mirror of
https://github.com/IgLemp/platformer.git
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183 lines
7.7 KiB
Zig
183 lines
7.7 KiB
Zig
const rl = @import("raylib");
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const rlm = @import("raylib-math");
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const std = @import("std");
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const obj = @import("types.zig");
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const phs = @import("physics.zig");
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const utils = @import("utils.zig");
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const disp = @import("display.zig");
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const DEBUG = true;
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// NOTE
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// Coordinate system starts at top left corner, whitch means THE Y AXIS IS FLIPPED!!! (for on screen coordinates)
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// MAIN
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pub fn main() anyerror!void
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{
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// MEMORY ALLOCATOR
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//--------------------------------------------------------------------------------------
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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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const screenWidth = 800;
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const screenHeight = 450;
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rl.InitWindow(screenWidth, screenHeight, "raylib-zig [core] example - 2d camera");
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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 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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.zoom = 1,
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};
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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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var map: obj.Map = .{ .tiles = &objects };
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var player: obj.Player = .{
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.box = .{ .x = 20, .y = 300, .width = 20, .height = 20 },
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.detection_box = undefined,
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.velocity = .{ .x = 0, .y = 0 },
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};
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player.detection_box = .{ .x = &player.box.x, .y = &player.box.y, .width = 22, .height = 22 };
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var texture = rl.LoadTexture("./resources/log.png");
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var player_texture = rl.LoadTexture("./resources/cursor.png");
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// freefly
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var fly = true;
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rl.SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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var mouse_ws_position: rl.Vector2 = undefined;
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var mouse_ws_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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{
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// handle user input
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if (rl.IsKeyDown(rl.KeyboardKey.KEY_RIGHT)) { player.velocity.x += 1.5; } // move right
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if (rl.IsKeyDown(rl.KeyboardKey.KEY_LEFT )) { player.velocity.x -= 1.5; } // move left
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if (rl.IsKeyPressed(rl.KeyboardKey.KEY_F)) { fly = !fly; }
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if (fly) {
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if (rl.IsKeyDown(rl.KeyboardKey.KEY_UP)) { player.velocity.y += 1.5; }
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if (rl.IsKeyDown(rl.KeyboardKey.KEY_DOWN)) { player.velocity.y -= 1.5; }
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phs.movement.FreeFly(&player);
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} else {
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phs.ApplyForces(&player);
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}
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// run collisions
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phs.ApplyPlayerCollisions(&player, map);
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// camera setup
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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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ws_camera.zoom += rl.GetMouseWheelMove() * 0.05 * ws_camera.zoom;
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// DEBUG
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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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// MOUSE SELECTION LOGIC =======
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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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if (mouse_ws_end_position.x < mouse_ws_position.x) { rec_fixed.x = mouse_ws_end_position.x; }
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if (mouse_ws_end_position.y < mouse_ws_position.y) { rec_fixed.y = mouse_ws_end_position.y; }
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if (rl.IsMouseButtonReleased(.MOUSE_BUTTON_LEFT)) { try map.tiles.append( .{ .box = .{ .x = rec_fixed.x, .y = rec_fixed.y, .width = rec_wh.x, .height = rec_wh.y }, .texture = null } ); }
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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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rl.ClearBackground(rl.RAYWHITE);
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{
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// init camera
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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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// what have I done
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rl.DrawTextureV(texture, .{ .x = -100, .y = -200}, rl.WHITE);
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disp.DrawCircleVWS( mouse_ws_position, 10, rl.RED);
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disp.DrawCircleVWS( mouse_ws_end_position, 10, rl.BLUE);
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// for drawing region selected with mouse
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disp.DrawRectangleVWS( rec_fixed, rec_wh, rl.BLUE );
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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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// defer rl.DrawRectangleRec( playerRenderBox, rl.RED);
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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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// tile drawing
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for (map.tiles.items) |tile| {
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disp.DrawRectangleRecWS(tile.box, rl.GRAY);
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// DEBUG
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if (DEBUG) {
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// draw block midpoints
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var midpoint: rl.Vector2 = .{ .x = tile.box.x + (tile.box.width / 2), .y = tile.box.y + (tile.box.height / 2) };
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disp.DrawCircleVWS( midpoint, 4, rl.GREEN);
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// draw collision rectangles (with player)
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var col_rec = rl.GetCollisionRec(player.box, tile.box);
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disp.DrawRectangleRecWS(col_rec, rl.BLUE);
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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 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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if (!fly) {
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if (rl.IsKeyPressed(rl.KeyboardKey.KEY_UP) and
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rl.CheckCollisionRecs( .{ .x = player.detection_box.x.* - 1, .y = player.detection_box.y.* - 1, .width = player.detection_box.width, .height = player.detection_box.height}, tile.box )
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) { player.velocity.y = 15; } // jump
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}
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}
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}
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}
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}
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}
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