248 lines
8.9 KiB
Zig
248 lines
8.9 KiB
Zig
const std = @import("std");
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const zigimg = @import("zigimg");
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const assets = @import("assets");
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const mach = @import("mach");
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const core = mach.core;
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const gfx = mach.gfx;
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const gpu = mach.gpu;
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const ecs = mach.ecs;
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const Text = mach.gfx.Text;
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const math = mach.math;
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const vec2 = math.vec2;
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const vec3 = math.vec3;
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const vec4 = math.vec4;
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const Vec2 = math.Vec2;
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const Vec3 = math.Vec3;
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const Mat3x3 = math.Mat3x3;
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const Mat4x4 = math.Mat4x4;
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timer: mach.Timer,
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player: mach.ecs.EntityID,
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direction: Vec2 = vec2(0, 0),
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spawning: bool = false,
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spawn_timer: mach.Timer,
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fps_timer: mach.Timer,
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frame_count: usize,
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texts: usize,
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rand: std.rand.DefaultPrng,
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time: f32,
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style1: mach.ecs.EntityID,
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const d0 = 0.000001;
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// Each module must have a globally unique name declared, it is impossible to use two modules with
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// the same name in a program. To avoid name conflicts, we follow naming conventions:
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//
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// 1. `.mach` and the `.mach_foobar` namespace is reserved for Mach itself and the modules it
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// provides.
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// 2. Single-word names like `.game` are reserved for the application itself.
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// 3. Libraries which provide modules MUST be prefixed with an "owner" name, e.g. `.ziglibs_imgui`
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// instead of `.imgui`. We encourage using e.g. your GitHub name, as these must be globally
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// unique.
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//
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pub const name = .game;
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pub const Mod = mach.Mod(@This());
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pub const global_events = .{
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.init = .{ .handler = init },
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.deinit = .{ .handler = deinit },
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.tick = .{ .handler = tick },
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};
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pub const Pipeline = enum(u32) {
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default,
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};
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const upscale = 1.0;
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const text1: []const []const u8 = &.{
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"Text but with spaces 😊\nand\n",
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"italics\nand\n",
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"bold\nand\n",
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};
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const text2: []const []const u8 = &.{"!$?😊"};
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fn init(
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engine: *mach.Engine.Mod,
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text_mod: *Text.Mod,
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game: *Mod,
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) !void {
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// The Mach .core is where we set window options, etc.
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core.setTitle("gfx.Text example");
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// TODO: a better way to initialize entities with default values
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const style1 = try engine.newEntity();
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try text_mod.set(style1, .font_name, "Roboto Medium"); // TODO
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try text_mod.set(style1, .font_size, 48 * gfx.px_per_pt); // 48pt
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try text_mod.set(style1, .font_weight, gfx.font_weight_normal);
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try text_mod.set(style1, .italic, false);
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try text_mod.set(style1, .color, vec4(0.6, 1.0, 0.6, 1.0));
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const style2 = try engine.newEntity();
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try text_mod.set(style2, .font_name, "Roboto Medium"); // TODO
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try text_mod.set(style2, .font_size, 48 * gfx.px_per_pt); // 48pt
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try text_mod.set(style2, .font_weight, gfx.font_weight_normal);
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try text_mod.set(style2, .italic, true);
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try text_mod.set(style2, .color, vec4(0.6, 1.0, 0.6, 1.0));
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const style3 = try engine.newEntity();
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try text_mod.set(style3, .font_name, "Roboto Medium"); // TODO
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try text_mod.set(style3, .font_size, 48 * gfx.px_per_pt); // 48pt
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try text_mod.set(style3, .font_weight, gfx.font_weight_bold);
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try text_mod.set(style3, .italic, false);
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try text_mod.set(style3, .color, vec4(0.6, 1.0, 0.6, 1.0));
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// Create some text
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const player = try engine.newEntity();
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try text_mod.set(player, .pipeline, @intFromEnum(Pipeline.default));
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try text_mod.set(player, .transform, Mat4x4.scaleScalar(upscale).mul(&Mat4x4.translate(vec3(0, 0, 0))));
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// TODO: better storage mechanism for this
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// TODO: this is a leak
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const styles = try engine.allocator.alloc(mach.ecs.EntityID, 3);
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styles[0] = style1;
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styles[1] = style2;
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styles[2] = style3;
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try text_mod.set(player, .text, text1);
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try text_mod.set(player, .style, styles);
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text_mod.send(.init_pipeline, .{Text.PipelineOptions{
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.pipeline = @intFromEnum(Pipeline.default),
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}});
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engine.dispatchNoError(); // TODO: no dispatch in user code
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game.state = .{
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.timer = try mach.Timer.start(),
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.spawn_timer = try mach.Timer.start(),
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.player = player,
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.fps_timer = try mach.Timer.start(),
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.frame_count = 0,
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.texts = 0,
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.rand = std.rand.DefaultPrng.init(1337),
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.time = 0,
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.style1 = style1,
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};
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}
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fn deinit(engine: *mach.Engine.Mod) !void {
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_ = engine;
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}
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fn tick(
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engine: *mach.Engine.Mod,
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text_mod: *Text.Mod,
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game: *Mod,
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) !void {
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// TODO(engine): event polling should occur in mach.Engine module and get fired as ECS events.
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var iter = core.pollEvents();
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var direction = game.state.direction;
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var spawning = game.state.spawning;
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while (iter.next()) |event| {
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switch (event) {
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.key_press => |ev| {
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switch (ev.key) {
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.left => direction.v[0] -= 1,
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.right => direction.v[0] += 1,
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.up => direction.v[1] += 1,
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.down => direction.v[1] -= 1,
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.space => spawning = true,
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else => {},
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}
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},
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.key_release => |ev| {
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switch (ev.key) {
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.left => direction.v[0] += 1,
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.right => direction.v[0] -= 1,
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.up => direction.v[1] -= 1,
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.down => direction.v[1] += 1,
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.space => spawning = false,
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else => {},
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}
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},
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.close => engine.send(.exit, .{}),
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else => {},
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}
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}
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game.state.direction = direction;
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game.state.spawning = spawning;
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var player_transform = text_mod.get(game.state.player, .transform).?;
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var player_pos = player_transform.translation().divScalar(upscale);
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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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_ = game.state.spawn_timer.lap();
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for (0..1) |_| {
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var new_pos = player_pos;
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new_pos.v[0] += game.state.rand.random().floatNorm(f32) * 25;
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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 text_mod.set(new_entity, .pipeline, @intFromEnum(Pipeline.default));
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try text_mod.set(new_entity, .transform, Mat4x4.scaleScalar(upscale).mul(&Mat4x4.translate(new_pos)));
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// TODO: better storage mechanism for this
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// TODO: this is a leak
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const styles = try engine.allocator.alloc(mach.ecs.EntityID, 1);
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styles[0] = game.state.style1;
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try text_mod.set(new_entity, .text, text2);
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try text_mod.set(new_entity, .style, styles);
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game.state.texts += 1;
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}
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}
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// Multiply by delta_time to ensure that movement is the same speed regardless of the frame rate.
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const delta_time = game.state.timer.lap();
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// Rotate entities
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var archetypes_iter = engine.entities.query(.{ .all = &.{
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.{ .mach_gfx_text = &.{.transform} },
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} });
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while (archetypes_iter.next()) |archetype| {
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const ids = archetype.slice(.entity, .id);
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const transforms = archetype.slice(.mach_gfx_text, .transform);
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for (ids, transforms) |id, *old_transform| {
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_ = id;
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const location = old_transform.*.translation();
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// var transform = old_transform.mul(&Mat4x4.translate(-location));
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// transform = mat.rotateZ(0.3 * delta_time).mul(&transform);
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// transform = transform.mul(&Mat4x4.translate(location));
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var transform = Mat4x4.ident;
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transform = transform.mul(&Mat4x4.translate(location));
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transform = transform.mul(&Mat4x4.rotateZ(2 * math.pi * game.state.time));
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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 text_mod.set(id, .transform, transform);
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old_transform.* = transform;
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}
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}
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// Calculate the player position, by moving in the direction the player wants to go
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// by the speed amount.
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const speed = 200.0 / upscale;
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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 text_mod.set(game.state.player, .transform, Mat4x4.scaleScalar(upscale).mul(&Mat4x4.translate(player_pos)));
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text_mod.send(.updated, .{@intFromEnum(Pipeline.default)});
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// Perform pre-render work
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text_mod.send(.pre_render, .{@intFromEnum(Pipeline.default)});
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// Render a frame
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engine.send(.begin_pass, .{gpu.Color{ .r = 1.0, .g = 1.0, .b = 1.0, .a = 1.0 }});
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text_mod.send(.render, .{@intFromEnum(Pipeline.default)});
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engine.send(.end_pass, .{});
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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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if (game.state.fps_timer.read() >= 1.0) {
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try core.printTitle("gfx.Text example [ FPS: {d} ] [ Texts: {d} ]", .{ game.state.frame_count, game.state.texts });
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game.state.fps_timer.reset();
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game.state.frame_count = 0;
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}
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game.state.frame_count += 1;
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game.state.time += delta_time;
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}
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