#include "raylib.h" typedef struct { Vector2 knight_pos; } GameState; void Init(GameState *state); // { // } void Draw(GameState *state); // { // ClearBackground(RAYWHITE); // DrawText("Congrats! You created your first window!", 190, 200, 20, LIGHTGRAY); // } int main(void) { const int screen_width = 1600; const int screen_height = 1080; InitWindow(screen_width, screen_height, "raylib [core] example - basic window"); int monitor = GetCurrentMonitor(); int monitor_width = GetMonitorWidth(monitor); int monitor_height = GetMonitorHeight(monitor); SetWindowPosition(monitor_width / 2 - screen_width / 2, monitor_height / 2 - screen_height / 2); SetTargetFPS(60); GameState state = {0}; Camera2D cam = {0}; // Vector2 offset; // Camera offset (displacement from target) // Vector2 target; // Camera target (rotation and zoom origin) // float rotation; // Camera rotation in degrees cam.zoom = 1.0f; Texture2D ground = LoadTexture("assets/Terrain/Ground/Tilemap_Flat.png"); Texture2D blue_knight_warrior = LoadTexture("assets/Factions/Knights/Troops/Warrior/Blue/Warrior_Blue.png"); int framesCounter = 0; int knight_speed = 10.1f; while (!WindowShouldClose()) { framesCounter++; if (IsKeyDown(KEY_RIGHT) || IsKeyDown(KEY_D)) { state.knight_pos.x += knight_speed; } if (IsKeyDown(KEY_LEFT) || IsKeyDown(KEY_A)) { state.knight_pos.x -= knight_speed; } if (IsKeyDown(KEY_UP) || IsKeyDown(KEY_W)) { state.knight_pos.y -= knight_speed; } if (IsKeyDown(KEY_DOWN) || IsKeyDown(KEY_S)) { state.knight_pos.y += knight_speed; } BeginDrawing(); { BeginMode2D(cam); { ClearBackground((Color){ 100, 149, 237, 255 }); // Draw(&state); int size = 32; int topx = 300; int topy = 32; 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}; DrawTextureRec(ground, src_rect, pos, WHITE); } } DrawTextureRec(blue_knight_warrior, (Rectangle){0, 0, 1152 / 6, 1536 / 8}, state.knight_pos, // (Vector2){100, 100}, WHITE); } EndMode2D(); } EndDrawing(); } UnloadTexture(ground); CloseWindow(); return 0; }