Compare commits

...

4 Commits

8 changed files with 231 additions and 95 deletions

1
.gitignore vendored
View File

@ -2,3 +2,4 @@
/deps/
*.aseprite
/.idea/
/sprites.o

View File

@ -5,10 +5,13 @@ CC=gcc
all: main
main: main.c ./lib/libraylib.a
$(CC) $(CFLAGS) -Iinclude/ -lm main.c -o main ./lib/libraylib.a
main: main.c sprites.o sprites.h game_data.h ./lib/libraylib.a
$(CC) $(CFLAGS) -Iinclude/ -lm main.c -o main sprites.o ./lib/libraylib.a
run: main
sprites.o: sprites.c sprites.h lib.h
$(CC) $(CFLAGS) -c sprites.c -o sprites.o
run: all
./main
clean:

View File

@ -1,3 +1,5 @@
#pragma once
#define ANIM_KNIGHT_IDLE 0
#define ANIM_KNIGHT_RUN 1
#define ANIM_KNIGHT_ATTACK_SIDE1 2
@ -7,6 +9,7 @@
#define ANIM_KNIGHT_ATTACK_BACK1 6
#define ANIM_KNIGHT_ATTACK_BACK2 7
const u16 cell_size = 192;
SpriteSheet knight = {
.name = "blue_knight",
.texture = {0},
@ -14,53 +17,70 @@ SpriteSheet knight = {
.size = { 1152, 1536 },
};
const u16 cell_size = 192;
const Vector2 knight_origin = {cell_size / 2, cell_size / 2};
SpriteAnimation knight_idle = {
.name = "idle",
.total_frames = 6,
.src_rect = { 0, cell_size * 0, 192, 192 },
.loop = true,
.src_rect = { 0, cell_size * 0, cell_size, cell_size },
};
SpriteAnimation knight_run = {
.name = "run",
.total_frames = 6,
.src_rect = { 0, cell_size * 1, 192, 192 },
.loop = true,
.src_rect = { 0, cell_size * 1, cell_size, cell_size },
};
SpriteAnimation knight_attack_side1 = {
.name = "attack_side1",
.total_frames = 6,
.src_rect = { 0, cell_size * 2, 192, 192 },
.loop = false,
.src_rect = { 0, cell_size * 2, cell_size, cell_size },
};
SpriteAnimation knight_attack_side2 = {
.name = "attack_side2",
.total_frames = 6,
.src_rect = { 0, cell_size * 3, 192, 192 },
.loop = false,
.src_rect = { 0, cell_size * 3, cell_size, cell_size },
};
SpriteAnimation knight_attack_front1 = {
.name = "attack_front1",
.total_frames = 6,
.src_rect = { 0, cell_size * 4, 192, 192 },
.loop = false,
.src_rect = { 0, cell_size * 4, cell_size, cell_size },
};
SpriteAnimation knight_attack_front2 = {
.name = "attack_front2",
.total_frames = 6,
.src_rect = { 0, cell_size * 5, 192, 192 },
.loop = false,
.src_rect = { 0, cell_size * 5, cell_size, cell_size },
};
SpriteAnimation knight_attack_back1 = {
.name = "attack_back1",
.total_frames = 6,
.src_rect = { 0, cell_size * 6, 192, 192 },
.loop = false,
.src_rect = { 0, cell_size * 6, cell_size, cell_size },
};
SpriteAnimation knight_attack_back2 = {
.name = "attack_back2",
.total_frames = 6,
.src_rect = { 0, cell_size * 7, 192, 192 },
.loop = false,
.src_rect = { 0, cell_size * 7, cell_size, cell_size },
};
SpriteAnimation knight_anims[8];
// knight_anims[ANIM_KNIGHT_IDLE] = knight_idle;
// knight_anims[ANIM_KNIGHT_RUN] = knight_run;
// knight_anims[ANIM_KNIGHT_ATTACK_SIDE1] = knight_attack_side1;
// knight_anims[ANIM_KNIGHT_ATTACK_SIDE2] = knight_attack_side2;
// knight_anims[ANIM_KNIGHT_ATTACK_TOP1] = knight_attack_front1;
// knight_anims[ANIM_KNIGHT_ATTACK_TOP2] = knight_attack_front2;
// knight_anims[ANIM_KNIGHT_ATTACK_BACK1] = knight_attack_back1;
// knight_anims[ANIM_KNIGHT_ATTACK_BACK2] = knight_attack_back2;

9
lib.h
View File

@ -1,6 +1,7 @@
#pragma once
#include <stdint.h>
#include <stddef.h>
#include "include/raylib.h"
typedef uint8_t u8;
// typedef char16_t c16;
@ -17,15 +18,15 @@ typedef char byte;
typedef ptrdiff_t size;
typedef size_t usize;
typedef Vector2 Position;
typedef Vector2 Point;
typedef struct Size {
float width; // Rectangle width
float height; // Rectangle height
float width;
float height;
} Size;
typedef struct Rect {
Position position;
Point position;
Size size;
} Rect;

182
main.c
View File

@ -4,22 +4,48 @@
#include <stdbool.h>
#define TEXTURES_BUF_SIZE 16
#define TARGET_FPS 120
#define TARGET_FPS 60
#define ANIM_SPEED 8
#define MAX_ANIMATION_PLAYBACKS 64
#include "sprites.h"
#include "lib.h"
#include "config.h"
#include "game_data.h"
#define DEBUG_MODE_ENABLED
typedef enum KnightState {
KNIGHT_IDLE = 0,
KNIGHT_RUNNING = 1,
KNIGHT_ATTACKING = 2,
} KnightState;
typedef enum Direction {
DIR_UP = 0,
DIR_DOWN = 1,
DIR_LEFT = 2,
DIR_RIGHT = 3,
// DIR_UP_LEFT = 4,
// DIR_UP_RIGHT = 5,
// DIR_DOWN_LEFT = 6,
// DIR_DOWN_RIGHT = 7,
} Direction;
typedef struct {
Point position;
Point origin;
Vector2 velocity;
Direction look_dir;
KnightState state;
} Knight;
typedef struct {
int frame_count;
int anim_frames;
bool is_attacking;
Vector2 knight_pos;
Rectangle *sprite_rects;
SpriteAnimationPlayback *anim_playbacks;
Knight knight;
// Rectangle* sprite_rects;
Point camera_position;
SpriteAnimationPlayback* anim_playbacks;
int anim_playbacks_count;
bool debug_mode;
} GameState;
typedef struct {
@ -27,16 +53,16 @@ typedef struct {
} Assets;
Assets Init() {
knight_anims[ANIM_KNIGHT_IDLE] = knight_idle;
knight_anims[ANIM_KNIGHT_RUN] = knight_run;
knight_anims[ANIM_KNIGHT_IDLE] = knight_idle;
knight_anims[ANIM_KNIGHT_RUN] = knight_run;
knight_anims[ANIM_KNIGHT_ATTACK_SIDE1] = knight_attack_side1;
knight_anims[ANIM_KNIGHT_ATTACK_SIDE2] = knight_attack_side2;
knight_anims[ANIM_KNIGHT_ATTACK_TOP1 ] = knight_attack_front1;
knight_anims[ANIM_KNIGHT_ATTACK_TOP2 ] = knight_attack_front2;
knight_anims[ANIM_KNIGHT_ATTACK_TOP1] = knight_attack_front1;
knight_anims[ANIM_KNIGHT_ATTACK_TOP2] = knight_attack_front2;
knight_anims[ANIM_KNIGHT_ATTACK_BACK1] = knight_attack_back1;
knight_anims[ANIM_KNIGHT_ATTACK_BACK2] = knight_attack_back2;
Assets assets = { 0 };
Assets assets = {0};
assets.textures = malloc(sizeof(Texture2D) * TEXTURES_BUF_SIZE);
assets.textures[0] = LoadTexture("assets/Terrain/Ground/Tilemap_Flat.png");
assets.textures[1] =
@ -44,51 +70,75 @@ Assets Init() {
return assets;
}
void Update(GameState *state, Camera2D cam, float dt) {
(void)cam;
void Update(GameState *game, Camera2D *cam, float dt) {
TickSpriteAnimations(&knight_anims[0], state->anim_playbacks, 1);
TickSpriteAnimations(&knight_anims[0], game->anim_playbacks, 1);
float movement_speed = 250.0f * dt;
const float movement_speed = 250.0f * dt;
Vector2 input_vel = {0};
if (IsKeyDown(KEY_RIGHT) || IsKeyDown(KEY_D)) {
if (IsKeyDown(KEY_RIGHT)) {
input_vel.x = 1;
}
if (IsKeyDown(KEY_LEFT) || IsKeyDown(KEY_A)) {
if (IsKeyDown(KEY_LEFT)) {
input_vel.x = -1;
}
if (IsKeyDown(KEY_UP) || IsKeyDown(KEY_W)) {
if (IsKeyDown(KEY_UP)) {
input_vel.y = -1;
}
if (IsKeyDown(KEY_DOWN) || IsKeyDown(KEY_S)) {
if (IsKeyDown(KEY_DOWN)) {
input_vel.y = 1;
}
if (IsKeyPressed(KEY_SPACE)) {
state->is_attacking = true;
const float cam_move_speed = 1050.0f * dt;
Vector2 cam_vel = {0};
if (IsKeyDown(KEY_D)) {
cam_vel.x = -1;
}
input_vel = Vector2Normalize(input_vel);
input_vel = Vector2Scale(input_vel, movement_speed);
state->knight_pos = Vector2Add(state->knight_pos, input_vel);
// if (state->is_attacking) {
// if (state->anim_frames - attacking_frames > 5) {
// state->is_attacking = false;
// state->knight_rect.y = 0;
// } else {
// state->knight_rect.y = 192 * 2;
// }
// } else {
if (input_vel.x != 0 || input_vel.y != 0) {
state->anim_playbacks[0].anim_id = ANIM_KNIGHT_RUN;
} else {
state->anim_playbacks[0].anim_id = ANIM_KNIGHT_IDLE;
if (IsKeyDown(KEY_A)) {
cam_vel.x = 1;
}
if (IsKeyDown(KEY_W)) {
cam_vel.y = 1;
}
if (IsKeyDown(KEY_S)) {
cam_vel.y = -1;
}
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->knight.state != KNIGHT_ATTACKING) {
game->knight.state = KNIGHT_ATTACKING;
game->anim_playbacks[0].anim_id = ANIM_KNIGHT_ATTACK_SIDE1;
PlayAnimation(&game->anim_playbacks[0], game->anim_playbacks[0]);
}
if (IsKeyPressed(KEY_F1)) {
game->debug_mode = !game->debug_mode;
}
if (game->knight.state == KNIGHT_ATTACKING) {
game->anim_playbacks[0].anim_id = ANIM_KNIGHT_ATTACK_SIDE1;
if (game->anim_playbacks[0].is_finished) {
game->knight.state = KNIGHT_IDLE;
}
// }
} else {
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);
if (input_vel.x != 0 || input_vel.y != 0) {
game->anim_playbacks[0].anim_id = ANIM_KNIGHT_RUN;
game->knight.state = KNIGHT_RUNNING;
} else {
game->anim_playbacks[0].anim_id = ANIM_KNIGHT_IDLE;
game->knight.state = KNIGHT_IDLE;
}
}
}
void Draw(GameState *state, Assets assets, Camera2D cam, float dt) {
void Draw(const GameState *game, Assets assets, Camera2D cam, float dt) {
(void)cam;
(void)dt;
ClearBackground((Color){ 100, 149, 237, 255 });
ClearBackground((Color){100, 149, 237, 255});
int size = 32;
int topx = 300;
@ -110,15 +160,41 @@ void Draw(GameState *state, Assets assets, Camera2D cam, float dt) {
Vector2 pos = {32 * col + topx, 32 * row + topy};
Rectangle src_rect = {32 * atlas_col, 32 * atlas_row, 32, 32};
DrawTextureRec(assets.textures[0], src_rect, pos, WHITE);
#ifdef DEBUG_MODE_ENABLED
if (game->debug_mode) {
Rectangle debug_frame = {
pos.x,
pos.y,
src_rect.width,
src_rect.height,
};
DrawRectangleLinesEx(debug_frame, 0.5f, RED);
}
#endif
}
}
for (int i = 0; i < state->anim_playbacks_count; i++) {
SpriteAnimationPlayback *playback = &state->anim_playbacks[i];
for (int i = 0; i < game->anim_playbacks_count; i++) {
SpriteAnimationPlayback *playback = &game->anim_playbacks[i];
SpriteAnimation *anim = &knight_anims[playback->anim_id];
Rectangle src_rect = anim->src_rect;
src_rect.x = playback->current_frame * anim->src_rect.width;
src_rect.y = anim->src_rect.y;
DrawTextureRec(assets.textures[1], src_rect, state->knight_pos, WHITE);
if (game->knight.look_dir == DIR_LEFT) {
src_rect.width = -abs((int)src_rect.width);
}
Vector2 pos = Vector2Subtract(game->knight.position, knight_origin);
DrawTextureRec(assets.textures[1], src_rect, pos, WHITE);
#ifdef DEBUG_MODE_ENABLED
if (game->debug_mode) {
Rectangle debug_frame = {
pos.x,
pos.y,
anim->src_rect.width,
anim->src_rect.height,
};
DrawRectangleLinesEx(debug_frame, 2.0f, RED);
}
#endif
}
}
@ -140,28 +216,28 @@ int main(void) {
Camera2D cam = {0};
cam.zoom = 1.0f;
GameState state = {0};
state.anim_playbacks = malloc(sizeof(SpriteAnimationPlayback) * MAX_ANIMATION_PLAYBACKS);
state.anim_playbacks_count = 1;
GameState game = {0};
game.anim_playbacks = malloc(sizeof(SpriteAnimationPlayback) * MAX_ANIMATION_PLAYBACKS);
game.anim_playbacks_count = 1;
// First one is idle
state.anim_playbacks[0] = (SpriteAnimationPlayback){0};
// state.anim_playbacks[0].pos = (Position){ knight_idle.src_rect.x, knight_idle.src_rect.y };
game.anim_playbacks[0] = (SpriteAnimationPlayback){0};
game.knight = (Knight){0};
Assets assets = Init();
PlayAnimation(&state.anim_playbacks[0], state.anim_playbacks[0]);
PlayAnimation(&game.anim_playbacks[0], game.anim_playbacks[0]);
// const int idle
while (!WindowShouldClose()) {
state.frame_count++;
game.frame_count++;
float dt = GetFrameTime();
Update(&state, cam, dt);
Update(&game, &cam, dt);
BeginDrawing();
{
BeginMode2D(cam);
{
Draw(&state, assets, cam, dt);
Draw(&game, assets, cam, dt);
}
EndMode2D();
}

32
sprites.c Normal file
View File

@ -0,0 +1,32 @@
#include "sprites.h"
#include "include/raylib.h"
void PlayAnimation(SpriteAnimationPlayback *playbacks, SpriteAnimationPlayback playback) {
playback.time_elapsed = 0.0f;
playback.current_frame = 0;
playback.is_finished = false;
playbacks[0] = playback;
}
void TickSpriteAnimations(const SpriteAnimation *animations,
SpriteAnimationPlayback *playbacks,
int len) {
const f32 anim_speed = 1.0f / 10.0f;
for (int i = 0; i < len; i++) {
SpriteAnimationPlayback *playback = &playbacks[i];
const SpriteAnimation *animation = &animations[playback->anim_id];
playback->time_elapsed += GetFrameTime();
if (playback->time_elapsed >= anim_speed) {
playback->time_elapsed = 0.0f;
playback->current_frame++;
if (playback->current_frame >= animation->total_frames) {
if (animation->loop) {
playback->current_frame = 0;
} else {
playback->is_finished = true;
playback->current_frame--;
}
}
}
}
}

View File

@ -1,7 +1,8 @@
// sprites.h
#pragma once
#include "lib.h"
#include "raylib.h"
#include "include/raylib.h"
typedef struct {
Texture2D texture;
@ -11,36 +12,17 @@ typedef struct {
typedef struct {
char* name;
u16 total_frames;
u8 total_frames;
bool loop;
Rectangle src_rect;
} SpriteAnimation;
typedef struct {
u16 anim_id;
u16 current_frame;
u8 current_frame;
bool is_finished;
f32 time_elapsed;
} SpriteAnimationPlayback;
void PlayAnimation(SpriteAnimationPlayback *playbacks, SpriteAnimationPlayback playback) {
playback.time_elapsed = 0.0f;
playback.current_frame = 0;
playbacks[0] = playback;
}
void TickSpriteAnimations(SpriteAnimation *animations,
SpriteAnimationPlayback *playbacks,
int len) {
const f32 anim_speed = 1.0f / 10.0f;
for (int i = 0; i < len; i++) {
SpriteAnimationPlayback *playback = &playbacks[i];
SpriteAnimation *animation = &animations[playback->anim_id];
playback->time_elapsed += GetFrameTime();
if (playback->time_elapsed >= anim_speed) {
playback->time_elapsed = 0.0f;
playback->current_frame++;
if (playback->current_frame >= animation->total_frames) {
playback->current_frame = 0;
}
}
}
}
void PlayAnimation(SpriteAnimationPlayback *playbacks, SpriteAnimationPlayback playback);
void TickSpriteAnimations(const SpriteAnimation *animations, SpriteAnimationPlayback *playbacks, int len);

21
tinyswords.todo Normal file
View File

@ -0,0 +1,21 @@
#-*- mode: org -*-
#+TODO: TODO(t) INPROGRESS(i) BUG(b) | DONE(d)
#+STARTUP: show2levels
* DONE Import assets and draw a sprite to the world
* DONE Layout a basic map with tiles
* DONE Extract Init/Update/Draw to own functions with state in a struct
* DONE Knight idle animation
* DONE Configure Makefile to handle deps and updates
* DONE Knight state to handle attacking
* DONE Animation flipping
* 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
* 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
* TODO Select multiple units and make them all move
* TODO Flocking/Steering behaviors so many knights move in formation
* TODO Steering behavior so knights surround a target with spacing