ) {
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// game camera
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profile("Game.Camera") {
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camera_t *cam = camera_get_active();
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static vec3 source;
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do_once source = cam->position;
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vec3 target = add3(girl_p, vec3(0,10,0));
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target = add3(target, scale3(norm3(sub3(source, target)), 10.0));
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source = mix3(source, target, 1-0.99f);
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camera_teleport(cam, source);
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camera_lookat(cam, vec3(girl_p.x,0,girl_p.z));
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}
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// render begin (postfx)
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fx_begin();
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// skybox
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skybox_render(&sky, cam.proj, cam.view);
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// world
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ddraw_grid(0);
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ddraw_flush();
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// models
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compose44(girl.pivot, girl_p, eulerq(girl_r), girl_s);
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model_render(girl, cam.proj, cam.view, girl.pivot, 0);
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2024-08-19 09:20:23 +00:00
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// compose44(witch.pivot, witch_p, eulerq(witch_r), witch_s);
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// model_render(witch, cam.proj, cam.view, witch.pivot, 0);
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2023-11-19 12:07:28 +00:00
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// render end (postfx)
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fx_end();
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// input controllers
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double GAME_JUMP_DOWN = input_down(KEY_Z);
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double GAME_FIRE_DOWN = input_down(KEY_X);
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double GAME_JUMP = input(KEY_Z);
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double GAME_FIRE = input(KEY_X);
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double GAME_LEFT = input(KEY_J);
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double GAME_RIGHT = input(KEY_L);
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double GAME_UP = input(KEY_I);
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double GAME_DOWN = input(KEY_K);
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double GAME_AXISX = input(KEY_L) - input(KEY_J);
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double GAME_AXISY = input(KEY_I) - input(KEY_K);
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if( !input_anykey() ) {
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if( input(GAMEPAD_CONNECTED) ) {
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vec2 filtered_lpad = input_filter_deadzone(input2(GAMEPAD_LPAD), 0.15f /*15% deadzone*/);
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GAME_JUMP_DOWN = input_down(GAMEPAD_A);
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GAME_FIRE_DOWN = input_down(GAMEPAD_B) || input_down(GAMEPAD_X) || input_down(GAMEPAD_Y);
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GAME_JUMP = input(GAMEPAD_A);
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GAME_FIRE = input(GAMEPAD_B) || input(GAMEPAD_X) || input(GAMEPAD_Y);
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GAME_AXISX = filtered_lpad.x;
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GAME_AXISY = filtered_lpad.y;
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}
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}
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// animation controllers
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profile("Game.Animate scene") if( !window_has_pause() ) {
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float delta = window_delta() * 30; // 30fps anim
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// animate girl
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girl.curframe = model_animate(girl, girl.curframe + delta);
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// jump controller: jump duration=1.5s, jump height=6 units, anims (expo->circ)
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float jump_delta = 1.0;
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static double jump_timer = 0, jump_ss = 1.5, jump_h = 6;
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if( GAME_JUMP_DOWN ) if( jump_timer == 0 ) jump_timer = time_ss();
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jump_delta = clampf(time_ss() - jump_timer, 0, jump_ss) * (1.0/jump_ss);
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if( jump_delta >= 1 ) { jump_timer = 0; }
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float y = ease_ping_pong( jump_delta, EASE_OUT|EASE_EXPO, EASE_OUT|EASE_CIRC);
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girl_p.y = y * jump_h;
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// punch controller
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float punch_delta = 1;
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if( jump_delta >= 1 ) {
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static vec3 origin;
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static double punch_timer = 0, punch_ss = 0.5;
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if( GAME_FIRE_DOWN ) if( punch_timer == 0 ) punch_timer = time_ss(), origin = girl_p;
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punch_delta = clampf(time_ss() - punch_timer, 0, punch_ss) * (1.0/punch_ss);
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if( punch_delta >= 1 ) { punch_timer = 0; }
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else {
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float x = ease_out_expo( punch_delta );
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vec3 fwd = rotate3q(vec3(0,0,1), eulerq(vec3(girl_r.x - 170,girl_r.y,girl_r.z)));
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vec3 mix = mix3(girl_p, add3(origin,scale3(fwd,x*2)), x);
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girl_p.x = mix.x, girl_p.z = mix.z;
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}
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}
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int modern_controller = 1;
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int running = 0;
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// girl controller
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// locomotion vars
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float speed = 0.2f * delta;
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float yaw_boost = GAME_AXISY > 0 ? 1.0 : 1.75;
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if(punch_delta < 1) yaw_boost = 0.0; // if firing...
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else if(punch_delta <= 0.1) yaw_boost = 4.0; // unless initial punch chaining, extra yaw
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// old fashioned locomotion controller (boat controller)
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if(!modern_controller) {
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running = GAME_AXISY > 0;
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girl_r.x -= 170;
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quat q = eulerq(girl_r); // += custom.pivot
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vec3 rgt = rotate3q(vec3(1,0,0), q);
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vec3 up = rotate3q(vec3(0,1,0), q);
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vec3 fwd = rotate3q(vec3(0,0,1), q);
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vec3 dir = scale3(fwd, speed * GAME_AXISY * (GAME_AXISY > 0 ? 2.0 : 0.5));
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girl_r.x += speed * 20.0 * yaw_boost * GAME_AXISX; // yaw
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girl_p = add3(girl_p, dir);
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girl_r.x += 170;
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}
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// modern locomotion controller (mario 3d)
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if(modern_controller) {
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running = GAME_AXISX != 0 || GAME_AXISY != 0;
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camera_t *cam = camera_get_active();
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vec3 fwd = sub3(girl_p, cam->position); fwd.y = 0; fwd = norm3(fwd);
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vec3 rgt = norm3(cross3(fwd, vec3(0,1,0)));
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// target
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vec3 dir = add3(
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scale3(fwd, GAME_AXISY),
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scale3(rgt, GAME_AXISX)
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); dir.y = 0; dir = norm3(dir);
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// smoothing
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static vec3 olddir; do_once olddir = dir;
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dir = mix3(dir, olddir, 1 - (yaw_boost / 4.0) * 0.85);
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olddir = dir;
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// vis
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// ddraw_arrow(girl_p, add3(girl_p,scale3(dir,10)));
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// apply direction
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girl_p = add3(girl_p, scale3(dir, speed * 2));
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// apply rotation
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{
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2024-09-03 13:18:39 +00:00
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girl_r.y -= 90;
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2023-11-19 12:07:28 +00:00
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quat q = eulerq(girl_r);
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vec3 fwdg = rotate3q(vec3(0,0,1), q);
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2024-09-03 13:18:39 +00:00
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girl_r.y += 90;
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2023-11-19 12:07:28 +00:00
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//float cosAngle = dot3(dir,fwdg);
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//float angle = acos(cosAngle) * TO_DEG;
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float angle = TO_DEG * ( atan2(fwdg.z, fwdg.x) - atan2(dir.z, dir.x));
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if( !isnan(angle) ) {
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girl_r.x -= angle;
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while(girl_r.x> 180) girl_r.x-=360;
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while(girl_r.x<-180) girl_r.x+=360;
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}
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}
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}
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// anim loops
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if( jump_delta < 1 ) { // jump/kick anim
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#if 0
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girl.curframe = clampf(girl.curframe, 184, 202);
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if( girl.curframe > 202-4 && GAME_FIRE_DOWN ) girl.curframe = 184+4;
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#else
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#define loopf(frame, min, max) (frame < min ? min : frame > max ? min + frame - max : frame)
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if(girl.curframe >= 203)
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girl.curframe = loopf(girl.curframe, 203, 220);
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else
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girl.curframe = clampf(girl.curframe, 184, 202);
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if( girl.curframe > 202-4 && girl.curframe < 208 && GAME_FIRE_DOWN ) girl.curframe = 203;
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#endif
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}
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else if( punch_delta < 1 ) { // punch anim
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girl.curframe = clampf(girl.curframe, 90, 101);
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if( girl.curframe > 101-6 && GAME_FIRE_DOWN ) girl.curframe = 101-6;
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}
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else if( running ) {
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// loop running anim
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if( girl.curframe < 65 ) girl.curframe = 65;
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if( girl.curframe > 85 ) girl.curframe = 65;
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}
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else { // loop idle anim
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if( girl.curframe > 59 ) girl.curframe = 0;
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}
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}
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// Game collisions
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profile("Game.collisions") {
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bool punching = girl.curframe >= 90 && girl.curframe < 101;
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bool air_kicking = girl.curframe >= 184 && girl.curframe < 202;
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bool jump_kicking = girl.curframe >= 203 && girl.curframe < 220;
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bool attacking = punching || air_kicking || jump_kicking;
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if( attacking ) {
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aabb boxg = model_aabb(girl, girl_pivot);
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aabb boxw = model_aabb(witch, witch_pivot);
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#if 0 // halve aabb. ok
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{
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vec3 diag = sub3(boxg.max, boxg.min);
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vec3 halve = scale3(diag, 0.25);
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vec3 center = scale3(add3(boxg.min, boxg.max), 0.5);
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boxg.min = sub3(center, halve);
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boxg.max = add3(center, halve);
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}
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#endif
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hit* h = aabb_hit_aabb(boxg, boxw);
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if( h && GAME_FIRE ) {
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vec3 dir = norm3(sub3(witch_p, girl_p));
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witch_p = add3(witch_p, mul3(dir,vec3(1,0,1)));
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}
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}
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}
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// ui
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if( ui_panel("Input", 0) ) { // @todo: showcase input binding
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ui_section("Controllers");
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ui_label("Gamepad #1");
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ui_label("Keys I/J/K/L + Z/X");
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ui_panel_end();
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}
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}
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}
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// vec2 do_gamepad_polarity = vec2(+1,+1);
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// vec2 do_gamepad_sensitivity = vec2(0.1f,0.1f);
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// vec2 do_mouse_polarity = vec2(+1,-1);
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// vec2 do_mouse_sensitivity = vec2(0.2f,0.2f);
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// float do_gamepad_deadzone = 0.15f;//
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//
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// if(ui_separator()) {}
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// if(ui_slider("Gamepad deadzone", &do_gamepad_deadzone)) {}
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// if(ui_float2("Gamepad polarity", do_gamepad_polarity.v2)) {}
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// if(ui_float2("Gamepad sensitivity", do_gamepad_sensitivity.v2)) {}
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// if(ui_separator()) {}
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// if(ui_float2("Mouse polarity", do_mouse_polarity.v2)) {}
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// if(ui_float2("Mouse sensitivity", do_mouse_sensitivity.v2)) {}//
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