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c003155edd |
43
src/main.zig
43
src/main.zig
@ -14,8 +14,8 @@ pub fn main() anyerror!void
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{
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// MEMORY ALLOCATOR
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//--------------------------------------------------------------------------------------
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var arena = std.heap.ArenaAllocator.init(std.heap.page_allocator);
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var arenaAlloc = arena.allocator();
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var gpAlloc = std.heap.GeneralPurposeAllocator(.{}){};
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var allocator = gpAlloc.allocator();
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// Initialization
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//--------------------------------------------------------------------------------------
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@ -39,7 +39,7 @@ pub fn main() anyerror!void
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// .{ .box = .{ .x = 100, .y = 0, .width = 20, .height = 200, }, .texture = null }
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// };
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var objects = std.ArrayList(obj.Object).init(arenaAlloc);
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var objects = std.ArrayList(obj.Object).init(allocator);
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try objects.append(.{ .box = .{ .x = 0, .y = 0, .width = 300, .height = 20, }, .texture = null });
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try objects.append(.{ .box = .{ .x = 100, .y = 0, .width = 20, .height = 200, }, .texture = null });
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@ -62,6 +62,8 @@ pub fn main() anyerror!void
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rl.SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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var mouse_position: rl.Vector2 = undefined;
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var mouse_end_position: rl.Vector2 = undefined;
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// Main game loop ================================================================
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while (!rl.WindowShouldClose()) // Detect window close button or ESC key
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@ -92,6 +94,29 @@ pub fn main() anyerror!void
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// try stdout.print("player position: x = {d}, y = {d}\n", .{player.box.x, player.box.y});
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// 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});
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// std.log.debug("{}", .{player.detection_box});
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// std.debug.print("camera terget: x = {d}, y = {d}\n", .{camera.target.x, camera.target.y});
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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)};
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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)};
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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};
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if (rl.IsMouseButtonPressed( .MOUSE_BUTTON_LEFT )) {
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mouse_position = rl.GetMousePosition();
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mouse_position = .{ .x = mouse_position.x / screenWidth, .y = mouse_position.y / screenHeight};
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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};
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}
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if (rl.IsMouseButtonDown( .MOUSE_BUTTON_LEFT )) {
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mouse_end_position = rl.GetMousePosition();
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mouse_end_position = .{ .x = mouse_end_position.x / screenWidth, .y = mouse_end_position.y / screenHeight};
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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};
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}
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// if (rl.IsMouseButtonReleased( .MOUSE_BUTTON_LEFT )) {
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// var end_pos = rl.GetMousePosition();
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// var box_wh = .{ .x = @fabs(mouse_position.x - end_pos.x), .y = @fabs(mouse_position.y - end_pos.y) };
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// try objects.append( .{ .box = .{ .x = mouse_position.x, .y = mouse_position.y, .width = box_wh.x, .height = box_wh.y, }, .texture = null } );
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// }
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{
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// init drawing
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@ -105,22 +130,24 @@ pub fn main() anyerror!void
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camera.Begin();
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defer camera.End();
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defer rl.DrawCircleV( .{ .x = 0, .y = 0 } , 4, rl.BLUE);
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defer rl.DrawCircleV( .{ .x = 0, .y = 0 }, 4, rl.BLUE);
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// what have I done
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rl.DrawTextureV(texture, .{ .x = -100, .y = -200}, rl.WHITE);
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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);
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// rl.DrawCircleV( .{ .x = camera.target.x - (screenWidth / 2) * (1 / camera.zoom), .y = camera.target.y - (screenHeight / 2) * (1 / camera.zoom) }, 5, rl.RED);
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// draw player
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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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// 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( playerTexture, .{ .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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// tile drawing
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for (map.tiles.allocatedSlice()) |tile| {
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for (map.tiles.items) |tile| {
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var dispTile = .{ .x = tile.box.x, .y = tile.box.y - tile.box.height, .width = tile.box.width, .height = tile.box.height };
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rl.DrawRectangleRec(dispTile, rl.GRAY);
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@ -49,7 +49,7 @@ pub const movement = struct {
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pub fn ApplyPlayerCollisions(player: *obj.Player, map: obj.Map) void {
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// for every tile
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for (map.tiles.allocatedSlice()) |tile| {
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for (map.tiles.items) |tile| {
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// check if any collision occured
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if ( rl.CheckCollisionRecs(player.box, tile.box) ) {
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