tinyswords/main.c

412 lines
15 KiB
C

#include "include/raylib.h"
#include "include/raymath.h"
#include <stdlib.h>
#include <stdbool.h>
#include <stdio.h>
#define TEXTURES_BUF_SIZE 16
#define TARGET_FPS 60
#define MAX_KNIGHTS 10000
#define SCREEN_WIDTH 1300
#define SCREEN_HEIGHT 1080
#define DEBUG_MODE_ENABLED
bool global_debug_mode = false;
#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 Knight {
Point position;
Point move_target_point;
u8 look_dir;
u8 state;
u8 selected;
u8 ordered_to_move;
} Knight;
typedef struct GameState {
int frame_count;
Point camera_position;
PointOption selected_point;
Knight *knights;
SpriteAnimationPlayback* anim_playbacks;
Knight *selected_knights;
PointOption selection_mouse_start_pos;
int entity_count;
} GameState;
typedef struct Assets {
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[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");
return assets;
}
void Update(GameState *game, Camera2D *cam, float dt) {
if (IsMouseButtonPressed(0)) {
Point mouse_pos = GetScreenToWorld2D(GetMousePosition(), *cam);
game->selection_mouse_start_pos = (PointOption){ .tag = SOME, .some.point = mouse_pos };
}
if (game->selection_mouse_start_pos.tag == SOME) {
Point start_pos = game->selection_mouse_start_pos.some.point;
Point current_pos = GetScreenToWorld2D(GetMousePosition(), *cam);
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 < game->entity_count; i++) {
Rectangle mouse_select_area = {
game->knights[i].position.x + knight_colrect_select.x,
game->knights[i].position.y + knight_colrect_select.y,
knight_colrect_select.width,
knight_colrect_select.height,
};
game->knights[i].selected =
CheckCollisionRecs(rect, mouse_select_area);
}
}
}
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 = game->selection_mouse_start_pos.some.point;
Point current_pos = GetScreenToWorld2D(GetMousePosition(), *cam);
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 < game->entity_count; i++) {
Rectangle mouse_select_area = {
game->knights[i].position.x + knight_colrect_select.x,
game->knights[i].position.y + knight_colrect_select.y,
knight_colrect_select.width,
knight_colrect_select.height,
};
game->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 < game->entity_count; i++) {
Rectangle mouse_select_area = {
game->knights[i].position.x + knight_colrect_select.x,
game->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;
}
game->knights[i].selected = false;
}
if (k_idx != -1) {
game->knights[k_idx].selected = true;
}
}
game->selection_mouse_start_pos = (PointOption){ .tag = NONE, };
}
if (IsMouseButtonPressed(1)) {
Point target_pos = GetScreenToWorld2D(GetMousePosition(), *cam);
bool any = false;
for (int i = 0; i < game->entity_count; i++) {
if (game->knights[i].selected) {
game->knights[i].move_target_point = target_pos;
game->knights[i].ordered_to_move = true;
any = true;
}
}
if (any) {
game->selected_point = (PointOption){ .tag = SOME, .some.point = target_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->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;
}
// Process animation data
TickSpriteAnimations(game->anim_playbacks, game->entity_count);
// Handle knight movement if they are moving somewhere
for (int i = 0; i < game->entity_count; i++) {
Vector2 input_vel = {0};
Knight *knight = &game->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 == 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;
}
}
}
if (i == 0) continue;
// Sort the entities by y position using Insertion Sort
int j = i;
while (j > 0 && game->knights[j].position.y < game->knights[j - 1].position.y) {
// Swap position
Knight temp_k = game->knights[j - 1];
game->knights[j - 1] = game->knights[j];
game->knights[j] = temp_k;
// Swap animations
SpriteAnimationPlayback temp_a = game->anim_playbacks[j - 1];
game->anim_playbacks[j - 1] = game->anim_playbacks[j];
game->anim_playbacks[j] = temp_a;
j--;
}
}
}
void Draw(GameState *game, Assets assets, Camera2D cam, float dt) {
(void)cam;
(void)dt;
ClearBackground((Color){100, 149, 237, 255});
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 = {32 * col + topx, 32 * row + topy};
Rectangle src_rect = {32 * atlas_col, 32 * atlas_row, 32, 32};
D_DrawTextureRec(assets.textures[TEX_GROUND], src_rect, pos, WHITE);
}
}
if (game->selected_point.tag == SOME) {
Vector2 marker_pos = game->selected_point.some.point;
marker_pos.x -= assets.textures[TEX_TARGET_RETICLE].width / 2;
marker_pos.y -= assets.textures[TEX_TARGET_RETICLE].height / 2;
D_DrawTextureV(assets.textures[TEX_TARGET_RETICLE], marker_pos, WHITE);
}
// for (int i = 0; i < game->anim_playbacks_count; i++) {
for (int i = 0; i < game->entity_count; 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);
}
Rectangle dest_rect = {knight->position.x, knight->position.y, 192, 192};
Texture2D tex = 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 (game->selection_mouse_start_pos.tag == SOME) {
Point start_pos = game->selection_mouse_start_pos.some.point;
Point current_pos = GetScreenToWorld2D(GetMousePosition(), cam);
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(), cam);
Vector2 pointer_pos = Vector2Subtract(world, (Vector2){24, 19});
D_DrawTextureV(assets.textures[TEX_MOUSE_CURSOR], pointer_pos, WHITE);
DrawRectangle(SCREEN_WIDTH - 106, 4, 88, 30, WHITE);
DrawFPS(SCREEN_WIDTH - 100, 10);
}
int main(void) {
printf("Knight Size: %ld \n", sizeof(Knight));
printf("SpriteAnimationPlayback Size: %ld \n", sizeof(SpriteAnimationPlayback));
printf("Point Size: %ld \n", sizeof(Point));
printf("Point Option Size: %ld \n", sizeof(PointOption));
printf("Direction Size: %ld \n", sizeof(Direction));
printf("KnightState Size: %ld \n", sizeof(KnightState));
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();
Camera2D cam = {0};
cam.zoom = 1.0f;
Assets assets = Init();
GameState game = {0};
game.knights = calloc(MAX_KNIGHTS, sizeof(Knight));
game.anim_playbacks = calloc(MAX_KNIGHTS, sizeof(SpriteAnimationPlayback));
const int entities = MAX_KNIGHTS;
for (int i = 0; i < entities; i++) {
int rand_x = GetRandomValue(165, 1130);
int rand_y = 100 + ((float)950 / (float)entities) * i;
game.knights[i].position = (Vector2){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;
while (!WindowShouldClose()) {
game.frame_count++;
float dt = GetFrameTime();
Update(&game, &cam, dt);
BeginDrawing();
{
BeginMode2D(cam);
{
Draw(&game, assets, cam, dt);
}
EndMode2D();
}
EndDrawing();
}
free(game.knights);
free(game.anim_playbacks);
for (int i = 0; i < TEXTURES_BUF_SIZE; i++) {
UnloadTexture(assets.textures[i]);
}
free(assets.textures);
CloseWindow();
return 0;
}