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fcb067f5bd
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fcb067f5bd | |||
0d97dd896f | |||
3b0ee06adc |
10
README.org
10
README.org
@ -1,6 +1,5 @@
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#+begin_src shell
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gcc -lecl ecl_test.c -o test-game libtest-game.a
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#+end_src
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@ -10,3 +9,12 @@ gcc -lecl ecl_test.c -o test-game libtest-game.a
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(compile-file "game.lisp" :system-p t)
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(c:build-static-library "test-game" :lisp-files '("game.o") :init-name "game")
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#+end_src
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#+begin_src shell
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emcc -o ecl_test.html ecl_test.c -Os -Wall USE_GLFW=3 --shell-file ~/Repositories/raylib/src/minshell.html -DPLATFORM_WEB
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emcc -lecl -o ecl_test.html ecl_test.c -Os -Wall --shell-file ~/Repositories/raylib/src/minshell.html -DPLATFORM_WEB
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emcc -I -o why.html ecl_test.c -Os -Wall --shell-file ~/Repositories/raylib/src/minshell.html -DPLATFORM_WEB
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#+end_src
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29
c-version/base.c
Normal file
29
c-version/base.c
Normal file
@ -0,0 +1,29 @@
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#include "include/raylib.h"
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#include "include/raymath.h"
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#include <stdio.h>
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#include "lib.h"
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#define SCREEN_WIDTH 1300
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#define SCREEN_HEIGHT 1000
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#define TARGET_FPS 60
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int main(void) {
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InitWindow(SCREEN_WIDTH, SCREEN_HEIGHT, "Boids");
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SetTargetFPS(TARGET_FPS);
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while (!WindowShouldClose()) {
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float dt = GetFrameTime();
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// Update
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BeginDrawing();
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{
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ClearBackground(RAYWHITE);
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}
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EndDrawing();
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}
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CloseWindow();
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}
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@ -75,11 +75,11 @@ Assets Init() {
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Assets assets = {0};
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assets.textures = malloc(sizeof(Texture2D) * TEXTURES_BUF_SIZE);
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assets.textures[TEX_GROUND] = LoadTexture("assets/Terrain/Ground/Tilemap_Flat.png");
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assets.textures[TEX_GROUND] = LoadTexture(../"assets/Terrain/Ground/Tilemap_Flat.png");
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assets.textures[TEX_KNIGHT] =
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LoadTexture("assets/Factions/Knights/Troops/Warrior/Blue/Warrior_Blue.png");
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assets.textures[TEX_MOUSE_CURSOR] = LoadTexture("assets/UI/Pointers/01.png");
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assets.textures[TEX_TARGET_RETICLE] = LoadTexture("assets/UI/Pointers/02.png");
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LoadTexture("../assets/Factions/Knights/Troops/Warrior/Blue/Warrior_Blue.png");
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assets.textures[TEX_MOUSE_CURSOR] = LoadTexture("../assets/UI/Pointers/01.png");
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assets.textures[TEX_TARGET_RETICLE] = LoadTexture("../assets/UI/Pointers/02.png");
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return assets;
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}
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122
game.lisp
122
game.lisp
@ -1,6 +1,5 @@
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(load "~/quicklisp/setup.lisp")
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(eval-when (:compile-toplevel :load-toplevel :execute)
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(load "~/.local/share/quicklisp/setup.lisp")
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(ql:quickload :cl-raylib))
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(defpackage :raylib-user
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@ -9,33 +8,88 @@
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(in-package :raylib-user)
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(defparameter *move-speed* 2.0)
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(defparameter *move-speed* 5.0)
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(defstruct game-state
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(textures (make-hash-table))
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(player-pos (vec 100 100)))
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(defclass health ()
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((current-amount :initform 100.0 :accessor current-amount)
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(max-amount :initform 100.0 :accessor max-amount)))
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(defclass animation ()
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((current-amount :initform 100.0 :accessor current-amount)
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(max-amount :initform 100.0 :accessor max-amount)))
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(defclass knight ()
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((pos :initform (vec 270 360) :accessor pos)
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(anim-state :initform 0 :accessor anim-state)
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(velocity :initform (vec 0 0) :accessor velocity)
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(health :initform 100.0 :accessor health)))
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(defclass archer ()
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((pos :initform (vec 145.0 253.0) :accessor pos)
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(velocity :initform (vec 0 0) :accessor velocity)
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(health :initform 100.0 :accessor health)))
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(defclass goblin ()
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((health :initform 100.0 :accessor health)))
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(defclass tower ()
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((health :initform 100.0 :accessor health)))
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(defparameter knight1 (make-instance 'knight))
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(defparameter archer1 (make-instance 'archer))
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(defparameter goblin1 (make-instance 'goblin))
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(defun deal-damage (obj damage)
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(with-accessors ((h health)) obj
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(setf h (- h damage))))
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(mapcar (lambda (go) (deal-damage go 10)) (list knight1 archer1 goblin1))
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(defclass game-state ()
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((click-pos :initform nil :accessor click-pos)))
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(defparameter *game-state* nil)
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(defparameter *textures* (make-hash-table))
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(defun bind-texture (key path)
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(setf (gethash key (game-state-textures *game-state*)) (rl:load-texture (uiop:native-namestring path))))
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(setf (gethash key *textures*) (rl:load-texture (uiop:native-namestring path))))
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(defun game-init ()
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(setf *game-state* (make-game-state))
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(setf *game-state* (make-instance 'game-state))
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;; (add-component (knight *game-state*) (make-instance 'transform))
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(bind-texture 'terrain "~/Development/tinyswords/assets/Terrain/Ground/Tilemap_Flat.png")
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(bind-texture 'knight "~/Development/tinyswords/assets/Factions/Knights/Troops/Warrior/Blue/Warrior_Blue.png")
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(bind-texture 'archer "~/Development/tinyswords/assets/Factions/Knights/Troops/Archer/Blue/Archer_Blue.png")
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(bind-texture 'tower "~/Development/tinyswords/assets/Factions/Knights/Buildings/Tower/Tower_Blue.png"))
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(defun game-input (state)
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(with-slots ((pos player-pos)) state
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(let ((dx 0.0) (dy 0.0))
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(when (rl:is-key-down :key-right) (incf dx 1))
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(when (rl:is-key-down :key-left) (decf dx 1))
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(when (rl:is-key-down :key-up) (decf dy 1))
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(when (rl:is-key-down :key-down) (incf dy 1))
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(setf pos (v+ pos (v* (vunit* (vec dx dy)) *move-speed*))))))
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(defun game-input ()
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(when (rl:is-mouse-button-pressed 0)
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(print (rl:get-mouse-position))
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(setf (click-pos *game-state*) (rl:get-mouse-position))))
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;; (with-slots ((pos archer-pos) (kpos knight-pos)) *game-state*
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;; (let ((dx 0.0) (dy 0.0))
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;; (when (rl:is-key-down :key-right) (incf dx 1))
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;; (when (rl:is-key-down :key-left) (decf dx 1))
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;; (when (rl:is-key-down :key-up) (decf dy 1))
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;; (when (rl:is-key-down :key-down) (incf dy 1))
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;; (setf pos (v+ pos (v* (vunit* (vec dx dy)) *move-speed*))))))
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(defun game-update (state) '())
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(defun game-update ()
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(with-accessors ((click-pos click-pos)) *game-state*
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(when click-pos
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(setf (anim-state knight1) 1)
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(with-accessors ((kpos pos)) knight1
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(let* ((dist (v- click-pos kpos))
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(mag (vsqrlength dist)))
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(if (<= mag 10.0)
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(progn
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(setf (anim-state knight1) 0)
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(setf kpos click-pos)
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;; (setf (velocity knight1) (vec 0 0))
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(setf click-pos nil))
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(let ((vel (v* 3.0 (vunit* dist))))
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(setf (velocity knight1) vel)
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(setf kpos (v+ kpos vel)))))))))
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(defun get-tile-wrapped (n wrap-count) (if (> n 0) (1+ (mod (1- n) (- wrap-count 2))) 0))
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@ -51,21 +105,29 @@
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(defun draw-ground ()
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(let ((size 32)
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(terrain-tex (gethash 'terrain (game-state-textures *game-state*))))
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(terrain-tex (gethash 'terrain *textures*)))
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(loop for row from 0 to 16
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do (loop for col from 0 to 32
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do (draw-tile terrain-tex size col row)))))
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(defun animate-sprite ())
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(defun animate-sprite (tex-key row pos vel)
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(let ((time-interval (coerce (mod (truncate (/ (rl:get-time) 0.1)) 6) 'single-float))
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(side (if (< (vx vel) 0) -1 1)))
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(rl:draw-texture-pro (gethash tex-key *textures*)
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(rl:make-rectangle :x (* time-interval 192.0) :y (* row 192)
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:width (* side 192.0) :height 192.0)
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(rl:make-rectangle :x (vx pos) :y (vy pos)
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:width 192.0 :height 192.0)
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(vec 95.0 128.0)
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0.0
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:white)))
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(defun game-draw (state)
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(defun game-draw ()
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(rl:clear-background (rl:make-rgba 71 171 169 1))
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(draw-ground)
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(rl:draw-texture-v (gethash 'tower (game-state-textures state)) (vec 80 150) :white)
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(rl:draw-texture-rec (gethash 'knight (game-state-textures state))
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(rl:make-rectangle :x 0.0 :y 0.0 :width 192.0 :height 192.0)
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(vec 0 0)
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:white)
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(rl:draw-texture-v (gethash 'tower *textures*) (vec 80 150) :white)
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(animate-sprite 'knight (anim-state knight1) (pos knight1) (velocity knight1))
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(animate-sprite 'archer 0 (pos archer1) (velocity archer1))
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(rl:draw-fps 10 5))
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(defun game ()
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@ -75,11 +137,9 @@
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(rl:set-target-fps 60)
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(game-init)
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(loop :until (rl:window-should-close)
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:do (game-input *game-state*)
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(game-update *game-state*)
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:do (game-input)
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(game-update)
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(rl:with-drawing
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(game-draw *game-state*)))
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(loop for value being the hash-values of (game-state-textures *game-state*)
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(game-draw)))
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(loop for value being the hash-values of *textures*
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do (rl:unload-texture value)))))
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(game)
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