#include "include/raylib.h" #include "include/raymath.h" #include #include #include #define TEXTURES_BUF_SIZE 16 #define TARGET_FPS 60 #define MAX_KNIGHTS 256 #define DEBUG_MODE_ENABLED bool global_debug_mode; #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 origin; Vector2 velocity; Direction look_dir; KnightState state; } Knight; typedef struct { int frame_count; // Rectangle* sprite_rects; Point camera_position; Knight *selected_knight; PointOption *target_points; Knight *knights; 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"); assets.textures[2] = LoadTexture("assets/UI/Pointers/01.png"); assets.textures[3] = 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); // 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 Rectangle mouse_select_area = { game->knights[0].position.x + knight_colrect_select.x, game->knights[0].position.y + knight_colrect_select.y, knight_colrect_select.width, knight_colrect_select.height, }; if (CheckCollisionPointRec(mouse_pos, mouse_select_area)) { game->selected_knight = &game->knights[0]; } else { game->selected_knight = NULL; } } if (IsMouseButtonPressed(1)) { Point mouse_pos = GetScreenToWorld2D(GetMousePosition(), *cam); if (game->selected_knight != NULL) { game->target_points[0] = (PointOption){ .tag = SOME, .some.point = mouse_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->knights[0].state != KNIGHT_ATTACKING) { game->knights[0].state = KNIGHT_ATTACKING; PlayAnimation(ANIM_KNIGHT_ATTACK_SIDE1, knight_anims, &game->anim_playbacks[0]); } if (IsKeyPressed(KEY_F1)) { global_debug_mode = !global_debug_mode; } // const float movement_speed = 250.0f * dt; // if (IsKeyDown(KEY_RIGHT)) { // input_vel.x = 1; // } // if (IsKeyDown(KEY_LEFT)) { // input_vel.x = -1; // } // if (IsKeyDown(KEY_UP)) { // input_vel.y = -1; // } // if (IsKeyDown(KEY_DOWN)) { // input_vel.y = 1; // } // Process animation data TickSpriteAnimations(game->anim_playbacks, 1); // Handle knight movement if they are moving somewhere // for (int i = 0; i < MAX_KNIGHTS; i++) { for (int i = 0; i < 1; i++) { Vector2 input_vel = {0}; Knight *knight = &game->knights[i]; if (game->target_points[0].tag == SOME) { Vector2 target = game->target_points[0].some.point; if (Vector2DistanceSqr(target, knight->position) < 2.5f) { game->target_points[0].tag = NONE; } 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; } } } } } void Draw(const GameState *game, 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}; D_DrawTextureRec(assets.textures[0], src_rect, pos, WHITE); } } if (game->target_points[0].tag == SOME) { Vector2 marker_pos = game->target_points[0].some.point; marker_pos.x -= assets.textures[3].width / 2; marker_pos.y -= assets.textures[3].height / 2; D_DrawTextureV(assets.textures[3], marker_pos, WHITE); } // for (int i = 0; i < game->anim_playbacks_count; i++) { for (int i = 0; i < 1; 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); } // Vector2 pos = Vector2Subtract(game->knight.position, knight_origin); Rectangle dest_rect = {knight->position.x, knight->position.y, 192, 192}; D_DrawTexturePro(assets.textures[1], src_rect, dest_rect, knight_origin, 0.0f, WHITE); if (game->selected_knight) { Vector2 kpos = game->knights[0].position; Rectangle knight_col_area = { kpos.x + knight_colrect_select.x, kpos.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); } } Vector2 world = GetScreenToWorld2D(GetMousePosition(), cam); Vector2 pointer_pos = Vector2Subtract(world, (Vector2){24, 19}); D_DrawTextureV(assets.textures[2], pointer_pos, WHITE); DrawFPS(1500, 10); } int main(void) { const int screen_width = 1600; const int screen_height = 1080; printf("SpriteAnimationPlayback Size: %ld \n", sizeof(SpriteAnimationPlayback)); 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); HideCursor(); Camera2D cam = {0}; cam.zoom = 1.0f; GameState game = {0}; game.knights = malloc(sizeof(Knight) * MAX_KNIGHTS); game.knights[0] = (Knight){0}; game.knights[0].position = (Vector2){400,150}; game.anim_playbacks = malloc(sizeof(SpriteAnimationPlayback) * MAX_KNIGHTS); game.anim_playbacks_count = 1; // First one is idle game.anim_playbacks[0] = (SpriteAnimationPlayback){0}; game.target_points = calloc(MAX_KNIGHTS, sizeof(Point)); Assets assets = Init(); PlayAnimation(ANIM_KNIGHT_IDLE, knight_anims, &game.anim_playbacks[0]); // const int idle while (!WindowShouldClose()) { game.frame_count++; float dt = GetFrameTime(); Update(&game, &cam, dt); BeginDrawing(); { BeginMode2D(cam); { Draw(&game, assets, cam, dt); } EndMode2D(); } EndDrawing(); } free(game.anim_playbacks); free(game.target_points); for (int i = 0; i < TEXTURES_BUF_SIZE; i++) { UnloadTexture(assets.textures[0]); } free(assets.textures); CloseWindow(); return 0; }