Comply with ansi C and clean up.

This commit is contained in:
2026-07-15 13:26:36 -07:00
parent ffc4310646
commit a829ac8647
7 changed files with 465 additions and 291 deletions
+247 -154
View File
@@ -49,7 +49,8 @@ static void ClearBackground(struct game_offscreen_buffer *Buffer)
int Width = Buffer->Width;
int Height = Buffer->Height;
for(int X = 0; X < Width * Height; X++) {
int X;
for(X = 0; X < Width * Height; X++) {
unsigned int *Pixel = &((unsigned int *)Buffer->Memory)[X];
*Pixel = 0xFFFFFF;
}
@@ -59,13 +60,24 @@ static void DrawRectangle(struct game_offscreen_buffer *Buffer,
struct v2 vMin, struct v2 vMax,
float R, float G, float B)
{
int MinX = RoundFloatToInt(vMin.X);
int MinY = RoundFloatToInt(vMin.Y);
int MaxX = RoundFloatToInt(vMax.X);
int MaxY = RoundFloatToInt(vMax.Y);
int Y, X;
int Width = Buffer->Width;
int Height = Buffer->Height;
int Width, Height;
int MinX, MinY, MaxX, MaxY;
unsigned int Color;
unsigned char *Row;
unsigned int *Pixel;
MinX = RoundFloatToInt(vMin.X);
MinY = RoundFloatToInt(vMin.Y);
MaxX = RoundFloatToInt(vMax.X);
MaxY = RoundFloatToInt(vMax.Y);
Width = Buffer->Width;
Height = Buffer->Height;
if(MinX < 0)
MinX = 0;
@@ -80,16 +92,16 @@ static void DrawRectangle(struct game_offscreen_buffer *Buffer,
/*unsigned int Color = (unsigned int)((RoundFloatToInt(R * 255.0f) << 16) |
(RoundFloatToInt(G * 255.0f) << 8) |
(RoundFloatToInt(B * 255.0f) << 0));*/
unsigned int Color = (unsigned int)((RoundFloatToInt(255.0f) << 24) |
(RoundFloatToInt(R * 255.0f) << 16) |
(RoundFloatToInt(G * 255.0f) << 8) |
(RoundFloatToInt(B * 255.0f) << 0));
Color = (unsigned int)((RoundFloatToInt(255.0f) << 24) |
(RoundFloatToInt(R * 255.0f) << 16) |
(RoundFloatToInt(G * 255.0f) << 8) |
(RoundFloatToInt(B * 255.0f) << 0));
unsigned char *Row = ((unsigned char *)Buffer->Memory +
MinX*Buffer->BytesPerPixel + MinY*Buffer->Pitch);
for(int Y = MinY; Y < MaxY; Y++) {
unsigned int *Pixel = (unsigned int *)Row;
for(int X = MinX; X < MaxX; X++) {
Row = ((unsigned char *)Buffer->Memory + MinX*Buffer->BytesPerPixel +
MinY*Buffer->Pitch);
for(Y = MinY; Y < MaxY; Y++) {
Pixel = (unsigned int *)Row;
for(X = MinX; X < MaxX; X++) {
*(unsigned int *)Pixel = Color;
Pixel++;
}
@@ -101,24 +113,35 @@ static void DrawBitmap(struct game_offscreen_buffer *Buffer,
struct loaded_bitmap *Bitmap,
float RelX, float RelY, int AlignX, int AlignY)
{
int MinX, MinY, MaxX, MaxY;
int Width, Height;
int SourceOffsetX, SourceOffsetY;
unsigned int *SourceRow;
unsigned char *DestRow;
int Y, X;
RelX -= (float)AlignX;
RelY -= (float)AlignY;
int MinX = RoundFloatToInt(RelX);
int MinY = RoundFloatToInt(RelY);
int MaxX = RoundFloatToInt(RelX + (float)Bitmap->Width);
int MaxY = RoundFloatToInt(RelY + (float)Bitmap->Height);
MinX = RoundFloatToInt(RelX);
MinY = RoundFloatToInt(RelY);
MaxX = RoundFloatToInt(RelX + (float)Bitmap->Width);
MaxY = RoundFloatToInt(RelY + (float)Bitmap->Height);
int Width = Buffer->Width;
int Height = Buffer->Height;
Width = Buffer->Width;
Height = Buffer->Height;
int SourceOffsetX = 0;
SourceOffsetX = 0;
if(MinX < 0) {
SourceOffsetX = -MinX;
MinX = 0;
}
int SourceOffsetY = 0;
SourceOffsetY = 0;
if(MinY < 0) {
SourceOffsetY = -MinY;
MinY = 0;
@@ -129,15 +152,15 @@ static void DrawBitmap(struct game_offscreen_buffer *Buffer,
if(MaxY > Height)
MaxY = Height;
unsigned int *SourceRow =
SourceRow =
Bitmap->Pixels + Bitmap->Width*(Bitmap->Height - 1);
SourceRow += -Bitmap->Width*SourceOffsetY + SourceOffsetX;
unsigned char *DestRow = ((unsigned char *)Buffer->Memory +
DestRow = ((unsigned char *)Buffer->Memory +
MinX*Buffer->BytesPerPixel + MinY*Buffer->Pitch);
for(int Y = MinY; Y < MaxY; Y++) {
for(Y = MinY; Y < MaxY; Y++) {
unsigned int *Dest = (unsigned int *)DestRow;
unsigned int *Source = SourceRow;
for(int X = MinX; X < MaxX; X++) {
for(X = MinX; X < MaxX; X++) {
float SA = (float)((*Source >> 24) & 0xFF);
float SR = (float)((*Source >> 16) & 0xFF);
float SG = (float)((*Source >> 8) & 0xFF);
@@ -149,7 +172,7 @@ static void DrawBitmap(struct game_offscreen_buffer *Buffer,
float A = SA / 255.0f;
// TODO: This should be replaced by premultiplied alpha.
/* TODO: This should be replaced by premultiplied alpha. */
float R = (1.0f-A)*DR + A*SR;
float G = (1.0f-A)*DG + A*SG;
float B = (1.0f-A)*DB + A*SB;
@@ -198,47 +221,56 @@ static struct loaded_bitmap DEBUGLoadBMP(struct thread_context *Thread,
const char *), char *FileName)
{
struct loaded_bitmap Result;
struct debug_read_file_result ReadResult;
memset(&Result, 0, sizeof(Result));
struct debug_read_file_result ReadResult =
DEBUGPlatformReadEntireFile(Thread, FileName);
ReadResult = DEBUGPlatformReadEntireFile(Thread, FileName);
if(ReadResult.ContentsSize > 0) {
struct bitmap_header *Header =
(struct bitmap_header *)ReadResult.Contents;
struct bitmap_header *Header;
unsigned int *Pixels =
(unsigned int *)((unsigned char *)ReadResult.Contents +
Header->BitmapOffset);
unsigned int *Pixels;
unsigned int RedMask, GreenMask, BlueMask, AlphaMask;
struct bit_scan_result RedShift, GreenShift,
BlueShift, AlphaShift;
unsigned int *SourceDest;
int X, Y;
Header = (struct bitmap_header *)ReadResult.Contents;
Pixels = (unsigned int *)((unsigned char *)ReadResult.Contents +
Header->BitmapOffset);
Result.Pixels = Pixels;
Result.Width = Header->Width;
Result.Height = Header->Height;
ASSERT(Header->Compression == 3);
// NOTE: The byte order in memory is determined by the Header.
/* NOTE: The byte order in memory is determined by the Header. */
unsigned int RedMask = Header->RedMask;
unsigned int GreenMask = Header->GreenMask;
unsigned int BlueMask = Header->BlueMask;
unsigned int AlphaMask = ~(RedMask | GreenMask | BlueMask);
RedMask = Header->RedMask;
GreenMask = Header->GreenMask;
BlueMask = Header->BlueMask;
AlphaMask = ~(RedMask | GreenMask | BlueMask);
struct bit_scan_result RedShift =
FindLeastSignificantSetBit(RedMask);
struct bit_scan_result GreenShift =
FindLeastSignificantSetBit(GreenMask);
struct bit_scan_result BlueShift =
FindLeastSignificantSetBit(BlueMask);
struct bit_scan_result AlphaShift =
FindLeastSignificantSetBit(AlphaMask);
RedShift = FindLeastSignificantSetBit(RedMask);
GreenShift = FindLeastSignificantSetBit(GreenMask);
BlueShift = FindLeastSignificantSetBit(BlueMask);
AlphaShift = FindLeastSignificantSetBit(AlphaMask);
ASSERT(RedShift.Found);
ASSERT(GreenShift.Found);
ASSERT(BlueShift.Found);
ASSERT(AlphaShift.Found);
unsigned int *SourceDest = Pixels;
for(int Y = 0; Y < Header->Height; Y++) {
for(int X = 0; X < Header->Width; X++) {
SourceDest = Pixels;
for(Y = 0; Y < Header->Height; Y++) {
for(X = 0; X < Header->Width; X++) {
unsigned int C = *SourceDest;
*SourceDest = ((((C >> AlphaShift.Index) & 0xFF) << 24) |
@@ -279,9 +311,10 @@ static void InitializePlayer(struct entity *Entity)
static unsigned int AddEntity(struct game_state *GameState)
{
unsigned int EntityIndex = ++GameState->EntityCount;
struct entity *Entity;
ASSERT(GameState->EntityCount < ARRAY_SIZE(GameState->Entities));
struct entity *Entity = &GameState->Entities[EntityIndex];
Entity = &GameState->Entities[EntityIndex];
memset(Entity, 0, sizeof(struct entity));
return EntityIndex;
@@ -290,38 +323,48 @@ static unsigned int AddEntity(struct game_state *GameState)
static void MovePlayer(struct game_state *GameState,
struct entity *Entity, float dt, struct v2 ddPlayer)
{
struct tile_map *TileMap = GameState->World->TileMap;
struct tile_map *TileMap;
float PlayerSpeed;
struct tile_map_position OldPlayerP, NewPlayerP;
struct v2 PlayerDelta;
TileMap = GameState->World->TileMap;
if((ddPlayer.X != 0.0f) && (ddPlayer.Y != 0.0f))
ddPlayer = V2Multiply(0.7071067811865475244f, ddPlayer);
float PlayerSpeed = 10.0f;
PlayerSpeed = 10.0f;
ddPlayer = V2Multiply(PlayerSpeed, ddPlayer);
ddPlayer = V2Add(ddPlayer, V2Unary(V2Multiply(1.5f, Entity->dP)));
struct tile_map_position OldPlayerP = Entity->P;
struct tile_map_position NewPlayerP = OldPlayerP;
struct v2 PlayerDelta = V2Add(V2Multiply(0.5f, V2Multiply(Square(dt),
ddPlayer)),
V2Multiply(dt, Entity->dP));
OldPlayerP = Entity->P;
NewPlayerP = OldPlayerP;
PlayerDelta = V2Add(V2Multiply(0.5f, V2Multiply(Square(dt), ddPlayer)),
V2Multiply(dt, Entity->dP));
NewPlayerP.Offset = V2Add(PlayerDelta, NewPlayerP.Offset);
Entity->dP = V2Add(V2Multiply(dt, ddPlayer), Entity->dP);
NewPlayerP = RecannonicalizePosition(TileMap, NewPlayerP);
{
#if 1
struct tile_map_position PlayerLeft;
struct tile_map_position PlayerLeft, PlayerRight;
int Collided;
struct tile_map_position ColP;
PlayerLeft = NewPlayerP;
PlayerLeft.Offset.X -= 0.5f*Entity->Width;
PlayerLeft = RecannonicalizePosition(TileMap, PlayerLeft);
struct tile_map_position PlayerRight;
PlayerRight = NewPlayerP;
PlayerRight.Offset.X += 0.5f*Entity->Width;
PlayerRight = RecannonicalizePosition(TileMap, PlayerRight);
int Collided = 0;
struct tile_map_position ColP;
Collided = 0;
memset(&ColP, 0, sizeof(ColP));
if(!IsTileMapPointEmpty(TileMap, NewPlayerP)) {
ColP = NewPlayerP;
@@ -339,16 +382,20 @@ static void MovePlayer(struct game_state *GameState,
if(Collided) {
struct v2 r = { 0, 0 };
if(ColP.AbsTileX < Entity->P.AbsTileX) {
r = (struct v2){ 1, 0 };
r.X = 1;
r.Y = 0;
}
if(ColP.AbsTileX > Entity->P.AbsTileX) {
r = (struct v2){ -1, 0 };
r.X = -1;
r.Y = 0;
}
if(ColP.AbsTileY < Entity->P.AbsTileY) {
r = (struct v2){ 0, 1 };
r.X = 0;
r.Y = 1;
}
if(ColP.AbsTileY > Entity->P.AbsTileY) {
r = (struct v2){ 0, -1 };
r.X = 0;
r.Y = -1;
}
Entity->dP = V2Subtract(Entity->dP,
@@ -393,6 +440,7 @@ static void MovePlayer(struct game_state *GameState,
}
}
#endif
}
if(!AreOnSameTile(&OldPlayerP, &Entity->P)) {
unsigned int NewTileValue = GetTileValueByPos(TileMap, Entity->P);
@@ -424,16 +472,49 @@ void UpdateAndRender(struct thread_context *Thread,
struct game_offscreen_buffer *Buffer,
struct game_sound_output_buffer *SoundBuffer)
{
ASSERT((&Input->Controllers[0].Terminator -
&Input->Controllers[0].Buttons[0]) ==
ARRAY_SIZE(Input->Controllers[0].Buttons));
ASSERT(sizeof(struct game_state) <= Memory->PermanentStorageSize);
struct game_state *GameState;
struct world *World;
struct tile_map *TileMap;
int TileSideInPixels;
float MetersToPixels;
unsigned int ControllerIndex;
struct entity *CameraFollowingEntity;
float ScreenCenterX, ScreenCenterY;
int RelRow, RelColumn;
struct entity *Entity;
unsigned int EntityIndex;
ASSERT((&Input->Controllers[0].u.s.Terminator -
&Input->Controllers[0].u.Buttons[0]) ==
ARRAY_SIZE(Input->Controllers[0].u.Buttons));
ASSERT(sizeof(struct game_state) <= Memory->PermanentStorageSize);
GameState = (struct game_state *)Memory->PermanentStorage;
if(!Memory->IsInitialized) {
// NOTE: Reserve entity slot 0 for null entity
struct hero_bitmaps *Bitmap;
struct world *World;
struct tile_map *TileMap;
unsigned int RandomNumberIndex;
unsigned int TilesPerWidth, TilesPerHeight;
unsigned int ScreenX, ScreenY;
unsigned int AbsTileZ;
int DoorTop, DoorBottom, DoorLeft, DoorRight, DoorUp, DoorDown;
unsigned int ScreenIndex;
/* NOTE: Reserve entity slot 0 for null entity */
AddEntity(GameState);
GameState->rect_pos.X = 0.0f;
@@ -464,8 +545,6 @@ void UpdateAndRender(struct thread_context *Thread,
GameState->Backdrop = DEBUGLoadBMP(Thread,
Memory->DEBUGPlatformReadEntireFile, "data/test_background.bmp");
struct hero_bitmaps *Bitmap;
Bitmap = &GameState->HeroBitmaps[0];
Bitmap->AlignX = 72;
Bitmap->AlignY = 182;
@@ -527,10 +606,10 @@ void UpdateAndRender(struct thread_context *Thread,
sizeof(struct game_state));
GameState->World = PUSH_STRUCT(&GameState->WorldArena, struct world);
struct world *World = GameState->World;
World = GameState->World;
World->TileMap = PUSH_STRUCT(&GameState->WorldArena, struct tile_map);
struct tile_map *TileMap = World->TileMap;
TileMap = World->TileMap;
TileMap->ChunkShift = 4;
TileMap->ChunkMask = (1 << TileMap->ChunkShift) - 1;
@@ -547,33 +626,39 @@ void UpdateAndRender(struct thread_context *Thread,
TileMap->TileSideInMeters = 1.4f;
unsigned int RandomNumberIndex = 0;
RandomNumberIndex = 0;
unsigned int TilesPerWidth = 17;
unsigned int TilesPerHeight = 9;
unsigned int ScreenX = 0;
unsigned int ScreenY = 0;
TilesPerWidth = 17;
TilesPerHeight = 9;
ScreenX = 0;
ScreenY = 0;
unsigned int AbsTileZ = 0;
AbsTileZ = 0;
int DoorTop = 0;
int DoorBottom = 0;
int DoorLeft = 0;
int DoorRight = 0;
int DoorUp = 0;
int DoorDown = 0;
for(unsigned int ScreenIndex = 0; ScreenIndex < 100; ScreenIndex++) {
ASSERT(RandomNumberIndex < ARRAY_SIZE(RandomNumberTable));
DoorTop = 0;
DoorBottom = 0;
DoorLeft = 0;
DoorRight = 0;
DoorUp = 0;
DoorDown = 0;
for(ScreenIndex = 0; ScreenIndex < 100; ScreenIndex++) {
/* TODO: Random number generator. */
unsigned int RandomChoice;
int CreatedZDoor;
unsigned int TileY, TileX;
ASSERT(RandomNumberIndex < ARRAY_SIZE(RandomNumberTable));
if(DoorUp || DoorDown) {
RandomChoice = RandomNumberTable[RandomNumberIndex++] % 2;
} else {
RandomChoice = RandomNumberTable[RandomNumberIndex++] % 3;
}
int CreatedZDoor = 0;
CreatedZDoor = 0;
if(RandomChoice == 2) {
CreatedZDoor = 1;
@@ -589,14 +674,8 @@ void UpdateAndRender(struct thread_context *Thread,
DoorTop = 1;
}
for(unsigned int TileY = 0;
TileY < TilesPerHeight;
TileY++)
{
for(unsigned int TileX = 0;
TileX < TilesPerWidth;
TileX++)
{
for(TileY = 0; TileY < TilesPerHeight; TileY++) {
for(TileX = 0; TileX < TilesPerWidth; TileX++) {
unsigned int AbsTileX = ScreenX * TilesPerWidth + TileX;
unsigned int AbsTileY = ScreenY * TilesPerHeight + TileY;
@@ -669,58 +748,56 @@ void UpdateAndRender(struct thread_context *Thread,
Memory->IsInitialized = 1;
}
struct world *World = GameState->World;
struct tile_map *TileMap = World->TileMap;
World = GameState->World;
TileMap = World->TileMap;
int TileSideInPixels = 60;
float MetersToPixels =
(float)TileSideInPixels / TileMap->TileSideInMeters;
TileSideInPixels = 60;
MetersToPixels = (float)TileSideInPixels / TileMap->TileSideInMeters;
for(unsigned int ControllerIndex = 0;
for(ControllerIndex = 0;
ControllerIndex < ARRAY_SIZE(Input->Controllers);
ControllerIndex++)
{
struct game_controller_input *Controller =
GetController(Input, ControllerIndex);
struct entity *ControllingEntity =
GetEntity(GameState,
GameState->PlayerIndexForController[ControllerIndex]);
struct game_controller_input *Controller;
struct entity *ControllingEntity;
Controller = GetController(Input, ControllerIndex);
ControllingEntity = GetEntity(GameState,
GameState->PlayerIndexForController[ControllerIndex]);
if(ControllingEntity) {
struct v2 ddPlayer; /* accerlation */
memset(&ddPlayer, 0, sizeof(ddPlayer));
if(Controller->IsAnalog) {
ddPlayer = (struct v2){ Controller->StickAverageX,
Controller->StickAverageY };
ddPlayer.X = Controller->StickAverageX;
ddPlayer.Y = -Controller->StickAverageY;
} else {
if(Controller->MoveUp.EndedDown) {
if(Controller->u.s.MoveUp.EndedDown) {
GameState->rect_pos.Y -= 1.0f;
ddPlayer.Y = 1.0f;
}
if(Controller->MoveDown.EndedDown) {
if(Controller->u.s.MoveDown.EndedDown) {
GameState->rect_pos.Y += 1.0f;
ddPlayer.Y = -1.0f;
}
if(Controller->MoveLeft.EndedDown) {
if(Controller->u.s.MoveLeft.EndedDown) {
GameState->rect_pos.X -= 1.0f;
ddPlayer.X = -1.0f;
}
if(Controller->MoveRight.EndedDown) {
if(Controller->u.s.MoveRight.EndedDown) {
GameState->rect_pos.X += 1.0f;
ddPlayer.X = 1.0f;
}
}
MovePlayer(GameState, ControllingEntity, Input->dtForFrame,
ddPlayer);
} else {
if(Controller->Start.EndedDown) {
if(Controller->u.s.Start.EndedDown) {
unsigned int EntityIndex = AddEntity(GameState);
ControllingEntity = GetEntity(GameState, EntityIndex);
InitializePlayer(ControllingEntity);
@@ -730,14 +807,15 @@ void UpdateAndRender(struct thread_context *Thread,
}
}
struct entity *CameraFollowingEntity =
CameraFollowingEntity =
GetEntity(GameState, GameState->CameraFollowingEntityIndex);
if(CameraFollowingEntity) {
struct tile_map_difference Diff;
GameState->CameraP.AbsTileZ = CameraFollowingEntity->P.AbsTileZ;
struct tile_map_difference Diff =
SubtractInFloat(TileMap, &CameraFollowingEntity->P,
&GameState->CameraP);
Diff = SubtractInFloat(TileMap, &CameraFollowingEntity->P,
&GameState->CameraP);
if(Diff.dXY.X > (9.0f*TileMap->TileSideInMeters)) {
GameState->CameraP.AbsTileX += 17;
}
@@ -758,11 +836,11 @@ void UpdateAndRender(struct thread_context *Thread,
DrawBitmap(Buffer, &GameState->Backdrop, 0.0f, 0.0f, 0, 0);
float ScreenCenterX = 0.5f * (float)Buffer->Width;
float ScreenCenterY = 0.5f * (float)Buffer->Height;
ScreenCenterX = 0.5f * (float)Buffer->Width;
ScreenCenterY = 0.5f * (float)Buffer->Height;
for(int RelRow = -10; RelRow < 10; RelRow++) {
for(int RelColumn = -20; RelColumn < 20; RelColumn++) {
for(RelRow = -10; RelRow < 10; RelRow++) {
for(RelColumn = -20; RelColumn < 20; RelColumn++) {
unsigned int Column = GameState->CameraP.AbsTileX + RelColumn;
unsigned int Row = GameState->CameraP.AbsTileY + RelRow;
@@ -770,7 +848,12 @@ void UpdateAndRender(struct thread_context *Thread,
GameState->CameraP.AbsTileZ);
if(TileID > 1) {
struct v2 TileSide, Center;
struct v2 Min, Max;
float Gray = 0.5f;
if(TileID == 2) {
Gray = 1.0f;
}
@@ -785,48 +868,58 @@ void UpdateAndRender(struct thread_context *Thread,
Gray = 0.0f;
}
struct v2 TileSide = { 0.5f*(float)TileSideInPixels,
0.5f*(float)TileSideInPixels };
struct v2 Center = { ScreenCenterX -
TileSide.X = 0.5f*(float)TileSideInPixels;
TileSide.Y = 0.5f*(float)TileSideInPixels;
Center.X = ScreenCenterX -
MetersToPixels*GameState->CameraP.Offset.X +
(float)RelColumn*(float)TileSideInPixels,
ScreenCenterY + MetersToPixels *
(float)RelColumn*(float)TileSideInPixels;
Center.Y = ScreenCenterY + MetersToPixels *
GameState->CameraP.Offset.Y -
(float)RelRow*(float)TileSideInPixels };
struct v2 Min = V2Subtract(Center, TileSide);
struct v2 Max = V2Add(Center, TileSide);
(float)RelRow*(float)TileSideInPixels;
Min = V2Subtract(Center, TileSide);
Max = V2Add(Center, TileSide);
DrawRectangle(Buffer, Min, Max, Gray, Gray, Gray);
}
}
}
struct entity *Entity = GameState->Entities;
for(unsigned int EntityIndex = 0;
Entity = GameState->Entities;
for(EntityIndex = 0;
EntityIndex < GameState->EntityCount;
EntityIndex++, Entity++)
{
if(Entity->Exists) {
struct tile_map_difference Diff =
SubtractInFloat(TileMap, &Entity->P, &GameState->CameraP);
struct tile_map_difference Diff;
float PlayerR, PlayerG, PlayerB;
float PlayerGroundPointX, PlayerGroundPointY;
struct v2 PlayerLeftTop, PlayerWidthHeight;
struct hero_bitmaps *Bitmap;
Diff = SubtractInFloat(TileMap, &Entity->P, &GameState->CameraP);
PlayerR = 1.0f;
PlayerG = 0.0f;
PlayerB = 0.0f;
PlayerGroundPointX = ScreenCenterX + MetersToPixels*Diff.dXY.X;
PlayerGroundPointY = ScreenCenterY - MetersToPixels*Diff.dXY.Y;
PlayerLeftTop.X =
PlayerGroundPointX - 0.5f * MetersToPixels*Entity->Width;
PlayerLeftTop.Y =
PlayerGroundPointY - MetersToPixels*Entity->Height;
PlayerWidthHeight.X = Entity->Width;
PlayerWidthHeight.X = Entity->Height;
float PlayerR = 1.0f;
float PlayerG = 0.0f;
float PlayerB = 0.0f;
float PlayerGroundPointX =
ScreenCenterX + MetersToPixels*Diff.dXY.X;
float PlayerGroundPointY =
ScreenCenterY - MetersToPixels*Diff.dXY.Y;
struct v2 PlayerLeftTop =
{ PlayerGroundPointX - 0.5f * MetersToPixels*Entity->Width,
PlayerGroundPointY - MetersToPixels*Entity->Height };
struct v2 PlayerWidthHeight = { Entity->Width, Entity->Height };
DrawRectangle(Buffer, PlayerLeftTop,
V2Add(PlayerLeftTop, V2Multiply(MetersToPixels,
PlayerWidthHeight)),
PlayerR, PlayerG, PlayerB);
struct hero_bitmaps *Bitmap =
&GameState->HeroBitmaps[Entity->FacingDirection];
Bitmap = &GameState->HeroBitmaps[Entity->FacingDirection];
DrawBitmap(Buffer, &Bitmap->Torso,
PlayerGroundPointX, PlayerGroundPointY,
Bitmap->AlignX, Bitmap->AlignY);