230 lines
8.3 KiB
C
230 lines
8.3 KiB
C
// sprite routines
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// - rlyeh,
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//
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// credits: original lovely demo by rxi (MIT License).
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// see https://github.com/rxi/autobatch/tree/master/demo/cats
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#include "v4k.h"
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texture_t kids, catImage, shadowImage, inputs;
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int NUM_SPRITES = 100, NUM_SPRITES_CHANGED = 1;
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typedef struct Cat {
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int cat, flip;
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double x, y;
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double vx, vy;
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double animSpeed;
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double moveTimer;
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double elapsed;
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} Cat;
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void demo_cats() {
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static array(Cat) cats = 0;
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// init
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if( NUM_SPRITES_CHANGED ) {
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NUM_SPRITES_CHANGED = 0;
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array_resize(cats, NUM_SPRITES); int i = 0;
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for each_array_ptr(cats, Cat, c) {
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randset(i++);
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c->x = randf() * window_width();
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c->y = randf() * window_height();
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c->vx = c->vy = 0;
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c->cat = randi(0, 4);
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c->flip = randf() < 0.5;
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c->animSpeed = 0.8 + randf() * 0.3;
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c->moveTimer = 0;
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c->elapsed = 0;
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}
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}
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// move
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const float dt = 1/120.f;
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const int appw = window_width(), apph = window_height();
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enum { yscale = 1 };
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for( int i = 0; i < NUM_SPRITES; ++i ) {
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Cat *c = &cats[i];
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// Add velocity to position //and wrap to screen
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c->x += yscale * c->vx * dt; // % ;
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c->y += yscale * c->vy * dt; // % (int)window_height();
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if( c->x < 0 ) c->x += appw; else if( c->x > appw ) c->x -= appw;
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if( c->y < 0 ) c->y += apph; else if( c->y > apph ) c->y -= apph;
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// Faster animation if walking
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int boost = c->vx == 0 && c->vy == 0 ? 1 : 3;
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// Update elapsed time
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c->elapsed += dt * boost;
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// Update move timer -- if we hit zero then change or zero velocity
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c->moveTimer -= dt * boost;
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if (c->moveTimer < 0) {
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if (randf() < .2) {
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c->vx = (randf() * 2 - 1) * 30 * 2;
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c->vy = (randf() * 2 - 1) * 15 * 2;
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c->flip = c->vx < 0;
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} else {
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c->vx = c->vy = 0;
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}
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c->moveTimer = 1 + randf() * 5;
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}
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}
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// render
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uint32_t white = rgba(255,255,255,255);
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uint32_t alpha = rgba(255,255,255,255*0.6);
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for( int i = 0; i < NUM_SPRITES; ++i ) {
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Cat *c = &cats[i];
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// Get current animation frame (8x4 tilesheet)
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double e = c->elapsed * c->animSpeed;
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double frame_num = c->cat * 8 + floor( ((int)(e * 8)) % 4 );
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frame_num = c->vx != 0 || c->vy != 0 ? frame_num + 4 : frame_num;
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// Get x scale based on flip flag
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int xscale = yscale * (c->flip ? -1 : 1);
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// Draw
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float angle = 0; //fmod(window_time()*360/5, 360);
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float scale[2] = { 2*xscale, 2*yscale };
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float position[3] = { c->x,c->y,c->y }, no_offset[2] = {0,0}, spritesheet[3] = { frame_num,8,4 };
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sprite_sheet(catImage,
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spritesheet, // frame_number in a 8x4 spritesheet
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position, angle, // position(x,y,depth: sort by Y), angle
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no_offset, scale, // offset(x,y), scale(x,y)
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0,white,0 // is_additive, tint color, resolution independant
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);
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float position_neg_sort[3] = { c->x,c->y,-c->y }, offset[2] = {-1,5}, no_spritesheet[3] = {0,0,0};
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sprite_sheet(shadowImage,
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no_spritesheet, // no frame_number (0x0 spritesheet)
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position_neg_sort, angle, // position(x,y,depth: sort by Y), angle
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offset, scale, // offset(x,y), scale(x,y)
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0,alpha,0 // is_additive, tint color, resolution independant
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);
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}
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}
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void demo_kids() {
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static int angle; //++angle;
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static int *x, *y, *v;
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// init
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if( NUM_SPRITES_CHANGED ) {
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NUM_SPRITES_CHANGED = 0;
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y = (int*)REALLOC(y, 0 );
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x = (int*)REALLOC(x, NUM_SPRITES * sizeof(int) );
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y = (int*)REALLOC(y, NUM_SPRITES * sizeof(int) );
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v = (int*)REALLOC(v, NUM_SPRITES * sizeof(int) );
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for( int i = 0; i < NUM_SPRITES; ++i ) {
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randset(i);
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x[i] = randi(0, window_width());
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y[i] = randi(0, window_height());
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v[i] = randi(1, 3);
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}
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}
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// config
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const int appw = window_width(), apph = window_height();
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// move & render
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for( int i = 0; i < NUM_SPRITES; ++i ) {
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y[i] = (y[i] + v[i]) % (apph + 128);
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int col = ((x[i] / 10) % 4); // 4x4 tilesheet
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int row = ((y[i] / 10) % 4);
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int num_frame = col * 4 + row;
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float position[3] = {x[i],y[i],y[i]}, offset[2]={0,0}, scale[2]={1,1}, spritesheet[3]={num_frame,4,4};
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sprite_sheet(kids,
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spritesheet, // num_frame in a 4x4 spritesheet
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position, angle, // position(x,y,depth: sort by Y), angle
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offset, scale, // offset(x,y), scale(x,y)
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0, ~0u, 0 // is_additive, tint color, resolution independant
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);
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}
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}
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int main(int argc, char **argv) {
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window_create(75.f, 0);
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window_title("V4K - Sprite");
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// options
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int do_cats = 1;
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NUM_SPRITES = optioni("--num_sprites,-N", NUM_SPRITES);
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if(do_cats) NUM_SPRITES/=2; // cat-sprite+cat-shadow == 2 sprites
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// load sprites and sheets
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kids = texture( "spriteSheetExample.png", TEXTURE_LINEAR );
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catImage = texture( "cat.png", TEXTURE_LINEAR ); //
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shadowImage = texture( "cat-shadow.png", TEXTURE_LINEAR );
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inputs = texture( "prompts_tilemap_34x24_16x16x1.png", TEXTURE_LINEAR );
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// load all post fx files
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for(const char **list = file_list("./","fx**.fs"); *list; list++) {
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fx_load(*list);
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}
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// init camera (x,y) (z = zoom)
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camera_t cam = camera();
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cam.position = vec3(window_width()/2,window_height()/2,1);
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camera_enable(&cam);
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while(window_swap()) {
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if( input(KEY_F5)) window_reload();
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if( input(KEY_F11)) window_fullscreen( window_has_fullscreen() ^ 1);
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if( input(KEY_ESC) ) break;
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viewport_color3(vec3(0.4,0.4,0.4));
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// camera panning (x,y) & zooming (z)
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if( !ui_hover() && !ui_active() ) {
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if( input(MOUSE_L) ) cam.position.x -= input_diff(MOUSE_X);
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if( input(MOUSE_L) ) cam.position.y -= input_diff(MOUSE_Y);
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cam.position.z += input_diff(MOUSE_W) * 0.1; // cam.p.z += 0.001f; for tests
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}
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// apply post-fxs from here
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fx_begin();
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profile("Sprite batching") {
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if(do_cats) demo_cats(); else demo_kids();
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}
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// flush retained renderer, so we ensure the fbos are up to date before fx_end()
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profile("Sprite flushing") {
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sprite_flush();
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}
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// post-fxs end here
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fx_end();
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// draw pixel-art hud, 16x16 ui element, scaled and positioned in resolution-independant way
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{
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vec3 old_pos = camera_get_active()->position;
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sprite_flush();
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camera_get_active()->position = vec3(window_width()/2,window_height()/2,1);
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float zindex = window_height(); // large number, on top
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float spritesheet[3] = {17,34,24}, offset[2] = {0, - 2*absf(sin(window_time()*5))}; // sprite cell and animation
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float scale[2] = {3, 3}, tile_w = 16 * scale[0], tile_h = 16 * scale[1]; // scaling
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float position[3] = {window_width() - tile_w, window_height() - tile_h, zindex }; // position in screen-coordinates
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sprite_sheet(inputs, spritesheet, position, 0/*rotation*/, offset, scale, false/*is_additive*/, WHITE/*color*/, false/*resolution_independant*/);
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sprite_flush();
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camera_get_active()->position = old_pos;
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}
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if( ui_panel("Sprite", 0) ) {
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const char *labels[] = {"Kids","Cats"};
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if( ui_list("Sprite type", labels, countof(labels), &do_cats) ) NUM_SPRITES_CHANGED = 1;
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if( ui_int("Number of Sprites", &NUM_SPRITES) ) NUM_SPRITES_CHANGED = 1;
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if( ui_clampf("Zoom", &cam.position.z, 0.1, 10));
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ui_panel_end();
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}
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if( ui_panel("FX", 0) ) {
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for( int i = 0; i < 64; ++i ) {
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char *name = fx_name(i); if( !name ) break;
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bool b = fx_enabled(i);
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if( ui_bool(name, &b) ) fx_enable(i, fx_enabled(i) ^ 1);
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}
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ui_panel_end();
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}
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}
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}
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