diff --git a/.gitignore b/.gitignore index 0817540..02bf6d2 100644 --- a/.gitignore +++ b/.gitignore @@ -10,3 +10,4 @@ /game.fasl /writeimage *.fasl +*.so diff --git a/Makefile b/Makefile index f2ed9c7..4ae304b 100644 --- a/Makefile +++ b/Makefile @@ -11,10 +11,11 @@ main: main.cpp game.h Makefile $(CC) $(CFLAGS) $(INCLUDES) main.cpp $(LDFLAGS) -o main game.so: game.cpp game.h lib.h sprites.h game_data.h Makefile - $(CC) $(CFLAGS) $(INCLUDES) -shared -fPIC game.cpp -L./lib -lraylib -lm -o game.so + $(CC) $(CFLAGS) $(INCLUDES) -shared -fPIC game.cpp -L./lib -lraylib -lm -o game.so.tmp + mv game.so.tmp game.so run: all - ./main + LD_LIBRARY_PATH=lib ./main clean: rm -vf *.so *.o main diff --git a/game.cpp b/game.cpp index 93f6f08..6295c23 100644 --- a/game.cpp +++ b/game.cpp @@ -1,6 +1,8 @@ #include #include +#include #include +#include using namespace std; @@ -10,8 +12,7 @@ using namespace std; #include "game.h" #include "game_data.h" -// Assets Init() { -void Init() { +GameState *InitState() { knight_anims[ANIM_KNIGHT_IDLE] = knight_idle; knight_anims[ANIM_KNIGHT_RUN] = knight_run; knight_anims[ANIM_KNIGHT_ATTACK_SIDE1] = knight_attack_side1; @@ -28,41 +29,56 @@ void Init() { LoadTexture("./assets/Factions/Knights/Troops/Warrior/Blue/Warrior_Blue.png"); assets.textures[TEX_MOUSE_CURSOR] = LoadTexture("./assets/UI/Pointers/01.png"); assets.textures[TEX_TARGET_RETICLE] = LoadTexture("./assets/UI/Pointers/02.png"); - // return assets; + + auto game = new GameState; + game->assets = assets; + // TODO: Probably want to use idiomatic C++ here? + game->knights = (Knight*)calloc(MAX_KNIGHTS, sizeof(Knight)); + game->anim_playbacks = (SpriteAnimationPlayback*)calloc(MAX_KNIGHTS, sizeof(SpriteAnimationPlayback)); + const int entities = MAX_KNIGHTS; + for (int i = 0; i < entities; i++) { + f32 rand_x = GetRandomValue(165, 1130); + f32 rand_y = 100 + ((float)950 / (float)entities) * i; + game->knights[i].position = {rand_x,rand_y}; + + PlayAnimation(ANIM_KNIGHT_IDLE, knight_anims, &game->anim_playbacks[i]); + int rand_frame = GetRandomValue(0, knight_anims[ANIM_KNIGHT_IDLE].total_frames); + game->anim_playbacks[i].current_frame = rand_frame; + } + game->entity_count = entities; + + game->camera = Camera2D{.offset = {0, 0}, .target = {0, 0}, .rotation = 0.0f, .zoom = 1.0f}; + + return game; } -void Update(GameState *game, Camera2D *cam, float dt) { +GameState *Init() { + SetTraceLogLevel(4); + InitWindow(SCREEN_WIDTH, SCREEN_HEIGHT, "Tiny Knights"); + + int monitor = GetCurrentMonitor(); + int monitor_width = GetMonitorWidth(monitor); + int monitor_height = GetMonitorHeight(monitor); + int win_pos_x = monitor_width / 2 - SCREEN_WIDTH / 2; + int win_pos_y = monitor_height / 2 - SCREEN_HEIGHT / 2; + SetWindowPosition(win_pos_x, win_pos_y); + + SetTargetFPS(TARGET_FPS); + + HideCursor(); + + return InitState(); +} + +void Input(GameState *state) { if (IsMouseButtonPressed(0)) { - game->selection_mouse_start_pos = optional{GetScreenToWorld2D(GetMousePosition(), *cam)}; - } - - if (game->selection_mouse_start_pos.has_value()) { - Point start_pos = game->selection_mouse_start_pos.value(); - 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); - } - } + state->selection_mouse_start_pos = optional{GetScreenToWorld2D(GetMousePosition(), state->camera)}; } 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.value(); - Point current_pos = GetScreenToWorld2D(GetMousePosition(), *cam); + 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; @@ -70,72 +86,68 @@ void Update(GameState *game, Camera2D *cam, float dt) { 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++) { + for (int i = 0; i < state->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, + 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, }; - game->knights[i].selected = + 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 < game->entity_count; i++) { + for (int i = 0; i < state->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, + 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; } - game->knights[i].selected = false; + state->knights[i].selected = false; } if (k_idx != -1) { - game->knights[k_idx].selected = true; + state->knights[k_idx].selected = true; } } - game->selection_mouse_start_pos = optional{}; + state->selection_mouse_start_pos = optional{}; } if (IsMouseButtonPressed(1)) { - Point target_pos = GetScreenToWorld2D(GetMousePosition(), *cam); + Point target_pos = GetScreenToWorld2D(GetMousePosition(), state->camera); bool any = false; - for (int i = 0; i < game->entity_count; i++) { - if (game->knights[i].selected) { - game->knights[i].move_target_point = target_pos; - game->knights[i].ordered_to_move = true; + for (int i = 0; i < state->entity_count; i++) { + if (state->knights[i].selected) { + state->knights[i].move_target_point = target_pos; + state->knights[i].ordered_to_move = true; any = true; } } if (any) { - game->selected_point = optional{target_pos}; + state->selected_point = optional{target_pos}; } } - const float cam_move_speed = 1050.0f * dt; - Vector2 cam_vel = {}; - if (IsKeyDown(KEY_D)) { - cam_vel.x = -1; + f32 cam_speed = 5.0; + if (IsKeyDown(KEY_RIGHT)) { + state->camera.target.x += cam_speed; } - if (IsKeyDown(KEY_A)) { - cam_vel.x = 1; + if (IsKeyDown(KEY_LEFT)) { + state->camera.target.x -= cam_speed; } - if (IsKeyDown(KEY_W)) { - cam_vel.y = 1; + if (IsKeyDown(KEY_UP)) { + state->camera.target.y -= cam_speed; } - if (IsKeyDown(KEY_S)) { - cam_vel.y = -1; + if (IsKeyDown(KEY_DOWN)) { + state->camera.target.y += cam_speed; } - 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) { + // 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; @@ -145,14 +157,50 @@ void Update(GameState *game, Camera2D *cam, float dt) { if (IsKeyPressed(KEY_F1)) { global_debug_mode = !global_debug_mode; } + if (IsKeyPressed(KEY_F2)) { + auto new_state = InitState(); + *state = *new_state; + } +} +void Update(GameState *state) { + // cout << "Cool" << endl; + if (state->selection_mouse_start_pos.has_value()) { + 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); + } + } + } + float dt = 0.33; + const float cam_move_speed = 1050.0f * dt; + // TODO: This was moved out of Input + Vector2 cam_vel = {}; + cam_vel = Vector2Normalize(cam_vel); + state->camera_position = Vector2Scale(cam_vel, cam_move_speed); + state->camera.offset = Vector2Add(state->camera.offset, state->camera_position); // Process animation data - TickSpriteAnimations(game->anim_playbacks, game->entity_count); + TickSpriteAnimations(state->anim_playbacks, state->entity_count); // Handle knight movement if they are moving somewhere - for (int i = 0; i < game->entity_count; i++) { + for (int i = 0; i < state->entity_count; i++) { Vector2 input_vel = {}; - Knight *knight = &game->knights[i]; + Knight *knight = &state->knights[i]; if (knight->ordered_to_move) { Vector2 target = knight->move_target_point; if (Vector2DistanceSqr(target, knight->position) < 2.5f) { @@ -165,9 +213,9 @@ void Update(GameState *game, Camera2D *cam, float dt) { // Handle the attacking state, if not handle state transitions if (knight->state == KnightState::ATTACKING) { - if (IsAnimationFinished(game->anim_playbacks[i])) { + if (IsAnimationFinished(state->anim_playbacks[i])) { knight->state = KnightState::IDLE; - PlayAnimation(ANIM_KNIGHT_IDLE, knight_anims, &game->anim_playbacks[i]); + PlayAnimation(ANIM_KNIGHT_IDLE, knight_anims, &state->anim_playbacks[i]); } } else { if (input_vel.x != 0) { @@ -175,12 +223,12 @@ void Update(GameState *game, Camera2D *cam, float dt) { } if (input_vel.x != 0 || input_vel.y != 0) { if (knight->state == KnightState::IDLE) { - PlayAnimation(ANIM_KNIGHT_RUN, knight_anims, &game->anim_playbacks[i]); + PlayAnimation(ANIM_KNIGHT_RUN, knight_anims, &state->anim_playbacks[i]); knight->state = KnightState::RUNNING; } } else { if (knight->state == KnightState::RUNNING) { - PlayAnimation(ANIM_KNIGHT_IDLE, knight_anims, &game->anim_playbacks[i]); + PlayAnimation(ANIM_KNIGHT_IDLE, knight_anims, &state->anim_playbacks[i]); knight->state = KnightState::IDLE; } } @@ -188,33 +236,21 @@ void Update(GameState *game, Camera2D *cam, float dt) { 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) { + while (j > 0 && state->knights[j].position.y < state->knights[j - 1].position.y) { // Swap position - Knight temp_k = game->knights[j - 1]; - game->knights[j - 1] = game->knights[j]; - game->knights[j] = temp_k; + Knight temp_k = state->knights[j - 1]; + state->knights[j - 1] = state->knights[j]; + state->knights[j] = temp_k; // Swap animations - SpriteAnimationPlayback temp_a = game->anim_playbacks[j - 1]; - game->anim_playbacks[j - 1] = game->anim_playbacks[j]; - game->anim_playbacks[j] = temp_a; + SpriteAnimationPlayback temp_a = state->anim_playbacks[j - 1]; + state->anim_playbacks[j - 1] = state->anim_playbacks[j]; + state->anim_playbacks[j] = temp_a; j--; } } } -void Draw(GameState *state, Assets assets, Camera2D cam, float dt) { - // BeginDrawing(); - // { - // BeginMode2D(state.camera); - // { - // } - // EndMode2D(); - // } - // EndDrawing(); - (void)cam; - (void)dt; - ClearBackground({100, 149, 237, 255}); - +void Draw2D(GameState *state) { int size = 32; int topx = SCREEN_WIDTH / 2 - size * 32 / 2; int topy = SCREEN_HEIGHT / 2 - size * 32 / 2; @@ -234,15 +270,15 @@ void Draw(GameState *state, Assets assets, Camera2D cam, float dt) { } Vector2 pos = {(f32)(32 * col + topx), (f32)(32 * row + topy)}; Rectangle src_rect = {(f32)(32 * atlas_col), (f32)(32 * atlas_row), 32, 32}; - D_DrawTextureRec(assets.textures[TEX_GROUND], src_rect, pos, WHITE); + D_DrawTextureRec(state->assets.textures[TEX_GROUND], src_rect, pos, WHITE); } } if (state->selected_point.has_value()) { Vector2 marker_pos = state->selected_point.value(); - 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); + marker_pos.x -= state->assets.textures[TEX_TARGET_RETICLE].width / 2; + marker_pos.y -= state->assets.textures[TEX_TARGET_RETICLE].height / 2; + D_DrawTextureV(state->assets.textures[TEX_TARGET_RETICLE], marker_pos, WHITE); } // for (int i = 0; i < game->anim_playbacks_count; i++) { @@ -260,7 +296,7 @@ void Draw(GameState *state, Assets assets, Camera2D cam, float dt) { src_rect.width = -abs((int)src_rect.width); } Rectangle dest_rect = {knight->position.x, knight->position.y, 192, 192}; - Texture2D tex = assets.textures[TEX_KNIGHT]; + Texture2D tex = state->assets.textures[TEX_KNIGHT]; D_DrawTexturePro(tex, src_rect, dest_rect, knight_origin, 0.0f, WHITE); if (knight->selected == true) { Rectangle knight_col_area = { @@ -276,7 +312,7 @@ void Draw(GameState *state, Assets assets, Camera2D cam, float dt) { if (state->selection_mouse_start_pos.has_value()) { Point start_pos = state->selection_mouse_start_pos.value(); - Point current_pos = GetScreenToWorld2D(GetMousePosition(), cam); + Point current_pos = GetScreenToWorld2D(GetMousePosition(), state->camera); if (Vector2DistanceSqr(current_pos, start_pos) >= 100.0f) { f32 width = current_pos.x - start_pos.x; @@ -288,32 +324,41 @@ void Draw(GameState *state, Assets assets, Camera2D cam, float dt) { } } - Vector2 world = GetScreenToWorld2D(GetMousePosition(), cam); + Vector2 world = GetScreenToWorld2D(GetMousePosition(), state->camera); Vector2 pointer_pos = Vector2Subtract(world, {24, 19}); - D_DrawTextureV(assets.textures[TEX_MOUSE_CURSOR], pointer_pos, WHITE); - - DrawRectangle(SCREEN_WIDTH - 106, 4, 88, 30, WHITE); - DrawFPS(SCREEN_WIDTH - 100, 10); + D_DrawTextureV(state->assets.textures[TEX_MOUSE_CURSOR], pointer_pos, WHITE); } extern "C" { - void game_init(GameState* state) { - (void)state; - Init(); + GameState* game_init() { + return Init(); } - void game_update(GameState* state) { - (void)state; - // Your update logic - } - - void game_draw(GameState* state) { - (void)state; - // Your render logic + void game_step(GameState* state) { + Input(state); + Update(state); + BeginDrawing(); + { + ClearBackground({100, 149, 237, 255}); + BeginMode2D(state->camera); + { + Draw2D(state); + } + EndMode2D(); + + DrawRectangle(SCREEN_WIDTH - 106, 4, 88, 30, WHITE); + DrawFPS(SCREEN_WIDTH - 100, 10); + } + EndDrawing(); } void game_cleanup(GameState* state) { - (void)state; - // Cleanup + delete state; + printf("Cleaning Up\n"); + CloseWindow(); + } + + bool window_should_close() { + return WindowShouldClose(); } } diff --git a/game.h b/game.h index 1705ad9..f1ee791 100644 --- a/game.h +++ b/game.h @@ -9,7 +9,7 @@ using namespace std; #define TEXTURES_BUF_SIZE 16 #define TARGET_FPS 60 -#define MAX_KNIGHTS 5000 +#define MAX_KNIGHTS 50 #define SCREEN_WIDTH 1300 #define SCREEN_HEIGHT 1080 @@ -43,9 +43,9 @@ struct Knight { u8 ordered_to_move; }; -typedef struct Assets { +struct Assets { Texture2D *textures; -} Assets; +}; struct GameState { Camera2D camera; @@ -54,17 +54,21 @@ struct GameState { optional selected_point; Knight *knights; - SpriteAnimationPlayback* anim_playbacks; + SpriteAnimationPlayback *anim_playbacks; Knight *selected_knights; optional selection_mouse_start_pos; int entity_count; -}; + Assets assets; -extern "C" { - void game_init(GameState* state); - void game_update(GameState* state); - void game_draw(GameState* state); - void game_cleanup(GameState* state); -} + ~GameState() { + free(knights); + free(anim_playbacks); + for (int i = 0; i < TEXTURES_BUF_SIZE; i++) { + UnloadTexture(assets.textures[i]); + } + free(assets.textures); + printf("I freed the stuff?\n"); + } +}; diff --git a/game.so b/game.so deleted file mode 100755 index a7e616a..0000000 Binary files a/game.so and /dev/null differ diff --git a/main.cpp b/main.cpp index 5fff5ca..c560583 100644 --- a/main.cpp +++ b/main.cpp @@ -3,18 +3,23 @@ #include #include -#include "include/raylib.h" -#include "game.h" -#include "game_data.h" +struct GameState; -struct GameAPI { - void* lib_handle; +struct GameApi { + struct GameState *(*init)(); + void (*step) (GameState *state); + void (*finalize) (GameState *state); + void (*reload) (GameState *state); + void (*unload) (GameState *state); + bool (*window_should_close)(); +}; + +struct Game { time_t last_write_time; - - void (*init)(GameState*); - void (*update)(GameState*); - void (*draw)(GameState*); - void (*cleanup)(GameState*); + void *gamelib_handle; + ino_t gamelib_id; + GameApi api; + GameState *state; }; time_t get_file_write_time(const char* path) { @@ -25,88 +30,49 @@ time_t get_file_write_time(const char* path) { return 0; } -bool load_game_api(GameAPI* api) { +bool load_game_api(Game* game) { const char* lib_path = "./game.so"; time_t write_time = get_file_write_time(lib_path); - if (write_time <= api->last_write_time) { - return false; // No changes + if (write_time <= game->last_write_time) { + return false; } - if (api->lib_handle) { - dlclose(api->lib_handle); + if (game->gamelib_handle) { + dlclose(game->gamelib_handle); } - api->lib_handle = dlopen(lib_path, RTLD_NOW); - if (!api->lib_handle) { + game->gamelib_handle = dlopen(lib_path, RTLD_NOW); + + if (!game->gamelib_handle) { printf("Failed to load game.so: %s\n", dlerror()); return false; } - api->init = (void(*)(GameState*))dlsym(api->lib_handle, "game_init"); - api->update = (void(*)(GameState*))dlsym(api->lib_handle, "game_update"); - api->draw = (void(*)(GameState*))dlsym(api->lib_handle, "game_draw"); - api->cleanup = (void(*)(GameState*))dlsym(api->lib_handle, "game_cleanup"); + game->api.init = (GameState*(*)())dlsym(game->gamelib_handle, "game_init"); + game->api.step = (void(*)(GameState*))dlsym(game->gamelib_handle, "game_step"); + game->api.finalize = (void(*)(GameState*))dlsym(game->gamelib_handle, "game_cleanup"); + game->api.window_should_close = (bool(*)())dlsym(game->gamelib_handle, "window_should_close"); - api->last_write_time = write_time; + game->last_write_time = write_time; printf("Reloaded game.so\n"); return true; } int main(void) { - SetTraceLogLevel(4); - InitWindow(SCREEN_WIDTH, SCREEN_HEIGHT, "Tiny Knights"); + Game game; - int monitor = GetCurrentMonitor(); - int monitor_width = GetMonitorWidth(monitor); - int monitor_height = GetMonitorHeight(monitor); - int win_pos_x = monitor_width / 2 - SCREEN_WIDTH / 2; - int win_pos_y = monitor_height / 2 - SCREEN_HEIGHT / 2; - SetWindowPosition(win_pos_x, win_pos_y); + load_game_api(&game); - SetTargetFPS(TARGET_FPS); - - HideCursor(); - - GameAPI api = {}; - GameState state = {}; - - state.camera.zoom = 1.0f; - - api.init(&state); - // Assets assets = api.init(&state); - - GameState game = {}; - game.knights = (Knight*)calloc(MAX_KNIGHTS, sizeof(Knight)); - game.anim_playbacks = (SpriteAnimationPlayback*)calloc(MAX_KNIGHTS, sizeof(SpriteAnimationPlayback)); - const int entities = MAX_KNIGHTS; - for (int i = 0; i < entities; i++) { - - f32 rand_x = GetRandomValue(165, 1130); - f32 rand_y = 100 + ((float)950 / (float)entities) * i; - game.knights[i].position = {rand_x,rand_y}; - - PlayAnimation(ANIM_KNIGHT_IDLE, knight_anims, &game.anim_playbacks[i]); - int rand_frame = GetRandomValue(0, knight_anims[ANIM_KNIGHT_IDLE].total_frames); - game.anim_playbacks[i].current_frame = rand_frame; - } - game.entity_count = entities; - - api.update(&game); - while (!WindowShouldClose()) { - game.frame_count++; + game.state = game.api.init(); + while (!game.api.window_should_close()) { + // game.frame_count++; // float dt = GetFrameTime(); + load_game_api(&game); - api.update(&state); - api.draw(&state); + game.api.step(game.state); } - free(game.knights); - free(game.anim_playbacks); - // for (int i = 0; i < TEXTURES_BUF_SIZE; i++) { - // UnloadTexture(assets.textures[i]); - // } - // free(assets.textures); - CloseWindow(); + game.api.finalize(game.state); return 0; }