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Can add blocks with mouse now
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4723632792
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c69a601a4f
@ -2,7 +2,7 @@ const rl = @import("raylib");
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// functions for drawing shapes from WS coordinates
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// RECTANGLES
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// RECTANGLES ===============
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pub inline fn DrawRectangleWS(posX: c_int, posY: c_int, width: c_int, height: c_int, color: rl.Color) void
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{ rl.DrawRectangle(posX, -(posY + height), width, height, color); }
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@ -13,6 +13,14 @@ pub inline fn DrawRectangleRecWS(rec: rl.Rectangle, color: rl.Color) void
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{ rl.DrawRectangleRec(.{ .x = rec.x, .y = -(rec.y + rec.height), .width = rec.width, .height = rec.height}, color); }
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// CIRCLES
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// CIRCLES ===============
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pub inline fn DrawCircleVWS(center: rl.Vector2, radius: f32, color: rl.Color) void
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{ rl.DrawCircleV( .{ .x = center.x, .y = -center.y }, radius, color); }
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{ rl.DrawCircleV(.{ .x = center.x, .y = -center.y }, radius, color); }
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// TEXTURES ===============
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pub inline fn DrawTextureVWS(texture: rl.Texture2D, position: rl.Vector2, tint: rl.Color) void
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{ rl.DrawTextureV(texture, .{ .x = position.x, .y = -position.y}, tint); }
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pub inline fn DrawTextureRecWS(texture: rl.Texture2D, source: rl.Rectangle, position: rl.Vector2, tint: rl.Color) void
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{ rl.DrawTextureRec(texture, .{ .x = source.x, .y = -source.y, .width = source.width, .height = source.height }, .{ .x = position.x, .y = -position.y }, tint); }
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31
src/main.zig
31
src/main.zig
@ -16,8 +16,8 @@ pub fn main() anyerror!void
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{
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// MEMORY ALLOCATOR
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//--------------------------------------------------------------------------------------
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var gpAlloc = std.heap.GeneralPurposeAllocator(.{}){};
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var allocator = gpAlloc.allocator();
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var gp_alloc = std.heap.GeneralPurposeAllocator(.{}){};
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var allocator = gp_alloc.allocator();
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// Initialization
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//--------------------------------------------------------------------------------------
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@ -28,7 +28,7 @@ pub fn main() anyerror!void
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// rl.SetWindowState(rl.ConfigFlags.FLAG_WINDOW_RESIZABLE);
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defer rl.CloseWindow(); // Close window and OpenGL context
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var camera = rl.Camera2D {
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var ws_camera = rl.Camera2D {
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.target = rl.Vector2 { .x = 0, .y = 0 },
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.offset = rl.Vector2 { .x = screenWidth / 2, .y = screenHeight / 2 },
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.rotation = 0,
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@ -82,9 +82,9 @@ pub fn main() anyerror!void
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phs.ApplyPlayerCollisions(&player, map);
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// camera setup
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camera.target = rl.Vector2 { .x = player.box.x + player.box.width / 2, .y = -(player.box.y + player.box.height / 2) };
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ws_camera.target = rl.Vector2 { .x = player.box.x + player.box.width / 2, .y = -(player.box.y + player.box.height / 2) };
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// input related to camera
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camera.zoom += rl.GetMouseWheelMove() * 0.05 * camera.zoom;
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ws_camera.zoom += rl.GetMouseWheelMove() * 0.05 * ws_camera.zoom;
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// DEBUG
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@ -95,8 +95,8 @@ pub fn main() anyerror!void
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// MOUSE SELECTION LOGIC =======
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if (rl.IsMouseButtonPressed(.MOUSE_BUTTON_LEFT)) { mouse_ws_position = utils.GetMousePositionWS(camera, screenWidth, screenHeight); }
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if (rl.IsMouseButtonDown(.MOUSE_BUTTON_LEFT)) { mouse_ws_end_position = utils.GetMousePositionWS(camera, screenWidth, screenHeight); }
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if (rl.IsMouseButtonPressed(.MOUSE_BUTTON_LEFT)) { mouse_ws_position = utils.GetMousePositionWS(ws_camera, screenWidth, screenHeight); }
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if (rl.IsMouseButtonDown(.MOUSE_BUTTON_LEFT)) { mouse_ws_end_position = utils.GetMousePositionWS(ws_camera, screenWidth, screenHeight); }
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var rec_fixed = .{ .x = mouse_ws_position.x, .y = mouse_ws_position.y };
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var rec_wh = .{ .x = @fabs(mouse_ws_position.x - mouse_ws_end_position.x), .y = @fabs(mouse_ws_position.y - mouse_ws_end_position.y)};
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@ -110,14 +110,17 @@ pub fn main() anyerror!void
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{
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// init drawing
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rl.BeginDrawing();
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defer rl.EndDrawing();
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// clear screen with WHITE
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defer rl.ClearBackground(rl.RAYWHITE);
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rl.ClearBackground(rl.RAYWHITE);
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{
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// init camera
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camera.Begin();
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defer camera.End();
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ws_camera.Begin();
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defer ws_camera.End();
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defer disp.DrawCircleVWS( .{ .x = 0, .y = 0 }, 4, rl.BLUE);
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@ -136,7 +139,7 @@ pub fn main() anyerror!void
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// var playerRenderBox = .{ .x = player.box.x, .y = -player.box.y - player.box.height, .width = player.box.width, .height = player.box.height };
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// _ = playerRenderBox;
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// defer rl.DrawRectangleRec( playerRenderBox, rl.RED);
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defer rl.DrawTextureV( player_texture, .{ .x = player.box.x, .y = -player.box.y - player.box.height }, rl.WHITE);
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defer disp.DrawTextureVWS( player_texture, .{ .x = player.box.x, .y = player.box.y + player.box.height}, rl.WHITE);
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// 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);
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@ -157,7 +160,7 @@ pub fn main() anyerror!void
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// draw tile origin points
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disp.DrawCircleVWS( .{ .x = tile.box.x, .y = tile.box.y }, 4, rl.ORANGE );
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// draw collision rectangle (with player collision box)
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// draw collision rectangle (with player detection box)
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disp.DrawRectangleRecWS( rl.GetCollisionRec( .{ .x = player.detection_box.x.* - 1, .y = player.detection_box.y.* - 1, .width = player.detection_box.width, .height = player.detection_box.height}, tile.box ), rl.BLUE);
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}
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@ -168,9 +171,9 @@ pub fn main() anyerror!void
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}
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}
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}
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rl.EndDrawing();
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}
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}
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@ -3,7 +3,7 @@ const std = @import("std");
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pub const Object = struct {
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box: rl.Rectangle,
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texture: ?rl.Texture2D,
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texture: ?*rl.Texture2D,
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};
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pub const Player = struct {
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