This commit is contained in:
Tobias Berger 2021-12-06 08:41:02 +01:00
parent ce5426cef5
commit 51c33581e2
20 changed files with 16888 additions and 41985 deletions

4
.vscode/tasks.json vendored
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@ -49,8 +49,8 @@
{ "value": "-Iraylib/src", "quoting": "strong" },
{ "value": "-Iraylib/src/extras", "quoting": "strong" },
{ "value": "-Llib", "quoting": "strong" },
{ "value": "-std=c++2a", "quoting": "strong" },
{ "value": "-Werro17 "quoting": "strong" },
{ "value": "-std=c17", "quoting": "strong" },
{ "value": "-Werror" "quoting": "strong" },
{ "value": "-Wall", "quoting": "strong" },
{ "value": "-Wextra", "quoting": "strong" },
{ "value": "-Wno-missing-field-initializers", "quoting": "strong" },

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@ -2,12 +2,23 @@
#include <string.h>
void fileToBytes(const char *inputFileName, const char *outputFileName, const char *arrayName)
static char const DECLARATION_BEGIN[] = "static const unsigned char ";
static char const DECLARATION_END[] = "[] = {\n";
static char const FILE_END[] = "};";
static char const LINE[] = " 0x00\n";
static int const DECLARATION_BEGIN_SIZE = sizeof(DECLARATION_BEGIN) - 1;
static int const DECLARATION_END_SIZE = sizeof(DECLARATION_END) - 1;
static int const FILE_END_SIZE = sizeof(FILE_END) - 1;
static int const LINE_SIZE = sizeof(LINE) - 1;
static int const ADDITIONAL_SIZE = DECLARATION_BEGIN_SIZE + DECLARATION_END_SIZE + FILE_END_SIZE;
void fileToBytes(char const *const inputFileName, char const *const outputFileName, char const *const arrayName)
{
unsigned int fileSize = 0;
unsigned char *const fileData = LoadFileData(inputFileName, &fileSize);
char *const content = (char *const)MemAlloc(sizeof(char) * fileSize * 10);
int cursor = 0;
@ -18,13 +29,40 @@ void fileToBytes(const char *inputFileName, const char *outputFileName, const ch
}
cursor = 0;
char *const final = (char *const)MemAlloc((sizeof("static const unsigned char ") + strlen(arrayName) + sizeof("[] = {\n") + (fileSize * sizeof(" 0x00,\n")) + sizeof("};")) * sizeof(char));
char *const final = (char *const)MemAlloc((ADDITIONAL_SIZE + strlen(arrayName) + (LINE_SIZE * fileSize)) * sizeof(char));
TextAppend(final, "static const unsigned char ", &cursor);
TextAppend(final, DECLARATION_BEGIN, &cursor);
TextAppend(final, arrayName, &cursor);
TextAppend(final, TextFormat("[%d] = {\n", fileSize), &cursor);
TextAppend(final, DECLARATION_END, &cursor);
TextAppend(final, content, &cursor);
TextAppend(final, " };", &cursor);
TextAppend(final, FILE_END, &cursor);
MemFree(content);
SaveFileText(outputFileName, final);
MemFree(final);
}
void bytesToFile(unsigned char const *const input, unsigned int const inputSize, char const *const outputFileName, char const *const arrayName)
{
char *const content = (char *const)MemAlloc(sizeof(char) * inputSize * sizeof(" 0x00,\n"));
int cursor = 0;
for (unsigned int i = 0; i < inputSize; i++)
{
TextAppend(content, TextFormat(" 0x%02x,\n", input[i]), &cursor);
}
cursor = 0;
char *const final = (char *const)MemAlloc((ADDITIONAL_SIZE + strlen(arrayName) + (LINE_SIZE * inputSize)) * sizeof(char));
TextAppend(final, DECLARATION_BEGIN, &cursor);
TextAppend(final, arrayName, &cursor);
TextAppend(final, DECLARATION_END, &cursor);
TextAppend(final, content, &cursor);
TextAppend(final, FILE_END, &cursor);
MemFree(content);

2
include/fontLoader.h Normal file
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#include "raylib.h"
Font LoadTinyFont();

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@ -1,54 +0,0 @@
#include "raylib.h"
static Color const ERROR_COLOR = {255, 0, 255, 255};
static Color const FLOOR_COLOR = {255, 255, 255, 255};
static Color const WALL_COLOR = {0, 0, 0, 255};
static Color const PLAYER_COLOR = {64, 64, 64 + 128, 255};
typedef struct Vector2i
{
int x;
int y;
} Vector2i;
typedef struct Entity
{
Vector2i position;
Color color;
} Entity;
typedef struct Room
{
int height;
int width;
Vector2i position;
Vector2i center;
} Room;
typedef struct Tile
{
bool walkable;
Color color;
} Tile;
bool tryMovePlayer(Vector2i const new_position);
Entity *createPlayer(Vector2i const start_position);
Tile **createMapTiles(void);
Vector2i setupMap(void);
void freeMapTiles(Tile **map_tiles);
Room createRoom(int x, int y, int height, int width);
void addRoomToMap(Room room);
void connectRoomCenters(Vector2i centerOne, Vector2i centerTwo);
void renderEverything(void);
void initGame(void);
void mainLoop(void);
void endGame(void);
extern unsigned int const MAP_HEIGHT;
extern unsigned int const MAP_WIDTH;
extern Entity *player;
extern Tile **map;

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include/tinyData.h Normal file

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info face="Tiny" size=-6 bold=0 italic=0 charset="" unicode=1 stretchH=100 smooth=0 aa=1 padding=1,1,0,1 spacing=0,0 outline=0
common lineHeight=6 base=5 scaleW=128 scaleH=128 pages=1 packed=0 alphaChnl=0 redChnl=3 greenChnl=3 blueChnl=3
page id=0 file="tiny_0.png"
chars count=96
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@ -1,24 +0,0 @@
#include "raylib.h"
#include "rogue.h"
void drawMap(Tile **map)
{
for (unsigned int x = 0; x < MAP_WIDTH; x++)
{
for (unsigned int y = 0; y < MAP_HEIGHT; y++)
{
DrawPixel(x, y, map[x][y].color);
}
}
}
void drawEntity(Entity *entity)
{
DrawPixel(entity->position.x, entity->position.y, entity->color);
}
void renderEverything()
{
drawMap(map);
drawEntity(player);
}

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@ -1,108 +0,0 @@
#include "raylib.h"
#include "rogue.h"
#include <time.h> // Required for: time_t, tm, time(), localtime(), strftime()
static int const PIXEL_SCALE = 10;
static int const VIRTUAL_SCREEN_WIDTH = 80;
static int const VIRTUAL_SCREEN_HEIGHT = 45;
const unsigned int MAP_HEIGHT = VIRTUAL_SCREEN_HEIGHT;
const unsigned int MAP_WIDTH = VIRTUAL_SCREEN_WIDTH;
static int const REAL_SCREEN_WIDTH = VIRTUAL_SCREEN_WIDTH * PIXEL_SCALE;
static int const REAL_SCREEN_HEIGHT = VIRTUAL_SCREEN_HEIGHT * PIXEL_SCALE;
static Rectangle const virtualScreenRect = {0.0f, 0.0f, (float)VIRTUAL_SCREEN_WIDTH, -(float)VIRTUAL_SCREEN_HEIGHT};
static Rectangle const realScreenRect = {0.0f, 0.0f, (float)REAL_SCREEN_WIDTH, (float)REAL_SCREEN_HEIGHT};
RenderTexture2D virtualScreen;
void initGame()
{
// Initialization
//--------------------------------------------------------------------------------------
#if defined(__DEBUG)
SetTraceLogLevel(LOG_ALL);
SetRandomSeed(0);
#else
SetTraceLogLevel(LOG_NONE);
SetRandomSeed(time(NULL));
#endif
SetConfigFlags(0);
InitWindow(REAL_SCREEN_WIDTH, REAL_SCREEN_HEIGHT, "TODO: Add a title");
virtualScreen = LoadRenderTexture(VIRTUAL_SCREEN_WIDTH, VIRTUAL_SCREEN_HEIGHT);
map = createMapTiles();
player = createPlayer(setupMap());
// SetTargetFPS(60); // Set our game to run at 60 frames-per-second
}
void update()
{
// Update
//----------------------------------------------------------------------------------
Vector2i new_position = {player->position.x, player->position.y};
if (IsKeyPressed(KEY_RIGHT))
{
new_position.x++;
}
if (IsKeyPressed(KEY_LEFT))
{
new_position.x--;
}
if (IsKeyPressed(KEY_UP))
{
new_position.y--;
}
if (IsKeyPressed(KEY_DOWN))
{
new_position.y++;
}
tryMovePlayer(new_position);
}
void draw()
{
// Draw
//----------------------------------------------------------------------------------
BeginTextureMode(virtualScreen);
{
ClearBackground(ERROR_COLOR);
renderEverything();
}
EndTextureMode();
BeginDrawing();
{
// Draw rendered game texture
DrawTexturePro(virtualScreen.texture, virtualScreenRect, realScreenRect, (Vector2){0.0f, 0.0f}, 0.0f, WHITE);
// Draw GUI here
//--------------------------------------------------------------------------------------
#if __DEBUG
DrawFPS(0, 0);
#endif
}
EndDrawing();
}
void mainLoop()
{
update();
draw();
}
void endGame()
{
// De-Initialization
//--------------------------------------------------------------------------------------
MemFree(player);
freeMapTiles(map);
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
}

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src/fontLoader.c Normal file
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#include "raylib.h"
#include "string.h"
#include "tinyData.h"
#define TINY_IMAGE_WIDTH 97
#define TINY_IMAGE_HEIGHT 43
Font LoadTinyFont()
{
Image image = (Image){
.data = tinyImageDataBytes,
.width = 97,
.height = 43,
.mipmaps = 1,
.format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8,
};
static int const GLYPH_COUNT = 6 * 16;
static int const FIRST_CHAR = ' ';
#define COLOR_EQUAL_MAGENTA(col) ((col.r == 255) && (col.g == 0) && (col.b == 255) && (col.a == 255))
Font font;
// We allocate a temporal arrays for chars data measures,
// once we get the actual number of chars, we copy data to a sized arrays
int tempCharValues[GLYPH_COUNT];
Rectangle tempCharRecs[GLYPH_COUNT];
static int const HORIZONTAL_SPACING = 1;
static int const VERTICAL_SPACING = 1;
static int const CHAR_WIDTH = 5;
static int const CHAR_HEIGHT = 6;
for (unsigned char i = 0; i < GLYPH_COUNT; i++)
{
tempCharValues[i] = FIRST_CHAR + i;
int const x = HORIZONTAL_SPACING + i * (CHAR_WIDTH + HORIZONTAL_SPACING);
int const y = (x / TINY_IMAGE_WIDTH) * (CHAR_HEIGHT + VERTICAL_SPACING) + VERTICAL_SPACING;
tempCharRecs[i] = (Rectangle){x % TINY_IMAGE_WIDTH, y, CHAR_WIDTH, CHAR_HEIGHT};
}
Color pixels[sizeof(tinyImageDataBytes) / sizeof(Color)];
memcpy(pixels, image.data, sizeof(pixels));
// Check array values to get characters: value, x, y, w, h
int index = 0;
int lineToRead = 0;
int xPosToRead = HORIZONTAL_SPACING;
// Parse image data to get rectangle sizes
while ((VERTICAL_SPACING + lineToRead * (CHAR_HEIGHT + VERTICAL_SPACING)) < image.height)
{
while ((xPosToRead < image.width) &&
!COLOR_EQUAL_MAGENTA((pixels[(VERTICAL_SPACING + (CHAR_HEIGHT + VERTICAL_SPACING) * lineToRead) * image.width + xPosToRead])))
{
tempCharValues[index] = FIRST_CHAR + index;
tempCharRecs[index].x = (float)xPosToRead;
tempCharRecs[index].y = (float)(VERTICAL_SPACING + lineToRead * (CHAR_HEIGHT + VERTICAL_SPACING));
tempCharRecs[index].height = (float)CHAR_HEIGHT;
int charWidth = 0;
while (!COLOR_EQUAL_MAGENTA(pixels[(VERTICAL_SPACING + (CHAR_HEIGHT + VERTICAL_SPACING) * lineToRead) * image.width + xPosToRead + charWidth]))
charWidth++;
tempCharRecs[index].width = (float)charWidth;
index++;
xPosToRead += (charWidth + HORIZONTAL_SPACING);
}
lineToRead++;
xPosToRead = HORIZONTAL_SPACING;
}
// NOTE: We need to remove key color borders from image to avoid weird
// artifacts on texture scaling when using TEXTURE_FILTER_BILINEAR or TEXTURE_FILTER_TRILINEAR
for (int i = 0; i < image.height * image.width; i++)
if (COLOR_EQUAL_MAGENTA(pixels[i]))
pixels[i] = BLANK;
// Create a new image with the processed color data (key color replaced by BLANK)
Image fontClear = {
.data = pixels,
.width = image.width,
.height = image.height,
.format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8,
.mipmaps = 1,
};
// Set font with all data parsed from image
font.texture = LoadTextureFromImage(fontClear); // Convert processed image to OpenGL texture
font.glyphCount = index;
font.glyphPadding = 0;
// We got tempCharValues and tempCharsRecs populated with chars data
// Now we move temp data to sized charValues and charRecs arrays
font.glyphs = (GlyphInfo *)MemAlloc(font.glyphCount * sizeof(GlyphInfo));
font.recs = (Rectangle *)MemAlloc(font.glyphCount * sizeof(Rectangle));
for (int i = 0; i < font.glyphCount; i++)
{
font.glyphs[i].value = tempCharValues[i];
// Get character rectangle in the font atlas texture
font.recs[i] = tempCharRecs[i];
// NOTE: On image based fonts (XNA style), character offsets and xAdvance are not required (set to 0)
font.glyphs[i].offsetX = 0;
font.glyphs[i].offsetY = 0;
font.glyphs[i].advanceX = 0;
// Fill character image data from fontClear data
font.glyphs[i].image = ImageFromImage(fontClear, tempCharRecs[i]);
}
font.baseSize = (int)CHAR_HEIGHT;
return font;
}

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@ -1,9 +1,7 @@
#include "raylib.h"
#include "math.h"
#include "rogue.h"
Entity *player;
Tile **map;
#include "fileToCharArray.h"
#include "fontLoader.h"
int main(void)
{
@ -105,48 +103,50 @@ int main(void)
'~',
127,
};
InitWindow(800, 600, "Font test");
static unsigned int const window_width = 800;
static unsigned int const window_height = 360;
Font tiny = LoadFont("resources/tiny.png");
RenderTexture2D target = LoadRenderTexture(80, 60);
static unsigned int const screen_scale_factor = 10;
static unsigned int const screen_width = window_width / screen_scale_factor;
static unsigned int const screen_height = window_height / screen_scale_factor;
static const int font_size = 6;
float const charWidth = MeasureTextEx(tiny, " ", font_size, 0).x;
InitWindow(window_width, window_height, "Font test");
// Image tinyImage = LoadImageFromMemory(".png", tinyFontBytes, sizeof(tinyFontBytes));
Font manualTinyFont = LoadTinyFont();
// Font tinyFont = LoadFontFromImage(manualTiny, MAGENTA, ' ');
RenderTexture2D target = LoadRenderTexture(screen_width, screen_height);
// bytesToFile(tinyImage.data, tinyImage.width * tinyImage.height * sizeof(Color), "include/tinyData.h", "tinyImageDataBytes");
static float const font_spacing = 0;
float const char_width = manualTinyFont.recs->width;
float const font_size = manualTinyFont.recs->height;
BeginTextureMode(target);
ClearBackground(BLACK);
for (unsigned char i = 0; i < 96; i++)
{
float const x = i * charWidth;
float const y = ((int)x / target.texture.width) * font_size;
float const x = fmodf(i * char_width, screen_width);
float const y = ((int)(i * char_width) / screen_width) * font_size;
char const *const text = TextFormat("%c", chars[i]);
if (y != 0)
{
TraceLog(LOG_INFO, TextFormat("i: %i, x: %f, y: %f", i, x, y));
}
DrawTextEx(tiny, text, (Vector2){x, y}, font_size, 2, WHITE);
DrawTextEx(manualTinyFont, text, (Vector2){x, y}, font_size, font_spacing, WHITE);
}
EndTextureMode();
while (!WindowShouldClose())
{
BeginDrawing();
DrawTexturePro(target.texture, (Rectangle){0, 0, 80, -60}, (Rectangle){0, 0, 800, 600}, (Vector2){0, 0}, 0, WHITE);
DrawTexturePro(target.texture,
(Rectangle){0, 0, screen_width, -(float)screen_height},
(Rectangle){0, 0, window_width, window_height},
(Vector2){0, 0},
0,
WHITE);
EndDrawing();
}
CloseWindow();
return 0;
/*
initGame();
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
mainLoop();
}
endGame();
return 0;
*/
}

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@ -1,65 +0,0 @@
#include "rogue.h"
Tile **createMapTiles(void)
{
Tile **tiles = MemAlloc(sizeof(Tile *) * MAP_WIDTH);
for (unsigned int x = 0; x < MAP_WIDTH; x++)
{
tiles[x] = MemAlloc(sizeof(Tile) * MAP_HEIGHT);
for (unsigned int y = 0; y < MAP_HEIGHT; y++)
{
tiles[x][y].color = WALL_COLOR;
tiles[x][y].walkable = false;
}
}
return tiles;
}
static const unsigned int MIN_ROOM_WIDTH = 5;
static const unsigned int MIN_ROOM_HEIGHT = 3;
static const unsigned int MAX_ROOM_WIDTH = 20;
static const unsigned int MAX_ROOM_HEIGHT = 10;
Vector2i setupMap(void)
{
int y, x, height, width, n_rooms;
n_rooms = GetRandomValue(5, 15);
Vector2i start_pos;
Room *const rooms = MemAlloc(n_rooms * sizeof(Room));
for (int i = 0; i < n_rooms; i++)
{
x = GetRandomValue(1, MAP_WIDTH - MAX_ROOM_WIDTH - 1U);
y = GetRandomValue(1, MAP_HEIGHT - MAX_ROOM_HEIGHT - 1U);
width = GetRandomValue(MIN_ROOM_WIDTH, MAX_ROOM_WIDTH);
height = GetRandomValue(MIN_ROOM_HEIGHT, MAX_ROOM_HEIGHT);
rooms[i] = createRoom(x, y, width, height);
addRoomToMap(rooms[i]);
if (i > 0)
{
connectRoomCenters(rooms[i - 1].center, rooms[i].center);
}
}
start_pos = (Vector2i){rooms[0].center.x, rooms[0].center.y};
MemFree(rooms);
return start_pos;
}
void freeMapTiles(Tile **map_tiles)
{
for (unsigned int x = 0; x < MAP_WIDTH; x++)
{
MemFree(map_tiles[x]);
}
MemFree(map_tiles);
}

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@ -1,22 +0,0 @@
#include "rogue.h"
#include "raylib.h"
Entity *createPlayer(Vector2i const start_position)
{
Entity *const newPlayer = MemAlloc(sizeof(Entity));
newPlayer->position = start_position;
newPlayer->color = PLAYER_COLOR;
return newPlayer;
}
bool tryMovePlayer(Vector2i const new_position)
{
if (map[new_position.x][new_position.y].walkable)
{
player->position = new_position;
return true;
}
return false;
}

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@ -1,63 +0,0 @@
#include "rogue.h"
#include "raymath.h"
Room createRoom(int x, int y, int width, int height)
{
Room newRoom = {
.position = {x, y},
.height = height,
.width = width,
.center = {
x + (int)(width / 2),
y + (int)(height / 2),
},
};
return newRoom;
}
void addRoomToMap(Room room)
{
for (int x = room.position.x; x < room.position.x + room.width; x++)
{
for (int y = room.position.y; y < room.position.y + room.height; y++)
{
map[x][y].color = FLOOR_COLOR;
map[x][y].walkable = true;
}
}
}
void connectRoomCenters(Vector2i center1, Vector2i center2)
{
Vector2i current = {
center1.x,
center1.y,
};
while (true)
{
if (abs((current.x - 1) - center2.x) < abs(current.x - center2.x))
{
current.x--;
}
else if (abs((current.x + 1) - center2.x) < abs(current.x - center2.x))
{
current.x++;
}
else if (abs((current.y - 1) - center2.y) < abs(current.y - center2.y))
{
current.y--;
}
else if (abs((current.y + 1) - center2.y) < abs(current.y - center2.y))
{
current.y++;
}
else
{
break;
}
map[current.x][current.y].color = FLOOR_COLOR;
map[current.x][current.y].walkable = true;
}
}