#include "include/raylib.h" #include "include/raymath.h" #include #include #include #define TEXTURES_BUF_SIZE 16 #define TARGET_FPS 60 #define MAX_KNIGHTS 512 #define SCREEN_WIDTH 1300 #define SCREEN_HEIGHT 1080 #define DEBUG_MODE_ENABLED bool global_debug_mode = false; #define ENNIX_LIB_IMPLEMENTATION #include "lib.h" #include "sprites.h" #include "game_data.h" 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 move_target_point; u8 look_dir; u8 state; u8 selected; u8 ordered_to_move; } Knight; typedef struct { int frame_count; Point camera_position; PointOption selected_point; Knight *knights; SpriteAnimationPlayback* anim_playbacks; Knight *selected_knights; PointOption selection_mouse_start_pos; int entity_count; } GameState; typedef struct { Texture2D *textures; } Assets; Assets Init() { 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; Assets assets = {0}; assets.textures = malloc(sizeof(Texture2D) * TEXTURES_BUF_SIZE); assets.textures[TEX_GROUND] = LoadTexture("assets/Terrain/Ground/Tilemap_Flat.png"); assets.textures[TEX_KNIGHT] = 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; } void Update(GameState *game, Camera2D *cam, float dt) { if (IsMouseButtonPressed(0)) { Point mouse_pos = GetScreenToWorld2D(GetMousePosition(), *cam); game->selection_mouse_start_pos = (PointOption){ .tag = SOME, .some.point = mouse_pos }; } if (game->selection_mouse_start_pos.tag == SOME) { Point start_pos = game->selection_mouse_start_pos.some.point; 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); } } } 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.some.point; 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); } } 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++) { 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, }; if (CheckCollisionPointRec(current_pos, mouse_select_area)) { k_idx = i; } game->knights[i].selected = false; } if (k_idx != -1) { game->knights[k_idx].selected = true; } } game->selection_mouse_start_pos = (PointOption){ .tag = NONE, }; } if (IsMouseButtonPressed(1)) { Point target_pos = GetScreenToWorld2D(GetMousePosition(), *cam); 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; any = true; } } if (any) { game->selected_point = (PointOption){ .tag = SOME, .some.point = target_pos }; } } const float cam_move_speed = 1050.0f * dt; Vector2 cam_vel = {0}; if (IsKeyDown(KEY_D)) { cam_vel.x = -1; } 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->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; } // Process animation data TickSpriteAnimations(game->anim_playbacks, game->entity_count); // Handle knight movement if they are moving somewhere for (int i = 0; i < game->entity_count; i++) { Vector2 input_vel = {0}; Knight *knight = &game->knights[i]; if (knight->ordered_to_move) { Vector2 target = knight->move_target_point; if (Vector2DistanceSqr(target, knight->position) < 2.5f) { knight->ordered_to_move = false; } else { input_vel.x = knight->position.x - target.x < 0.0f ? 1 : -1; knight->position = Vector2MoveTowards(knight->position, target, 4.0f); } } // Handle the attacking state, if not handle state transitions if (knight->state == KNIGHT_ATTACKING) { if (IsAnimationFinished(game->anim_playbacks[i])) { knight->state = KNIGHT_IDLE; PlayAnimation(ANIM_KNIGHT_IDLE, knight_anims, &game->anim_playbacks[i]); } } else { if (input_vel.x != 0) { knight->look_dir = input_vel.x == -1 ? DIR_LEFT : DIR_RIGHT; } if (input_vel.x != 0 || input_vel.y != 0) { if (knight->state == KNIGHT_IDLE) { PlayAnimation(ANIM_KNIGHT_RUN, knight_anims, &game->anim_playbacks[i]); knight->state = KNIGHT_RUNNING; } } else { if (knight->state == KNIGHT_RUNNING) { PlayAnimation(ANIM_KNIGHT_IDLE, knight_anims, &game->anim_playbacks[i]); knight->state = KNIGHT_IDLE; } } } 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) { // Swap position Knight temp_k = game->knights[j - 1]; game->knights[j - 1] = game->knights[j]; game->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; j--; } } } void Draw(GameState *game, Assets assets, Camera2D cam, float dt) { (void)cam; (void)dt; ClearBackground((Color){100, 149, 237, 255}); int size = 32; int topx = SCREEN_WIDTH / 2 - size * 32 / 2; int topy = SCREEN_HEIGHT / 2 - size * 32 / 2; for (int col = 0; col < size; col++) { for (int row = 0; row < size; row++) { int atlas_col = 0; int atlas_row = 0; if (col == size - 1) { atlas_col = 5; } else if (col > 0) { atlas_col = (col % 4) + 1; } if (row == size - 1) { atlas_row = 5; } else if (row > 0) { atlas_row = (row % 4) + 1; } Vector2 pos = {32 * col + topx, 32 * row + topy}; Rectangle src_rect = {32 * atlas_col, 32 * atlas_row, 32, 32}; D_DrawTextureRec(assets.textures[TEX_GROUND], src_rect, pos, WHITE); } } if (game->selected_point.tag == SOME) { Vector2 marker_pos = game->selected_point.some.point; 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); } // for (int i = 0; i < game->anim_playbacks_count; i++) { for (int i = 0; i < game->entity_count; i++) { Knight *knight = &game->knights[i]; SpriteAnimationPlayback *playback = &game->anim_playbacks[i]; Rectangle src_rect = { playback->current_frame * knight_sprite_size, playback->row * knight_sprite_size, knight_sprite_size, knight_sprite_size, }; // TODO: This might be a nice place to optimize if (knight->look_dir == DIR_LEFT) { 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]; D_DrawTexturePro(tex, src_rect, dest_rect, knight_origin, 0.0f, WHITE); if (knight->selected == true) { Rectangle knight_col_area = { knight->position.x + knight_colrect_select.x, knight->position.y + knight_colrect_select.y, knight_colrect_select.width, knight_colrect_select.height, }; // Color color = game->selected_knight == NULL ? RED : GREEN; DrawRectangleLinesEx(knight_col_area, 2.0f, GREEN); } } if (game->selection_mouse_start_pos.tag == SOME) { Point start_pos = game->selection_mouse_start_pos.some.point; 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)}; DrawRectangleLinesEx(rect, 4.0f, WHITE); } } Vector2 world = GetScreenToWorld2D(GetMousePosition(), cam); Vector2 pointer_pos = Vector2Subtract(world, (Vector2){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); } int main(void) { printf("Knight Size: %ld \n", sizeof(Knight)); printf("SpriteAnimationPlayback Size: %ld \n", sizeof(SpriteAnimationPlayback)); printf("Point Size: %ld \n", sizeof(Point)); printf("Point Option Size: %ld \n", sizeof(PointOption)); printf("Direction Size: %ld \n", sizeof(Direction)); printf("KnightState Size: %ld \n", sizeof(KnightState)); 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(); Camera2D cam = {0}; cam.zoom = 1.0f; Assets assets = Init(); GameState game = {0}; game.knights = calloc(MAX_KNIGHTS, sizeof(Knight)); game.anim_playbacks = calloc(MAX_KNIGHTS, sizeof(SpriteAnimationPlayback)); const int entities = MAX_KNIGHTS; for (int i = 0; i < entities; i++) { int rand_x = GetRandomValue(165, 1130); int rand_y = 100 + ((float)950 / (float)entities) * i; game.knights[i].position = (Vector2){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; while (!WindowShouldClose()) { game.frame_count++; float dt = GetFrameTime(); Update(&game, &cam, dt); BeginDrawing(); { BeginMode2D(cam); { Draw(&game, assets, cam, dt); } EndMode2D(); } EndDrawing(); } free(game.knights); free(game.anim_playbacks); for (int i = 0; i < TEXTURES_BUF_SIZE; i++) { UnloadTexture(assets.textures[i]); } free(assets.textures); CloseWindow(); return 0; }