debug collider rendering
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c988944e3d
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@ -74,7 +74,7 @@ use std::{cell::RefCell, sync::mpsc::TryRecvError};
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use discord_sdk::activity::ActivityBuilder;
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use discord_sdk::activity::ActivityBuilder;
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use raylib::prelude::*;
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use raylib::prelude::*;
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use tracing::{error, info};
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use tracing::{error, info, warn};
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use utilities::discord::DiscordConfig;
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use utilities::discord::DiscordConfig;
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use crate::{
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use crate::{
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@ -224,6 +224,7 @@ pub async fn game_begin(game_config: &mut GameConfig) -> Result<(), Box<dyn std:
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.is_key_pressed(KeyboardKey::KEY_F3)
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.is_key_pressed(KeyboardKey::KEY_F3)
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{
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{
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game_config.debug_view = !game_config.debug_view;
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game_config.debug_view = !game_config.debug_view;
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warn!("Debug view set: {}", game_config.debug_view);
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}
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}
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}
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}
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@ -25,7 +25,20 @@ impl WorldSpaceRender for InGameScreen {
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// self.world_background.render(raylib, Vector2::new(0.0, -1080.0), &self.camera);
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// self.world_background.render(raylib, Vector2::new(0.0, -1080.0), &self.camera);
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// Render the platform layer
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// Render the platform layer
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raylib.draw_texture_v(&cur_level.platform_tex, Vector2::new(WORLD_LEVEL_X_OFFSET, -cur_level.platform_tex.height as f32), Color::WHITE);
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raylib.draw_texture_v(
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&cur_level.platform_tex,
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Vector2::new(WORLD_LEVEL_X_OFFSET, -cur_level.platform_tex.height as f32),
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Color::WHITE,
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);
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if config.debug_view {
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for collider in &cur_level.colliders {
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let mut translated_collider = collider.clone();
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translated_collider.y += -cur_level.platform_tex.height as f32;
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translated_collider.x += WORLD_LEVEL_X_OFFSET;
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raylib.draw_rectangle_lines_ex(translated_collider, 5, Color::RED);
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}
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}
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// Render the floor as a line
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// Render the floor as a line
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let screen_world_zero = raylib.get_screen_to_world2D(Vector2::zero(), self.camera);
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let screen_world_zero = raylib.get_screen_to_world2D(Vector2::zero(), self.camera);
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@ -40,7 +53,6 @@ impl WorldSpaceRender for InGameScreen {
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config.colors.white,
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config.colors.white,
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);
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);
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// Render the player
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// Render the player
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render_character_in_camera_space(raylib, &self.player, &config);
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render_character_in_camera_space(raylib, &self.player, &config);
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}
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}
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