#include "include/raylib.h" #include "include/raymath.h" #include #include #define TEXTURES_BUF_SIZE 16 #define TARGET_FPS 120 #define ANIM_SPEED 8 #define MAX_ANIMATION_PLAYBACKS 64 #include "sprites.h" #include "lib.h" #include "config.h" typedef struct { int frame_count; int anim_frames; bool is_attacking; Vector2 knight_pos; Rectangle *sprite_rects; SpriteAnimationPlayback *anim_playbacks; int anim_playbacks_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[0] = LoadTexture("assets/Terrain/Ground/Tilemap_Flat.png"); assets.textures[1] = LoadTexture("assets/Factions/Knights/Troops/Warrior/Blue/Warrior_Blue.png"); return assets; } void Update(GameState *state, Camera2D cam, float dt) { (void)cam; TickSpriteAnimations(&knight_anims[0], state->anim_playbacks, 1); float movement_speed = 250.0f * dt; Vector2 input_vel = {0}; if (IsKeyDown(KEY_RIGHT) || IsKeyDown(KEY_D)) { input_vel.x = 1; } if (IsKeyDown(KEY_LEFT) || IsKeyDown(KEY_A)) { input_vel.x = -1; } if (IsKeyDown(KEY_UP) || IsKeyDown(KEY_W)) { input_vel.y = -1; } if (IsKeyDown(KEY_DOWN) || IsKeyDown(KEY_S)) { input_vel.y = 1; } if (IsKeyPressed(KEY_SPACE)) { state->is_attacking = true; } 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; } // } } void Draw(GameState *state, Assets assets, Camera2D cam, float dt) { (void)cam; (void)dt; ClearBackground((Color){ 100, 149, 237, 255 }); 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(assets.textures[0], src_rect, pos, WHITE); } } for (int i = 0; i < state->anim_playbacks_count; i++) { SpriteAnimationPlayback *playback = &state->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); } } 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); 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); Camera2D cam = {0}; cam.zoom = 1.0f; GameState state = {0}; state.anim_playbacks = malloc(sizeof(SpriteAnimationPlayback) * MAX_ANIMATION_PLAYBACKS); state.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 }; Assets assets = Init(); PlayAnimation(&state.anim_playbacks[0], state.anim_playbacks[0]); // const int idle while (!WindowShouldClose()) { state.frame_count++; float dt = GetFrameTime(); Update(&state, cam, dt); BeginDrawing(); { BeginMode2D(cam); { Draw(&state, assets, cam, dt); } EndMode2D(); } EndDrawing(); } for (int i = 0; i < TEXTURES_BUF_SIZE; i++) { UnloadTexture(assets.textures[0]); } free(assets.textures); CloseWindow(); return 0; }