412 lines
15 KiB
C
412 lines
15 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 MAX_KNIGHTS 10000
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#define SCREEN_WIDTH 1300
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#define SCREEN_HEIGHT 1080
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#define DEBUG_MODE_ENABLED
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bool global_debug_mode = false;
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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_data.h"
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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 Knight {
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Point position;
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Point move_target_point;
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u8 look_dir;
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u8 state;
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u8 selected;
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u8 ordered_to_move;
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} Knight;
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typedef struct GameState {
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int frame_count;
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Point camera_position;
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PointOption selected_point;
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Knight *knights;
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SpriteAnimationPlayback* anim_playbacks;
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Knight *selected_knights;
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PointOption selection_mouse_start_pos;
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int entity_count;
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} GameState;
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typedef struct Assets {
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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[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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Point mouse_pos = GetScreenToWorld2D(GetMousePosition(), *cam);
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game->selection_mouse_start_pos = (PointOption){ .tag = SOME, .some.point = mouse_pos };
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}
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if (game->selection_mouse_start_pos.tag == SOME) {
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Point start_pos = game->selection_mouse_start_pos.some.point;
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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.some.point;
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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 = (PointOption){ .tag = NONE, };
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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 = (PointOption){ .tag = SOME, .some.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 = {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->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 = {0};
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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 == KNIGHT_ATTACKING) {
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if (IsAnimationFinished(game->anim_playbacks[i])) {
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knight->state = KNIGHT_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 ? DIR_LEFT : DIR_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 == KNIGHT_IDLE) {
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PlayAnimation(ANIM_KNIGHT_RUN, knight_anims, &game->anim_playbacks[i]);
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knight->state = KNIGHT_RUNNING;
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}
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} else {
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if (knight->state == KNIGHT_RUNNING) {
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PlayAnimation(ANIM_KNIGHT_IDLE, knight_anims, &game->anim_playbacks[i]);
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knight->state = KNIGHT_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 *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 = 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 = {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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D_DrawTextureRec(assets.textures[TEX_GROUND], src_rect, pos, WHITE);
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}
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}
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if (game->selected_point.tag == SOME) {
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Vector2 marker_pos = game->selected_point.some.point;
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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 < game->entity_count; i++) {
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Knight *knight = &game->knights[i];
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SpriteAnimationPlayback *playback = &game->anim_playbacks[i];
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Rectangle src_rect = {
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playback->current_frame * knight_sprite_size,
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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 == DIR_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 (game->selection_mouse_start_pos.tag == SOME) {
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Point start_pos = game->selection_mouse_start_pos.some.point;
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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, (Vector2){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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int main(void) {
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printf("Knight Size: %ld \n", sizeof(Knight));
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printf("SpriteAnimationPlayback Size: %ld \n", sizeof(SpriteAnimationPlayback));
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printf("Point Size: %ld \n", sizeof(Point));
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printf("Point Option Size: %ld \n", sizeof(PointOption));
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printf("Direction Size: %ld \n", sizeof(Direction));
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printf("KnightState Size: %ld \n", sizeof(KnightState));
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InitWindow(SCREEN_WIDTH, SCREEN_HEIGHT, "Tiny Knights");
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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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Assets assets = Init();
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GameState game = {0};
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game.knights = calloc(MAX_KNIGHTS, sizeof(Knight));
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game.anim_playbacks = calloc(MAX_KNIGHTS, sizeof(SpriteAnimationPlayback));
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const int entities = MAX_KNIGHTS;
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for (int i = 0; i < entities; i++) {
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int rand_x = GetRandomValue(165, 1130);
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int rand_y = 100 + ((float)950 / (float)entities) * i;
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game.knights[i].position = (Vector2){rand_x,rand_y};
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PlayAnimation(ANIM_KNIGHT_IDLE, knight_anims, &game.anim_playbacks[i]);
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int rand_frame = GetRandomValue(0, knight_anims[ANIM_KNIGHT_IDLE].total_frames);
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game.anim_playbacks[i].current_frame = rand_frame;
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}
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game.entity_count = entities;
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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.knights);
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free(game.anim_playbacks);
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for (int i = 0; i < TEXTURES_BUF_SIZE; i++) {
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UnloadTexture(assets.textures[i]);
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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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