Select knights by dragging rect over them

This commit is contained in:
Joseph Ferano 2024-01-06 09:09:37 +07:00
parent 070f23a467
commit 1ff06abdd4
3 changed files with 124 additions and 71 deletions

View File

@ -23,11 +23,11 @@
const u16 knight_sprite_size = 192;
const Vector2 knight_origin = {knight_sprite_size / 2, knight_sprite_size / 2 + 35};
const Size knight_col_size = {85, 95};
const Size knight_col_size = {50, 75};
// TODO: We probably want this as a helper function somewhere
const Rectangle knight_colrect_select = {
-knight_col_size.width / 2,
-knight_col_size.height / 2 - 40,
-knight_col_size.height / 2 - 35,
knight_col_size.width,
knight_col_size.height,
};

183
main.c
View File

@ -36,21 +36,21 @@ typedef enum Direction {
typedef struct {
Point position;
Point origin;
Vector2 velocity;
Direction look_dir;
KnightState state;
u8 look_dir;
u8 state;
u8 selected;
} Knight;
typedef struct {
int frame_count;
// Rectangle* sprite_rects;
Point camera_position;
int selected_knight;
PointOption *target_points;
PointOption selected_point;
Knight *knights;
SpriteAnimationPlayback* anim_playbacks;
Knight *selected_knights;
PointOption selection_mouse_start_pos;
int entity_count;
} GameState;
@ -80,29 +80,81 @@ Assets Init() {
}
void Update(GameState *game, Camera2D *cam, float dt) {
if (0 && IsMouseButtonPressed(0)) {
if (IsMouseButtonPressed(0)) {
Point mouse_pos = GetScreenToWorld2D(GetMousePosition(), *cam);
// TODO: This kind of sucks that we're doing all the math here to calculate
// the position of the collider, we need a helper that calculates origin offset
Rectangle mouse_select_area = {
game->knights[0].position.x + knight_colrect_select.x,
game->knights[0].position.y + knight_colrect_select.y,
knight_colrect_select.width,
knight_colrect_select.height,
};
if (CheckCollisionPointRec(mouse_pos, mouse_select_area)) {
// game->selected_knight = &game->knights[0];
} else {
game->selected_knight = -1;
game->selection_mouse_start_pos = (PointOption){ .tag = SOME, .some.point = mouse_pos };
}
if (game->selection_mouse_start_pos.tag == SOME) {
Point start_pos = game->selection_mouse_start_pos.some.point;
Point current_pos = GetScreenToWorld2D(GetMousePosition(), *cam);
if (Vector2DistanceSqr(current_pos, start_pos) >= 100.0f) {
f32 width = current_pos.x - start_pos.x;
f32 height = current_pos.y - start_pos.y;
f32 x = width >= 0.0f ? start_pos.x : current_pos.x;
f32 y = height >= 0.0f ? start_pos.y : current_pos.y;
Rectangle rect = {x, y, fabs(width), fabs(height)};
for (int i = 0; i < game->entity_count; i++) {
Rectangle mouse_select_area = {
game->knights[i].position.x + knight_colrect_select.x,
game->knights[i].position.y + knight_colrect_select.y,
knight_colrect_select.width,
knight_colrect_select.height,
};
game->knights[i].selected =
CheckCollisionRecs(rect, mouse_select_area);
}
}
}
if (IsMouseButtonReleased(0)) {
// TODO: This is what should happen when the distance is too small
// Point start_pos = game->selection_mouse_start_pos.some.point;
Point start_pos = game->selection_mouse_start_pos.some.point;
Point current_pos = GetScreenToWorld2D(GetMousePosition(), *cam);
if (Vector2DistanceSqr(current_pos, start_pos) >= 100.0f) {
f32 width = current_pos.x - start_pos.x;
f32 height = current_pos.y - start_pos.y;
f32 x = width >= 0.0f ? start_pos.x : current_pos.x;
f32 y = height >= 0.0f ? start_pos.y : current_pos.y;
Rectangle rect = {x, y, fabs(width), fabs(height)};
for (int i = 0; i < game->entity_count; i++) {
Rectangle mouse_select_area = {
game->knights[i].position.x + knight_colrect_select.x,
game->knights[i].position.y + knight_colrect_select.y,
knight_colrect_select.width,
knight_colrect_select.height,
};
game->knights[i].selected =
CheckCollisionRecs(rect, mouse_select_area);
}
} else {
// TODO: This kind of sucks that we're doing all the math here to calculate
// the position of the collider, we need a helper that calculates origin offset
int k_idx = -1;
for (int i = 0; i < game->entity_count; i++) {
Rectangle mouse_select_area = {
game->knights[i].position.x + knight_colrect_select.x,
game->knights[i].position.y + knight_colrect_select.y,
knight_colrect_select.width,
knight_colrect_select.height,
};
if (CheckCollisionPointRec(current_pos, mouse_select_area)) {
k_idx = i;
}
game->knights[i].selected = false;
}
if (k_idx != -1) {
game->knights[k_idx].selected = true;
}
}
game->selection_mouse_start_pos = (PointOption){ .tag = NONE, };
}
if (IsMouseButtonPressed(1)) {
Point mouse_pos = GetScreenToWorld2D(GetMousePosition(), *cam);
if (game->selected_knight != -1) {
game->target_points[game->selected_knight] =
(PointOption){ .tag = SOME, .some.point = mouse_pos };
}
game->selected_point = (PointOption){ .tag = SOME, .some.point = mouse_pos };
}
const float cam_move_speed = 1050.0f * dt;
@ -122,13 +174,13 @@ void Update(GameState *game, Camera2D *cam, float dt) {
cam_vel = Vector2Normalize(cam_vel);
game->camera_position = Vector2Scale(cam_vel, cam_move_speed);
cam->offset = Vector2Add(cam->offset, game->camera_position);
if (IsKeyPressed(KEY_SPACE) && game->selected_knight != -1) {
int k_idx = game->selected_knight;
if (game->knights[k_idx].state != KNIGHT_ATTACKING) {
game->knights[k_idx].state = KNIGHT_ATTACKING;
PlayAnimation(ANIM_KNIGHT_ATTACK_SIDE1, knight_anims, &game->anim_playbacks[k_idx]);
}
}
// if (IsKeyPressed(KEY_SPACE) && game->selected_knight != -1) {
// int k_idx = game->selected_knight;
// if (game->knights[k_idx].state != KNIGHT_ATTACKING) {
// game->knights[k_idx].state = KNIGHT_ATTACKING;
// PlayAnimation(ANIM_KNIGHT_ATTACK_SIDE1, knight_anims, &game->anim_playbacks[k_idx]);
// }
// }
if (IsKeyPressed(KEY_F1)) {
global_debug_mode = !global_debug_mode;
}
@ -140,10 +192,10 @@ void Update(GameState *game, Camera2D *cam, float dt) {
for (int i = 0; i < game->entity_count; i++) {
Vector2 input_vel = {0};
Knight *knight = &game->knights[i];
if (game->target_points[i].tag == SOME) {
Vector2 target = game->target_points[game->selected_knight].some.point;
if (game->selected_point.tag == SOME && knight->selected) {
Vector2 target = game->selected_point.some.point;
if (Vector2DistanceSqr(target, knight->position) < 2.5f) {
game->target_points[i].tag = NONE;
game->selected_point.tag = NONE;
} else {
input_vel.x = knight->position.x - target.x < 0.0f ? 1 : -1;
knight->position = Vector2MoveTowards(knight->position, target, 4.0f);
@ -172,10 +224,8 @@ void Update(GameState *game, Camera2D *cam, float dt) {
}
}
}
}
// Sort the entities using Insertion Sort.
for (int i = 1; i < game->entity_count; i++) {
if (i == 0) continue;
// Sort the entities by y position using Insertion Sort
int j = i;
while (j > 0 && game->knights[j].position.y < game->knights[j - 1].position.y) {
// Swap position
@ -186,16 +236,6 @@ void Update(GameState *game, Camera2D *cam, float dt) {
SpriteAnimationPlayback temp_a = game->anim_playbacks[j - 1];
game->anim_playbacks[j - 1] = game->anim_playbacks[j];
game->anim_playbacks[j] = temp_a;
// Swap target points
PointOption temp_p = game->target_points[j - 1];
game->target_points[j - 1] = game->target_points[j];
game->target_points[j] = temp_p;
// Swap selected knight
if (game->selected_knight == j) {
game->selected_knight = j - 1;
} else if (game->selected_knight == j - 1) {
game->selected_knight = j;
}
j--;
}
}
@ -229,8 +269,8 @@ void Draw(GameState *game, Assets assets, Camera2D cam, float dt) {
}
}
if (game->target_points[game->selected_knight].tag == SOME) {
Vector2 marker_pos = game->target_points[game->selected_knight].some.point;
if (game->selected_point.tag == SOME) {
Vector2 marker_pos = game->selected_point.some.point;
marker_pos.x -= assets.textures[TEX_TARGET_RETICLE].width / 2;
marker_pos.y -= assets.textures[TEX_TARGET_RETICLE].height / 2;
D_DrawTextureV(assets.textures[TEX_TARGET_RETICLE], marker_pos, WHITE);
@ -253,18 +293,30 @@ void Draw(GameState *game, Assets assets, Camera2D cam, float dt) {
Rectangle dest_rect = {knight->position.x, knight->position.y, 192, 192};
Texture2D tex = assets.textures[TEX_KNIGHT];
D_DrawTexturePro(tex, src_rect, dest_rect, knight_origin, 0.0f, WHITE);
if (knight->selected == true) {
Rectangle knight_col_area = {
knight->position.x + knight_colrect_select.x,
knight->position.y + knight_colrect_select.y,
knight_colrect_select.width,
knight_colrect_select.height,
};
// Color color = game->selected_knight == NULL ? RED : GREEN;
DrawRectangleLinesEx(knight_col_area, 2.0f, GREEN);
}
}
if (game->selected_knight != -1) {
Vector2 kpos = game->knights[game->selected_knight].position;
Rectangle knight_col_area = {
kpos.x + knight_colrect_select.x,
kpos.y + knight_colrect_select.y,
knight_colrect_select.width,
knight_colrect_select.height,
};
// Color color = game->selected_knight == NULL ? RED : GREEN;
DrawRectangleLinesEx(knight_col_area, 2.0f, GREEN);
if (game->selection_mouse_start_pos.tag == SOME) {
Point start_pos = game->selection_mouse_start_pos.some.point;
Point current_pos = GetScreenToWorld2D(GetMousePosition(), cam);
if (Vector2DistanceSqr(current_pos, start_pos) >= 100.0f) {
f32 width = current_pos.x - start_pos.x;
f32 height = current_pos.y - start_pos.y;
f32 x = width >= 0.0f ? start_pos.x : current_pos.x;
f32 y = height >= 0.0f ? start_pos.y : current_pos.y;
Rectangle rect = {x, y, fabs(width), fabs(height)};
DrawRectangleLinesEx(rect, 4.0f, WHITE);
}
}
Vector2 world = GetScreenToWorld2D(GetMousePosition(), cam);
@ -281,8 +333,10 @@ int main(void) {
printf("Knight Size: %ld \n", sizeof(Knight));
printf("SpriteAnimationPlayback Size: %ld \n", sizeof(SpriteAnimationPlayback));
printf("Knight Size: %ld \n", sizeof(Point));
printf("Knight Size: %ld \n", sizeof(PointOption));
printf("Point Size: %ld \n", sizeof(Point));
printf("Point Option Size: %ld \n", sizeof(PointOption));
printf("Direction Size: %ld \n", sizeof(Direction));
printf("KnightState Size: %ld \n", sizeof(KnightState));
InitWindow(screen_width, screen_height, "raylib [core] example - basic window");
@ -305,8 +359,7 @@ int main(void) {
GameState game = {0};
game.knights = calloc(MAX_KNIGHTS, sizeof(Knight));
game.anim_playbacks = calloc(MAX_KNIGHTS, sizeof(SpriteAnimationPlayback));
game.target_points = calloc(MAX_KNIGHTS, sizeof(PointOption));
const int entities = 1024;
const int entities = MAX_KNIGHTS;
for (int i = 0; i < entities; i++) {
int rand_x = GetRandomValue(360, 1250);
@ -318,7 +371,6 @@ int main(void) {
game.anim_playbacks[i].current_frame = rand_frame;
}
game.entity_count = entities;
game.selected_knight = 0;
while (!WindowShouldClose()) {
game.frame_count++;
@ -339,7 +391,6 @@ int main(void) {
free(game.knights);
free(game.anim_playbacks);
free(game.target_points);
for (int i = 0; i < TEXTURES_BUF_SIZE; i++) {
UnloadTexture(assets.textures[i]);
}

View File

@ -15,9 +15,11 @@
* DONE Implement basic collider system
* DONE Left click on knight to select, right click to move
* DONE Mouse cursor texture and target on the ground texture
* TODO Handle multiple knights on the map at the same time
* TODO Ability to attack an entity, like a dummy
* TODO State to handle attacking when you right click a target
* DONE Optimize Animation struct
* DONE Handle multiple knights on the map at the same time
* DONE Knight y-depth sorting
* TODO Select multiple units and make them all move
* TODO Flocking/Steering behaviors so many knights move in formation
* TODO Steering behavior so knights surround a target with spacing
* TODO State to handle attacking when you right click a target
* TODO Ability to attack an entity, like a dummy