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78b4b739e6
| Author | SHA1 | Date | |
|---|---|---|---|
| 78b4b739e6 | |||
| 7e1748d3b4 | |||
| 65aafd0052 | |||
| ac4d458938 |
9
Makefile
9
Makefile
@ -1,17 +1,18 @@
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CFLAGS=-g --std=c++23 -fsanitize=address -fno-omit-frame-pointer -Wall -Wextra -pedantic -O0
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CFLAGS=--std=c++23 -Wall -Wextra -pedantic -O0 -DDEBUG
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DEBUGFLAGS=-g3 -gdwarf-4 -fsanitize=address -fno-omit-frame-pointer -DDEBUG
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LDFLAGS=-L./lib -lraylib -lm -ldl
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INCLUDES=-I./include
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CC=g++
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.PHONY: build clean run all
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all: main game.so
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all: game.so main
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main: main.cpp game.h Makefile
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$(CC) $(CFLAGS) $(INCLUDES) main.cpp $(LDFLAGS) -o main
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$(CC) $(CFLAGS) $(INCLUDES) $(DEBUGFLAGS) main.cpp $(LDFLAGS) -o main
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game.so: game.cpp game.h lib.h sprites.h game_data.h Makefile
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$(CC) $(CFLAGS) $(INCLUDES) -shared -fPIC game.cpp -L./lib -lraylib -lm -o game.so.tmp
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$(CC) $(CFLAGS) $(INCLUDES) $(DEBUGFLAGS) -shared -fPIC game.cpp -L./lib -lraylib -lm -o game.so.tmp
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mv game.so.tmp game.so
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run: all
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114
game.cpp
114
game.cpp
@ -13,15 +13,6 @@ using namespace std;
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#include "game_data.h"
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GameState *InitState() {
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knight_anims[ANIM_KNIGHT_IDLE] = knight_idle;
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knight_anims[ANIM_KNIGHT_RUN] = knight_run;
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knight_anims[ANIM_KNIGHT_ATTACK_SIDE1] = knight_attack_side1;
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knight_anims[ANIM_KNIGHT_ATTACK_SIDE2] = knight_attack_side2;
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knight_anims[ANIM_KNIGHT_ATTACK_TOP1] = knight_attack_front1;
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knight_anims[ANIM_KNIGHT_ATTACK_TOP2] = knight_attack_front2;
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knight_anims[ANIM_KNIGHT_ATTACK_BACK1] = knight_attack_back1;
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knight_anims[ANIM_KNIGHT_ATTACK_BACK2] = knight_attack_back2;
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Assets assets = {};
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assets.textures = (Texture*)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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@ -31,6 +22,7 @@ GameState *InitState() {
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assets.textures[TEX_TARGET_RETICLE] = LoadTexture("./assets/UI/Pointers/02.png");
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auto game = new GameState;
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game->should_reset = false;
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game->assets = assets;
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// TODO: Probably want to use idiomatic C++ here?
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game->knights = (Knight*)calloc(MAX_KNIGHTS, sizeof(Knight));
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@ -42,7 +34,7 @@ GameState *InitState() {
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game->knights[i].position = {rand_x,rand_y};
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PlayAnimation(ANIM_KNIGHT_IDLE, knight_anims, &game->anim_playbacks[i]);
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int rand_frame = GetRandomValue(0, knight_anims[ANIM_KNIGHT_IDLE].total_frames);
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int rand_frame = GetRandomValue(0, knight_anims[ANIM_KNIGHT_IDLE].total_frames - 1);
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game->anim_playbacks[i].current_frame = rand_frame;
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}
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game->entity_count = entities;
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@ -53,7 +45,7 @@ GameState *InitState() {
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}
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GameState *Init() {
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SetTraceLogLevel(4);
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SetTraceLogLevel(LOG_WARNING);
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InitWindow(SCREEN_WIDTH, SCREEN_HEIGHT, "Tiny Knights");
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int monitor = GetCurrentMonitor();
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@ -72,51 +64,17 @@ GameState *Init() {
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void Input(GameState *state) {
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if (IsMouseButtonPressed(0)) {
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state->selection_mouse_start_pos = optional<Point>{GetScreenToWorld2D(GetMousePosition(), state->camera)};
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if (IsKeyDown(KEY_LEFT_CONTROL)) {
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state->drag_camera_start_pos = optional<Point>{GetMousePosition()};
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state->camera_target_start_pos = state->camera.target;
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} else {
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auto point = GetScreenToWorld2D(GetMousePosition(), state->camera);
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state->selection_mouse_start_pos = optional<Point>{point};
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}
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}
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if (IsMouseButtonReleased(0)) {
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// TODO: This is what should happen when the distance is too small
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// Point start_pos = game->selection_mouse_start_pos.some.point;
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Point start_pos = state->selection_mouse_start_pos.value();
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Point current_pos = GetScreenToWorld2D(GetMousePosition(), state->camera);
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if (Vector2DistanceSqr(current_pos, start_pos) >= 100.0f) {
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f32 width = current_pos.x - start_pos.x;
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f32 height = current_pos.y - start_pos.y;
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f32 x = width >= 0.0f ? start_pos.x : current_pos.x;
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f32 y = height >= 0.0f ? start_pos.y : current_pos.y;
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Rectangle rect = {x, y, fabs(width), fabs(height)};
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for (int i = 0; i < state->entity_count; i++) {
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Rectangle mouse_select_area = {
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state->knights[i].position.x + knight_colrect_select.x,
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state->knights[i].position.y + knight_colrect_select.y,
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knight_colrect_select.width,
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knight_colrect_select.height,
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};
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state->knights[i].selected =
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CheckCollisionRecs(rect, mouse_select_area);
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}
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} else {
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// TODO: This kind of sucks that we're doing all the math here to calculate
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// the position of the collider, we need a helper that calculates origin offset
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int k_idx = -1;
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for (int i = 0; i < state->entity_count; i++) {
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Rectangle mouse_select_area = {
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state->knights[i].position.x + knight_colrect_select.x,
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state->knights[i].position.y + knight_colrect_select.y,
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knight_colrect_select.width,
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knight_colrect_select.height,
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};
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if (CheckCollisionPointRec(current_pos, mouse_select_area)) {
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k_idx = i;
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}
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state->knights[i].selected = false;
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}
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if (k_idx != -1) {
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state->knights[k_idx].selected = true;
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}
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}
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state->selection_mouse_start_pos = optional<Point>{};
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state->drag_camera_start_pos = optional<Point>{};
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}
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if (IsMouseButtonPressed(1)) {
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@ -134,32 +92,22 @@ void Input(GameState *state) {
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}
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}
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f32 cam_speed = 5.0;
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if (IsKeyDown(KEY_RIGHT)) {
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state->camera.target.x += cam_speed;
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if (IsKeyPressed(KEY_SPACE)) {
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for (int i = 0; i < state->entity_count; i++) {
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auto& knight = state->knights[i];
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if (knight.selected && knight.state != KnightState::ATTACKING) {
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knight.ordered_to_move = false;
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knight.state = KnightState::ATTACKING;
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PlayAnimation(ANIM_KNIGHT_ATTACK_SIDE1, knight_anims, &state->anim_playbacks[i]);
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}
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if (IsKeyDown(KEY_LEFT)) {
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state->camera.target.x -= cam_speed;
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}
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if (IsKeyDown(KEY_UP)) {
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state->camera.target.y -= cam_speed;
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}
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if (IsKeyDown(KEY_DOWN)) {
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state->camera.target.y += cam_speed;
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}
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// if (IsKeyPressed(KEY_SPACE) && state->selected_knight != -1) {
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// int k_idx = game->selected_knight;
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// if (game->knights[k_idx].state != KNIGHT_ATTACKING) {
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// game->knights[k_idx].state = KNIGHT_ATTACKING;
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// PlayAnimation(ANIM_KNIGHT_ATTACK_SIDE1, knight_anims, &game->anim_playbacks[k_idx]);
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// }
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// }
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if (IsKeyPressed(KEY_F1)) {
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global_debug_mode = !global_debug_mode;
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}
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if (IsKeyPressed(KEY_F2)) {
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auto new_state = InitState();
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*state = *new_state;
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state->should_reset = true;
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printf("Resetting GameState\n");
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}
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}
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@ -169,7 +117,6 @@ void Update(GameState *state) {
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Point start_pos = state->selection_mouse_start_pos.value();
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Point current_pos = GetScreenToWorld2D(GetMousePosition(), state->camera);
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if (Vector2DistanceSqr(current_pos, start_pos) >= 100.0f) {
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f32 width = current_pos.x - start_pos.x;
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f32 height = current_pos.y - start_pos.y;
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f32 x = width >= 0.0f ? start_pos.x : current_pos.x;
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@ -182,10 +129,12 @@ void Update(GameState *state) {
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knight_colrect_select.width,
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knight_colrect_select.height,
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};
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state->knights[i].selected =
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CheckCollisionRecs(rect, mouse_select_area);
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state->knights[i].selected = CheckCollisionRecs(rect, mouse_select_area);
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}
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}
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if (state->drag_camera_start_pos.has_value()) {
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Point start_pos = state->drag_camera_start_pos.value();
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state->camera.target = state->camera_target_start_pos + (start_pos - GetMousePosition());
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}
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float dt = 0.33;
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const float cam_move_speed = 1050.0f * dt;
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@ -234,6 +183,7 @@ void Update(GameState *state) {
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}
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}
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if (i == 0) continue;
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// TODO: This is likely getting called every frame, probably best to have a dirty flag to detect movement
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// Sort the entities by y position using Insertion Sort
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int j = i;
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while (j > 0 && state->knights[j].position.y < state->knights[j - 1].position.y) {
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@ -270,7 +220,7 @@ void Draw2D(GameState *state) {
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}
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Vector2 pos = {(f32)(32 * col + topx), (f32)(32 * row + topy)};
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Rectangle src_rect = {(f32)(32 * atlas_col), (f32)(32 * atlas_row), 32, 32};
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D_DrawTextureRec(state->assets.textures[TEX_GROUND], src_rect, pos, WHITE);
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DrawTextureRec(state->assets.textures[TEX_GROUND], src_rect, pos, WHITE);
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}
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}
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@ -305,7 +255,6 @@ void Draw2D(GameState *state) {
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knight_colrect_select.width,
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knight_colrect_select.height,
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};
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// Color color = game->selected_knight == NULL ? RED : GREEN;
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DrawRectangleLinesEx(knight_col_area, 2.0f, GREEN);
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}
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}
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@ -334,7 +283,12 @@ extern "C" {
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return Init();
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}
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GameState* game_init_state() {
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return InitState();
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}
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void game_step(GameState *state) {
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try {
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Input(state);
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Update(state);
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BeginDrawing();
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@ -351,8 +305,14 @@ extern "C" {
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}
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EndDrawing();
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}
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catch (const exception& e) {
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printf("Exception: %s\n", e.what());
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TraceLog(LOG_ERROR, "Exception: %s", e.what());
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}
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}
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void game_cleanup(GameState *state) {
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// free(state->assets.textures);
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delete state;
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printf("Cleaning Up\n");
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CloseWindow();
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13
game.h
13
game.h
@ -2,6 +2,7 @@
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#include "raylib.h"
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#include "lib.h"
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#include "sprites.h"
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#include <vector>
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#include <optional>
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@ -13,11 +14,9 @@ using namespace std;
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#define SCREEN_WIDTH 1300
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#define SCREEN_HEIGHT 1080
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#define DEBUG_MODE_ENABLED
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bool global_debug_mode = false;
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enum class KnightState : u8 {
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enum class KnightState {
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IDLE = 0,
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RUNNING = 1,
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ATTACKING = 2,
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@ -48,6 +47,7 @@ struct Assets {
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};
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struct GameState {
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bool should_reset;
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Camera2D camera;
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int frame_count;
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Point camera_position;
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@ -55,13 +55,16 @@ struct GameState {
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optional<Point> selected_point;
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Knight *knights;
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SpriteAnimationPlayback *anim_playbacks;
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Knight *selected_knights;
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optional<Point> selection_mouse_start_pos;
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int entity_count;
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Assets assets;
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optional<Point> drag_camera_start_pos;
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Point camera_target_start_pos;
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~GameState() {
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free(knights);
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free(anim_playbacks);
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@ -69,6 +72,6 @@ struct GameState {
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UnloadTexture(assets.textures[i]);
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}
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free(assets.textures);
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printf("I freed the stuff?\n");
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printf("Freeing GameState memory\n");
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}
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};
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64
game_data.h
64
game_data.h
@ -14,13 +14,6 @@
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#define ANIM_KNIGHT_ATTACK_BACK1 6
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#define ANIM_KNIGHT_ATTACK_BACK2 7
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// SpriteSheet knight_spritesheet = {
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// .name = "blue_knight",
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// .texture = {0},
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// // .anim_count = 8,
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// .size = { 1152, 1536 },
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// };
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const u16 knight_sprite_size = 192;
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const Vector2 knight_origin = {knight_sprite_size / 2, knight_sprite_size / 2 + 35};
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const Size knight_col_size = {50, 75};
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@ -32,52 +25,13 @@ const Rectangle knight_colrect_select = {
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knight_col_size.height,
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};
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SpriteAnimation knight_idle = {
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.loop = true,
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.total_frames = 6,
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SpriteAnimation knight_anims[8] = {
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{.loop = true, .total_frames = 6}, // ANIM_KNIGHT_IDLE
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{.loop = true, .total_frames = 6}, // ANIM_KNIGHT_RUN
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{.loop = false, .total_frames = 6}, // ANIM_KNIGHT_ATTACK_SIDE1
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{.loop = false, .total_frames = 6}, // ANIM_KNIGHT_ATTACK_SIDE2
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{.loop = false, .total_frames = 6}, // ANIM_KNIGHT_ATTACK_TOP1
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{.loop = false, .total_frames = 6}, // ANIM_KNIGHT_ATTACK_TOP2
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{.loop = false, .total_frames = 6}, // ANIM_KNIGHT_ATTACK_BACK1
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{.loop = false, .total_frames = 6}, // ANIM_KNIGHT_ATTACK_BACK2
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};
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SpriteAnimation knight_run = {
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.loop = true,
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.total_frames = 6,
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};
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SpriteAnimation knight_attack_side1 = {
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.loop = false,
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.total_frames = 6,
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};
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SpriteAnimation knight_attack_side2 = {
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.loop = false,
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.total_frames = 6,
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};
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SpriteAnimation knight_attack_front1 = {
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.loop = false,
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.total_frames = 6,
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};
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SpriteAnimation knight_attack_front2 = {
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.loop = false,
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.total_frames = 6,
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};
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SpriteAnimation knight_attack_back1 = {
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.loop = false,
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.total_frames = 6,
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};
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SpriteAnimation knight_attack_back2 = {
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.loop = false,
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.total_frames = 6,
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};
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SpriteAnimation knight_anims[8];
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// knight_anims[ANIM_KNIGHT_IDLE] = knight_idle;
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// knight_anims[ANIM_KNIGHT_RUN] = knight_run;
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// knight_anims[ANIM_KNIGHT_ATTACK_SIDE1] = knight_attack_side1;
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// knight_anims[ANIM_KNIGHT_ATTACK_SIDE2] = knight_attack_side2;
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// knight_anims[ANIM_KNIGHT_ATTACK_TOP1] = knight_attack_front1;
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// knight_anims[ANIM_KNIGHT_ATTACK_TOP2] = knight_attack_front2;
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// knight_anims[ANIM_KNIGHT_ATTACK_BACK1] = knight_attack_back1;
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// knight_anims[ANIM_KNIGHT_ATTACK_BACK2] = knight_attack_back2;
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34
lib.h
34
lib.h
@ -17,7 +17,6 @@ typedef float f32;
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typedef double f64;
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typedef uintptr_t uptr;
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typedef char sbyte;
|
||||
typedef ptrdiff_t size;
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||||
typedef size_t usize;
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||||
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||||
typedef Vector2 Point;
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||||
@ -48,7 +47,7 @@ extern "C" {
|
||||
extern bool global_debug_mode;
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inline void D_DrawTextureV(Texture2D texture, Vector2 position, Color tint) {
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DrawTextureV(texture, position, tint);
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#ifdef DEBUG_MODE_ENABLED
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#ifdef DEBUG
|
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if (global_debug_mode) {
|
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Rectangle debug = {position.x,position.y,(f32)texture.width,(f32)texture.height};
|
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DrawRectangleLinesEx(debug, 1.0f, RED);
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||||
@ -56,37 +55,10 @@ inline void D_DrawTextureV(Texture2D texture, Vector2 position, Color tint) {
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#endif
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}
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||||
|
||||
// Vector2 operations
|
||||
#define v2_add Vector2Add
|
||||
#define v2_sub Vector2Subtract
|
||||
#define v2_mul Vector2Scale
|
||||
#define v2_div Vector2Divide
|
||||
#define v2_dot Vector2DotProduct
|
||||
#define v2_len Vector2Length
|
||||
#define v2_norm Vector2Normalize
|
||||
#define v2_dist Vector2Distance
|
||||
#define v2_lerp Vector2Lerp
|
||||
|
||||
// Vector3 operations
|
||||
#define v3_add Vector3Add
|
||||
#define v3_sub Vector3Subtract
|
||||
#define v3_mul Vector3Scale
|
||||
#define v3_div Vector3Divide
|
||||
#define v3_dot Vector3DotProduct
|
||||
#define v3_cross Vector3CrossProduct
|
||||
#define v3_len Vector3Length
|
||||
#define v3_norm Vector3Normalize
|
||||
#define v3_dist Vector3Distance
|
||||
#define v3_lerp Vector3Lerp
|
||||
|
||||
// Constructor-style macros
|
||||
#define v2(x, y) ((Vector2){x, y})
|
||||
#define v3(x, y, z) ((Vector3){x, y, z})
|
||||
|
||||
|
||||
inline void D_DrawTextureRec(Texture2D texture, Rectangle source, Vector2 position, Color tint) {
|
||||
DrawTextureRec(texture, source, position, tint);
|
||||
#ifdef DEBUG_MODE_ENABLED
|
||||
#ifdef DEBUG
|
||||
if (global_debug_mode) {
|
||||
Rectangle debug = {position.x,position.y,source.width,source.height};
|
||||
DrawRectangleLinesEx(debug, 1.0f, RED);
|
||||
@ -96,7 +68,7 @@ inline void D_DrawTextureRec(Texture2D texture, Rectangle source, Vector2 positi
|
||||
|
||||
inline void D_DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, Color tint) {
|
||||
DrawTexturePro(texture, source, dest, origin, rotation, tint);
|
||||
#ifdef DEBUG_MODE_ENABLED
|
||||
#ifdef DEBUG
|
||||
if (global_debug_mode) {
|
||||
Rectangle debug = {dest.x-origin.x,dest.y-origin.y,dest.width,dest.height};
|
||||
DrawRectangleLinesEx(debug, 1.0f, RED);
|
||||
|
||||
35
main.cpp
35
main.cpp
@ -3,14 +3,13 @@
|
||||
#include <sys/stat.h>
|
||||
#include <cstdio>
|
||||
|
||||
struct GameState;
|
||||
#include "game.h"
|
||||
|
||||
struct GameApi {
|
||||
struct GameState *(*init)();
|
||||
GameState *(*init)();
|
||||
GameState *(*init_state)();
|
||||
void (*step) (GameState *state);
|
||||
void (*finalize) (GameState *state);
|
||||
void (*reload) (GameState *state);
|
||||
void (*unload) (GameState *state);
|
||||
void (*cleanup) (GameState *state);
|
||||
bool (*window_should_close)();
|
||||
};
|
||||
|
||||
@ -38,20 +37,21 @@ bool load_game_api(Game* game) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (game->gamelib_handle) {
|
||||
dlclose(game->gamelib_handle);
|
||||
}
|
||||
|
||||
game->gamelib_handle = dlopen(lib_path, RTLD_NOW);
|
||||
|
||||
if (!game->gamelib_handle) {
|
||||
void *gamelib_handle = dlopen(lib_path, RTLD_NOW);
|
||||
if (!gamelib_handle) {
|
||||
printf("Failed to load game.so: %s\n", dlerror());
|
||||
return false;
|
||||
}
|
||||
|
||||
if (game->gamelib_handle) {
|
||||
dlclose(game->gamelib_handle);
|
||||
}
|
||||
game->gamelib_handle = gamelib_handle;
|
||||
|
||||
game->api.init = (GameState*(*)())dlsym(game->gamelib_handle, "game_init");
|
||||
game->api.init_state = (GameState*(*)())dlsym(game->gamelib_handle, "game_init_state");
|
||||
game->api.step = (void(*)(GameState*))dlsym(game->gamelib_handle, "game_step");
|
||||
game->api.finalize = (void(*)(GameState*))dlsym(game->gamelib_handle, "game_cleanup");
|
||||
game->api.cleanup = (void(*)(GameState*))dlsym(game->gamelib_handle, "game_cleanup");
|
||||
game->api.window_should_close = (bool(*)())dlsym(game->gamelib_handle, "window_should_close");
|
||||
|
||||
game->last_write_time = write_time;
|
||||
@ -60,7 +60,7 @@ bool load_game_api(Game* game) {
|
||||
}
|
||||
|
||||
int main(void) {
|
||||
Game game;
|
||||
Game game = {};
|
||||
|
||||
load_game_api(&game);
|
||||
|
||||
@ -70,9 +70,14 @@ int main(void) {
|
||||
// float dt = GetFrameTime();
|
||||
load_game_api(&game);
|
||||
|
||||
if (game.state->should_reset) {
|
||||
delete game.state;
|
||||
game.state = game.api.init_state();
|
||||
}
|
||||
|
||||
game.api.step(game.state);
|
||||
}
|
||||
|
||||
game.api.finalize(game.state);
|
||||
game.api.cleanup(game.state);
|
||||
return 0;
|
||||
}
|
||||
|
||||
@ -15,6 +15,7 @@ struct SpriteAnimationPlayback {
|
||||
u8 total_frames;
|
||||
u8 current_frame;
|
||||
u8 loop;
|
||||
u8 finished;
|
||||
};
|
||||
|
||||
void PlayAnimation(int animation, SpriteAnimation *anims, SpriteAnimationPlayback *playback);
|
||||
@ -27,6 +28,7 @@ inline void PlayAnimation(int animation, SpriteAnimation *anims, SpriteAnimation
|
||||
playback->row = animation;
|
||||
playback->total_frames = anims[animation].total_frames;
|
||||
playback->loop = anims[animation].loop;
|
||||
playback->finished = false;
|
||||
}
|
||||
|
||||
void TickSpriteAnimations(SpriteAnimationPlayback *playbacks, int len) {
|
||||
@ -41,11 +43,12 @@ void TickSpriteAnimations(SpriteAnimationPlayback *playbacks, int len) {
|
||||
if (playback->loop) {
|
||||
playback->current_frame = 0;
|
||||
}
|
||||
playback->finished = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
inline bool IsAnimationFinished(SpriteAnimationPlayback playback) {
|
||||
return playback.current_frame == playback.total_frames;
|
||||
return playback.finished;
|
||||
}
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user