Add ctrl-drag camera panning, live drag selection, space to attack

This commit is contained in:
Joseph Ferano 2026-07-19 10:31:23 +07:00
parent fd4f8ffbb1
commit ac4d458938
2 changed files with 41 additions and 80 deletions

113
game.cpp
View File

@ -72,51 +72,17 @@ GameState *Init() {
void Input(GameState *state) {
if (IsMouseButtonPressed(0)) {
state->selection_mouse_start_pos = optional<Point>{GetScreenToWorld2D(GetMousePosition(), state->camera)};
if (IsKeyDown(KEY_LEFT_CONTROL)) {
state->drag_camera_start_pos = optional<Point>{GetMousePosition()};
state->camera_target_start_pos = state->camera.target;
} else {
auto point = GetScreenToWorld2D(GetMousePosition(), state->camera);
state->selection_mouse_start_pos = optional<Point>{point};
}
}
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 = state->selection_mouse_start_pos.value();
Point current_pos = GetScreenToWorld2D(GetMousePosition(), state->camera);
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 < state->entity_count; i++) {
Rectangle mouse_select_area = {
state->knights[i].position.x + knight_colrect_select.x,
state->knights[i].position.y + knight_colrect_select.y,
knight_colrect_select.width,
knight_colrect_select.height,
};
state->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 < state->entity_count; i++) {
Rectangle mouse_select_area = {
state->knights[i].position.x + knight_colrect_select.x,
state->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;
}
state->knights[i].selected = false;
}
if (k_idx != -1) {
state->knights[k_idx].selected = true;
}
}
state->selection_mouse_start_pos = optional<Point>{};
state->drag_camera_start_pos = optional<Point>{};
}
if (IsMouseButtonPressed(1)) {
@ -134,26 +100,16 @@ void Input(GameState *state) {
}
}
f32 cam_speed = 5.0;
if (IsKeyDown(KEY_RIGHT)) {
state->camera.target.x += cam_speed;
if (IsKeyPressed(KEY_SPACE)) {
for (int i = 0; i < state->entity_count; i++) {
auto& knight = state->knights[i];
if (knight.selected && knight.state != KnightState::ATTACKING) {
knight.ordered_to_move = false;
knight.state = KnightState::ATTACKING;
PlayAnimation(ANIM_KNIGHT_ATTACK_SIDE1, knight_anims, &state->anim_playbacks[i]);
}
}
}
if (IsKeyDown(KEY_LEFT)) {
state->camera.target.x -= cam_speed;
}
if (IsKeyDown(KEY_UP)) {
state->camera.target.y -= cam_speed;
}
if (IsKeyDown(KEY_DOWN)) {
state->camera.target.y += cam_speed;
}
// if (IsKeyPressed(KEY_SPACE) && state->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;
}
@ -169,24 +125,25 @@ void Update(GameState *state) {
Point start_pos = state->selection_mouse_start_pos.value();
Point current_pos = GetScreenToWorld2D(GetMousePosition(), state->camera);
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 < state->entity_count; i++) {
Rectangle mouse_select_area = {
state->knights[i].position.x + knight_colrect_select.x,
state->knights[i].position.y + knight_colrect_select.y,
knight_colrect_select.width,
knight_colrect_select.height,
};
state->knights[i].selected =
CheckCollisionRecs(rect, mouse_select_area);
}
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 < state->entity_count; i++) {
Rectangle mouse_select_area = {
state->knights[i].position.x + knight_colrect_select.x,
state->knights[i].position.y + knight_colrect_select.y,
knight_colrect_select.width,
knight_colrect_select.height,
};
state->knights[i].selected = CheckCollisionRecs(rect, mouse_select_area);
}
}
if (state->drag_camera_start_pos.has_value()) {
Point start_pos = state->drag_camera_start_pos.value();
state->camera.target = state->camera_target_start_pos + (start_pos - GetMousePosition());
}
float dt = 0.33;
const float cam_move_speed = 1050.0f * dt;
// TODO: This was moved out of Input
@ -234,6 +191,7 @@ void Update(GameState *state) {
}
}
if (i == 0) continue;
// TODO: This is likely getting called every frame, probably best to have a dirty flag to detect movement
// Sort the entities by y position using Insertion Sort
int j = i;
while (j > 0 && state->knights[j].position.y < state->knights[j - 1].position.y) {
@ -305,7 +263,6 @@ void Draw2D(GameState *state) {
knight_colrect_select.width,
knight_colrect_select.height,
};
// Color color = game->selected_knight == NULL ? RED : GREEN;
DrawRectangleLinesEx(knight_col_area, 2.0f, GREEN);
}
}

8
game.h
View File

@ -2,6 +2,7 @@
#include "raylib.h"
#include "lib.h"
#include "sprites.h"
#include <vector>
#include <optional>
@ -17,7 +18,7 @@ using namespace std;
bool global_debug_mode = false;
enum class KnightState : u8 {
enum class KnightState {
IDLE = 0,
RUNNING = 1,
ATTACKING = 2,
@ -55,13 +56,16 @@ struct GameState {
optional<Point> selected_point;
Knight *knights;
SpriteAnimationPlayback *anim_playbacks;
Knight *selected_knights;
optional<Point> selection_mouse_start_pos;
int entity_count;
Assets assets;
optional<Point> drag_camera_start_pos;
Point camera_target_start_pos;
~GameState() {
free(knights);
free(anim_playbacks);