From 631940a6eb3f053e30133dc768a0861154f0a195 Mon Sep 17 00:00:00 2001 From: Joseph Ferano Date: Mon, 1 Jan 2024 21:01:46 +0700 Subject: [PATCH] Unit movement by clicking on the ground, debug stuff --- game_data.h | 8 ++++ lib.h | 8 ++++ main.c | 111 +++++++++++++++++++++++++++++++++++++++++------- tinyswords.todo | 4 +- 4 files changed, 114 insertions(+), 17 deletions(-) diff --git a/game_data.h b/game_data.h index a1f7fc1..506e931 100644 --- a/game_data.h +++ b/game_data.h @@ -18,6 +18,14 @@ SpriteSheet knight = { }; const Vector2 knight_origin = {cell_size / 2, cell_size / 2}; +const Size knight_col_size = {75, 100}; +// TODO: We probably want this as a helper function somewhere +const Rectangle knight_colrect_select = { + knight_origin.x - knight_col_size.width / 2, + knight_origin.y - knight_col_size.height / 2, + knight_col_size.width, + knight_col_size.height, +}; SpriteAnimation knight_idle = { .name = "idle", diff --git a/lib.h b/lib.h index 48ab81e..a3d1731 100644 --- a/lib.h +++ b/lib.h @@ -34,3 +34,11 @@ typedef union { Rect components; Rectangle rect; } RectU; + +typedef struct PointOrNone { + enum {NONE, POINT} type; + union { + byte none; + Point point; + } value; +} PointOrNone; diff --git a/main.c b/main.c index bace31e..ea41e65 100644 --- a/main.c +++ b/main.c @@ -2,11 +2,13 @@ #include "include/raymath.h" #include #include +#include #define TEXTURES_BUF_SIZE 16 #define TARGET_FPS 60 #define ANIM_SPEED 8 #define MAX_ANIMATION_PLAYBACKS 64 +#define MAX_KNIGHTS 64 #include "sprites.h" #include "game_data.h" @@ -43,6 +45,8 @@ typedef struct { Knight knight; // Rectangle* sprite_rects; Point camera_position; + Knight *selected_knight; + PointOrNone *target_points; SpriteAnimationPlayback* anim_playbacks; int anim_playbacks_count; bool debug_mode; @@ -67,27 +71,63 @@ Assets Init() { assets.textures[0] = LoadTexture("assets/Terrain/Ground/Tilemap_Flat.png"); assets.textures[1] = LoadTexture("assets/Factions/Knights/Troops/Warrior/Blue/Warrior_Blue.png"); + assets.textures[2] = LoadTexture("assets/UI/Pointers/01.png"); + assets.textures[3] = LoadTexture("assets/UI/Pointers/02.png"); return assets; } void Update(GameState *game, Camera2D *cam, float dt) { - TickSpriteAnimations(&knight_anims[0], game->anim_playbacks, 1); - const float movement_speed = 250.0f * dt; + 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->knight.position.x - knight_colrect_select.width / 2, + game->knight.position.y - knight_colrect_select.height / 2, + knight_colrect_select.width, + knight_colrect_select.height, + }; + if (CheckCollisionPointRec(mouse_pos, mouse_select_area)) { + game->selected_knight = &game->knight; + } else { + game->selected_knight = NULL; + } + } + + if (IsMouseButtonPressed(1)) { + Point mouse_pos = GetScreenToWorld2D(GetMousePosition(), *cam); + if (game->selected_knight != NULL) { + game->target_points[0] = (PointOrNone){.type = POINT, .value.point = mouse_pos }; + } + } + + // for (int i = 0; i < MAX_KNIGHTS; i++) { Vector2 input_vel = {0}; - if (IsKeyDown(KEY_RIGHT)) { - input_vel.x = 1; - } - if (IsKeyDown(KEY_LEFT)) { - input_vel.x = -1; - } - if (IsKeyDown(KEY_UP)) { - input_vel.y = -1; - } - if (IsKeyDown(KEY_DOWN)) { - input_vel.y = 1; + if (game->target_points[0].type == POINT) { + Vector2 target = game->target_points[0].value.point; + if (Vector2DistanceSqr(target, game->knight.position) < 0.5f) { + game->target_points[0].type = NONE; + } else { + input_vel.x = game->knight.position.x - target.x < 0.0f ? 1 : -1; + game->knight.position = Vector2MoveTowards(game->knight.position, target, 4.0f); + } } + + // const float movement_speed = 250.0f * dt; + // if (IsKeyDown(KEY_RIGHT)) { + // input_vel.x = 1; + // } + // if (IsKeyDown(KEY_LEFT)) { + // input_vel.x = -1; + // } + // if (IsKeyDown(KEY_UP)) { + // input_vel.y = -1; + // } + // if (IsKeyDown(KEY_DOWN)) { + // input_vel.y = 1; + // } const float cam_move_speed = 1050.0f * dt; Vector2 cam_vel = {0}; if (IsKeyDown(KEY_D)) { @@ -122,9 +162,9 @@ void Update(GameState *game, Camera2D *cam, float dt) { if (input_vel.x != 0) { game->knight.look_dir = input_vel.x == -1 ? DIR_LEFT : DIR_RIGHT; } - game->knight.velocity = Vector2Normalize(input_vel); - game->knight.velocity = Vector2Scale(game->knight.velocity, movement_speed); - game->knight.position = Vector2Add(game->knight.position, game->knight.velocity); + // game->knight.velocity = Vector2Normalize(input_vel); + // game->knight.velocity = Vector2Scale(game->knight.velocity, movement_speed); + // game->knight.position = Vector2Add(game->knight.position, game->knight.velocity); if (input_vel.x != 0 || input_vel.y != 0) { game->anim_playbacks[0].anim_id = ANIM_KNIGHT_RUN; game->knight.state = KNIGHT_RUNNING; @@ -173,6 +213,14 @@ void Draw(const GameState *game, Assets assets, Camera2D cam, float dt) { #endif } } + + if (game->target_points[0].type == POINT) { + Vector2 marker_pos = game->target_points[0].value.point; + marker_pos.x -= assets.textures[3].width / 2; + // marker_pos.y -= assets.textures[3].height / 2; + DrawTextureV(assets.textures[3], marker_pos, WHITE); + } + for (int i = 0; i < game->anim_playbacks_count; i++) { SpriteAnimationPlayback *playback = &game->anim_playbacks[i]; SpriteAnimation *anim = &knight_anims[playback->anim_id]; @@ -193,9 +241,33 @@ void Draw(const GameState *game, Assets assets, Camera2D cam, float dt) { anim->src_rect.height, }; DrawRectangleLinesEx(debug_frame, 2.0f, RED); + Vector2 kpos = game->knight.position; + Rectangle knight_col_area = { + kpos.x - knight_colrect_select.width / 2, + kpos.y - knight_colrect_select.height / 2, + knight_colrect_select.width, + knight_colrect_select.height, + }; + Color color = game->selected_knight == NULL ? RED : GREEN; + DrawRectangleLinesEx(knight_col_area, 2.0f, color); } #endif } + + Vector2 world = GetScreenToWorld2D(GetMousePosition(), cam); + Vector2 pointer_pos = Vector2Subtract(world, (Vector2){24, 19}); + DrawTextureV(assets.textures[2], pointer_pos, WHITE); +#ifdef DEBUG_MODE_ENABLED + if (game->debug_mode) { + Rectangle debug_frame = { + pointer_pos.x, + pointer_pos.y, + assets.textures[2].width, + assets.textures[2].height, + }; + DrawRectangleLinesEx(debug_frame, 2.0f, RED); + } +#endif } int main(void) { @@ -213,15 +285,20 @@ int main(void) { SetTargetFPS(TARGET_FPS); + HideCursor(); + Camera2D cam = {0}; cam.zoom = 1.0f; GameState game = {0}; + game.debug_mode = true; game.anim_playbacks = malloc(sizeof(SpriteAnimationPlayback) * MAX_ANIMATION_PLAYBACKS); game.anim_playbacks_count = 1; // First one is idle game.anim_playbacks[0] = (SpriteAnimationPlayback){0}; + game.target_points = calloc(MAX_KNIGHTS, sizeof(Point)); game.knight = (Knight){0}; + game.knight.position = (Vector2){100,100}; Assets assets = Init(); @@ -244,6 +321,8 @@ int main(void) { EndDrawing(); } + free(game.anim_playbacks); + free(game.target_points); for (int i = 0; i < TEXTURES_BUF_SIZE; i++) { UnloadTexture(assets.textures[0]); } diff --git a/tinyswords.todo b/tinyswords.todo index 2b5feb1..b058013 100644 --- a/tinyswords.todo +++ b/tinyswords.todo @@ -12,7 +12,9 @@ * DONE Debug mode to show sprite boundaries * DONE Sprite position needs to be set to the center * DONE Movement keys to move the camera -* TODO Left click on knight to select, right click to move +* 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