Draw tiled map and a blue knight with basic movement keys
This commit is contained in:
parent
0f9ed29a01
commit
57a609228d
103
main.c
103
main.c
@ -1,24 +1,103 @@
|
||||
#include "raylib.h"
|
||||
|
||||
int main(void)
|
||||
{
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
typedef struct {
|
||||
Vector2 knight_pos;
|
||||
} GameState;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - basic window");
|
||||
void Init(GameState *state);
|
||||
// {
|
||||
// }
|
||||
|
||||
void Draw(GameState *state);
|
||||
// {
|
||||
// ClearBackground(RAYWHITE);
|
||||
// DrawText("Congrats! You created your first window!", 190, 200, 20, LIGHTGRAY);
|
||||
// }
|
||||
|
||||
int main(void) {
|
||||
const int screen_width = 1600;
|
||||
const int screen_height = 1080;
|
||||
|
||||
InitWindow(screen_width, screen_height, "raylib [core] example - basic window");
|
||||
|
||||
int monitor = GetCurrentMonitor();
|
||||
int monitor_width = GetMonitorWidth(monitor);
|
||||
int monitor_height = GetMonitorHeight(monitor);
|
||||
SetWindowPosition(monitor_width / 2 - screen_width / 2,
|
||||
monitor_height / 2 - screen_height / 2);
|
||||
|
||||
SetTargetFPS(60);
|
||||
while (!WindowShouldClose())
|
||||
{
|
||||
|
||||
GameState state = {0};
|
||||
Camera2D cam = {0};
|
||||
|
||||
// Vector2 offset; // Camera offset (displacement from target)
|
||||
// Vector2 target; // Camera target (rotation and zoom origin)
|
||||
// float rotation; // Camera rotation in degrees
|
||||
cam.zoom = 1.0f;
|
||||
|
||||
Texture2D ground = LoadTexture("assets/Terrain/Ground/Tilemap_Flat.png");
|
||||
Texture2D blue_knight_warrior =
|
||||
LoadTexture("assets/Factions/Knights/Troops/Warrior/Blue/Warrior_Blue.png");
|
||||
|
||||
int framesCounter = 0;
|
||||
int knight_speed = 10.1f;
|
||||
while (!WindowShouldClose()) {
|
||||
framesCounter++;
|
||||
|
||||
if (IsKeyDown(KEY_RIGHT) || IsKeyDown(KEY_D)) {
|
||||
state.knight_pos.x += knight_speed;
|
||||
}
|
||||
if (IsKeyDown(KEY_LEFT) || IsKeyDown(KEY_A)) {
|
||||
state.knight_pos.x -= knight_speed;
|
||||
}
|
||||
if (IsKeyDown(KEY_UP) || IsKeyDown(KEY_W)) {
|
||||
state.knight_pos.y -= knight_speed;
|
||||
}
|
||||
if (IsKeyDown(KEY_DOWN) || IsKeyDown(KEY_S)) {
|
||||
state.knight_pos.y += knight_speed;
|
||||
}
|
||||
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
DrawText("Congrats! You created your first window!", 190, 200, 20, LIGHTGRAY);
|
||||
|
||||
{
|
||||
BeginMode2D(cam);
|
||||
{
|
||||
ClearBackground((Color){ 100, 149, 237, 255 });
|
||||
// Draw(&state);
|
||||
int size = 32;
|
||||
int topx = 300;
|
||||
int topy = 32;
|
||||
for (int col = 0; col < size; col++) {
|
||||
for (int row = 0; row < size; row++) {
|
||||
int atlas_col = 0;
|
||||
int atlas_row = 0;
|
||||
if (col == size - 1) {
|
||||
atlas_col = 5;
|
||||
} else if (col > 0) {
|
||||
atlas_col = (col % 4) + 1;
|
||||
}
|
||||
if (row == size - 1) {
|
||||
atlas_row = 5;
|
||||
} else if (row > 0) {
|
||||
atlas_row = (row % 4) + 1;
|
||||
}
|
||||
Vector2 pos = {32 * col + topx, 32 * row + topy};
|
||||
Rectangle src_rect = {32 * atlas_col, 32 * atlas_row, 32, 32};
|
||||
DrawTextureRec(ground, src_rect, pos, WHITE);
|
||||
}
|
||||
}
|
||||
DrawTextureRec(blue_knight_warrior,
|
||||
(Rectangle){0, 0, 1152 / 6, 1536 / 8},
|
||||
state.knight_pos,
|
||||
// (Vector2){100, 100},
|
||||
WHITE);
|
||||
}
|
||||
EndMode2D();
|
||||
}
|
||||
EndDrawing();
|
||||
}
|
||||
|
||||
UnloadTexture(ground);
|
||||
CloseWindow();
|
||||
return 0;
|
||||
}
|
||||
|
Loading…
x
Reference in New Issue
Block a user