Added timers to the game
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@@ -0,0 +1,4 @@
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pub const Offset = struct {
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x: i32,
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y: i32,
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};
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@@ -0,0 +1,56 @@
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const sdl = @import("./../sdl.zig").c;
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pub const TimerStatus = enum { started, stopped, paused };
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pub const Timer = struct {
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start_ticks_ms: u32 = 0,
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pause_ticks_ms: u32 = 0,
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status: TimerStatus = TimerStatus.stopped,
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pub fn start(self: *Timer) void {
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if (self.status == .started) return;
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self.status = .started;
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self.start_ticks_ms = sdl.SDL_GetTicks();
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self.pause_ticks_ms = 0;
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}
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pub fn stop(self: *Timer) void {
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if (self.status == .stopped) return;
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self.status = .stopped;
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self.start_ticks_ms = 0;
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self.pause_ticks_ms = 0;
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}
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pub fn reset(self: *Timer) void {
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self.status = .started;
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self.start_ticks_ms = sdl.SDL_GetTicks();
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self.pause_ticks_ms = 0;
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}
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pub fn pause(self: *Timer) void {
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if (self.status == .paused or self.status == .stopped) return;
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self.status = .paused;
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self.pause_ticks_ms = sdl.SDL_GetTicks();
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}
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pub fn unpause(self: *Timer) void {
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if (self.status == .started or self.status == .stopped) return;
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self.status = .started;
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self.start_ticks_ms = sdl.SDL_GetTicks() - self.pause_ticks_ms;
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self.pause_ticks_ms = 0;
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}
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pub fn getTicks(self: *Timer) u32 {
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switch (self.status) {
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.stopped => {
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return 0;
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},
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.paused => {
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return self.pause_ticks_ms;
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},
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.started => {
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return sdl.SDL_GetTicks() - self.start_ticks_ms;
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},
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}
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}
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};
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