Update main.zig
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@ -1,3 +1,2 @@
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/.zig-cache
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/zig-out
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/.idea
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@ -45,7 +45,7 @@ pub const Areas = struct {
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self.allocator.free(self.areas);
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}
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pub fn draw(self: *Areas) void {
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pub fn draw(self: *const Areas) void {
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for (self.areas) |area| {
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area.draw();
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}
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@ -2,12 +2,20 @@ const rl = @import("raylib");
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var screen_width: i32 = 1920;
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var screen_height: i32 = 1080;
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const scale: i32 = 5;
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const scale: f32 = 5.0;
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pub fn getScale() i32 {
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pub fn getScale() f32 {
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return scale;
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}
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pub fn getScreenWidthF32() f32 {
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return @floatFromInt(screen_width);
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}
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pub fn getScreenHeightF32() f32 {
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return @floatFromInt(screen_height);
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}
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pub fn getScreenWidth() i32 {
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return screen_width;
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}
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@ -29,6 +29,7 @@ pub fn main() !void {
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const new_width = rl.getScreenWidth();
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const new_height = rl.getScreenHeight();
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// todo fix spawn area locations when resizing
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if (globals.checkWindowSizeChanged(new_width, new_height)) {
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globals.setWindowSize(new_width, new_height);
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}
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@ -36,5 +37,6 @@ pub fn main() !void {
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rl.clearBackground(.light_gray);
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// draw areas
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spAreas.draw();
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}
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}
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@ -27,18 +27,18 @@ pub const SpawnArea = struct {
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fn setLocation(self: *SpawnArea) void {
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self.location = switch (self.area) {
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.top_left => rl.Vector2{ .x = 0, .y = 0 },
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.top_right => rl.Vector2{ .x = globals.getScreenWidth() - self.width * globals.getScale(), .y = 0 },
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.bottom_left => rl.Vector2{ .x = 0, .y = globals.getScreenHeight() - self.height * globals.getScale() },
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.bottom_right => rl.Vector2{ .x = globals.getScreenWidth() - self.width * globals.getScale(), .y = globals.getScreenHeight() - self.height * globals.getScale() },
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.top_right => rl.Vector2{ .x = globals.getScreenWidthF32() - @as(f32, @floatFromInt(self.width)) * globals.getScale(), .y = 0 },
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.bottom_left => rl.Vector2{ .x = 0, .y = globals.getScreenHeightF32() - @as(f32, @floatFromInt(self.height)) * globals.getScale() },
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.bottom_right => rl.Vector2{ .x = globals.getScreenWidthF32() - @as(f32, @floatFromInt(self.width)) * globals.getScale(), .y = globals.getScreenHeightF32() - @as(f32, @floatFromInt(self.height)) * globals.getScale() },
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};
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}
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pub fn draw(self: *SpawnArea) void {
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pub fn draw(self: *const SpawnArea) void {
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const rect = rl.Rectangle{
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.x = self.location.x,
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.y = self.location.y,
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.width = self.width * globals.getScale(),
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.height = self.height * globals.getScale(),
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.width = @as(f32, @floatFromInt(self.width)) * globals.getScale(),
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.height = @as(f32, @floatFromInt(self.height)) * globals.getScale(),
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};
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rl.drawRectangleRec(rect, .dark_gray);
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// todo draw cars
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