Unit movement by clicking on the ground, debug stuff

This commit is contained in:
Joseph Ferano 2024-01-01 21:01:46 +07:00
parent ceca65fb46
commit 631940a6eb
4 changed files with 114 additions and 17 deletions

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@ -18,6 +18,14 @@ SpriteSheet knight = {
}; };
const Vector2 knight_origin = {cell_size / 2, cell_size / 2}; 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 = { SpriteAnimation knight_idle = {
.name = "idle", .name = "idle",

8
lib.h
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@ -34,3 +34,11 @@ typedef union {
Rect components; Rect components;
Rectangle rect; Rectangle rect;
} RectU; } RectU;
typedef struct PointOrNone {
enum {NONE, POINT} type;
union {
byte none;
Point point;
} value;
} PointOrNone;

109
main.c
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@ -2,11 +2,13 @@
#include "include/raymath.h" #include "include/raymath.h"
#include <stdlib.h> #include <stdlib.h>
#include <stdbool.h> #include <stdbool.h>
#include <stdio.h>
#define TEXTURES_BUF_SIZE 16 #define TEXTURES_BUF_SIZE 16
#define TARGET_FPS 60 #define TARGET_FPS 60
#define ANIM_SPEED 8 #define ANIM_SPEED 8
#define MAX_ANIMATION_PLAYBACKS 64 #define MAX_ANIMATION_PLAYBACKS 64
#define MAX_KNIGHTS 64
#include "sprites.h" #include "sprites.h"
#include "game_data.h" #include "game_data.h"
@ -43,6 +45,8 @@ typedef struct {
Knight knight; Knight knight;
// Rectangle* sprite_rects; // Rectangle* sprite_rects;
Point camera_position; Point camera_position;
Knight *selected_knight;
PointOrNone *target_points;
SpriteAnimationPlayback* anim_playbacks; SpriteAnimationPlayback* anim_playbacks;
int anim_playbacks_count; int anim_playbacks_count;
bool debug_mode; bool debug_mode;
@ -67,27 +71,63 @@ Assets Init() {
assets.textures[0] = LoadTexture("assets/Terrain/Ground/Tilemap_Flat.png"); assets.textures[0] = LoadTexture("assets/Terrain/Ground/Tilemap_Flat.png");
assets.textures[1] = assets.textures[1] =
LoadTexture("assets/Factions/Knights/Troops/Warrior/Blue/Warrior_Blue.png"); 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; return assets;
} }
void Update(GameState *game, Camera2D *cam, float dt) { void Update(GameState *game, Camera2D *cam, float dt) {
TickSpriteAnimations(&knight_anims[0], game->anim_playbacks, 1); 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}; Vector2 input_vel = {0};
if (IsKeyDown(KEY_RIGHT)) { if (game->target_points[0].type == POINT) {
input_vel.x = 1; 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);
} }
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 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; const float cam_move_speed = 1050.0f * dt;
Vector2 cam_vel = {0}; Vector2 cam_vel = {0};
if (IsKeyDown(KEY_D)) { if (IsKeyDown(KEY_D)) {
@ -122,9 +162,9 @@ void Update(GameState *game, Camera2D *cam, float dt) {
if (input_vel.x != 0) { if (input_vel.x != 0) {
game->knight.look_dir = input_vel.x == -1 ? DIR_LEFT : DIR_RIGHT; game->knight.look_dir = input_vel.x == -1 ? DIR_LEFT : DIR_RIGHT;
} }
game->knight.velocity = Vector2Normalize(input_vel); // game->knight.velocity = Vector2Normalize(input_vel);
game->knight.velocity = Vector2Scale(game->knight.velocity, movement_speed); // game->knight.velocity = Vector2Scale(game->knight.velocity, movement_speed);
game->knight.position = Vector2Add(game->knight.position, game->knight.velocity); // game->knight.position = Vector2Add(game->knight.position, game->knight.velocity);
if (input_vel.x != 0 || input_vel.y != 0) { if (input_vel.x != 0 || input_vel.y != 0) {
game->anim_playbacks[0].anim_id = ANIM_KNIGHT_RUN; game->anim_playbacks[0].anim_id = ANIM_KNIGHT_RUN;
game->knight.state = KNIGHT_RUNNING; game->knight.state = KNIGHT_RUNNING;
@ -173,6 +213,14 @@ void Draw(const GameState *game, Assets assets, Camera2D cam, float dt) {
#endif #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++) { for (int i = 0; i < game->anim_playbacks_count; i++) {
SpriteAnimationPlayback *playback = &game->anim_playbacks[i]; SpriteAnimationPlayback *playback = &game->anim_playbacks[i];
SpriteAnimation *anim = &knight_anims[playback->anim_id]; 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, anim->src_rect.height,
}; };
DrawRectangleLinesEx(debug_frame, 2.0f, RED); 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 #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) { int main(void) {
@ -213,15 +285,20 @@ int main(void) {
SetTargetFPS(TARGET_FPS); SetTargetFPS(TARGET_FPS);
HideCursor();
Camera2D cam = {0}; Camera2D cam = {0};
cam.zoom = 1.0f; cam.zoom = 1.0f;
GameState game = {0}; GameState game = {0};
game.debug_mode = true;
game.anim_playbacks = malloc(sizeof(SpriteAnimationPlayback) * MAX_ANIMATION_PLAYBACKS); game.anim_playbacks = malloc(sizeof(SpriteAnimationPlayback) * MAX_ANIMATION_PLAYBACKS);
game.anim_playbacks_count = 1; game.anim_playbacks_count = 1;
// First one is idle // First one is idle
game.anim_playbacks[0] = (SpriteAnimationPlayback){0}; game.anim_playbacks[0] = (SpriteAnimationPlayback){0};
game.target_points = calloc(MAX_KNIGHTS, sizeof(Point));
game.knight = (Knight){0}; game.knight = (Knight){0};
game.knight.position = (Vector2){100,100};
Assets assets = Init(); Assets assets = Init();
@ -244,6 +321,8 @@ int main(void) {
EndDrawing(); EndDrawing();
} }
free(game.anim_playbacks);
free(game.target_points);
for (int i = 0; i < TEXTURES_BUF_SIZE; i++) { for (int i = 0; i < TEXTURES_BUF_SIZE; i++) {
UnloadTexture(assets.textures[0]); UnloadTexture(assets.textures[0]);
} }

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@ -12,7 +12,9 @@
* DONE Debug mode to show sprite boundaries * DONE Debug mode to show sprite boundaries
* DONE Sprite position needs to be set to the center * DONE Sprite position needs to be set to the center
* DONE Movement keys to move the camera * 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 Handle multiple knights on the map at the same time
* TODO Ability to attack an entity, like a dummy * TODO Ability to attack an entity, like a dummy
* TODO State to handle attacking when you right click a target * TODO State to handle attacking when you right click a target