365 lines
14 KiB
C++
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();
|
|
}
|
|
}
|