Core RTS :: Randomizing positions, improving visuals, info
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@@ -117,6 +117,12 @@ main :: (): int
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Dt = GetFrameTime()
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map := &MAP_CurrentMap
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orange := ORANGE
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orange.a = 255/2
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brown := BROWN
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brown.a = 255/2
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if IsKeyPressed(KEY_F1) ;; Mode = 0
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if IsKeyPressed(KEY_F2) ;; Mode = 1
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@@ -124,6 +130,8 @@ main :: (): int
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for i := 0, i < map.actors.len, i += 1
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it := map.actors.data + i
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MAP_MoveTowardsTarget(it)
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if IsKeyPressed(KEY_F4)
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MAP_RandomizeActors()
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if IsKeyDown(KEY_SPACE)
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for i := 0, i < map.actors.len, i += 1
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it := map.actors.data + i
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@@ -204,12 +212,12 @@ main :: (): int
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for path_i := 0, path_i < actor_it.open_paths.len, path_i += 1
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path_it := actor_it.open_paths.data + path_i
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path_r := Rectangle{path_it.p.x->F32 * RectX, path_it.p.y->F32 * RectY, RectX, RectY}
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DrawRectangleRec(path_r, ORANGE)
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DrawRectangleRec(path_r, orange)
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for path_i := 0, path_i < actor_it.close_paths.len, path_i += 1
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path_it := actor_it.close_paths.data + path_i
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path_r := Rectangle{path_it.p.x->F32 * RectX, path_it.p.y->F32 * RectY, RectX, RectY}
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DrawRectangleRec(path_r, BROWN)
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DrawRectangleRec(path_r, brown)
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MAP_RecomputeHistory(actor_it)
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for path_i := 0, path_i < actor_it.history.len, path_i += 1
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@@ -230,8 +238,22 @@ main :: (): int
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DrawCircleV(p1, 4, LIGHTGRAY)
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if Mode == 0 ;; DrawText("F1", 0, 0, 32, BLACK)
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if Mode == 1 ;; DrawText("F2", 0, 0, 32, BLACK)
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text_size := 24
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text_p := 4
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text_y := WinY - text_size
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DrawText("Space :: PathFind", text_p, text_y, text_size, GRAY)
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text_y -= text_size
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DrawText("F4 :: Randomize actors", text_p, text_y, text_size, GRAY)
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text_y -= text_size
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DrawText("F3 :: Simulate actors", text_p, text_y, text_size, GRAY)
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text_y -= text_size
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text: *char = "F1 :: Block placing"
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if Mode == 1 ;; text = "F2 :: Actor placing"
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DrawText(text, text_p, text_y, text_size, GRAY)
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text_y -= text_size
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EndDrawing()
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