Broken some stuff, too lazy to branch

This commit is contained in:
IgLemp 2023-06-15 23:18:13 +02:00
parent 8fdca7bbb9
commit 933538a42f
4 changed files with 44 additions and 33 deletions

3
src/display.zig Normal file
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@ -0,0 +1,3 @@
const rl = @import("raylib");
pub fn DrawRectangleRecWS(rec: rl.Rectangle, color: rl.Color) void { rl.DrawRectangleRec(.{ .x = rec.x, .y = rec.y - rec.height, .width = rec.width, .height = rec.height }, color); }

0
src/io.zig Normal file
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@ -3,11 +3,12 @@ const rlm = @import("raylib-math");
const std = @import("std");
const obj = @import("types.zig");
const phs = @import("physics.zig");
const utils = @import("utils.zig");
const DEBUG = true;
// NOTE
// Coordinate system starts at top left corner, whitch means THE Y AXIS IS FLIPPED!!!
// Coordinate system starts at top left corner, whitch means THE Y AXIS IS FLIPPED!!! (for on screen coordinates)
// MAIN
pub fn main() anyerror!void
@ -33,11 +34,6 @@ pub fn main() anyerror!void
.zoom = 1,
};
// var map: obj.Map = obj.Map { .tiles = undefined };
// var objects = [_]obj.Object{
// .{ .box = .{ .x = 0, .y = 0, .width = 300, .height = 20, }, .texture = null },
// .{ .box = .{ .x = 100, .y = 0, .width = 20, .height = 200, }, .texture = null }
// };
var objects = std.ArrayList(obj.Object).init(allocator);
try objects.append(.{ .box = .{ .x = 0, .y = 0, .width = 300, .height = 20, }, .texture = null });
@ -55,15 +51,16 @@ pub fn main() anyerror!void
player.detection_box = .{ .x = &player.box.x, .y = &player.box.y, .width = 22, .height = 22 };
var texture = rl.LoadTexture("./resources/log.png");
var playerTexture = rl.LoadTexture("./resources/cursor.png");
var player_texture = rl.LoadTexture("./resources/cursor.png");
// freefly
var fly = true;
rl.SetTargetFPS(60); // Set our game to run at 60 frames-per-second
var mouse_ws_position: rl.Vector2 = undefined;
var mouse_ws_end_position: rl.Vector2 = undefined;
var mouse_position: rl.Vector2 = undefined;
var mouse_end_position: rl.Vector2 = undefined;
// Main game loop ================================================================
while (!rl.WindowShouldClose()) // Detect window close button or ESC key
@ -95,26 +92,20 @@ pub fn main() anyerror!void
// std.log.debug("player position: x = {d}, y = {d}, velocity: x = {d}, y = {d}", .{player.box.x, player.box.y, player.velocity.x, player.velocity.y});
// std.log.debug("{}", .{player.detection_box});
// std.debug.print("camera terget: x = {d}, y = {d}\n", .{camera.target.x, camera.target.y});
var fixed_ws_position_vector_lt: rl.Vector2 = .{ .x = camera.target.x - (screenWidth / 2) * (1 / camera.zoom), .y = camera.target.y - (screenHeight / 2) * (1 / camera.zoom)};
var fixed_ws_position_vector_rb: rl.Vector2 = .{ .x = camera.target.x + (screenWidth / 2) * (1 / camera.zoom), .y = camera.target.y + (screenHeight / 2) * (1 / camera.zoom)};
var fixed_ws_position_vector_range: rl.Vector2 = .{ .x = fixed_ws_position_vector_rb.x - fixed_ws_position_vector_lt.x, .y = fixed_ws_position_vector_rb.y - fixed_ws_position_vector_lt.y};
if (rl.IsMouseButtonPressed( .MOUSE_BUTTON_LEFT )) {
mouse_position = rl.GetMousePosition();
mouse_position = .{ .x = mouse_position.x / screenWidth, .y = mouse_position.y / screenHeight};
mouse_position = .{ .x = fixed_ws_position_vector_lt.x + mouse_position.x * fixed_ws_position_vector_range.x, .y = fixed_ws_position_vector_lt.y + mouse_position.y * fixed_ws_position_vector_range.y};
}
if (rl.IsMouseButtonDown( .MOUSE_BUTTON_LEFT )) {
mouse_end_position = rl.GetMousePosition();
mouse_end_position = .{ .x = mouse_end_position.x / screenWidth, .y = mouse_end_position.y / screenHeight};
mouse_end_position = .{ .x = fixed_ws_position_vector_lt.x + mouse_end_position.x * fixed_ws_position_vector_range.x, .y = fixed_ws_position_vector_lt.y + mouse_end_position.y * fixed_ws_position_vector_range.y};
}
mouse_position = rl.GetMousePosition();
if (rl.IsMouseButtonPressed( .MOUSE_BUTTON_LEFT)) { mouse_ws_position = utils.GetMousePositionInWS(camera, screenWidth, screenHeight); }
if (rl.IsMouseButtonDown( .MOUSE_BUTTON_LEFT)) { mouse_ws_end_position = utils.GetMousePositionInWS(camera, screenWidth, screenHeight); }
// if (mouse_ws_end_position.x < mouse_ws_position.x) { mouse_ws_position.x = mouse_ws_end_position.x; }
// if (mouse_ws_end_position.y < mouse_ws_position.y) { mouse_ws_position.y = mouse_ws_end_position.y; }
// if (rl.IsMouseButtonReleased( .MOUSE_BUTTON_LEFT )) {
// var end_pos = rl.GetMousePosition();
// var box_wh = .{ .x = @fabs(mouse_position.x - end_pos.x), .y = @fabs(mouse_position.y - end_pos.y) };
// try objects.append( .{ .box = .{ .x = mouse_position.x, .y = mouse_position.y, .width = box_wh.x, .height = box_wh.y, }, .texture = null } );
// var box_wh = .{ .x = mouse_ws_position.x - mouse_ws_end_position.x, .y = mouse_ws_position.y - mouse_ws_end_position.y };
// try map.tiles.append( .{ .box = .{ .x = mouse_ws_position.x, .y = mouse_ws_position.y, .width = box_wh.x, .height = box_wh.y, }, .texture = null } );
// std.debug.print("box cords: x = {d}, y = {d}, w = {d}, h = {d}", .{mouse_ws_position.x, mouse_ws_position.y, box_wh.x, box_wh.y});
// }
@ -134,22 +125,22 @@ pub fn main() anyerror!void
// what have I done
rl.DrawTextureV(texture, .{ .x = -100, .y = -200}, rl.WHITE);
rl.DrawRectangleRec( .{ .x = mouse_position.x, .y = mouse_position.y, .width = @fabs(mouse_position.x - mouse_end_position.x), .height = @fabs(mouse_position.y - mouse_end_position.y) }, rl.BLUE);
// rl.DrawCircleV( .{ .x = camera.target.x - (screenWidth / 2) * (1 / camera.zoom), .y = camera.target.y - (screenHeight / 2) * (1 / camera.zoom) }, 5, rl.RED);
rl.DrawCircleV( .{ .x = mouse_ws_position.x, .y = -mouse_ws_position.y}, 10, rl.RED);
rl.DrawCircleV( .{ .x = mouse_ws_end_position.x, .y = -mouse_ws_end_position.y}, 10, rl.BLUE);
// draw player
// draw player =====
// var playerRenderBox = .{ .x = player.box.x, .y = -player.box.y - player.box.height, .width = player.box.width, .height = player.box.height };
// _ = playerRenderBox;
// defer rl.DrawRectangleRec( playerRenderBox, rl.RED);
defer rl.DrawTextureV( playerTexture, .{ .x = player.box.x, .y = -player.box.y - player.box.height }, rl.WHITE);
defer rl.DrawTextureV( player_texture, .{ .x = player.box.x, .y = -player.box.y - player.box.height }, rl.WHITE);
// rl.DrawRectangleRec(.{ .x = player.detection_box.x.* - 5 , .y = player.detection_box.y.* - 5, .width = player.detection_box.width, .height = player.detection_box.height }, rl.RED);
// tile drawing
for (map.tiles.items) |tile| {
var dispTile = .{ .x = tile.box.x, .y = tile.box.y - tile.box.height, .width = tile.box.width, .height = tile.box.height };
rl.DrawRectangleRec(dispTile, rl.GRAY);
var disp_tile = .{ .x = tile.box.x, .y = tile.box.y - tile.box.height, .width = tile.box.width, .height = tile.box.height };
rl.DrawRectangleRec(disp_tile, rl.GRAY);
// DEBUG
if (DEBUG) {
@ -165,7 +156,7 @@ pub fn main() anyerror!void
rl.DrawCircleV( .{ .x = tile.box.x, .y = -tile.box.y }, 4, rl.ORANGE );
// draw collision rectangle (with player collision box)
rl.DrawRectangleRec( rl.GetCollisionRec( .{ .x = player.detection_box.x.* - 1, .y = -player.detection_box.y.* - 1 - player.box.height, .width = player.detection_box.width, .height = player.detection_box.height}, dispTile ), rl.BLUE);
rl.DrawRectangleRec( rl.GetCollisionRec( .{ .x = player.detection_box.x.* - 1, .y = -player.detection_box.y.* - 1 - player.box.height, .width = player.detection_box.width, .height = player.detection_box.height}, disp_tile ), rl.BLUE);
}
if (!fly) {

17
src/utils.zig Normal file
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@ -0,0 +1,17 @@
const rl = @import("raylib");
pub fn GetMousePositionInWS(camera: rl.Camera2D, screenWidth: f32, screenHeight: f32) rl.Vector2 {
var mouse_position = rl.GetMousePosition();
// wold space position vectors for left-top and right-botton respectivly
var ws_position_vector_lt: rl.Vector2 = .{ .x = camera.target.x - (screenWidth / 2) * (1 / camera.zoom), .y = camera.target.y - (screenHeight / 2) * (1 / camera.zoom)};
var ws_position_vector_rb: rl.Vector2 = .{ .x = camera.target.x + (screenWidth / 2) * (1 / camera.zoom), .y = camera.target.y + (screenHeight / 2) * (1 / camera.zoom)};
// range vector of distances of screen height and width translated to worldspace coordinates
var ws_position_vector_range: rl.Vector2 = .{ .x = ws_position_vector_rb.x - ws_position_vector_lt.x, .y = ws_position_vector_rb.y - ws_position_vector_lt.y};
// mouse position vector but it's a range between 0 and 1
var scaled_mouse_position_vector: rl.Vector2 = .{ .x = mouse_position.x / screenWidth, .y = mouse_position.y / screenHeight};
return .{ .x = ws_position_vector_lt.x + scaled_mouse_position_vector.x * ws_position_vector_range.x, .y = -(ws_position_vector_lt.y + scaled_mouse_position_vector.y * ws_position_vector_range.y)};
}