333 lines
11 KiB
C
333 lines
11 KiB
C
#include "include/raylib.h"
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#include "include/raymath.h"
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#include <stdlib.h>
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#include <stdbool.h>
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#include <stdio.h>
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#define TEXTURES_BUF_SIZE 16
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#define TARGET_FPS 60
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#define ANIM_SPEED 8
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#define MAX_ANIMATION_PLAYBACKS 64
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#define MAX_KNIGHTS 64
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#include "sprites.h"
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#include "game_data.h"
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#define DEBUG_MODE_ENABLED
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typedef enum KnightState {
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KNIGHT_IDLE = 0,
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KNIGHT_RUNNING = 1,
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KNIGHT_ATTACKING = 2,
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} KnightState;
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typedef enum Direction {
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DIR_UP = 0,
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DIR_DOWN = 1,
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DIR_LEFT = 2,
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DIR_RIGHT = 3,
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// DIR_UP_LEFT = 4,
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// DIR_UP_RIGHT = 5,
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// DIR_DOWN_LEFT = 6,
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// DIR_DOWN_RIGHT = 7,
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} Direction;
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typedef struct {
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Point position;
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Point origin;
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Vector2 velocity;
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Direction look_dir;
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KnightState state;
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} Knight;
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typedef struct {
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int frame_count;
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Knight knight;
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// Rectangle* sprite_rects;
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Point camera_position;
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Knight *selected_knight;
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PointOrNone *target_points;
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SpriteAnimationPlayback* anim_playbacks;
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int anim_playbacks_count;
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bool debug_mode;
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} GameState;
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typedef struct {
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Texture2D *textures;
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} Assets;
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Assets 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 = {0};
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assets.textures = malloc(sizeof(Texture2D) * TEXTURES_BUF_SIZE);
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assets.textures[0] = LoadTexture("assets/Terrain/Ground/Tilemap_Flat.png");
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assets.textures[1] =
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LoadTexture("assets/Factions/Knights/Troops/Warrior/Blue/Warrior_Blue.png");
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assets.textures[2] = LoadTexture("assets/UI/Pointers/01.png");
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assets.textures[3] = 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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TickSpriteAnimations(&knight_anims[0], game->anim_playbacks, 1);
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if (IsMouseButtonPressed(0)) {
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Point mouse_pos = GetScreenToWorld2D(GetMousePosition(), *cam);
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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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Rectangle mouse_select_area = {
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game->knight.position.x - knight_colrect_select.width / 2,
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game->knight.position.y - knight_colrect_select.height / 2,
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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(mouse_pos, mouse_select_area)) {
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game->selected_knight = &game->knight;
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} else {
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game->selected_knight = NULL;
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}
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}
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if (IsMouseButtonPressed(1)) {
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Point mouse_pos = GetScreenToWorld2D(GetMousePosition(), *cam);
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if (game->selected_knight != NULL) {
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game->target_points[0] = (PointOrNone){.type = POINT, .value.point = mouse_pos };
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}
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}
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// for (int i = 0; i < MAX_KNIGHTS; i++) {
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Vector2 input_vel = {0};
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if (game->target_points[0].type == POINT) {
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Vector2 target = game->target_points[0].value.point;
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if (Vector2DistanceSqr(target, game->knight.position) < 0.5f) {
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game->target_points[0].type = NONE;
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} else {
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input_vel.x = game->knight.position.x - target.x < 0.0f ? 1 : -1;
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game->knight.position = Vector2MoveTowards(game->knight.position, target, 4.0f);
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}
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}
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// const float movement_speed = 250.0f * dt;
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// if (IsKeyDown(KEY_RIGHT)) {
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// input_vel.x = 1;
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// }
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// if (IsKeyDown(KEY_LEFT)) {
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// input_vel.x = -1;
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// }
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// if (IsKeyDown(KEY_UP)) {
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// input_vel.y = -1;
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// }
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// if (IsKeyDown(KEY_DOWN)) {
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// input_vel.y = 1;
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// }
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const float cam_move_speed = 1050.0f * dt;
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Vector2 cam_vel = {0};
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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->knight.state != KNIGHT_ATTACKING) {
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game->knight.state = KNIGHT_ATTACKING;
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game->anim_playbacks[0].anim_id = ANIM_KNIGHT_ATTACK_SIDE1;
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PlayAnimation(&game->anim_playbacks[0], game->anim_playbacks[0]);
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}
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if (IsKeyPressed(KEY_F1)) {
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game->debug_mode = !game->debug_mode;
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}
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if (game->knight.state == KNIGHT_ATTACKING) {
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game->anim_playbacks[0].anim_id = ANIM_KNIGHT_ATTACK_SIDE1;
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if (game->anim_playbacks[0].is_finished) {
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game->knight.state = KNIGHT_IDLE;
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}
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} else {
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if (input_vel.x != 0) {
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game->knight.look_dir = input_vel.x == -1 ? DIR_LEFT : DIR_RIGHT;
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}
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// game->knight.velocity = Vector2Normalize(input_vel);
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// game->knight.velocity = Vector2Scale(game->knight.velocity, movement_speed);
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// game->knight.position = Vector2Add(game->knight.position, game->knight.velocity);
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if (input_vel.x != 0 || input_vel.y != 0) {
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game->anim_playbacks[0].anim_id = ANIM_KNIGHT_RUN;
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game->knight.state = KNIGHT_RUNNING;
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} else {
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game->anim_playbacks[0].anim_id = ANIM_KNIGHT_IDLE;
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game->knight.state = KNIGHT_IDLE;
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}
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}
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}
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void Draw(const GameState *game, Assets assets, Camera2D cam, float dt) {
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(void)cam;
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(void)dt;
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ClearBackground((Color){100, 149, 237, 255});
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int size = 32;
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int topx = 300;
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int topy = 32;
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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 = {32 * col + topx, 32 * row + topy};
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Rectangle src_rect = {32 * atlas_col, 32 * atlas_row, 32, 32};
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DrawTextureRec(assets.textures[0], src_rect, pos, WHITE);
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#ifdef DEBUG_MODE_ENABLED
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if (game->debug_mode) {
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Rectangle debug_frame = {
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pos.x,
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pos.y,
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src_rect.width,
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src_rect.height,
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};
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DrawRectangleLinesEx(debug_frame, 0.5f, RED);
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}
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#endif
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}
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}
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if (game->target_points[0].type == POINT) {
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Vector2 marker_pos = game->target_points[0].value.point;
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marker_pos.x -= assets.textures[3].width / 2;
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// marker_pos.y -= assets.textures[3].height / 2;
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DrawTextureV(assets.textures[3], 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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SpriteAnimationPlayback *playback = &game->anim_playbacks[i];
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SpriteAnimation *anim = &knight_anims[playback->anim_id];
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Rectangle src_rect = anim->src_rect;
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src_rect.x = playback->current_frame * anim->src_rect.width;
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src_rect.y = anim->src_rect.y;
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if (game->knight.look_dir == DIR_LEFT) {
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src_rect.width = -abs((int)src_rect.width);
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}
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Vector2 pos = Vector2Subtract(game->knight.position, knight_origin);
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DrawTextureRec(assets.textures[1], src_rect, pos, WHITE);
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#ifdef DEBUG_MODE_ENABLED
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if (game->debug_mode) {
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Rectangle debug_frame = {
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pos.x,
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pos.y,
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anim->src_rect.width,
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anim->src_rect.height,
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};
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DrawRectangleLinesEx(debug_frame, 2.0f, RED);
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Vector2 kpos = game->knight.position;
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Rectangle knight_col_area = {
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kpos.x - knight_colrect_select.width / 2,
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kpos.y - knight_colrect_select.height / 2,
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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, color);
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}
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#endif
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}
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Vector2 world = GetScreenToWorld2D(GetMousePosition(), cam);
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Vector2 pointer_pos = Vector2Subtract(world, (Vector2){24, 19});
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DrawTextureV(assets.textures[2], pointer_pos, WHITE);
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#ifdef DEBUG_MODE_ENABLED
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if (game->debug_mode) {
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Rectangle debug_frame = {
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pointer_pos.x,
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pointer_pos.y,
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assets.textures[2].width,
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assets.textures[2].height,
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};
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DrawRectangleLinesEx(debug_frame, 2.0f, RED);
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}
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#endif
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}
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int main(void) {
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const int screen_width = 1600;
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const int screen_height = 1080;
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InitWindow(screen_width, screen_height, "raylib [core] example - basic window");
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int monitor = GetCurrentMonitor();
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int monitor_width = GetMonitorWidth(monitor);
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int monitor_height = GetMonitorHeight(monitor);
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int win_pos_x = monitor_width / 2 - screen_width / 2;
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int win_pos_y = monitor_height / 2 - screen_height / 2;
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SetWindowPosition(win_pos_x, win_pos_y);
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SetTargetFPS(TARGET_FPS);
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HideCursor();
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Camera2D cam = {0};
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cam.zoom = 1.0f;
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GameState game = {0};
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game.debug_mode = true;
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game.anim_playbacks = malloc(sizeof(SpriteAnimationPlayback) * MAX_ANIMATION_PLAYBACKS);
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game.anim_playbacks_count = 1;
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// First one is idle
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game.anim_playbacks[0] = (SpriteAnimationPlayback){0};
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game.target_points = calloc(MAX_KNIGHTS, sizeof(Point));
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game.knight = (Knight){0};
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game.knight.position = (Vector2){100,100};
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Assets assets = Init();
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PlayAnimation(&game.anim_playbacks[0], game.anim_playbacks[0]);
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// const int idle
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while (!WindowShouldClose()) {
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game.frame_count++;
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float dt = GetFrameTime();
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Update(&game, &cam, dt);
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BeginDrawing();
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{
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BeginMode2D(cam);
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{
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Draw(&game, assets, cam, dt);
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}
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EndMode2D();
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}
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EndDrawing();
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}
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free(game.anim_playbacks);
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free(game.target_points);
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for (int i = 0; i < TEXTURES_BUF_SIZE; i++) {
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UnloadTexture(assets.textures[0]);
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}
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free(assets.textures);
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CloseWindow();
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return 0;
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}
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