320 lines
12 KiB
C++
320 lines
12 KiB
C++
#include <cstdlib>
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#include <cstdio>
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#include <optional>
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using namespace std;
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#define ENNIX_LIB_IMPLEMENTATION
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#include "lib.h"
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#include "sprites.h"
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#include "game.h"
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#include "game_data.h"
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// Assets Init() {
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void Init() {
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knight_anims[ANIM_KNIGHT_IDLE] = knight_idle;
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knight_anims[ANIM_KNIGHT_RUN] = knight_run;
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knight_anims[ANIM_KNIGHT_ATTACK_SIDE1] = knight_attack_side1;
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knight_anims[ANIM_KNIGHT_ATTACK_SIDE2] = knight_attack_side2;
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knight_anims[ANIM_KNIGHT_ATTACK_TOP1] = knight_attack_front1;
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knight_anims[ANIM_KNIGHT_ATTACK_TOP2] = knight_attack_front2;
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knight_anims[ANIM_KNIGHT_ATTACK_BACK1] = knight_attack_back1;
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knight_anims[ANIM_KNIGHT_ATTACK_BACK2] = knight_attack_back2;
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Assets assets = {};
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assets.textures = (Texture*)malloc(sizeof(Texture2D) * TEXTURES_BUF_SIZE);
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assets.textures[TEX_GROUND] = LoadTexture("./assets/Terrain/Ground/Tilemap_Flat.png");
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assets.textures[TEX_KNIGHT] =
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LoadTexture("./assets/Factions/Knights/Troops/Warrior/Blue/Warrior_Blue.png");
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assets.textures[TEX_MOUSE_CURSOR] = LoadTexture("./assets/UI/Pointers/01.png");
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assets.textures[TEX_TARGET_RETICLE] = LoadTexture("./assets/UI/Pointers/02.png");
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// return assets;
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}
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void Update(GameState *game, Camera2D *cam, float dt) {
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if (IsMouseButtonPressed(0)) {
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game->selection_mouse_start_pos = optional<Point>{GetScreenToWorld2D(GetMousePosition(), *cam)};
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}
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if (game->selection_mouse_start_pos.has_value()) {
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Point start_pos = game->selection_mouse_start_pos.value();
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Point current_pos = GetScreenToWorld2D(GetMousePosition(), *cam);
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if (Vector2DistanceSqr(current_pos, start_pos) >= 100.0f) {
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f32 width = current_pos.x - start_pos.x;
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f32 height = current_pos.y - start_pos.y;
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f32 x = width >= 0.0f ? start_pos.x : current_pos.x;
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f32 y = height >= 0.0f ? start_pos.y : current_pos.y;
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Rectangle rect = {x, y, fabs(width), fabs(height)};
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for (int i = 0; i < game->entity_count; i++) {
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Rectangle mouse_select_area = {
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game->knights[i].position.x + knight_colrect_select.x,
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game->knights[i].position.y + knight_colrect_select.y,
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knight_colrect_select.width,
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knight_colrect_select.height,
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};
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game->knights[i].selected =
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CheckCollisionRecs(rect, mouse_select_area);
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}
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}
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}
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if (IsMouseButtonReleased(0)) {
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// TODO: This is what should happen when the distance is too small
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// Point start_pos = game->selection_mouse_start_pos.some.point;
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Point start_pos = game->selection_mouse_start_pos.value();
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Point current_pos = GetScreenToWorld2D(GetMousePosition(), *cam);
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if (Vector2DistanceSqr(current_pos, start_pos) >= 100.0f) {
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f32 width = current_pos.x - start_pos.x;
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f32 height = current_pos.y - start_pos.y;
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f32 x = width >= 0.0f ? start_pos.x : current_pos.x;
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f32 y = height >= 0.0f ? start_pos.y : current_pos.y;
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Rectangle rect = {x, y, fabs(width), fabs(height)};
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for (int i = 0; i < game->entity_count; i++) {
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Rectangle mouse_select_area = {
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game->knights[i].position.x + knight_colrect_select.x,
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game->knights[i].position.y + knight_colrect_select.y,
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knight_colrect_select.width,
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knight_colrect_select.height,
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};
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game->knights[i].selected =
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CheckCollisionRecs(rect, mouse_select_area);
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}
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} else {
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// TODO: This kind of sucks that we're doing all the math here to calculate
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// the position of the collider, we need a helper that calculates origin offset
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int k_idx = -1;
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for (int i = 0; i < game->entity_count; i++) {
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Rectangle mouse_select_area = {
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game->knights[i].position.x + knight_colrect_select.x,
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game->knights[i].position.y + knight_colrect_select.y,
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knight_colrect_select.width,
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knight_colrect_select.height,
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};
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if (CheckCollisionPointRec(current_pos, mouse_select_area)) {
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k_idx = i;
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}
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game->knights[i].selected = false;
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}
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if (k_idx != -1) {
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game->knights[k_idx].selected = true;
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}
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}
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game->selection_mouse_start_pos = optional<Point>{};
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}
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if (IsMouseButtonPressed(1)) {
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Point target_pos = GetScreenToWorld2D(GetMousePosition(), *cam);
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bool any = false;
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for (int i = 0; i < game->entity_count; i++) {
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if (game->knights[i].selected) {
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game->knights[i].move_target_point = target_pos;
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game->knights[i].ordered_to_move = true;
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any = true;
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}
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}
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if (any) {
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game->selected_point = optional<Point>{target_pos};
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}
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}
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const float cam_move_speed = 1050.0f * dt;
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Vector2 cam_vel = {};
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if (IsKeyDown(KEY_D)) {
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cam_vel.x = -1;
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}
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if (IsKeyDown(KEY_A)) {
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cam_vel.x = 1;
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}
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if (IsKeyDown(KEY_W)) {
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cam_vel.y = 1;
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}
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if (IsKeyDown(KEY_S)) {
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cam_vel.y = -1;
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}
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cam_vel = Vector2Normalize(cam_vel);
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game->camera_position = Vector2Scale(cam_vel, cam_move_speed);
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cam->offset = Vector2Add(cam->offset, game->camera_position);
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// if (IsKeyPressed(KEY_SPACE) && game->selected_knight != -1) {
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// int k_idx = game->selected_knight;
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// if (game->knights[k_idx].state != KNIGHT_ATTACKING) {
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// game->knights[k_idx].state = KNIGHT_ATTACKING;
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// PlayAnimation(ANIM_KNIGHT_ATTACK_SIDE1, knight_anims, &game->anim_playbacks[k_idx]);
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// }
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// }
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if (IsKeyPressed(KEY_F1)) {
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global_debug_mode = !global_debug_mode;
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}
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// Process animation data
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TickSpriteAnimations(game->anim_playbacks, game->entity_count);
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// Handle knight movement if they are moving somewhere
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for (int i = 0; i < game->entity_count; i++) {
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Vector2 input_vel = {};
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Knight *knight = &game->knights[i];
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if (knight->ordered_to_move) {
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Vector2 target = knight->move_target_point;
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if (Vector2DistanceSqr(target, knight->position) < 2.5f) {
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knight->ordered_to_move = false;
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} else {
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input_vel.x = knight->position.x - target.x < 0.0f ? 1 : -1;
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knight->position = Vector2MoveTowards(knight->position, target, 4.0f);
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}
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}
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// Handle the attacking state, if not handle state transitions
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if (knight->state == KnightState::ATTACKING) {
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if (IsAnimationFinished(game->anim_playbacks[i])) {
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knight->state = KnightState::IDLE;
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PlayAnimation(ANIM_KNIGHT_IDLE, knight_anims, &game->anim_playbacks[i]);
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}
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} else {
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if (input_vel.x != 0) {
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knight->look_dir = input_vel.x == -1 ? Direction::LEFT : Direction::RIGHT;
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}
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if (input_vel.x != 0 || input_vel.y != 0) {
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if (knight->state == KnightState::IDLE) {
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PlayAnimation(ANIM_KNIGHT_RUN, knight_anims, &game->anim_playbacks[i]);
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knight->state = KnightState::RUNNING;
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}
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} else {
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if (knight->state == KnightState::RUNNING) {
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PlayAnimation(ANIM_KNIGHT_IDLE, knight_anims, &game->anim_playbacks[i]);
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knight->state = KnightState::IDLE;
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}
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}
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}
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if (i == 0) continue;
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// Sort the entities by y position using Insertion Sort
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int j = i;
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while (j > 0 && game->knights[j].position.y < game->knights[j - 1].position.y) {
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// Swap position
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Knight temp_k = game->knights[j - 1];
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game->knights[j - 1] = game->knights[j];
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game->knights[j] = temp_k;
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// Swap animations
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SpriteAnimationPlayback temp_a = game->anim_playbacks[j - 1];
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game->anim_playbacks[j - 1] = game->anim_playbacks[j];
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game->anim_playbacks[j] = temp_a;
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j--;
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}
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}
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}
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void Draw(GameState *state, Assets assets, Camera2D cam, float dt) {
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// BeginDrawing();
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// {
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// BeginMode2D(state.camera);
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// {
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// }
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// EndMode2D();
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// }
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// EndDrawing();
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(void)cam;
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(void)dt;
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ClearBackground({100, 149, 237, 255});
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int size = 32;
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int topx = SCREEN_WIDTH / 2 - size * 32 / 2;
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int topy = SCREEN_HEIGHT / 2 - size * 32 / 2;
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for (int col = 0; col < size; col++) {
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for (int row = 0; row < size; row++) {
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int atlas_col = 0;
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int atlas_row = 0;
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if (col == size - 1) {
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atlas_col = 5;
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} else if (col > 0) {
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atlas_col = (col % 4) + 1;
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}
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if (row == size - 1) {
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atlas_row = 5;
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} else if (row > 0) {
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atlas_row = (row % 4) + 1;
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}
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Vector2 pos = {(f32)(32 * col + topx), (f32)(32 * row + topy)};
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Rectangle src_rect = {(f32)(32 * atlas_col), (f32)(32 * atlas_row), 32, 32};
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D_DrawTextureRec(assets.textures[TEX_GROUND], src_rect, pos, WHITE);
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}
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}
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if (state->selected_point.has_value()) {
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Vector2 marker_pos = state->selected_point.value();
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marker_pos.x -= assets.textures[TEX_TARGET_RETICLE].width / 2;
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marker_pos.y -= assets.textures[TEX_TARGET_RETICLE].height / 2;
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D_DrawTextureV(assets.textures[TEX_TARGET_RETICLE], marker_pos, WHITE);
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}
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// for (int i = 0; i < game->anim_playbacks_count; i++) {
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for (int i = 0; i < state->entity_count; i++) {
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Knight *knight = &state->knights[i];
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SpriteAnimationPlayback *playback = &state->anim_playbacks[i];
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Rectangle src_rect = {
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(float)(playback->current_frame * knight_sprite_size),
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(float)(playback->row * knight_sprite_size),
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knight_sprite_size,
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knight_sprite_size,
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};
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// TODO: This might be a nice place to optimize
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if (knight->look_dir == Direction::LEFT) {
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src_rect.width = -abs((int)src_rect.width);
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}
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Rectangle dest_rect = {knight->position.x, knight->position.y, 192, 192};
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Texture2D tex = assets.textures[TEX_KNIGHT];
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D_DrawTexturePro(tex, src_rect, dest_rect, knight_origin, 0.0f, WHITE);
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if (knight->selected == true) {
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Rectangle knight_col_area = {
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knight->position.x + knight_colrect_select.x,
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knight->position.y + knight_colrect_select.y,
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knight_colrect_select.width,
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knight_colrect_select.height,
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};
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// Color color = game->selected_knight == NULL ? RED : GREEN;
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DrawRectangleLinesEx(knight_col_area, 2.0f, GREEN);
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}
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}
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if (state->selection_mouse_start_pos.has_value()) {
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Point start_pos = state->selection_mouse_start_pos.value();
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Point current_pos = GetScreenToWorld2D(GetMousePosition(), cam);
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if (Vector2DistanceSqr(current_pos, start_pos) >= 100.0f) {
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f32 width = current_pos.x - start_pos.x;
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f32 height = current_pos.y - start_pos.y;
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f32 x = width >= 0.0f ? start_pos.x : current_pos.x;
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f32 y = height >= 0.0f ? start_pos.y : current_pos.y;
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Rectangle rect = {x, y, fabs(width), fabs(height)};
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DrawRectangleLinesEx(rect, 4.0f, WHITE);
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}
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}
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Vector2 world = GetScreenToWorld2D(GetMousePosition(), cam);
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Vector2 pointer_pos = Vector2Subtract(world, {24, 19});
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D_DrawTextureV(assets.textures[TEX_MOUSE_CURSOR], pointer_pos, WHITE);
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DrawRectangle(SCREEN_WIDTH - 106, 4, 88, 30, WHITE);
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DrawFPS(SCREEN_WIDTH - 100, 10);
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}
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extern "C" {
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void game_init(GameState* state) {
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(void)state;
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Init();
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}
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void game_update(GameState* state) {
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(void)state;
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// Your update logic
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}
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void game_draw(GameState* state) {
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(void)state;
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// Your render logic
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}
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void game_cleanup(GameState* state) {
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(void)state;
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// Cleanup
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}
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}
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