aaa
This commit is contained in:
parent
95f105fd96
commit
ce5426cef5
14 changed files with 392 additions and 42 deletions
2
.vscode/c_cpp_properties.json
vendored
2
.vscode/c_cpp_properties.json
vendored
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@ -7,7 +7,7 @@
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"${workspaceFolder}/raylib/src/extras"
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],
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"windowsSdkVersion": "10.0.19041.0",
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"compilerPath": "D:/mingw/mingw32/bin/gcc.exe",
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"compilerPath": "D:/mingw/mingw64/bin/gcc.exe",
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"cStandard": "c17",
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"cppStandard": "c++17",
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"intelliSenseMode": "windows-gcc-x64",
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3
.vscode/workspace.code-workspace
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.vscode/workspace.code-workspace
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@ -15,7 +15,8 @@
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"*.m": "cpp",
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"cstdlib": "cpp",
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"raylib.h": "c",
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"math.h": "c"
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"math.h": "c",
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"raymath.h": "c"
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}
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}
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}
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@ -1,5 +1,10 @@
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#include "raylib.h"
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static Color const ERROR_COLOR = {255, 0, 255, 255};
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static Color const FLOOR_COLOR = {255, 255, 255, 255};
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static Color const WALL_COLOR = {0, 0, 0, 255};
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static Color const PLAYER_COLOR = {64, 64, 64 + 128, 255};
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typedef struct Vector2i
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{
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int x;
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@ -12,20 +17,36 @@ typedef struct Entity
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Color color;
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} Entity;
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typedef struct Room
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{
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int height;
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int width;
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Vector2i position;
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Vector2i center;
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} Room;
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typedef struct Tile
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{
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bool walkable;
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Color color;
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} Tile;
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Entity *createPlayer(Vector2i start_position);
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Tile **createMapTiles();
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void freeMapTiles(Tile **map_tiles);
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void renderEverything(RenderTexture2D target);
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bool tryMovePlayer(Vector2i const new_position);
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void initGame();
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void mainLoop();
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void endGame();
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Entity *createPlayer(Vector2i const start_position);
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Tile **createMapTiles(void);
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Vector2i setupMap(void);
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void freeMapTiles(Tile **map_tiles);
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Room createRoom(int x, int y, int height, int width);
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void addRoomToMap(Room room);
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void connectRoomCenters(Vector2i centerOne, Vector2i centerTwo);
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void renderEverything(void);
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void initGame(void);
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void mainLoop(void);
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void endGame(void);
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extern unsigned int const MAP_HEIGHT;
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extern unsigned int const MAP_WIDTH;
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BIN
resources/3-by-5-pixel-font.ttf
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resources/3-by-5-pixel-font.ttf
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resources/TINY.TTF
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resources/TINY.TTF
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resources/bmfont64.exe
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resources/bmfont64.exe
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resources/tiny.fnt
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resources/tiny.fnt
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@ -0,0 +1,100 @@
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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
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common lineHeight=6 base=5 scaleW=128 scaleH=128 pages=1 packed=0 alphaChnl=0 redChnl=3 greenChnl=3 blueChnl=3
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page id=0 file="tiny_0.png"
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chars count=96
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char id=127 x=60 y=14 width=6 height=7 xoffset=-1 yoffset=-1 xadvance=4 page=0 chnl=15
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BIN
resources/tiny_0.png
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BIN
resources/tiny_0.png
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DrawPixel(entity->position.x, entity->position.y, entity->color);
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}
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void renderEverything(RenderTexture2D target)
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void renderEverything()
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{
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BeginTextureMode(target);
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{
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drawMap(map);
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drawEntity(player);
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}
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EndTextureMode();
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}
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36
src/engine.c
36
src/engine.c
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#include "raylib.h"
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#include "rogue.h"
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#include <time.h> // Required for: time_t, tm, time(), localtime(), strftime()
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static int const PIXEL_SCALE = 10;
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static int const VIRTUAL_SCREEN_WIDTH = 80;
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//--------------------------------------------------------------------------------------
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#if defined(__DEBUG)
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SetTraceLogLevel(LOG_ALL);
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SetRandomSeed(0);
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#else
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SetTraceLogLevel(LOG_NONE);
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SetRandomSeed(time(NULL));
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#endif
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SetConfigFlags(0);
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InitWindow(REAL_SCREEN_WIDTH, REAL_SCREEN_HEIGHT, "TODO: Add a title");
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virtualScreen = LoadRenderTexture(VIRTUAL_SCREEN_WIDTH, VIRTUAL_SCREEN_HEIGHT);
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player = createPlayer((Vector2i){VIRTUAL_SCREEN_WIDTH / 2, VIRTUAL_SCREEN_HEIGHT / 2});
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map = createMapTiles();
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player = createPlayer(setupMap());
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// SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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}
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// Update
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//----------------------------------------------------------------------------------
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Vector2i new_position = {player->position.x, player->position.y};
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if (IsKeyPressed(KEY_RIGHT))
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{
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player->position.x++;
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new_position.x++;
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}
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if (IsKeyPressed(KEY_LEFT))
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{
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player->position.x--;
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new_position.x--;
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}
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if (IsKeyPressed(KEY_UP))
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{
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player->position.y--;
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new_position.y--;
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}
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if (IsKeyPressed(KEY_DOWN))
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{
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player->position.y++;
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new_position.y++;
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}
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tryMovePlayer(new_position);
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}
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void draw()
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//----------------------------------------------------------------------------------
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BeginTextureMode(virtualScreen);
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{
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ClearBackground(BLACK);
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ClearBackground(ERROR_COLOR);
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DrawPixel(player->position.x, player->position.y, player->color);
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/*
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for (unsigned int x = 0; x < VIRTUAL_SCREEN_WIDTH; x++)
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{
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for (unsigned int y = 0; y < VIRTUAL_SCREEN_HEIGHT; y++)
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{
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const unsigned char r = (unsigned char)floorf((float)x / (float)VIRTUAL_SCREEN_WIDTH * 255.0f);
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const unsigned char b = (unsigned char)floorf((float)y / (float)VIRTUAL_SCREEN_HEIGHT * 255.0f);
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const unsigned char g = 255 - (r + b) / 2;
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const unsigned char a = 255;
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DrawPixel(x, y, (Color){r, g, b, a});
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}
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}
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*/
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renderEverything();
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}
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EndTextureMode();
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BeginDrawing();
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{
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ClearBackground(BLACK);
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// Draw rendered game texture
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DrawTexturePro(virtualScreen.texture, virtualScreenRect, realScreenRect, (Vector2){0.0f, 0.0f}, 0.0f, WHITE);
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131
src/main.c
131
src/main.c
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int main(void)
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{
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char chars[] = {
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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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'&',
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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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'-',
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'.',
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'/',
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'0',
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'1',
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'2',
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'3',
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'5',
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'6',
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'7',
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'8',
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'9',
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':',
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';',
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'<',
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'=',
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'>',
|
||||
'?',
|
||||
'@',
|
||||
'A',
|
||||
'B',
|
||||
'C',
|
||||
'D',
|
||||
'E',
|
||||
'F',
|
||||
'G',
|
||||
'H',
|
||||
'I',
|
||||
'J',
|
||||
'K',
|
||||
'L',
|
||||
'M',
|
||||
'N',
|
||||
'O',
|
||||
'P',
|
||||
'Q',
|
||||
'R',
|
||||
'S',
|
||||
'T',
|
||||
'U',
|
||||
'V',
|
||||
'W',
|
||||
'X',
|
||||
'Y',
|
||||
'Z',
|
||||
'[',
|
||||
'\\',
|
||||
']',
|
||||
'^',
|
||||
'_',
|
||||
'`',
|
||||
'a',
|
||||
'b',
|
||||
'c',
|
||||
'd',
|
||||
'e',
|
||||
'f',
|
||||
'g',
|
||||
'h',
|
||||
'i',
|
||||
'j',
|
||||
'k',
|
||||
'l',
|
||||
'm',
|
||||
'n',
|
||||
'o',
|
||||
'p',
|
||||
'q',
|
||||
'r',
|
||||
's',
|
||||
't',
|
||||
'u',
|
||||
'v',
|
||||
'w',
|
||||
'x',
|
||||
'y',
|
||||
'z',
|
||||
'{',
|
||||
'|',
|
||||
'}',
|
||||
'~',
|
||||
127,
|
||||
};
|
||||
InitWindow(800, 600, "Font test");
|
||||
|
||||
Font tiny = LoadFont("resources/tiny.png");
|
||||
RenderTexture2D target = LoadRenderTexture(80, 60);
|
||||
|
||||
static const int font_size = 6;
|
||||
float const charWidth = MeasureTextEx(tiny, " ", font_size, 0).x;
|
||||
|
||||
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;
|
||||
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);
|
||||
}
|
||||
EndTextureMode();
|
||||
while (!WindowShouldClose())
|
||||
{
|
||||
BeginDrawing();
|
||||
DrawTexturePro(target.texture, (Rectangle){0, 0, 80, -60}, (Rectangle){0, 0, 800, 600}, (Vector2){0, 0}, 0, WHITE);
|
||||
EndDrawing();
|
||||
}
|
||||
|
||||
CloseWindow();
|
||||
return 0;
|
||||
/*
|
||||
initGame();
|
||||
|
||||
// Main game loop
|
||||
|
@ -18,4 +148,5 @@ int main(void)
|
|||
endGame();
|
||||
|
||||
return 0;
|
||||
*/
|
||||
}
|
42
src/map.c
42
src/map.c
|
@ -1,6 +1,6 @@
|
|||
#include "rogue.h"
|
||||
|
||||
Tile **createMapTiles()
|
||||
Tile **createMapTiles(void)
|
||||
{
|
||||
Tile **tiles = MemAlloc(sizeof(Tile *) * MAP_WIDTH);
|
||||
|
||||
|
@ -9,7 +9,7 @@ Tile **createMapTiles()
|
|||
tiles[x] = MemAlloc(sizeof(Tile) * MAP_HEIGHT);
|
||||
for (unsigned int y = 0; y < MAP_HEIGHT; y++)
|
||||
{
|
||||
tiles[x][y].color = WHITE;
|
||||
tiles[x][y].color = WALL_COLOR;
|
||||
tiles[x][y].walkable = false;
|
||||
}
|
||||
}
|
||||
|
@ -17,6 +17,44 @@ Tile **createMapTiles()
|
|||
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++)
|
||||
|
|
12
src/player.c
12
src/player.c
|
@ -6,7 +6,17 @@ Entity *createPlayer(Vector2i const start_position)
|
|||
Entity *const newPlayer = MemAlloc(sizeof(Entity));
|
||||
|
||||
newPlayer->position = start_position;
|
||||
newPlayer->color = DARKBLUE;
|
||||
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;
|
||||
}
|
63
src/room.c
Normal file
63
src/room.c
Normal file
|
@ -0,0 +1,63 @@
|
|||
#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;
|
||||
}
|
||||
}
|
Reference in a new issue