Get started on a level editor
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.gitignore
vendored
1
.gitignore
vendored
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/assetsviewer
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/topdown
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/top-down-shooter
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/leveleditor
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117
leveleditor.odin
Normal file
117
leveleditor.odin
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package leveleditor
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import rl "vendor:raylib"
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import "core:math"
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import "core:math/rand"
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import "core:fmt"
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import ui "vendor:microui"
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import "rlmui"
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Vec2 :: [2]f32
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Rect :: rl.Rectangle
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Img :: rl.Image
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Color :: rl.Color
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Tex :: rl.Texture
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Key :: rl.KeyboardKey
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SCREEN_WIDTH : i32 = 1400
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SCREEN_HEIGHT : i32 = 1000
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AppState :: struct {
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dt: f32,
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ctx: ^ui.Context,
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keymap: map[string]Key,
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mouse_drag_start: Maybe(Vec2),
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tileset: Tex,
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}
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init_state :: proc() -> ^AppState {
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tileset := rl.LoadImage("./Assets/Tileset/tileset.png")
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defer rl.UnloadImage(tileset)
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keymap := make(map[string]Key)
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keymap["Left"] = .A
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keymap["Right"] = .D
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keymap["Up"] = .W
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keymap["Down"] = .S
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ctx := rlmui.InitUIScope()
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state := AppState {
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keymap = keymap,
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tileset = rl.LoadTextureFromImage(tileset),
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}
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return new_clone(state)
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}
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user_input :: proc(s: ^AppState) {
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if rl.IsMouseButtonPressed(rl.MouseButton.LEFT) {
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s.mouse_drag_start = rl.GetMousePosition()
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}
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if rl.IsMouseButtonReleased(rl.MouseButton.LEFT) {
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s.mouse_drag_start = nil
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}
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}
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update :: proc(s: ^AppState) {
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}
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draw :: proc(s: ^AppState) {
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w, h := f32(s.tileset.width), f32(s.tileset.height)
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src := Rect{0, 0, w, h}
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ratio := h / w
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scale :f32 = 2.6
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dst := Rect{5, 5, w * scale, h * scale}
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rl.DrawTexturePro(s.tileset, src, dst, {0,0}, 0, rl.WHITE)
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pixels :f32 = 8
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color_lines := Color{255, 255, 255, 127}
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padding :f32 = 5
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for row in 0..=h / pixels {
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start := Vec2{0, row * pixels * scale}
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end := Vec2{w * scale, row * pixels * scale}
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rl.DrawLineEx(start + padding, end + padding, 1, color_lines)
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}
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for col in 0..=w / pixels {
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start := Vec2{col * pixels * scale, 0}
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end := Vec2{col * pixels * scale, h * scale}
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rl.DrawLineEx(start + padding, end + padding, 1, color_lines)
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}
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// Rectangular Mouse Selection
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if mpos_start, ok := s.mouse_drag_start.(Vec2); ok {
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mpos := rl.GetMousePosition()
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start_x := min(mpos.x, mpos_start.x)
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start_y := min(mpos.y, mpos_start.y)
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w := abs(mpos.x - mpos_start.x)
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h := abs(mpos.y - mpos_start.y)
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rl.DrawRectangleLinesEx(Rect{start_x, start_y, w, h }, 4, rl.BLUE)
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}
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}
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main :: proc() {
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rl.SetTraceLogLevel(.ERROR)
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rl.InitWindow(SCREEN_WIDTH, SCREEN_HEIGHT, "Level Editor")
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rl.SetTargetFPS(60)
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state := init_state()
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defer free(state)
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for !rl.WindowShouldClose() {
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state.dt = rl.GetFrameTime()
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user_input(state)
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update(state)
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rl.BeginDrawing()
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rl.ClearBackground(rl.GRAY)
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draw(state)
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free_all(context.temp_allocator)
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rl.EndDrawing()
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}
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rl.UnloadTexture(state.tileset)
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rl.CloseWindow()
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}
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