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cmake_minimum_required(VERSION 3.10)
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cmake_minimum_required(VERSION 3.10)
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project(cc2 C)
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project(calamity-cobra-2 C)
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set_target_properties(PROPERTIES LINKER_LANGUAGE C)
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set_target_properties(PROPERTIES LINKER_LANGUAGE C)
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@ -33,7 +33,7 @@ file(GLOB src
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"${PROJECT_SOURCE_DIR}/src/game/state/title/*.c"
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"${PROJECT_SOURCE_DIR}/src/game/state/title/*.c"
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)
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)
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add_executable(cc2 ${src})
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add_executable(calamity-cobra-2 ${src})
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find_package(SDL2 REQUIRED)
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find_package(SDL2 REQUIRED)
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find_package(SDL2_image REQUIRED)
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find_package(SDL2_image REQUIRED)
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@ -25,4 +25,4 @@ This repository uses CMake to compile, so:
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### Windows
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### Windows
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I used MinGW for the Windows build, so basically the same as Linux but you'll need to use MSYS, MinGW, etc. to compile it.
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I used MinGW for the Windows build, so basically the same as Linux but you'll need to use MSYS, MinGW, etc. to compile it. I would recommend using ninja with cmake, so ``cmake .. -G Ninja `` and then ``ninja`` in the build directory.
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@ -34,4 +34,7 @@ atlas_uv_get(Atlas* self, vec2 uvMin, vec2 uvMax)
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uvMin[1] = (f32)position[1] / self->texture.size[1];
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uvMin[1] = (f32)position[1] / self->texture.size[1];
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uvMax[0] = (f32)(position[0] + self->frameSize[0]) / self->texture.size[0];
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uvMax[0] = (f32)(position[0] + self->frameSize[0]) / self->texture.size[0];
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uvMax[1] = (f32)(position[1] + self->frameSize[1]) / self->texture.size[1];
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uvMax[1] = (f32)(position[1] + self->frameSize[1]) / self->texture.size[1];
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printf("%f %f\n", uvMin[0], uvMin[1]);
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printf("%f %f\n", uvMax[0], uvMax[1]);
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}
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}
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#define WINDOW_FLAGS SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE
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#define WINDOW_FLAGS SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE
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static const ivec2 WINDOW_SIZE = {1280, 720};
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static const ivec2 WINDOW_SIZE = {1280, 720};
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static const vec2 WORLD_SIZE = {1920.0f, 1080.0f};
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static const vec2 WORLD_SIZE = {1280.0f, 720.0f};
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static const vec4 RENDERER_CLEAR_COLOR = {0.785f, 0.685f, 0.900f, 1.0f};
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static const vec4 RENDERER_CLEAR_COLOR = {0.785f, 0.685f, 0.900f, 1.0f};
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void game_init(Game* game);
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void game_init(Game* game);
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