265 lines
7.4 KiB
C
265 lines
7.4 KiB
C
#include "core.h"
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#include "handmade.h"
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#include "sdl_handmade.h"
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#include <math.h>
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static void GameOutputSound(game_state *GameState,
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game_sound_output_buffer *SoundBuffer,
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S32 ToneHz)
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{
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/*
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S16 ToneVolume, *SampleOut;
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S32 WavePeriod, SampleIndex;
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ToneVolume = 0;
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WavePeriod = SoundBuffer->SamplesPerSecond / ToneHz;
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SampleOut = SoundBuffer->Samples;
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for(SampleIndex = 0;
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SampleIndex < SoundBuffer->SampleCount;
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SampleIndex++)
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{
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F32 SineValue;
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S16 SampleValue;
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SineValue = sinf(GameState->tSine);
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SampleValue = (S16)(SineValue * ToneVolume);
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*SampleOut++ = SampleValue;
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*SampleOut++ = SampleValue;
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GameState->tSine += 2.0f * (F32)PI * 1.0f / (F32)WavePeriod;
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if(GameState->tSine > 2.0f*(F32)PI) {
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GameState->tSine -= 2.0f*(F32)PI;
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}
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}
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*/
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}
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static void ClearBackground(game_offscreen_buffer *Buffer)
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{
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S32 Width, Height, X;
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Width = Buffer->Width;
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Height = Buffer->Height;
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for(X = 0; X < Width * Height; X++) {
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U32 *Pixel = &((U32 *)Buffer->Memory)[X];
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*Pixel = 0xFFFFFF;
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}
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}
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static S32 RoundF32toS32(F32 Real32)
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{
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S32 Result = (S32)(Real32 + 0.5f);
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return Result;
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}
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static void DrawRectangle(game_offscreen_buffer *Buffer,
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F32 RealMinX, F32 RealMinY,
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F32 RealMaxX, F32 RealMaxY,
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F32 R, F32 G, F32 B)
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{
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S32 MinX = RoundF32toS32(RealMinX);
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S32 MinY = RoundF32toS32(RealMinY);
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S32 MaxX = RoundF32toS32(RealMaxX);
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S32 MaxY = RoundF32toS32(RealMaxY);
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S32 Width = Buffer->Width;
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S32 Height = Buffer->Height;
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U8 *Row;
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S32 Y, X;
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U32 Color;
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if(MinX < 0)
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MinX = 0;
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if(MinY < 0)
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MinY = 0;
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if(MaxX > Width)
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MaxX = Width;
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if(MaxY > Height)
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MaxY = Height;
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Color = (U32)((RoundF32toS32(R * 255.0f) << 16) |
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(RoundF32toS32(G * 255.0f) << 8) |
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(RoundF32toS32(B * 255.0f) << 0));
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Row = ((U8 *)Buffer->Memory + MinX*Buffer->BytesPerPixel +
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MinY*Buffer->Pitch);
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for(Y = MinY; Y < MaxY; Y++) {
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U32 *Pixel = (U32 *)Row;
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for(X = MinX; X < MaxX; X++) {
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*(U32 *)Pixel = Color;
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Pixel++;
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}
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Row += Buffer->Pitch;
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}
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}
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static void RenderRectangle(game_offscreen_buffer *Buffer, S32 MouseX,
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S32 MouseY)
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{
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U8 *Row;
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U32 *Pixel;
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S32 X, Y;
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for(Y = MouseY; Y < MouseY+10; Y++) {
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if(Y >= Buffer->Height)
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break;
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Row = (U8 *)Buffer->Memory + (Buffer->Pitch * Y);
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for(X = MouseX; X < MouseX+10; X++) {
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if(X >= Buffer->Width)
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break;
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Pixel = (U32 *)Row + X;
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*Pixel = 0xFFFFFF;
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}
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}
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}
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void UpdateAndRender(thread_context *Thread, game_memory *Memory,
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game_input *Input, game_offscreen_buffer *Buffer,
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game_sound_output_buffer *SoundBuffer)
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{
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game_state *GameState;
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U32 ControllerIndex;
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S32 Row, Column;
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U32 TileMap[9][17] = {
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{1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 0, 1},
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{1, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1},
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{1, 1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 1},
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{1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1},
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{0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0},
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{1, 1, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 1},
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{1, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1},
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{1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1},
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{1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 0, 1},
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};
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F32 UpperLeftX, UpperLeftY, TileWidth, TileHeight;
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F32 PlayerR, PlayerG, PlayerB, PlayerWidth, PlayerHeight,
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PlayerLeft, PlayerTop;
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ASSERT((&Input->Controllers[0].u.buttons.Terminator -
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&Input->Controllers[0].u.Buttons[0]) ==
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ARRAY_SIZE(Input->Controllers[0].u.Buttons));
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ASSERT(sizeof(game_state) <= Memory->PermanentStorageSize);
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GameState = (game_state *)Memory->PermanentStorage;
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if(!Memory->IsInitialized) {
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Memory->IsInitialized = TRUE;
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}
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for(ControllerIndex = 0;
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ControllerIndex < ARRAY_SIZE(Input->Controllers);
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ControllerIndex++)
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{
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game_controller_input *Controller =
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GetController(Input, ControllerIndex);
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if(Controller->IsAnalog) {
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} else {
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F32 dPlayerX = 0.0f;
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F32 dPlayerY = 0.0f;
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if(Controller->u.buttons.MoveUp.EndedDown) {
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dPlayerY = -1.0f;
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}
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if(Controller->u.buttons.MoveDown.EndedDown) {
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dPlayerY = 1.0f;
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}
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if(Controller->u.buttons.MoveLeft.EndedDown) {
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dPlayerX = -1.0f;
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}
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if(Controller->u.buttons.MoveRight.EndedDown) {
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dPlayerX = 1.0f;
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}
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dPlayerX *= 64.0f;
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dPlayerY *= 64.0f;
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GameState->PlayerX += Input->dtForFrame * dPlayerX;
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GameState->PlayerY += Input->dtForFrame * dPlayerY;
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GameState->PlayerX = RoundF32toS32(GameState->PlayerX);
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GameState->PlayerY = RoundF32toS32(GameState->PlayerY);
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}
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}
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DrawRectangle(Buffer, 0.0f, 0.0f,
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(F32)(Buffer->Width), (F32)(Buffer->Height),
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0.0f, 1.0f, 0.0f);
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UpperLeftX = 0.0f;
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UpperLeftY = 0.0f;
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TileWidth = 57.0f;
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TileHeight = 57.0f;
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for(Row = 0; Row < 9; Row++) {
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for(Column = 0; Column < 17; Column++) {
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F32 MinX, MinY, MaxX, MaxY;
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U32 TileID = TileMap[Row][Column];
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F32 Gray = 0.5f;
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if(TileID) {
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Gray = 1.0f;
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}
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MinX = UpperLeftX + (F32)(Column) * TileWidth;
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MinY = UpperLeftY + (F32)(Row) * TileHeight;
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MaxX = MinX + TileWidth;
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MaxY = MinY + TileHeight;
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DrawRectangle(Buffer, MinX, MinY, MaxX, MaxY, Gray, Gray, Gray);
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}
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}
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PlayerR = 1.0f;
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PlayerG = 0.0f;
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PlayerB = 0.0f;
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PlayerWidth = 0.75f * TileWidth;
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PlayerHeight = TileHeight;
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PlayerLeft = GameState->PlayerX - 0.5f*PlayerWidth;
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PlayerTop = GameState->PlayerY - PlayerHeight;
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DrawRectangle(Buffer,
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PlayerLeft, PlayerTop,
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PlayerLeft + PlayerWidth, PlayerTop + PlayerHeight,
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PlayerR, PlayerG, PlayerB);
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DrawRectangle(Buffer,
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(F32)(Input->MouseX), (F32)(Input->MouseY),
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(F32)(Input->MouseX) + 10.0f, (F32)(Input->MouseY) + 10.0f,
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1.0f, 0.5f, 0.0f);
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GameOutputSound(GameState, SoundBuffer, 400);
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}
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/*
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static void RenderWeirdGradient(game_offscreen_buffer *Buffer, S32 XOffset,
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S32 YOffset)
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{
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S32 Width, Height, Y;
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U8 *Row;
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Width = Buffer->Width;
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Height = Buffer->Height;
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Row = (U8 *)Buffer->Memory;
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for(Y = 0; Y < Height; Y++) {
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U32 *Pixel = (U32 *)Row;
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S32 X;
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Pixel = (U32 *)Row;
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for(X = 0; X < Width; X++) {
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U8 Blue, Green;
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Blue = (U8)(X + XOffset);
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Green = (U8)(Y + YOffset);
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*Pixel = (Green << 8) | Blue;
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Pixel++;
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}
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Row += Buffer->Pitch;
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}
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}
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*/
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