a-game

2D platformer written from scratch.
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commit b3a5599f20db1d635b64eaa3173918dc6bff4005
parent 3c3f5d7c977341ea36ea02f806f37cd9b40ba294
Author: Amin Mesbah <dev@aminmesbah.com>
Date:   Sun,  9 Jun 2019 13:18:47 -0700

Comment scopes

Diffstat:
Msrc/game.c | 9++++++---
1 file changed, 6 insertions(+), 3 deletions(-)

diff --git a/src/game.c b/src/game.c @@ -170,6 +170,7 @@ void game_update_and_render(struct GameMemory *game_memory, struct GameInput *ga rect viewport = {0}; f32 ppm = 0.0f; + // game_update_viewport { f32 screen_aspect_ratio = (f32)framebuffer.width / (f32)framebuffer.height; if (screen_aspect_ratio < ROOM_ASPECT_RATIO) @@ -220,6 +221,7 @@ void game_update_and_render(struct GameMemory *game_memory, struct GameInput *ga assert(r); + // game_print_player_chunk { v2i c_i = world_room_get_chunk_index(current_room_i); struct WorldChunk *c = world_chunk_get(game_state->world, c_i); @@ -237,7 +239,7 @@ void game_update_and_render(struct GameMemory *game_memory, struct GameInput *ga u32 *tiles = r->tiles; - // render tiles + // game_render_tiles { shader_use(&game_state->renderer.shader); @@ -306,7 +308,7 @@ void game_update_and_render(struct GameMemory *game_memory, struct GameInput *ga } } - // update player + // game_update_player { struct Entity *player = &game_state->player; f32 dt = game_input->dt; @@ -357,6 +359,7 @@ void game_update_and_render(struct GameMemory *game_memory, struct GameInput *ga math_clamp(&player->velocity.x, -max_meters_per_second, max_meters_per_second); math_clamp(&player->velocity.y, -max_meters_per_second, max_meters_per_second); + // game_detect_collisions { #define RENDER_COLLISION_DEBUG_QUAD(r, c) render_debug_quad(game_state, (r), (c), &view, &projection); v2 player_delta = math_v2f_m(player->velocity, dt); @@ -546,7 +549,7 @@ void game_update_and_render(struct GameMemory *game_memory, struct GameInput *ga player->pos = world_pos_recanonicalize(player->pos); } - // render player + // game_render_player { shader_use(&game_state->renderer.shader); struct Entity player = game_state->player;