Day 32 complete.
This commit is contained in:
+14
-7
@@ -152,7 +152,7 @@ static void CannonicalizeCoord(world *World, S32 TileCount,
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*Tile = TileCount + *Tile;
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*Tile = TileCount + *Tile;
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(*TileMap)--;
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(*TileMap)--;
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}
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}
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if(*Tile >= World->CountX) {
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if(*Tile >= TileCount) {
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*Tile = *Tile - TileCount;
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*Tile = *Tile - TileCount;
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(*TileMap)++;
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(*TileMap)++;
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}
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}
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@@ -163,9 +163,9 @@ static cannonical_position RecannonicalizePosition(world *World,
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{
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{
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cannonical_position Result = Pos;
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cannonical_position Result = Pos;
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CannonicalizeCoord(World, World->TileMapCountX,
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CannonicalizeCoord(World, World->CountX,
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&Result.TileMapX, &Result.TileX, &Result.TileRelX);
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&Result.TileMapX, &Result.TileX, &Result.TileRelX);
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CannonicalizeCoord(World, World->TileMapCountY,
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CannonicalizeCoord(World, World->CountY,
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&Result.TileMapY, &Result.TileY, &Result.TileRelY);
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&Result.TileMapY, &Result.TileY, &Result.TileRelY);
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return Result;
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return Result;
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@@ -312,8 +312,8 @@ void UpdateAndRender(thread_context *Thread, game_memory *Memory,
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dPlayerX = 1.0f;
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dPlayerX = 1.0f;
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}
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}
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dPlayerX *= 10.0f;
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dPlayerX *= 5.0f;
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dPlayerY *= 10.0f;
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dPlayerY *= 5.0f;
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NewPlayerP = GameState->PlayerP;
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NewPlayerP = GameState->PlayerP;
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NewPlayerP.TileRelX += Input->dtForFrame*dPlayerX;
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NewPlayerP.TileRelX += Input->dtForFrame*dPlayerX;
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@@ -349,6 +349,13 @@ void UpdateAndRender(thread_context *Thread, game_memory *Memory,
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if(TileID) {
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if(TileID) {
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Gray = 1.0f;
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Gray = 1.0f;
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}
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}
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if((Column == GameState->PlayerP.TileX) &&
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(Row == GameState->PlayerP.TileY))
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{
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Gray = 0.0f;
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}
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MinX = World.UpperLeftX +
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MinX = World.UpperLeftX +
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(F32)(Column) * (F32)World.TileSideInPixels;
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(F32)(Column) * (F32)World.TileSideInPixels;
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MinY =
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MinY =
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@@ -366,12 +373,12 @@ void UpdateAndRender(thread_context *Thread, game_memory *Memory,
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(F32)World.TileSideInPixels*(F32)GameState->PlayerP.TileX +
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(F32)World.TileSideInPixels*(F32)GameState->PlayerP.TileX +
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(F32)GameState->PlayerP.TileX +
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(F32)GameState->PlayerP.TileX +
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World.MetersToPixels*GameState->PlayerP.TileRelX -
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World.MetersToPixels*GameState->PlayerP.TileRelX -
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0.5f*PlayerWidth;
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0.5f*World.MetersToPixels*PlayerWidth;
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PlayerTop = World.UpperLeftY +
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PlayerTop = World.UpperLeftY +
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(F32)World.TileSideInPixels*(F32)GameState->PlayerP.TileY +
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(F32)World.TileSideInPixels*(F32)GameState->PlayerP.TileY +
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(F32)GameState->PlayerP.TileY +
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(F32)GameState->PlayerP.TileY +
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World.MetersToPixels*GameState->PlayerP.TileRelY -
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World.MetersToPixels*GameState->PlayerP.TileRelY -
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PlayerHeight;
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World.MetersToPixels*PlayerHeight;
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DrawRectangle(Buffer,
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DrawRectangle(Buffer,
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PlayerLeft, PlayerTop,
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PlayerLeft, PlayerTop,
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PlayerLeft + World.MetersToPixels*PlayerWidth,
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PlayerLeft + World.MetersToPixels*PlayerWidth,
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