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examples/Benchmark/mariostill.png
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examples/Benchmark/mariostill.png
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examples/Benchmark/script.zs
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examples/Benchmark/script.zs
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int g_screenw = 256
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int g_screenh = 224
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int g_resolutionScale = 3
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float g_playerWalkSpeed = 150
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float g_playerRunSpeed = 210
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float g_jumpHeight = 200
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float g_currPlayerSpeed = 400
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bool g_running = false
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bool g_colliding = false
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float g_gravitySpeed = 86
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bool g_jumping = false
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float g_jumpingTime = 0
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//include "./extra-include.zs"
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func Main()
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{
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//SplitThread(ThreadedFunction())
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EXIT_WHEN_DONE = false
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// Immediately creates the window, then runs Start(), then the game loop. The game loop calls Update() every frame
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ZS.Graphics.Init("Platformer game", g_screenw, g_screenh, g_resolutionScale)
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}
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func Start()
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{
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float centerX = g_screenw / 2
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float centerY = g_screenh / 2
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global Vec2 v_aa = NVec2(g_screenw / 2 + -40, g_screenh / 2 + -40)
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global Sprite s_aa = ZS.Graphics.Sprite("./mariostill.png", v_aa, NVec2(16, 16), 0)
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global Vec2 v_ab = NVec2(g_screenw / 2 + -30, g_screenh / 2 + -40)
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global Sprite s_ab = ZS.Graphics.Sprite("./mariostill.png", v_ab, NVec2(16, 16), 0)
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global Vec2 v_ac = NVec2(g_screenw / 2 + -20, g_screenh / 2 + -40)
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global Sprite s_ac = ZS.Graphics.Sprite("./mariostill.png", v_ac, NVec2(16, 16), 0)
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global Vec2 v_ad = NVec2(g_screenw / 2 + -10, g_screenh / 2 + -40)
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global Sprite s_ad = ZS.Graphics.Sprite("./mariostill.png", v_ad, NVec2(16, 16), 0)
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global Vec2 v_ae = NVec2(g_screenw / 2 + -0, g_screenh / 2 + -40)
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global Sprite s_ae = ZS.Graphics.Sprite("./mariostill.png", v_ae, NVec2(16, 16), 0)
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global Vec2 v_af = NVec2(g_screenw / 2 + 10, g_screenh / 2 + -40)
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global Sprite s_af = ZS.Graphics.Sprite("./mariostill.png", v_af, NVec2(16, 16), 0)
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global Vec2 v_ag = NVec2(g_screenw / 2 + 20, g_screenh / 2 + -40)
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global Sprite s_ag = ZS.Graphics.Sprite("./mariostill.png", v_ag, NVec2(16, 16), 0)
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global Vec2 v_ah = NVec2(g_screenw / 2 + 30, g_screenh / 2 + -40)
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global Sprite s_ah = ZS.Graphics.Sprite("./mariostill.png", v_ah, NVec2(16, 16), 0)
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global Vec2 v_ai = NVec2(g_screenw / 2 + 40, g_screenh / 2 + -40)
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global Sprite s_ai = ZS.Graphics.Sprite("./mariostill.png", v_ai, NVec2(16, 16), 0)
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global Vec2 v_aj = NVec2(g_screenw / 2 + -40, g_screenh / 2 + -30)
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global Sprite s_aj = ZS.Graphics.Sprite("./mariostill.png", v_aj, NVec2(16, 16), 0)
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global Vec2 v_ak = NVec2(g_screenw / 2 + -30, g_screenh / 2 + -30)
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global Sprite s_ak = ZS.Graphics.Sprite("./mariostill.png", v_ak, NVec2(16, 16), 0)
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global Vec2 v_al = NVec2(g_screenw / 2 + -20, g_screenh / 2 + -30)
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global Sprite s_al = ZS.Graphics.Sprite("./mariostill.png", v_al, NVec2(16, 16), 0)
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}
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func Update(deltaTime)
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{
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float fps = 1 / deltaTime
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Printl("FPS: " + fps)
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// // Shift key lets you sprint
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// g_running = GetKey("SHIFT_L")
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// if g_running == true
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// {
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// g_currPlayerSpeed = g_playerRunSpeed
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// }
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// if g_running == false
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// {
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// g_currPlayerSpeed = g_playerWalkSpeed
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// }
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// // Move Left And Right
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// if GetKey("D") == true
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// {
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// g_playerTargetPosition.x += g_currPlayerSpeed * deltaTime
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// }
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// if GetKey("A") == true
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// {
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// g_playerTargetPosition.x -= g_currPlayerSpeed * deltaTime
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// }
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// // Apply gravity
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// g_colliding = Colliding(g_playerSprite, g_groundSprite)
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// if g_colliding == false
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// {
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// if g_jumping == false
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// {
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// g_playerTargetPosition.y += deltaTime * g_gravitySpeed
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// }
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// if g_jumping == true
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// {
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// g_playerTargetPosition.y -= (g_jumpHeight * deltaTime) + (deltaTime * g_gravitySpeed * -g_jumpingTime * 5)
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// }
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// }
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// if g_colliding == true
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// {
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// if GetKey("SPACE") == false
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// {
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// if g_jumpingTime > 1
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// {
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// g_jumping = false
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// }
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// }
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// if GetKey("SPACE") == true
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// {
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// g_jumping = true
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// g_jumpingTime = 0
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// g_playerTargetPosition.y -= 2
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// }
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// }
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// // Lerps from old position to destination smoothly
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// float stopSpeed = deltaTime * 15
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// float lerpedX = Lerp(g_playerSprite.position.x, g_playerTargetPosition.x, stopSpeed)
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// s_aa.position = NVec2(lerpedX, g_playerTargetPosition.y)
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// Finally draws all of the sprites
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ZS.Graphics.Draw(s_aa)
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ZS.Graphics.Draw(s_ab)
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ZS.Graphics.Draw(s_ac)
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ZS.Graphics.Draw(s_ad)
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ZS.Graphics.Draw(s_ae)
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ZS.Graphics.Draw(s_af)
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ZS.Graphics.Draw(s_ag)
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ZS.Graphics.Draw(s_ah)
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ZS.Graphics.Draw(s_ai)
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ZS.Graphics.Draw(s_aj)
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ZS.Graphics.Draw(s_ak)
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ZS.Graphics.Draw(s_al)
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}
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func Colliding(a, b)
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{
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bool bo = ZS.Physics.AxisAlignedCollision(a, b)
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return bo
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}
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