examples: try send() -> send()
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
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5 changed files with 33 additions and 33 deletions
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@ -87,7 +87,7 @@ pub fn tick(
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else => {},
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else => {},
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}
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}
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},
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},
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.close => try engine.send(.exit, .{}),
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.close => engine.send(.exit, .{}),
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else => {},
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else => {},
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}
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}
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}
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}
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@ -55,11 +55,11 @@ pub fn init(
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core.setTitle("gfx.Sprite example");
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core.setTitle("gfx.Sprite example");
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// Initialize mach.gfx.Text module
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// Initialize mach.gfx.Text module
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try text_mod.send(.init, .{});
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text_mod.send(.init, .{});
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// Tell sprite_mod to use the texture
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// Tell sprite_mod to use the texture
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try sprite_mod.send(.init, .{});
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sprite_mod.send(.init, .{});
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try sprite_mod.send(.initPipeline, .{Sprite.PipelineOptions{
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sprite_mod.send(.initPipeline, .{Sprite.PipelineOptions{
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.pipeline = @intFromEnum(Pipeline.text),
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.pipeline = @intFromEnum(Pipeline.text),
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.texture = text_mod.state.texture,
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.texture = text_mod.state.texture,
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}});
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}});
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@ -74,7 +74,7 @@ pub fn init(
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try sprite_mod.set(player, .size, vec2(@floatFromInt(r.width), @floatFromInt(r.height)));
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try sprite_mod.set(player, .size, vec2(@floatFromInt(r.width), @floatFromInt(r.height)));
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try sprite_mod.set(player, .uv_transform, Mat3x3.translate(vec2(@floatFromInt(r.x), @floatFromInt(r.y))));
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try sprite_mod.set(player, .uv_transform, Mat3x3.translate(vec2(@floatFromInt(r.x), @floatFromInt(r.y))));
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try sprite_mod.set(player, .pipeline, @intFromEnum(Pipeline.text));
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try sprite_mod.set(player, .pipeline, @intFromEnum(Pipeline.text));
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try sprite_mod.send(.updated, .{@intFromEnum(Pipeline.text)});
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sprite_mod.send(.updated, .{@intFromEnum(Pipeline.text)});
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game.state = .{
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game.state = .{
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.timer = try mach.Timer.start(),
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.timer = try mach.Timer.start(),
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@ -120,7 +120,7 @@ pub fn tick(
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else => {},
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else => {},
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}
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}
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},
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},
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.close => try engine.send(.exit, .{}),
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.close => engine.send(.exit, .{}),
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else => {},
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else => {},
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}
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}
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}
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}
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@ -189,16 +189,16 @@ pub fn tick(
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);
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);
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try sprite_mod.set(game.state.player, .transform, player_transform);
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try sprite_mod.set(game.state.player, .transform, player_transform);
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try sprite_mod.send(.updated, .{@intFromEnum(Pipeline.text)});
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sprite_mod.send(.updated, .{@intFromEnum(Pipeline.text)});
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// Perform pre-render work
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// Perform pre-render work
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try sprite_mod.send(.preRender, .{@intFromEnum(Pipeline.text)});
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sprite_mod.send(.preRender, .{@intFromEnum(Pipeline.text)});
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// Render a frame
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// Render a frame
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try engine.send(.beginPass, .{gpu.Color{ .r = 1.0, .g = 1.0, .b = 1.0, .a = 1.0 }});
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engine.send(.beginPass, .{gpu.Color{ .r = 1.0, .g = 1.0, .b = 1.0, .a = 1.0 }});
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try sprite_mod.send(.render, .{@intFromEnum(Pipeline.text)});
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sprite_mod.send(.render, .{@intFromEnum(Pipeline.text)});
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try engine.send(.endPass, .{});
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engine.send(.endPass, .{});
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try engine.send(.present, .{}); // Present the frame
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engine.send(.present, .{}); // Present the frame
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// Every second, update the window title with the FPS
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// Every second, update the window title with the FPS
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if (game.state.fps_timer.read() >= 1.0) {
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if (game.state.fps_timer.read() >= 1.0) {
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@ -62,7 +62,7 @@ pub const local = struct {
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s.ft = try ft.Library.init();
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s.ft = try ft.Library.init();
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s.face = try s.ft.createFaceMemory(assets.roboto_medium_ttf, 0);
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s.face = try s.ft.createFaceMemory(assets.roboto_medium_ttf, 0);
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try text_mod.send(.prepare, .{&[_]u21{ '?', '!', 'a', 'b', '#', '@', '%', '$', '&', '^', '*', '+', '=', '<', '>', '/', ':', ';', 'Q', '~' }});
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text_mod.send(.prepare, .{&[_]u21{ '?', '!', 'a', 'b', '#', '@', '%', '$', '&', '^', '*', '+', '=', '<', '>', '/', ':', ';', 'Q', '~' }});
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}
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}
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pub fn prepare(
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pub fn prepare(
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@ -63,12 +63,12 @@ pub fn init(
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try sprite_mod.set(player, .uv_transform, Mat3x3.translate(vec2(0, 0)));
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try sprite_mod.set(player, .uv_transform, Mat3x3.translate(vec2(0, 0)));
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try sprite_mod.set(player, .pipeline, @intFromEnum(Pipeline.default));
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try sprite_mod.set(player, .pipeline, @intFromEnum(Pipeline.default));
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try sprite_mod.send(.init, .{});
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sprite_mod.send(.init, .{});
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try sprite_mod.send(.initPipeline, .{Sprite.PipelineOptions{
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sprite_mod.send(.initPipeline, .{Sprite.PipelineOptions{
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.pipeline = @intFromEnum(Pipeline.default),
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.pipeline = @intFromEnum(Pipeline.default),
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.texture = try loadTexture(engine),
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.texture = try loadTexture(engine),
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}});
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}});
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try sprite_mod.send(.updated, .{@intFromEnum(Pipeline.default)});
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sprite_mod.send(.updated, .{@intFromEnum(Pipeline.default)});
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game.state = .{
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game.state = .{
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.timer = try mach.Timer.start(),
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.timer = try mach.Timer.start(),
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@ -113,7 +113,7 @@ pub fn tick(
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else => {},
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else => {},
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}
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}
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},
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},
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.close => try engine.send(.exit, .{}),
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.close => engine.send(.exit, .{}),
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else => {},
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else => {},
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}
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}
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}
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}
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@ -172,16 +172,16 @@ pub fn tick(
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player_pos.v[0] += direction.x() * speed * delta_time;
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player_pos.v[0] += direction.x() * speed * delta_time;
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player_pos.v[1] += direction.y() * speed * delta_time;
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player_pos.v[1] += direction.y() * speed * delta_time;
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try sprite_mod.set(game.state.player, .transform, Mat4x4.translate(player_pos));
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try sprite_mod.set(game.state.player, .transform, Mat4x4.translate(player_pos));
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try sprite_mod.send(.updated, .{@intFromEnum(Pipeline.default)});
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sprite_mod.send(.updated, .{@intFromEnum(Pipeline.default)});
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// Perform pre-render work
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// Perform pre-render work
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try sprite_mod.send(.preRender, .{@intFromEnum(Pipeline.default)});
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sprite_mod.send(.preRender, .{@intFromEnum(Pipeline.default)});
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// Render a frame
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// Render a frame
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try engine.send(.beginPass, .{gpu.Color{ .r = 1.0, .g = 1.0, .b = 1.0, .a = 1.0 }});
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engine.send(.beginPass, .{gpu.Color{ .r = 1.0, .g = 1.0, .b = 1.0, .a = 1.0 }});
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try sprite_mod.send(.render, .{@intFromEnum(Pipeline.default)});
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sprite_mod.send(.render, .{@intFromEnum(Pipeline.default)});
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try engine.send(.endPass, .{});
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engine.send(.endPass, .{});
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try engine.send(.present, .{}); // Present the frame
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engine.send(.present, .{}); // Present the frame
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// Every second, update the window title with the FPS
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// Every second, update the window title with the FPS
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if (game.state.fps_timer.read() >= 1.0) {
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if (game.state.fps_timer.read() >= 1.0) {
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@ -87,11 +87,11 @@ pub fn init(
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},
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},
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});
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});
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try text_mod.send(.init, .{});
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text_mod.send(.init, .{});
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try text_mod.send(.initPipeline, .{Text.PipelineOptions{
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text_mod.send(.initPipeline, .{Text.PipelineOptions{
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.pipeline = @intFromEnum(Pipeline.default),
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.pipeline = @intFromEnum(Pipeline.default),
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}});
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}});
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try text_mod.send(.updated, .{@intFromEnum(Pipeline.default)});
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text_mod.send(.updated, .{@intFromEnum(Pipeline.default)});
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game.state = .{
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game.state = .{
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.timer = try mach.Timer.start(),
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.timer = try mach.Timer.start(),
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@ -140,7 +140,7 @@ pub fn tick(
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else => {},
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else => {},
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}
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}
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},
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},
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.close => try engine.send(.exit, .{}),
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.close => engine.send(.exit, .{}),
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else => {},
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else => {},
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}
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}
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}
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}
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@ -212,16 +212,16 @@ pub fn tick(
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player_pos.v[0] += direction.x() * speed * delta_time;
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player_pos.v[0] += direction.x() * speed * delta_time;
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player_pos.v[1] += direction.y() * speed * delta_time;
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player_pos.v[1] += direction.y() * speed * delta_time;
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try text_mod.set(game.state.player, .transform, Mat4x4.scaleScalar(upscale).mul(&Mat4x4.translate(player_pos)));
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try text_mod.set(game.state.player, .transform, Mat4x4.scaleScalar(upscale).mul(&Mat4x4.translate(player_pos)));
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try text_mod.send(.updated, .{@intFromEnum(Pipeline.default)});
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text_mod.send(.updated, .{@intFromEnum(Pipeline.default)});
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// Perform pre-render work
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// Perform pre-render work
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try text_mod.send(.preRender, .{@intFromEnum(Pipeline.default)});
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text_mod.send(.preRender, .{@intFromEnum(Pipeline.default)});
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// Render a frame
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// Render a frame
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try engine.send(.beginPass, .{gpu.Color{ .r = 1.0, .g = 1.0, .b = 1.0, .a = 1.0 }});
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engine.send(.beginPass, .{gpu.Color{ .r = 1.0, .g = 1.0, .b = 1.0, .a = 1.0 }});
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try text_mod.send(.render, .{@intFromEnum(Pipeline.default)});
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text_mod.send(.render, .{@intFromEnum(Pipeline.default)});
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try engine.send(.endPass, .{});
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engine.send(.endPass, .{});
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try engine.send(.present, .{}); // Present the frame
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engine.send(.present, .{}); // Present the frame
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// Every second, update the window title with the FPS
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// Every second, update the window title with the FPS
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if (game.state.fps_timer.read() >= 1.0) {
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if (game.state.fps_timer.read() >= 1.0) {
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