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Setup is better and small changes.
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8f084526e1
commit
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7 changed files with 141 additions and 122 deletions
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@ -14,13 +14,11 @@ bool update(float dt) {
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// Move the camera.
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cameraTarget += wasd * Vec2(cameraSpeed * dt);
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camera.followPositionWithSlowdown(cameraTarget, 0.15);
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// Draw the game world.
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camera.attach();
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drawDebugText("Move with arrow keys.", Vec2(8));
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drawRect(camera.area.subAll(3), Color(50, 50, 40, 130));
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camera.detach();
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// Draw the game UI.
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drawDebugText("I am UI!", Vec2(8));
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drawDebugText("+", resolution * Vec2(0.5));
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@ -24,12 +24,10 @@ bool update(float dt) {
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mapOptions.scale = Vec2(2);
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auto tileOptions = mapOptions;
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tileOptions.flip = tileLookDirection > 0 ? Flip.x : Flip.none;
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// Move the tile and camera.
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tile.position += wasd * Vec2(tileSpeed * dt);
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camera.position = tile.position;
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if (wasd.x != 0) tileLookDirection = cast(int) wasd.normalize.round.x;
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// Check for collisions.
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auto collisionArea = Rect();
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foreach (gridPosition; map.gridPositions(camera.area, mapOptions)) {
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@ -13,8 +13,11 @@ bool update(float dt) {
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// Resize the viewport when the window is resized.
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if (isWindowResized) viewport.resize(resolutionWidth / 2, resolutionHeight / 2);
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// Draw the mouse position inside the viewport.
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auto viewportCenter = viewport.size * Vec2(0.5);
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auto viewportMousePosition = mouseScreenPosition - Rect(resolution * Vec2(0.5), viewport.size).centerArea.position;
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viewport.attach();
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drawVec2(mouseScreenPosition - Rect(resolution * Vec2(0.5), viewport.size).centerArea.position, 24);
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drawVec2(viewportCenter, 20);
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drawVec2(viewportMousePosition, 20);
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viewport.detach();
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// Draw the viewport and other things inside the window.
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drawViewport(viewport, resolution * Vec2(0.5), DrawOptions(Hook.center));
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