use snake case for functions
This commit is contained in:
parent
1a24af7230
commit
9fb75de9be
3 changed files with 22 additions and 22 deletions
24
main.odin
24
main.odin
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@ -30,8 +30,8 @@ main :: proc() {
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assert(render != nil)
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assert(render != nil)
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units := make([dynamic]Unit)
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units := make([dynamic]Unit)
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append(&units, NewUnit(Faction.Allied, util.Position{500, 500}))
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append(&units, new_unit(Faction.Allied, util.Position{500, 500}))
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append(&units, NewUnit(Faction.Enemy, util.Position{700, 700}))
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append(&units, new_unit(Faction.Enemy, util.Position{700, 700}))
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input_state := make(map[sdl3.Scancode]bool)
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input_state := make(map[sdl3.Scancode]bool)
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time := sdl3.GetTicksNS()
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time := sdl3.GetTicksNS()
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@ -40,7 +40,7 @@ main :: proc() {
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game := Game {
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game := Game {
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render = render,
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render = render,
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units = units,
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units = units,
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player = NewUnit(Faction.Player, util.Position{100, 100}, 200),
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player = new_unit(Faction.Player, util.Position{100, 100}, 200),
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time = time,
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time = time,
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delta = 0.0,
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delta = 0.0,
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input_state = input_state,
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input_state = input_state,
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@ -53,33 +53,33 @@ main :: proc() {
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case .QUIT:
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case .QUIT:
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return
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return
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case .KEY_UP:
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case .KEY_UP:
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HandleInput(&game, event)
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handle_input(&game, event)
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case .KEY_DOWN:
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case .KEY_DOWN:
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HandleInput(&game, event)
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handle_input(&game, event)
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}
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}
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}
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}
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MovePlayer(&game)
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move_player(&game)
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RenderGame(&game)
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render_game(&game)
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UpdateTime(&game)
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update_time(&game)
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}
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}
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}
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}
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UpdateTime :: proc(game: ^Game) {
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update_time :: proc(game: ^Game) {
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new_time := sdl3.GetTicksNS()
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new_time := sdl3.GetTicksNS()
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delta_ns := new_time - game.time
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delta_ns := new_time - game.time
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game.time = new_time
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game.time = new_time
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game.delta = f32(delta_ns) / f32(sdl3.NS_PER_SECOND)
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game.delta = f32(delta_ns) / f32(sdl3.NS_PER_SECOND)
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}
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}
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RenderGame :: proc(game: ^Game) {
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render_game :: proc(game: ^Game) {
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sdl3.SetRenderDrawColor(game.render, 0, 0, 0, 0)
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sdl3.SetRenderDrawColor(game.render, 0, 0, 0, 0)
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sdl3.RenderClear(game.render)
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sdl3.RenderClear(game.render)
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for unit in game.units {
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for unit in game.units {
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RenderUnit(unit, game)
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render_unit(unit, game)
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}
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}
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RenderUnit(game.player, game)
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render_unit(game.player, game)
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sdl3.RenderPresent(game.render)
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sdl3.RenderPresent(game.render)
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}
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}
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@ -4,12 +4,12 @@ import "core:fmt"
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import "util"
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import "util"
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import "vendor:sdl3"
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import "vendor:sdl3"
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HandleInput :: proc(game: ^Game, event: sdl3.Event) {
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handle_input :: proc(game: ^Game, event: sdl3.Event) {
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effect := event.type == sdl3.EventType.KEY_DOWN ? true : false
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effect := event.type == sdl3.EventType.KEY_DOWN ? true : false
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game.input_state[event.key.scancode] = effect
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game.input_state[event.key.scancode] = effect
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}
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}
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MovePlayer :: proc(game: ^Game) {
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move_player :: proc(game: ^Game) {
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speed := game.player.speed
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speed := game.player.speed
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y: f32 = game.input_state[sdl3.Scancode.W] ? -speed : 0
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y: f32 = game.input_state[sdl3.Scancode.W] ? -speed : 0
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16
unit.odin
16
unit.odin
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@ -21,7 +21,7 @@ Unit :: struct {
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hp: u32,
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hp: u32,
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}
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}
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RenderUnit :: proc(unit: Unit, game: ^Game) {
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render_unit :: proc(unit: Unit, game: ^Game) {
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switch unit.faction {
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switch unit.faction {
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case Faction.Player:
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case Faction.Player:
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sdl3.SetRenderDrawColor(game.render, 0, 255, 0, 0)
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sdl3.SetRenderDrawColor(game.render, 0, 255, 0, 0)
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@ -36,21 +36,21 @@ RenderUnit :: proc(unit: Unit, game: ^Game) {
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)
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)
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}
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}
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NewUnit :: proc {
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new_unit :: proc {
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NewUnitBase,
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new_unit_all,
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NewUnitHp,
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new_unit_base,
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NewUnitAll
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new_unit_hp,
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}
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}
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NewUnitBase :: proc(faction: Faction, position: util.Position) -> Unit {
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new_unit_base :: proc(faction: Faction, position: util.Position) -> Unit {
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return Unit{faction, position, DEFAULT_VELOCITY, DEFAULT_SPEED, DEFAULT_HP}
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return Unit{faction, position, DEFAULT_VELOCITY, DEFAULT_SPEED, DEFAULT_HP}
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}
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}
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NewUnitHp :: proc(faction: Faction, position: util.Position, hp: u32) -> Unit {
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new_unit_hp :: proc(faction: Faction, position: util.Position, hp: u32) -> Unit {
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return Unit{faction, position, DEFAULT_VELOCITY, DEFAULT_SPEED, hp}
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return Unit{faction, position, DEFAULT_VELOCITY, DEFAULT_SPEED, hp}
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}
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}
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NewUnitAll :: proc(faction: Faction, position: util.Position, speed: f32, hp: u32) -> Unit {
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new_unit_all :: proc(faction: Faction, position: util.Position, speed: f32, hp: u32) -> Unit {
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return Unit{faction, position, DEFAULT_VELOCITY, speed, hp}
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return Unit{faction, position, DEFAULT_VELOCITY, speed, hp}
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}
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}
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