#include #include #include #include #include using namespace std; #define ENNIX_LIB_IMPLEMENTATION #include "lib.h" #include "sprites.h" #include "game.h" #include "game_data.h" GameState *InitState() { 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 = {}; assets.textures = (Texture*)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"); auto game = new GameState; game->assets = assets; // TODO: Probably want to use idiomatic C++ here? game->knights = (Knight*)calloc(MAX_KNIGHTS, sizeof(Knight)); game->anim_playbacks = (SpriteAnimationPlayback*)calloc(MAX_KNIGHTS, sizeof(SpriteAnimationPlayback)); const int entities = MAX_KNIGHTS; for (int i = 0; i < entities; i++) { f32 rand_x = GetRandomValue(165, 1130); f32 rand_y = 100 + ((float)950 / (float)entities) * i; game->knights[i].position = {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; game->camera = Camera2D{.offset = {0, 0}, .target = {0, 0}, .rotation = 0.0f, .zoom = 1.0f}; return game; } GameState *Init() { SetTraceLogLevel(4); 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(); return InitState(); } void Input(GameState *state) { if (IsMouseButtonPressed(0)) { state->selection_mouse_start_pos = optional{GetScreenToWorld2D(GetMousePosition(), state->camera)}; } 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 = state->selection_mouse_start_pos.value(); Point current_pos = GetScreenToWorld2D(GetMousePosition(), state->camera); 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 < state->entity_count; i++) { Rectangle mouse_select_area = { state->knights[i].position.x + knight_colrect_select.x, state->knights[i].position.y + knight_colrect_select.y, knight_colrect_select.width, knight_colrect_select.height, }; state->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 < state->entity_count; i++) { Rectangle mouse_select_area = { state->knights[i].position.x + knight_colrect_select.x, state->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; } state->knights[i].selected = false; } if (k_idx != -1) { state->knights[k_idx].selected = true; } } state->selection_mouse_start_pos = optional{}; } if (IsMouseButtonPressed(1)) { Point target_pos = GetScreenToWorld2D(GetMousePosition(), state->camera); bool any = false; for (int i = 0; i < state->entity_count; i++) { if (state->knights[i].selected) { state->knights[i].move_target_point = target_pos; state->knights[i].ordered_to_move = true; any = true; } } if (any) { state->selected_point = optional{target_pos}; } } f32 cam_speed = 5.0; if (IsKeyDown(KEY_RIGHT)) { state->camera.target.x += cam_speed; } if (IsKeyDown(KEY_LEFT)) { state->camera.target.x -= cam_speed; } if (IsKeyDown(KEY_UP)) { state->camera.target.y -= cam_speed; } if (IsKeyDown(KEY_DOWN)) { state->camera.target.y += cam_speed; } // if (IsKeyPressed(KEY_SPACE) && state->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; } if (IsKeyPressed(KEY_F2)) { auto new_state = InitState(); *state = *new_state; } } void Update(GameState *state) { // cout << "Cool" << endl; if (state->selection_mouse_start_pos.has_value()) { Point start_pos = state->selection_mouse_start_pos.value(); Point current_pos = GetScreenToWorld2D(GetMousePosition(), state->camera); 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 < state->entity_count; i++) { Rectangle mouse_select_area = { state->knights[i].position.x + knight_colrect_select.x, state->knights[i].position.y + knight_colrect_select.y, knight_colrect_select.width, knight_colrect_select.height, }; state->knights[i].selected = CheckCollisionRecs(rect, mouse_select_area); } } } float dt = 0.33; const float cam_move_speed = 1050.0f * dt; // TODO: This was moved out of Input Vector2 cam_vel = {}; cam_vel = Vector2Normalize(cam_vel); state->camera_position = Vector2Scale(cam_vel, cam_move_speed); state->camera.offset = Vector2Add(state->camera.offset, state->camera_position); // Process animation data TickSpriteAnimations(state->anim_playbacks, state->entity_count); // Handle knight movement if they are moving somewhere for (int i = 0; i < state->entity_count; i++) { Vector2 input_vel = {}; Knight *knight = &state->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 == KnightState::ATTACKING) { if (IsAnimationFinished(state->anim_playbacks[i])) { knight->state = KnightState::IDLE; PlayAnimation(ANIM_KNIGHT_IDLE, knight_anims, &state->anim_playbacks[i]); } } else { if (input_vel.x != 0) { knight->look_dir = input_vel.x == -1 ? Direction::LEFT : Direction::RIGHT; } if (input_vel.x != 0 || input_vel.y != 0) { if (knight->state == KnightState::IDLE) { PlayAnimation(ANIM_KNIGHT_RUN, knight_anims, &state->anim_playbacks[i]); knight->state = KnightState::RUNNING; } } else { if (knight->state == KnightState::RUNNING) { PlayAnimation(ANIM_KNIGHT_IDLE, knight_anims, &state->anim_playbacks[i]); knight->state = KnightState::IDLE; } } } if (i == 0) continue; // Sort the entities by y position using Insertion Sort int j = i; while (j > 0 && state->knights[j].position.y < state->knights[j - 1].position.y) { // Swap position Knight temp_k = state->knights[j - 1]; state->knights[j - 1] = state->knights[j]; state->knights[j] = temp_k; // Swap animations SpriteAnimationPlayback temp_a = state->anim_playbacks[j - 1]; state->anim_playbacks[j - 1] = state->anim_playbacks[j]; state->anim_playbacks[j] = temp_a; j--; } } } void Draw2D(GameState *state) { 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 = {(f32)(32 * col + topx), (f32)(32 * row + topy)}; Rectangle src_rect = {(f32)(32 * atlas_col), (f32)(32 * atlas_row), 32, 32}; D_DrawTextureRec(state->assets.textures[TEX_GROUND], src_rect, pos, WHITE); } } if (state->selected_point.has_value()) { Vector2 marker_pos = state->selected_point.value(); marker_pos.x -= state->assets.textures[TEX_TARGET_RETICLE].width / 2; marker_pos.y -= state->assets.textures[TEX_TARGET_RETICLE].height / 2; D_DrawTextureV(state->assets.textures[TEX_TARGET_RETICLE], marker_pos, WHITE); } // for (int i = 0; i < game->anim_playbacks_count; i++) { for (int i = 0; i < state->entity_count; i++) { Knight *knight = &state->knights[i]; SpriteAnimationPlayback *playback = &state->anim_playbacks[i]; Rectangle src_rect = { (float)(playback->current_frame * knight_sprite_size), (float)(playback->row * knight_sprite_size), knight_sprite_size, knight_sprite_size, }; // TODO: This might be a nice place to optimize if (knight->look_dir == Direction::LEFT) { src_rect.width = -abs((int)src_rect.width); } Rectangle dest_rect = {knight->position.x, knight->position.y, 192, 192}; Texture2D tex = state->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 (state->selection_mouse_start_pos.has_value()) { Point start_pos = state->selection_mouse_start_pos.value(); Point current_pos = GetScreenToWorld2D(GetMousePosition(), state->camera); 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(), state->camera); Vector2 pointer_pos = Vector2Subtract(world, {24, 19}); D_DrawTextureV(state->assets.textures[TEX_MOUSE_CURSOR], pointer_pos, WHITE); } extern "C" { GameState* game_init() { return Init(); } void game_step(GameState* state) { Input(state); Update(state); BeginDrawing(); { ClearBackground({100, 149, 237, 255}); BeginMode2D(state->camera); { Draw2D(state); } EndMode2D(); DrawRectangle(SCREEN_WIDTH - 106, 4, 88, 30, WHITE); DrawFPS(SCREEN_WIDTH - 100, 10); } EndDrawing(); } void game_cleanup(GameState* state) { delete state; printf("Cleaning Up\n"); CloseWindow(); } bool window_should_close() { return WindowShouldClose(); } }