all: rename parameters foo_mod -> foo
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
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parent
f1dbc3955c
commit
3d8c28a361
5 changed files with 73 additions and 73 deletions
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@ -52,7 +52,7 @@ pub const global_events = .{
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fn init(
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engine: *mach.Engine.Mod,
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sprite_mod: *gfx.Sprite.Mod,
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sprite: *gfx.Sprite.Mod,
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sprite_pipeline: *gfx.SpritePipeline.Mod,
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game: *Mod,
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) !void {
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@ -71,11 +71,11 @@ fn init(
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// Create our player sprite
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const player = try engine.newEntity();
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try sprite_mod.set(player, .transform, Mat4x4.translate(vec3(-0.02, 0, 0)));
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try sprite_mod.set(player, .size, vec2(32, 32));
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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, pipeline);
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sprite_mod.send(.update, .{});
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try sprite.set(player, .transform, Mat4x4.translate(vec3(-0.02, 0, 0)));
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try sprite.set(player, .size, vec2(32, 32));
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try sprite.set(player, .uv_transform, Mat3x3.translate(vec2(0, 0)));
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try sprite.set(player, .pipeline, pipeline);
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sprite.send(.update, .{});
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game.init(.{
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.timer = try mach.Timer.start(),
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@ -93,7 +93,7 @@ fn init(
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fn tick(
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engine: *mach.Engine.Mod,
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sprite_mod: *gfx.Sprite.Mod,
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sprite: *gfx.Sprite.Mod,
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sprite_pipeline: *gfx.SpritePipeline.Mod,
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game: *Mod,
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) !void {
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@ -130,7 +130,7 @@ fn tick(
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game.state().direction = direction;
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game.state().spawning = spawning;
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var player_transform = sprite_mod.get(game.state().player, .transform).?;
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var player_transform = sprite.get(game.state().player, .transform).?;
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var player_pos = player_transform.translation();
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if (spawning and game.state().spawn_timer.read() > 1.0 / 60.0) {
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// Spawn new entities
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@ -141,10 +141,10 @@ fn tick(
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new_pos.v[1] += game.state().rand.random().floatNorm(f32) * 25;
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const new_entity = try engine.newEntity();
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try sprite_mod.set(new_entity, .transform, Mat4x4.translate(new_pos).mul(&Mat4x4.scale(Vec3.splat(0.3))));
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try sprite_mod.set(new_entity, .size, vec2(32, 32));
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try sprite_mod.set(new_entity, .uv_transform, Mat3x3.translate(vec2(0, 0)));
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try sprite_mod.set(new_entity, .pipeline, game.state().pipeline);
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try sprite.set(new_entity, .transform, Mat4x4.translate(new_pos).mul(&Mat4x4.scale(Vec3.splat(0.3))));
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try sprite.set(new_entity, .size, vec2(32, 32));
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try sprite.set(new_entity, .uv_transform, Mat3x3.translate(vec2(0, 0)));
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try sprite.set(new_entity, .pipeline, game.state().pipeline);
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game.state().sprites += 1;
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}
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}
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@ -171,7 +171,7 @@ fn tick(
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transform = transform.mul(&Mat4x4.scaleScalar(@min(math.cos(game.state().time / 2.0), 0.5)));
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// TODO: .set() API is substantially slower due to internals
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// try sprite_mod.set(id, .transform, transform);
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// try sprite.set(id, .transform, transform);
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old_transform.* = transform;
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}
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}
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@ -181,8 +181,8 @@ fn tick(
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const speed = 200.0;
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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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try sprite_mod.set(game.state().player, .transform, Mat4x4.translate(player_pos));
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sprite_mod.send(.update, .{});
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try sprite.set(game.state().player, .transform, Mat4x4.translate(player_pos));
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sprite.send(.update, .{});
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// Perform pre-render work
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sprite_pipeline.send(.pre_render, .{});
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