feat: add pos and rotation saving
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+7
-9
@@ -40,9 +40,8 @@ void CreatePlayer(void)
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Texture2D texture = LoadTexture(startShipAsset.path);
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float frameWidth = startShipAsset.frameWidth;
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float rotation = startShipAsset.rotation;
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float rotation = (float)LoadStorageValue(STORAGE_DATA_FILE, STORAGE_POSITION_ROTATION);
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Sprite playerSprite = {
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.texture = texture,
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.frameSize = {frameWidth, frameWidth},
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@@ -62,9 +61,8 @@ void CreatePlayer(void)
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.animTimer = 0.0f
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};
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Physics playerPhysics = {
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.position = (Vector2){0.0f,0.0f},
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.position = (Vector2){(float)LoadStorageValue(STORAGE_DATA_FILE, STORAGE_POSITION_POSX), (float)LoadStorageValue(STORAGE_DATA_FILE, STORAGE_POSITION_POSY)},
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.direction = (Vector2){0.0f, 0.0f},
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.speed = playerSpeeds[ANCHOR]
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};
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@@ -127,12 +125,12 @@ void UpdatePlayer(void)
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}
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player->sprite.rotation = player->rotation;
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Vector2 dir = RotationToVector2(player->rotation - 90.0f);
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UpdatePhysics(&player->physics, dir);
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UpdateSpriteDestRec(&player->sprite, &player->physics.position);
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UpdatePhysics(&player->physics, dir);
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UpdateSpriteDestRec(&player->sprite, &player->physics.position);
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SaveStorageValue(STORAGE_DATA_FILE, STORAGE_POSITION_POSX, (int)player->physics.position.x);
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SaveStorageValue(STORAGE_DATA_FILE, STORAGE_POSITION_POSY, (int)player->physics.position.y);
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SaveStorageValue(STORAGE_DATA_FILE, STORAGE_POSITION_ROTATION, (int)player->rotation);
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}
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void RenderPlayer(void){
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