up down is broken
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+31
-2
@@ -3,12 +3,14 @@
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#include <SDL3/SDL.h>
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#include <SDL3/SDL_main.h>
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#include <cmath>
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#include <string>
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#include <algorithm>
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#include "globals.hpp"
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#include "math.hpp"
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#include "renderer/camera.hpp"
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#include "renderer/calls.hpp"
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#include "player.hpp"
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static SDL_Window *window = NULL;
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static SDL_Renderer *renderer = NULL;
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@@ -16,6 +18,10 @@ static SDL_Renderer *renderer = NULL;
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DeltaVector2 temp1(125, 150), temp2(150, 120), temp3(100, 100);
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DeltaVector2 topleft, bottomright, p;
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Player player = Player(70, 110, 20);
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double prev = 0, now = 0, deltaTime;
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SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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{
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SDL_SetAppMetadata("delta engine game", "0.0", "com.miletici.game");
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@@ -39,21 +45,44 @@ SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
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if (event->type == SDL_EVENT_QUIT) {
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return SDL_APP_SUCCESS;
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}
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if (event->type == SDL_EVENT_KEY_DOWN) {
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if (event->key.scancode == SDL_SCANCODE_ESCAPE) return SDL_APP_SUCCESS;
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}
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return SDL_APP_CONTINUE;
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}
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SDL_AppResult SDL_AppIterate(void *appstate)
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{
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const double now = ((double)SDL_GetTicks()) / 1000.0;
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now = ((double)SDL_GetTicks()) / 1000.0;
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deltaTime = now - prev;
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SDL_SetWindowTitle(window, std::to_string((int)(1 / deltaTime)).c_str());
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player.update(deltaTime);
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// drawing starts here
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, SDL_ALPHA_OPAQUE_FLOAT);
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SDL_RenderClear(renderer);
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SDL_SetRenderDrawColor(renderer, 255, 0, 255, SDL_ALPHA_OPAQUE);
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rasterizeTriangle(renderer, temp1, temp2, temp3);
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// rasterizeTriangle(renderer, temp1, temp2, temp3);
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DeltaVector2 rendered = player.camera.projectPointVec({ 40, 10, 30 });
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SDL_RenderPoint(renderer, rendered.x, rendered.y);
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rendered = player.camera.projectPointVec({ 40, 210, 30 });
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SDL_RenderPoint(renderer, rendered.x, rendered.y);
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rendered = player.camera.projectPointVec({ 40, 10, -170 });
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SDL_RenderPoint(renderer, rendered.x, rendered.y);
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rendered = player.camera.projectPointVec({ 40, 210, -170 });
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SDL_RenderPoint(renderer, rendered.x, rendered.y);
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SDL_RenderPresent(renderer);
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prev = now;
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return SDL_APP_CONTINUE;
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}
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