Multiple Knights with y-depth sorting using insertion sort, texture ids
This commit is contained in:
parent
ba44c72d09
commit
070f23a467
@ -1,5 +1,10 @@
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#pragma once
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#pragma once
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#define TEX_GROUND 0
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#define TEX_KNIGHT 1
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#define TEX_MOUSE_CURSOR 2
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#define TEX_TARGET_RETICLE 3
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#define ANIM_KNIGHT_IDLE 0
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#define ANIM_KNIGHT_IDLE 0
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#define ANIM_KNIGHT_RUN 1
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#define ANIM_KNIGHT_RUN 1
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#define ANIM_KNIGHT_ATTACK_SIDE1 2
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#define ANIM_KNIGHT_ATTACK_SIDE1 2
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153
main.c
153
main.c
@ -6,7 +6,7 @@
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#define TEXTURES_BUF_SIZE 16
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#define TEXTURES_BUF_SIZE 16
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#define TARGET_FPS 60
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#define TARGET_FPS 60
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#define MAX_KNIGHTS 256
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#define MAX_KNIGHTS 1024
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#define DEBUG_MODE_ENABLED
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#define DEBUG_MODE_ENABLED
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@ -46,11 +46,13 @@ typedef struct {
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int frame_count;
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int frame_count;
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// Rectangle* sprite_rects;
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// Rectangle* sprite_rects;
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Point camera_position;
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Point camera_position;
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Knight *selected_knight;
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int selected_knight;
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PointOption *target_points;
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PointOption *target_points;
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Knight *knights;
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Knight *knights;
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SpriteAnimationPlayback* anim_playbacks;
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SpriteAnimationPlayback* anim_playbacks;
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int anim_playbacks_count;
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int entity_count;
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} GameState;
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} GameState;
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typedef struct {
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typedef struct {
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@ -69,16 +71,16 @@ Assets Init() {
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Assets assets = {0};
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Assets assets = {0};
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assets.textures = malloc(sizeof(Texture2D) * TEXTURES_BUF_SIZE);
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assets.textures = malloc(sizeof(Texture2D) * TEXTURES_BUF_SIZE);
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assets.textures[0] = LoadTexture("assets/Terrain/Ground/Tilemap_Flat.png");
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assets.textures[TEX_GROUND] = LoadTexture("assets/Terrain/Ground/Tilemap_Flat.png");
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assets.textures[1] =
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assets.textures[TEX_KNIGHT] =
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LoadTexture("assets/Factions/Knights/Troops/Warrior/Blue/Warrior_Blue.png");
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LoadTexture("assets/Factions/Knights/Troops/Warrior/Blue/Warrior_Blue.png");
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assets.textures[2] = LoadTexture("assets/UI/Pointers/01.png");
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assets.textures[TEX_MOUSE_CURSOR] = LoadTexture("assets/UI/Pointers/01.png");
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assets.textures[3] = LoadTexture("assets/UI/Pointers/02.png");
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assets.textures[TEX_TARGET_RETICLE] = LoadTexture("assets/UI/Pointers/02.png");
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return assets;
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return assets;
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}
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}
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void Update(GameState *game, Camera2D *cam, float dt) {
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void Update(GameState *game, Camera2D *cam, float dt) {
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if (IsMouseButtonPressed(0)) {
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if (0 && IsMouseButtonPressed(0)) {
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Point mouse_pos = GetScreenToWorld2D(GetMousePosition(), *cam);
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Point mouse_pos = GetScreenToWorld2D(GetMousePosition(), *cam);
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// TODO: This kind of sucks that we're doing all the math here to calculate
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// TODO: This kind of sucks that we're doing all the math here to calculate
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// the position of the collider, we need a helper that calculates origin offset
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// the position of the collider, we need a helper that calculates origin offset
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@ -89,16 +91,17 @@ void Update(GameState *game, Camera2D *cam, float dt) {
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knight_colrect_select.height,
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knight_colrect_select.height,
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};
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};
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if (CheckCollisionPointRec(mouse_pos, mouse_select_area)) {
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if (CheckCollisionPointRec(mouse_pos, mouse_select_area)) {
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game->selected_knight = &game->knights[0];
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// game->selected_knight = &game->knights[0];
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} else {
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} else {
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game->selected_knight = NULL;
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game->selected_knight = -1;
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}
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}
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}
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}
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if (IsMouseButtonPressed(1)) {
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if (IsMouseButtonPressed(1)) {
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Point mouse_pos = GetScreenToWorld2D(GetMousePosition(), *cam);
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Point mouse_pos = GetScreenToWorld2D(GetMousePosition(), *cam);
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if (game->selected_knight != NULL) {
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if (game->selected_knight != -1) {
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game->target_points[0] = (PointOption){ .tag = SOME, .some.point = mouse_pos };
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game->target_points[game->selected_knight] =
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(PointOption){ .tag = SOME, .some.point = mouse_pos };
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}
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}
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}
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}
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@ -119,41 +122,28 @@ void Update(GameState *game, Camera2D *cam, float dt) {
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cam_vel = Vector2Normalize(cam_vel);
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cam_vel = Vector2Normalize(cam_vel);
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game->camera_position = Vector2Scale(cam_vel, cam_move_speed);
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game->camera_position = Vector2Scale(cam_vel, cam_move_speed);
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cam->offset = Vector2Add(cam->offset, game->camera_position);
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cam->offset = Vector2Add(cam->offset, game->camera_position);
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if (IsKeyPressed(KEY_SPACE) && game->knights[0].state != KNIGHT_ATTACKING) {
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if (IsKeyPressed(KEY_SPACE) && game->selected_knight != -1) {
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game->knights[0].state = KNIGHT_ATTACKING;
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int k_idx = game->selected_knight;
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PlayAnimation(ANIM_KNIGHT_ATTACK_SIDE1, knight_anims, &game->anim_playbacks[0]);
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if (game->knights[k_idx].state != KNIGHT_ATTACKING) {
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game->knights[k_idx].state = KNIGHT_ATTACKING;
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PlayAnimation(ANIM_KNIGHT_ATTACK_SIDE1, knight_anims, &game->anim_playbacks[k_idx]);
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}
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}
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}
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if (IsKeyPressed(KEY_F1)) {
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if (IsKeyPressed(KEY_F1)) {
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global_debug_mode = !global_debug_mode;
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global_debug_mode = !global_debug_mode;
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}
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}
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// const float movement_speed = 250.0f * dt;
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// if (IsKeyDown(KEY_RIGHT)) {
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// input_vel.x = 1;
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// }
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// if (IsKeyDown(KEY_LEFT)) {
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// input_vel.x = -1;
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// }
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// if (IsKeyDown(KEY_UP)) {
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// input_vel.y = -1;
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// }
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// if (IsKeyDown(KEY_DOWN)) {
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// input_vel.y = 1;
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// }
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// Process animation data
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// Process animation data
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TickSpriteAnimations(game->anim_playbacks, 1);
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TickSpriteAnimations(game->anim_playbacks, game->entity_count);
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// Handle knight movement if they are moving somewhere
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// Handle knight movement if they are moving somewhere
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// for (int i = 0; i < MAX_KNIGHTS; i++) {
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for (int i = 0; i < game->entity_count; i++) {
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for (int i = 0; i < 1; i++) {
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Vector2 input_vel = {0};
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Vector2 input_vel = {0};
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Knight *knight = &game->knights[i];
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Knight *knight = &game->knights[i];
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if (game->target_points[0].tag == SOME) {
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if (game->target_points[i].tag == SOME) {
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Vector2 target = game->target_points[0].some.point;
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Vector2 target = game->target_points[game->selected_knight].some.point;
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if (Vector2DistanceSqr(target, knight->position) < 2.5f) {
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if (Vector2DistanceSqr(target, knight->position) < 2.5f) {
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game->target_points[0].tag = NONE;
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game->target_points[i].tag = NONE;
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} else {
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} else {
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input_vel.x = knight->position.x - target.x < 0.0f ? 1 : -1;
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input_vel.x = knight->position.x - target.x < 0.0f ? 1 : -1;
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knight->position = Vector2MoveTowards(knight->position, target, 4.0f);
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knight->position = Vector2MoveTowards(knight->position, target, 4.0f);
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@ -183,9 +173,35 @@ void Update(GameState *game, Camera2D *cam, float dt) {
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}
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}
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}
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}
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}
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}
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// Sort the entities using Insertion Sort.
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for (int i = 1; i < game->entity_count; i++) {
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int j = i;
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while (j > 0 && game->knights[j].position.y < game->knights[j - 1].position.y) {
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// Swap position
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Knight temp_k = game->knights[j - 1];
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game->knights[j - 1] = game->knights[j];
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game->knights[j] = temp_k;
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// Swap animations
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SpriteAnimationPlayback temp_a = game->anim_playbacks[j - 1];
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game->anim_playbacks[j - 1] = game->anim_playbacks[j];
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game->anim_playbacks[j] = temp_a;
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// Swap target points
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PointOption temp_p = game->target_points[j - 1];
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game->target_points[j - 1] = game->target_points[j];
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game->target_points[j] = temp_p;
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// Swap selected knight
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if (game->selected_knight == j) {
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game->selected_knight = j - 1;
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} else if (game->selected_knight == j - 1) {
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game->selected_knight = j;
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}
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j--;
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}
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}
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}
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}
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void Draw(const GameState *game, Assets assets, Camera2D cam, float dt) {
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void Draw(GameState *game, Assets assets, Camera2D cam, float dt) {
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(void)cam;
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(void)cam;
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(void)dt;
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(void)dt;
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ClearBackground((Color){100, 149, 237, 255});
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ClearBackground((Color){100, 149, 237, 255});
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@ -209,19 +225,19 @@ void Draw(const GameState *game, Assets assets, Camera2D cam, float dt) {
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}
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}
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Vector2 pos = {32 * col + topx, 32 * row + topy};
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Vector2 pos = {32 * col + topx, 32 * row + topy};
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Rectangle src_rect = {32 * atlas_col, 32 * atlas_row, 32, 32};
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Rectangle src_rect = {32 * atlas_col, 32 * atlas_row, 32, 32};
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D_DrawTextureRec(assets.textures[0], src_rect, pos, WHITE);
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D_DrawTextureRec(assets.textures[TEX_GROUND], src_rect, pos, WHITE);
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}
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}
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}
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}
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if (game->target_points[0].tag == SOME) {
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if (game->target_points[game->selected_knight].tag == SOME) {
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Vector2 marker_pos = game->target_points[0].some.point;
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Vector2 marker_pos = game->target_points[game->selected_knight].some.point;
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marker_pos.x -= assets.textures[3].width / 2;
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marker_pos.x -= assets.textures[TEX_TARGET_RETICLE].width / 2;
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marker_pos.y -= assets.textures[3].height / 2;
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marker_pos.y -= assets.textures[TEX_TARGET_RETICLE].height / 2;
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D_DrawTextureV(assets.textures[3], marker_pos, WHITE);
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D_DrawTextureV(assets.textures[TEX_TARGET_RETICLE], marker_pos, WHITE);
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}
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}
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// for (int i = 0; i < game->anim_playbacks_count; i++) {
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// for (int i = 0; i < game->anim_playbacks_count; i++) {
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for (int i = 0; i < 1; i++) {
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for (int i = 0; i < game->entity_count; i++) {
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Knight *knight = &game->knights[i];
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Knight *knight = &game->knights[i];
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SpriteAnimationPlayback *playback = &game->anim_playbacks[i];
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SpriteAnimationPlayback *playback = &game->anim_playbacks[i];
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Rectangle src_rect = {
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Rectangle src_rect = {
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@ -234,12 +250,13 @@ void Draw(const GameState *game, Assets assets, Camera2D cam, float dt) {
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if (knight->look_dir == DIR_LEFT) {
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if (knight->look_dir == DIR_LEFT) {
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src_rect.width = -abs((int)src_rect.width);
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src_rect.width = -abs((int)src_rect.width);
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}
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}
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// Vector2 pos = Vector2Subtract(game->knight.position, knight_origin);
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Rectangle dest_rect = {knight->position.x, knight->position.y, 192, 192};
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Rectangle dest_rect = {knight->position.x, knight->position.y, 192, 192};
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D_DrawTexturePro(assets.textures[1], src_rect, dest_rect, knight_origin, 0.0f, WHITE);
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Texture2D tex = assets.textures[TEX_KNIGHT];
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D_DrawTexturePro(tex, src_rect, dest_rect, knight_origin, 0.0f, WHITE);
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}
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if (game->selected_knight) {
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if (game->selected_knight != -1) {
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Vector2 kpos = game->knights[0].position;
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Vector2 kpos = game->knights[game->selected_knight].position;
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Rectangle knight_col_area = {
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Rectangle knight_col_area = {
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kpos.x + knight_colrect_select.x,
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kpos.x + knight_colrect_select.x,
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kpos.y + knight_colrect_select.y,
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kpos.y + knight_colrect_select.y,
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@ -249,12 +266,12 @@ void Draw(const GameState *game, Assets assets, Camera2D cam, float dt) {
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// Color color = game->selected_knight == NULL ? RED : GREEN;
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// Color color = game->selected_knight == NULL ? RED : GREEN;
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DrawRectangleLinesEx(knight_col_area, 2.0f, GREEN);
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DrawRectangleLinesEx(knight_col_area, 2.0f, GREEN);
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}
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}
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}
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Vector2 world = GetScreenToWorld2D(GetMousePosition(), cam);
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Vector2 world = GetScreenToWorld2D(GetMousePosition(), cam);
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Vector2 pointer_pos = Vector2Subtract(world, (Vector2){24, 19});
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Vector2 pointer_pos = Vector2Subtract(world, (Vector2){24, 19});
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D_DrawTextureV(assets.textures[2], pointer_pos, WHITE);
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D_DrawTextureV(assets.textures[TEX_MOUSE_CURSOR], pointer_pos, WHITE);
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DrawRectangle(1492, 4, 88, 30, WHITE);
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DrawFPS(1500, 10);
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DrawFPS(1500, 10);
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}
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}
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@ -262,7 +279,10 @@ int main(void) {
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const int screen_width = 1600;
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const int screen_width = 1600;
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const int screen_height = 1080;
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const int screen_height = 1080;
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printf("Knight Size: %ld \n", sizeof(Knight));
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printf("SpriteAnimationPlayback Size: %ld \n", sizeof(SpriteAnimationPlayback));
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printf("SpriteAnimationPlayback Size: %ld \n", sizeof(SpriteAnimationPlayback));
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printf("Knight Size: %ld \n", sizeof(Point));
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printf("Knight Size: %ld \n", sizeof(PointOption));
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InitWindow(screen_width, screen_height, "raylib [core] example - basic window");
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InitWindow(screen_width, screen_height, "raylib [core] example - basic window");
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@ -280,20 +300,26 @@ int main(void) {
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Camera2D cam = {0};
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Camera2D cam = {0};
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cam.zoom = 1.0f;
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cam.zoom = 1.0f;
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GameState game = {0};
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game.knights = malloc(sizeof(Knight) * MAX_KNIGHTS);
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game.knights[0] = (Knight){0};
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game.knights[0].position = (Vector2){400,150};
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game.anim_playbacks = malloc(sizeof(SpriteAnimationPlayback) * MAX_KNIGHTS);
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game.anim_playbacks_count = 1;
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// First one is idle
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game.anim_playbacks[0] = (SpriteAnimationPlayback){0};
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game.target_points = calloc(MAX_KNIGHTS, sizeof(Point));
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Assets assets = Init();
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Assets assets = Init();
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PlayAnimation(ANIM_KNIGHT_IDLE, knight_anims, &game.anim_playbacks[0]);
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GameState game = {0};
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// const int idle
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game.knights = calloc(MAX_KNIGHTS, sizeof(Knight));
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game.anim_playbacks = calloc(MAX_KNIGHTS, sizeof(SpriteAnimationPlayback));
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game.target_points = calloc(MAX_KNIGHTS, sizeof(PointOption));
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const int entities = 1024;
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for (int i = 0; i < entities; i++) {
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int rand_x = GetRandomValue(360, 1250);
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int rand_y = 100 + ((float)930 / (float)entities) * i;
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game.knights[i].position = (Vector2){rand_x,rand_y};
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PlayAnimation(ANIM_KNIGHT_IDLE, knight_anims, &game.anim_playbacks[i]);
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int rand_frame = GetRandomValue(0, knight_anims[ANIM_KNIGHT_IDLE].total_frames);
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game.anim_playbacks[i].current_frame = rand_frame;
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}
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game.entity_count = entities;
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game.selected_knight = 0;
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while (!WindowShouldClose()) {
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while (!WindowShouldClose()) {
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game.frame_count++;
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game.frame_count++;
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float dt = GetFrameTime();
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float dt = GetFrameTime();
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@ -311,10 +337,11 @@ int main(void) {
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EndDrawing();
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EndDrawing();
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}
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}
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free(game.knights);
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free(game.anim_playbacks);
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free(game.anim_playbacks);
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free(game.target_points);
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free(game.target_points);
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for (int i = 0; i < TEXTURES_BUF_SIZE; i++) {
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for (int i = 0; i < TEXTURES_BUF_SIZE; i++) {
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UnloadTexture(assets.textures[0]);
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UnloadTexture(assets.textures[i]);
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}
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}
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free(assets.textures);
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free(assets.textures);
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CloseWindow();
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CloseWindow();
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