use snake case for functions

This commit is contained in:
Morrígan 2025-06-28 15:33:39 +02:00
parent 1a24af7230
commit 9fb75de9be
Signed by: morrigan
GPG key ID: CACB010F463A77D0
3 changed files with 22 additions and 22 deletions

View file

@ -30,8 +30,8 @@ main :: proc() {
assert(render != nil) assert(render != nil)
units := make([dynamic]Unit) units := make([dynamic]Unit)
append(&units, NewUnit(Faction.Allied, util.Position{500, 500})) append(&units, new_unit(Faction.Allied, util.Position{500, 500}))
append(&units, NewUnit(Faction.Enemy, util.Position{700, 700})) append(&units, new_unit(Faction.Enemy, util.Position{700, 700}))
input_state := make(map[sdl3.Scancode]bool) input_state := make(map[sdl3.Scancode]bool)
time := sdl3.GetTicksNS() time := sdl3.GetTicksNS()
@ -40,7 +40,7 @@ main :: proc() {
game := Game { game := Game {
render = render, render = render,
units = units, units = units,
player = NewUnit(Faction.Player, util.Position{100, 100}, 200), player = new_unit(Faction.Player, util.Position{100, 100}, 200),
time = time, time = time,
delta = 0.0, delta = 0.0,
input_state = input_state, input_state = input_state,
@ -53,33 +53,33 @@ main :: proc() {
case .QUIT: case .QUIT:
return return
case .KEY_UP: case .KEY_UP:
HandleInput(&game, event) handle_input(&game, event)
case .KEY_DOWN: case .KEY_DOWN:
HandleInput(&game, event) handle_input(&game, event)
} }
} }
MovePlayer(&game) move_player(&game)
RenderGame(&game) render_game(&game)
UpdateTime(&game) update_time(&game)
} }
} }
UpdateTime :: proc(game: ^Game) { update_time :: proc(game: ^Game) {
new_time := sdl3.GetTicksNS() new_time := sdl3.GetTicksNS()
delta_ns := new_time - game.time delta_ns := new_time - game.time
game.time = new_time game.time = new_time
game.delta = f32(delta_ns) / f32(sdl3.NS_PER_SECOND) game.delta = f32(delta_ns) / f32(sdl3.NS_PER_SECOND)
} }
RenderGame :: proc(game: ^Game) { render_game :: proc(game: ^Game) {
sdl3.SetRenderDrawColor(game.render, 0, 0, 0, 0) sdl3.SetRenderDrawColor(game.render, 0, 0, 0, 0)
sdl3.RenderClear(game.render) sdl3.RenderClear(game.render)
for unit in game.units { for unit in game.units {
RenderUnit(unit, game) render_unit(unit, game)
} }
RenderUnit(game.player, game) render_unit(game.player, game)
sdl3.RenderPresent(game.render) sdl3.RenderPresent(game.render)
} }

View file

@ -4,12 +4,12 @@ import "core:fmt"
import "util" import "util"
import "vendor:sdl3" import "vendor:sdl3"
HandleInput :: proc(game: ^Game, event: sdl3.Event) { handle_input :: proc(game: ^Game, event: sdl3.Event) {
effect := event.type == sdl3.EventType.KEY_DOWN ? true : false effect := event.type == sdl3.EventType.KEY_DOWN ? true : false
game.input_state[event.key.scancode] = effect game.input_state[event.key.scancode] = effect
} }
MovePlayer :: proc(game: ^Game) { move_player :: proc(game: ^Game) {
speed := game.player.speed speed := game.player.speed
y: f32 = game.input_state[sdl3.Scancode.W] ? -speed : 0 y: f32 = game.input_state[sdl3.Scancode.W] ? -speed : 0

View file

@ -21,7 +21,7 @@ Unit :: struct {
hp: u32, hp: u32,
} }
RenderUnit :: proc(unit: Unit, game: ^Game) { render_unit :: proc(unit: Unit, game: ^Game) {
switch unit.faction { switch unit.faction {
case Faction.Player: case Faction.Player:
sdl3.SetRenderDrawColor(game.render, 0, 255, 0, 0) sdl3.SetRenderDrawColor(game.render, 0, 255, 0, 0)
@ -36,21 +36,21 @@ RenderUnit :: proc(unit: Unit, game: ^Game) {
) )
} }
NewUnit :: proc { new_unit :: proc {
NewUnitBase, new_unit_all,
NewUnitHp, new_unit_base,
NewUnitAll new_unit_hp,
} }
NewUnitBase :: proc(faction: Faction, position: util.Position) -> Unit { new_unit_base :: proc(faction: Faction, position: util.Position) -> Unit {
return Unit{faction, position, DEFAULT_VELOCITY, DEFAULT_SPEED, DEFAULT_HP} return Unit{faction, position, DEFAULT_VELOCITY, DEFAULT_SPEED, DEFAULT_HP}
} }
NewUnitHp :: proc(faction: Faction, position: util.Position, hp: u32) -> Unit { new_unit_hp :: proc(faction: Faction, position: util.Position, hp: u32) -> Unit {
return Unit{faction, position, DEFAULT_VELOCITY, DEFAULT_SPEED, hp} return Unit{faction, position, DEFAULT_VELOCITY, DEFAULT_SPEED, hp}
} }
NewUnitAll :: proc(faction: Faction, position: util.Position, speed: f32, hp: u32) -> Unit { new_unit_all :: proc(faction: Faction, position: util.Position, speed: f32, hp: u32) -> Unit {
return Unit{faction, position, DEFAULT_VELOCITY, speed, hp} return Unit{faction, position, DEFAULT_VELOCITY, speed, hp}
} }