tinyswords/game.cpp

365 lines
14 KiB
C++

#include <cstdlib>
#include <cstdio>
#include <cstring>
#include <optional>
#include <iostream>
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<Point>{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<Point>{};
}
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<Point>{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();
}
}