tinyswords/main.c

333 lines
11 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 ANIM_SPEED 8
#define MAX_ANIMATION_PLAYBACKS 64
#define MAX_KNIGHTS 64
#include "sprites.h"
#include "game_data.h"
#define DEBUG_MODE_ENABLED
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 {
Point position;
Point origin;
Vector2 velocity;
Direction look_dir;
KnightState state;
} Knight;
typedef struct {
int frame_count;
Knight knight;
// Rectangle* sprite_rects;
Point camera_position;
Knight *selected_knight;
PointOrNone *target_points;
SpriteAnimationPlayback* anim_playbacks;
int anim_playbacks_count;
bool debug_mode;
} GameState;
typedef struct {
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[0] = LoadTexture("assets/Terrain/Ground/Tilemap_Flat.png");
assets.textures[1] =
LoadTexture("assets/Factions/Knights/Troops/Warrior/Blue/Warrior_Blue.png");
assets.textures[2] = LoadTexture("assets/UI/Pointers/01.png");
assets.textures[3] = LoadTexture("assets/UI/Pointers/02.png");
return assets;
}
void Update(GameState *game, Camera2D *cam, float dt) {
TickSpriteAnimations(&knight_anims[0], game->anim_playbacks, 1);
if (IsMouseButtonPressed(0)) {
Point mouse_pos = GetScreenToWorld2D(GetMousePosition(), *cam);
// 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
Rectangle mouse_select_area = {
game->knight.position.x - knight_colrect_select.width / 2,
game->knight.position.y - knight_colrect_select.height / 2,
knight_colrect_select.width,
knight_colrect_select.height,
};
if (CheckCollisionPointRec(mouse_pos, mouse_select_area)) {
game->selected_knight = &game->knight;
} else {
game->selected_knight = NULL;
}
}
if (IsMouseButtonPressed(1)) {
Point mouse_pos = GetScreenToWorld2D(GetMousePosition(), *cam);
if (game->selected_knight != NULL) {
game->target_points[0] = (PointOrNone){.type = POINT, .value.point = mouse_pos };
}
}
// for (int i = 0; i < MAX_KNIGHTS; i++) {
Vector2 input_vel = {0};
if (game->target_points[0].type == POINT) {
Vector2 target = game->target_points[0].value.point;
if (Vector2DistanceSqr(target, game->knight.position) < 0.5f) {
game->target_points[0].type = NONE;
} else {
input_vel.x = game->knight.position.x - target.x < 0.0f ? 1 : -1;
game->knight.position = Vector2MoveTowards(game->knight.position, target, 4.0f);
}
}
// const float movement_speed = 250.0f * dt;
// if (IsKeyDown(KEY_RIGHT)) {
// input_vel.x = 1;
// }
// if (IsKeyDown(KEY_LEFT)) {
// input_vel.x = -1;
// }
// if (IsKeyDown(KEY_UP)) {
// input_vel.y = -1;
// }
// if (IsKeyDown(KEY_DOWN)) {
// input_vel.y = 1;
// }
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->knight.state != KNIGHT_ATTACKING) {
game->knight.state = KNIGHT_ATTACKING;
game->anim_playbacks[0].anim_id = ANIM_KNIGHT_ATTACK_SIDE1;
PlayAnimation(&game->anim_playbacks[0], game->anim_playbacks[0]);
}
if (IsKeyPressed(KEY_F1)) {
game->debug_mode = !game->debug_mode;
}
if (game->knight.state == KNIGHT_ATTACKING) {
game->anim_playbacks[0].anim_id = ANIM_KNIGHT_ATTACK_SIDE1;
if (game->anim_playbacks[0].is_finished) {
game->knight.state = KNIGHT_IDLE;
}
} else {
if (input_vel.x != 0) {
game->knight.look_dir = input_vel.x == -1 ? DIR_LEFT : DIR_RIGHT;
}
// game->knight.velocity = Vector2Normalize(input_vel);
// game->knight.velocity = Vector2Scale(game->knight.velocity, movement_speed);
// game->knight.position = Vector2Add(game->knight.position, game->knight.velocity);
if (input_vel.x != 0 || input_vel.y != 0) {
game->anim_playbacks[0].anim_id = ANIM_KNIGHT_RUN;
game->knight.state = KNIGHT_RUNNING;
} else {
game->anim_playbacks[0].anim_id = ANIM_KNIGHT_IDLE;
game->knight.state = KNIGHT_IDLE;
}
}
}
void Draw(const GameState *game, Assets assets, Camera2D cam, float dt) {
(void)cam;
(void)dt;
ClearBackground((Color){100, 149, 237, 255});
int size = 32;
int topx = 300;
int topy = 32;
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};
DrawTextureRec(assets.textures[0], src_rect, pos, WHITE);
#ifdef DEBUG_MODE_ENABLED
if (game->debug_mode) {
Rectangle debug_frame = {
pos.x,
pos.y,
src_rect.width,
src_rect.height,
};
DrawRectangleLinesEx(debug_frame, 0.5f, RED);
}
#endif
}
}
if (game->target_points[0].type == POINT) {
Vector2 marker_pos = game->target_points[0].value.point;
marker_pos.x -= assets.textures[3].width / 2;
// marker_pos.y -= assets.textures[3].height / 2;
DrawTextureV(assets.textures[3], marker_pos, WHITE);
}
for (int i = 0; i < game->anim_playbacks_count; i++) {
SpriteAnimationPlayback *playback = &game->anim_playbacks[i];
SpriteAnimation *anim = &knight_anims[playback->anim_id];
Rectangle src_rect = anim->src_rect;
src_rect.x = playback->current_frame * anim->src_rect.width;
src_rect.y = anim->src_rect.y;
if (game->knight.look_dir == DIR_LEFT) {
src_rect.width = -abs((int)src_rect.width);
}
Vector2 pos = Vector2Subtract(game->knight.position, knight_origin);
DrawTextureRec(assets.textures[1], src_rect, pos, WHITE);
#ifdef DEBUG_MODE_ENABLED
if (game->debug_mode) {
Rectangle debug_frame = {
pos.x,
pos.y,
anim->src_rect.width,
anim->src_rect.height,
};
DrawRectangleLinesEx(debug_frame, 2.0f, RED);
Vector2 kpos = game->knight.position;
Rectangle knight_col_area = {
kpos.x - knight_colrect_select.width / 2,
kpos.y - knight_colrect_select.height / 2,
knight_colrect_select.width,
knight_colrect_select.height,
};
Color color = game->selected_knight == NULL ? RED : GREEN;
DrawRectangleLinesEx(knight_col_area, 2.0f, color);
}
#endif
}
Vector2 world = GetScreenToWorld2D(GetMousePosition(), cam);
Vector2 pointer_pos = Vector2Subtract(world, (Vector2){24, 19});
DrawTextureV(assets.textures[2], pointer_pos, WHITE);
#ifdef DEBUG_MODE_ENABLED
if (game->debug_mode) {
Rectangle debug_frame = {
pointer_pos.x,
pointer_pos.y,
assets.textures[2].width,
assets.textures[2].height,
};
DrawRectangleLinesEx(debug_frame, 2.0f, RED);
}
#endif
}
int main(void) {
const int screen_width = 1600;
const int screen_height = 1080;
InitWindow(screen_width, screen_height, "raylib [core] example - basic window");
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;
GameState game = {0};
game.debug_mode = true;
game.anim_playbacks = malloc(sizeof(SpriteAnimationPlayback) * MAX_ANIMATION_PLAYBACKS);
game.anim_playbacks_count = 1;
// First one is idle
game.anim_playbacks[0] = (SpriteAnimationPlayback){0};
game.target_points = calloc(MAX_KNIGHTS, sizeof(Point));
game.knight = (Knight){0};
game.knight.position = (Vector2){100,100};
Assets assets = Init();
PlayAnimation(&game.anim_playbacks[0], game.anim_playbacks[0]);
// const int idle
while (!WindowShouldClose()) {
game.frame_count++;
float dt = GetFrameTime();
Update(&game, &cam, dt);
BeginDrawing();
{
BeginMode2D(cam);
{
Draw(&game, assets, cam, dt);
}
EndMode2D();
}
EndDrawing();
}
free(game.anim_playbacks);
free(game.target_points);
for (int i = 0; i < TEXTURES_BUF_SIZE; i++) {
UnloadTexture(assets.textures[0]);
}
free(assets.textures);
CloseWindow();
return 0;
}