refactor seperate files

This commit is contained in:
huaqo-games
2025-02-03 11:19:50 +01:00
parent 8f1a6200a3
commit 0c73d94187
10 changed files with 313 additions and 315 deletions
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+41
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@@ -0,0 +1,41 @@
#ifndef ANIMSPRITE_H
#define ANIMSPRITE_H
#include <raylib.h>
#include "sprite.h"
typedef struct {
Sprite sprite;
int currentFrame;
int maxFrame;
int framesCounter;
int framesSpeed;
float animTimer;
bool isVertical;
} AnimSprite;
void UpdateAnimSprite(AnimSprite *animSprite) {
animSprite->animTimer += GetFrameTime();
float frameTime = 1.0f / animSprite->framesSpeed;
if (animSprite->animTimer < frameTime) {
return;
}
animSprite->animTimer -= frameTime;
animSprite->currentFrame++;
if (animSprite->currentFrame >= animSprite->maxFrame) {
animSprite->currentFrame = 0;
}
Vector2 newFramePos = {
.x = animSprite->isVertical ? animSprite->sprite.sourceRec.x
: animSprite->currentFrame * animSprite->sprite.frameSize.x,
.y = animSprite->isVertical ? animSprite->currentFrame * animSprite->sprite.frameSize.y
: animSprite->sprite.sourceRec.y
};
UpdateSpriteSourceRec(&animSprite->sprite, &newFramePos);
}
#endif // ANIMSPRITE_H
+56 -289
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@@ -7,125 +7,45 @@
// BeginDrawing(), EndDrawing(), ClearBackground(),
// Camera2D, BeginMode2D(), EndMode2D()
#include <raymath.h> // Vector2Length(), Vector2Normalize(), Vector2Add(), Vector2Scale(), Lerp()
#include <stdlib.h> // rand(), srand()
#include <stdlib.h> // rand(), srand(), malloc()
#include <time.h> // time()
#include <string.h> // memcpy()
#include <stdio.h>
#include "sprite.h"
#include "animsprite.h"
#include "tilesprite.h"
#include "vector.h"
#include "object.h"
// Structs
typedef struct {
Vector2 *data;
size_t count;
} Vector2Array;
typedef struct {
Texture2D texture; // Texture for the sprite
Rectangle sourceRec; // Source rectangle for the texture
Rectangle destRec; // Destination rectangle for the texture
Vector2 frameSize; // Size of the frame in the texture
Vector2 origin; // Origin point for rotation and positioning
float rotation; // Rotation angle
Color color;
} Sprite;
typedef struct {
Sprite sprite;
Rectangle bounds;
} TileSprite;
typedef struct {
Sprite sprite; // Base sprite for rendering
int currentFrame; // Current animation frame
int maxFrame; // Total number of frames
int framesCounter; // Counter to control frame speed
int framesSpeed; // Speed of the animation (frames per second)
float animTimer;
bool isVertical; // Whether the animation frames are arranged vertically
} AnimSprite;
typedef struct {
Sprite sprite;
Vector2 position;
} Object;
typedef struct {
Object *data;
const Object *prototype;
size_t count;
} ObjectArray;
typedef struct {
AnimSprite animSprite;
Vector2 position;
Vector2 direction;
float velocity;
} Entity;
} Player;
typedef struct {
Entity entity;
AnimSprite animSprite;
Vector2 position;
Vector2 direction;
float velocity;
Object targetFlower;
Object hive;
} Bee;
// Pure functions
bool IsVectorZero(Vector2 v) {
float epsilon = 0.01f;
return (fabs(v.x) < epsilon && fabs(v.y) < epsilon);
}
float GetRandomFloat(const float min, const float max){
return min + (float)rand() / (float)(RAND_MAX / (max - min));
}
Vector2 GetRandomVector(const Rectangle bounds){
return (Vector2){
GetRandomFloat(bounds.x, bounds.x + bounds.width),
GetRandomFloat(bounds.y, bounds.y + bounds.height)
};
}
ObjectArray CreateObjectArray(const Object *prototype, const size_t count) {
ObjectArray objects = {0};
if (count <= 0) {
printf("Objects size must be greater than 0.\n");
return objects;
void Move(Vector2 *position, Vector2 *direction, float *velocity, float *rotation) {
if(Vector2Length(*direction) <= 0.0f){
return;
}
objects.count = count;
objects.data = malloc(count * sizeof(Object));
if (!objects.data) {
printf("Memory allocation of objects failed.\n");
return objects;
}
objects.prototype = prototype;
for (int i = 0; i < count; i++) {
objects.data[i].position = prototype->position;
objects.data[i].sprite = prototype->sprite;
}
return objects;
float targetRotation = (float)atan2(direction->y, direction->x) * (180.0f / PI) + 90.0f;
*rotation = Lerp(*rotation, targetRotation, 0.1f);
*position = Vector2Add(*position, Vector2Scale(*direction, *velocity * GetFrameTime()));
}
void AddObjectToArray(ObjectArray *objects, const Object *prototype, Vector2 position) {
Object *newData = realloc(objects->data, (objects->count + 1) * sizeof(Object));
if (newData) {
objects->data = newData;
objects->data[objects->count] = *prototype;
objects->data[objects->count].position = position;
objects->data[objects->count].sprite.destRec.x = position.x;
objects->data[objects->count].sprite.destRec.y = position.y;
objects->count++;
} else {
printf("Memory allocation failed while adding an object.\n");
}
}
// Mutator Functions
void GetDirectionFromInput(Vector2 *direction){
@@ -137,160 +57,8 @@ void GetDirectionFromInput(Vector2 *direction){
if (Vector2Length(*direction) > 0.0f) { *direction = Vector2Normalize(*direction); }
}
Object* GetRandomObject(ObjectArray *objects){
if (objects->count == 0) {
return NULL;
}
return &objects->data[GetRandomValue(0, (int)objects->count-1)];
}
Vector2 GetDirectionToObject(Object *object, Vector2 position){
return Vector2Normalize(Vector2Subtract(object->position, position));
}
void SetPositionOnDirectionAndVelocity(const Vector2 *direction, const float *velocity, Vector2 *position) {
*position = Vector2Add(*position, Vector2Scale(*direction, *velocity * GetFrameTime()));
}
void SetDestRecOnPosition(const Vector2 *position, Sprite *sprite){
Rectangle newDestRec = {
position->x,
position->y,
sprite->frameSize.x,
sprite->frameSize.y
};
sprite->destRec = newDestRec;
}
void SetAnimSpriteOnFrameTime(AnimSprite *animSprite) {
animSprite->animTimer += GetFrameTime();
float frameTime = 1.0f / animSprite->framesSpeed;
if (animSprite->animTimer < frameTime) {
return;
}
animSprite->animTimer -= frameTime;
animSprite->currentFrame++;
if (animSprite->currentFrame >= animSprite->maxFrame) {
animSprite->currentFrame = 0;
}
if (animSprite->isVertical) {
animSprite->sprite.sourceRec.y = animSprite->currentFrame * animSprite->sprite.frameSize.y;
} else {
animSprite->sprite.sourceRec.x = animSprite->currentFrame * animSprite->sprite.frameSize.x;
}
}
void SetRotationOnDirection(const Vector2 *direction, float *rotationDegree){
if(Vector2Length(*direction) <= 0.0f){
return;
}
float targetRotationDegree = (float)atan2(direction->y, direction->x) * (180.0f / PI) + 90.0f;
*rotationDegree = Lerp(*rotationDegree, targetRotationDegree, 0.1f);
}
void SetPositionForObjectArray(ObjectArray *objects, const Vector2Array *positions) {
if (positions->count != objects->count) {
printf("Warning: Position array size (%zu) does not match ObjectArray size (%zu)\n", positions->count, objects->count);
return;
}
for (size_t i = 0; i < objects->count; i++) {
objects->data[i].position = positions->data[i];
objects->data[i].sprite.destRec.x = positions->data[i].x;
objects->data[i].sprite.destRec.y = positions->data[i].y;
}
}
void SetRandomPositionForObjectArray(ObjectArray *objects, const Rectangle bounds){
srand((unsigned int)time(NULL));
for (int i = 0; i < objects->count; i++) {
Vector2 position = GetRandomVector(bounds);
objects->data[i].position = position;
objects->data[i].sprite.destRec.x = position.x;
objects->data[i].sprite.destRec.y = position.y;
}
}
void UpdatePlayer(Entity *player) {
GetDirectionFromInput(&player->direction);
SetRotationOnDirection(&player->direction, &player->animSprite.sprite.rotation);
SetPositionOnDirectionAndVelocity(&player->direction, &player->velocity, &player->position);
SetDestRecOnPosition(&player->position, &player->animSprite.sprite);
SetAnimSpriteOnFrameTime(&player->animSprite);
}
void UpdateTileSprite(TileSprite *tileSprite, const Camera2D *camera){
tileSprite->bounds.x = (int)((camera->target.x - (GetScreenWidth() / 2.0f / camera->zoom)) / tileSprite->sprite.frameSize.x) - 1;
tileSprite->bounds.width = (int)((camera->target.x + (GetScreenWidth() / 2.0f / camera->zoom)) / tileSprite->sprite.frameSize.x) + 1;
tileSprite->bounds.y = (int)((camera->target.y - (GetScreenHeight() / 2.0f / camera->zoom)) / tileSprite->sprite.frameSize.y) - 1;
tileSprite->bounds.height = (int)((camera->target.y + (GetScreenHeight() / 2.0f / camera->zoom)) / tileSprite->sprite.frameSize.y) + 1;
}
void UpdateCamera2D(Camera2D *camera, const Entity *player, const float smoothness){
camera->target = Vector2Lerp(camera->target, player->position, smoothness * GetFrameTime());
}
void SwapAndPopObjectsArrayOnRecCollision(ObjectArray *objects, const Rectangle rec){
for (int i = 0; i < objects->count; i++){
if (CheckCollisionRecs(rec, objects->data[i].sprite.destRec)){
if (objects->count == 1) {
objects->count = 0;
break;
}
objects->data[i] = objects->data[objects->count - 1];
objects->count--;
i--;
}
}
}
void SwapAndPopObjectsArrayOnPointCollision(ObjectArray *objects, const Vector2 point){
for (int i = 0; i < objects->count; i++){
if (CheckCollisionPointRec(point, objects->data[i].sprite.destRec)){
if (objects->count == 1) {
objects->count = 0;
break;
}
objects->data[i] = objects->data[objects->count - 1];
objects->count--;
i--;
}
}
}
void RenderSprite(const Sprite *sprite){
DrawTexturePro(
sprite->texture,
sprite->sourceRec,
sprite->destRec,
sprite->origin,
sprite->rotation,
sprite->color
);
}
void RenderTileSprite(TileSprite *tileSprite){
for (float y = tileSprite->bounds.y; y <= tileSprite->bounds.height; y++)
{
for (float x = tileSprite->bounds.x; x <= tileSprite->bounds.width; x++)
{
Vector2 tilePosition = {x * tileSprite->sprite.frameSize.x, y * tileSprite->sprite.frameSize.y};
SetDestRecOnPosition(&tilePosition, &tileSprite->sprite);
RenderSprite(&tileSprite->sprite);
}
}
}
void RenderObjectArray(const ObjectArray *objects){
for (int i = 0; i < objects->count; i++){
RenderSprite(&objects->data[i].sprite);
}
void UpdateCamera2DTarget(Camera2D *camera, Vector2 *position, const float smoothness){
camera->target = Vector2Lerp(camera->target, *position, smoothness * GetFrameTime());
}
// Main
@@ -339,14 +107,14 @@ int main(void)
.color = WHITE
},
.position = {0.0f, 0.0f}
}, 1);
}, 300);
if (!flowers.data) {
printf("Memory allocation failed.\n");
exit(1);
}
Rectangle flowerField = {-50.0f, -50.0f, 100.0f, 100.0f};
SetRandomPositionForObjectArray(&flowers, flowerField);
Entity player = {
Player player = {
.animSprite = {
.sprite = {
.texture = LoadTexture("assets/character_bee.png"),
@@ -368,30 +136,27 @@ int main(void)
.direction = (Vector2){0.0f,0.0f},
.velocity = 50.0f
};
Bee bee1 = {
.entity = {
.animSprite = {
.sprite = {
.texture = LoadTexture("assets/character_bee.png"),
.frameSize = {16.0f, 16.0f},
.sourceRec = {0.0f, 0.0f, 16.0f, 16.0f},
.destRec = {0.0f, 0.0f, 16.0f, 16.0f},
.origin = {8.0f, 8.0f},
.rotation = 0.0f,
.color = WHITE
},
.currentFrame = 0,
.maxFrame = 4,
.framesCounter = 0,
.framesSpeed = 10,
.isVertical = true,
.animTimer = 0.0f
.animSprite = {
.sprite = {
.texture = LoadTexture("assets/character_bee.png"),
.frameSize = {16.0f, 16.0f},
.sourceRec = {0.0f, 0.0f, 16.0f, 16.0f},
.destRec = {0.0f, 0.0f, 16.0f, 16.0f},
.origin = {8.0f, 8.0f},
.rotation = 0.0f,
.color = WHITE
},
.position = hive.position,
.direction = (Vector2){0.0f,0.0f},
.velocity = 5.0f
.currentFrame = 0,
.maxFrame = 4,
.framesCounter = 0,
.framesSpeed = 10,
.isVertical = true,
.animTimer = 0.0f
},
.position = hive.position,
.direction = (Vector2){0.0f,0.0f},
.velocity = 5.0f,
.targetFlower = *GetRandomObject(&flowers),
.hive = hive
};
@@ -401,7 +166,6 @@ int main(void)
.rotation = 0.0f,
.zoom = 10.0f
};
float followSmoothness = 5.0f;
// Update & Render
while (!WindowShouldClose())
@@ -413,24 +177,27 @@ int main(void)
}
UpdateMusicStream(music);
UpdateTileSprite(&floor, &camera);
UpdatePlayer(&player);
UpdateTileSpriteBounds(&floor, &camera);
GetDirectionFromInput(&player.direction);
Move(&player.position, &player.direction, &player.velocity, &player.animSprite.sprite.rotation);
UpdateSpriteDestRec(&player.animSprite.sprite, &player.position);
UpdateAnimSprite(&player.animSprite);
const float tolerance = 1.0f; // Adjust as needed
if (fabs(bee1.entity.position.x - bee1.targetFlower.position.x) < tolerance &&
fabs(bee1.entity.position.y - bee1.targetFlower.position.y) < tolerance) {
bee1.entity.velocity = 0.0f;
if (fabs(bee1.position.x - bee1.targetFlower.position.x) < tolerance &&
fabs(bee1.position.y - bee1.targetFlower.position.y) < tolerance) {
bee1.velocity = 0.0f;
} else {
SetPositionOnDirectionAndVelocity(&bee1.entity.direction, &bee1.entity.velocity, &bee1.entity.position);
bee1.entity.direction = GetDirectionToObject(&bee1.targetFlower, bee1.entity.position);
Move(&bee1.position, &bee1.direction, &bee1.velocity, &bee1.animSprite.sprite.rotation);
bee1.direction = GetDirectionToObject(&bee1.targetFlower, bee1.position);
}
SetRotationOnDirection(&bee1.entity.direction, &bee1.entity.animSprite.sprite.rotation);
SetDestRecOnPosition(&bee1.entity.position, &bee1.entity.animSprite.sprite);
SetAnimSpriteOnFrameTime(&bee1.entity.animSprite);
UpdateSpriteDestRec(&bee1.animSprite.sprite, &bee1.position);
UpdateAnimSprite(&bee1.animSprite);
UpdateCamera2D(&camera, &player, followSmoothness);
UpdateCamera2DTarget(&camera, &player.position, 5.0f);
float wheel = GetMouseWheelMove();
if (wheel != 0)
@@ -449,8 +216,8 @@ int main(void)
RenderTileSprite(&floor);
RenderSprite(&hive.sprite);
RenderObjectArray(&flowers);
RenderSprite(&bee1.entity.animSprite.sprite);
// RenderSprite(&player.animSprite.sprite);
RenderSprite(&bee1.animSprite.sprite);
RenderSprite(&player.animSprite.sprite);
EndMode2D();
DrawFPS(10,10);
EndDrawing();
@@ -459,7 +226,7 @@ int main(void)
UnloadTexture(floor.sprite.texture);
UnloadTexture(hive.sprite.texture);
UnloadTexture(flower);
UnloadTexture(bee1.entity.animSprite.sprite.texture);
UnloadTexture(bee1.animSprite.sprite.texture);
UnloadTexture(player.animSprite.sprite.texture);
UnloadMusicStream(music);
free(flowers.data);
-26
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@@ -1,26 +0,0 @@
#include "raylib.h"
#include "Game.h"
#ifdef PLATFORM_WEB
#include <emscripten/emscripten.h>
#endif
Game game;
void UpdateDrawFrame() {
game.update();
game.render();
}
int main() {
InitWindow(1280, 720, "Lazy Bee");
SetTargetFPS(60);
game.init();
#ifdef PLATFORM_WEB
emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
#else
while (!WindowShouldClose()) { game.update(); game.render(); }
#endif
game.close();
return 0;
}
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+128
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@@ -0,0 +1,128 @@
#ifndef OBJECT_H
#define OBJECT_H
#include <raylib.h> // Vector2, Rectangle, Color, GetRandomValue(), CheckCollisionRecs(), CheckCollisionPointRec()
#include <stdio.h> // printf()
#include <stdlib.h> // malloc(), realloc()
#include "sprite.h" // Sprite
#include "vector.h"
typedef struct {
Sprite sprite;
Vector2 position;
} Object;
typedef struct {
Object *data;
const Object *prototype;
size_t count;
} ObjectArray;
ObjectArray CreateObjectArray(const Object *prototype, const size_t count) {
ObjectArray objects = {0};
if (count <= 0) {
printf("Objects size must be greater than 0.\n");
return objects;
}
objects.count = count;
objects.data = malloc(count * sizeof(Object));
if (!objects.data) {
printf("Memory allocation of objects failed.\n");
return objects;
}
objects.prototype = prototype;
for (int i = 0; i < count; i++) {
objects.data[i].position = prototype->position;
objects.data[i].sprite = prototype->sprite;
}
return objects;
}
Object* GetRandomObject(ObjectArray *objects){
if (objects->count == 0) {
return NULL;
}
return &objects->data[GetRandomValue(0, (int)objects->count-1)];
}
void AddObjectToArray(ObjectArray *objects, const Object *prototype, Vector2 position) {
Object *newData = realloc(objects->data, (objects->count + 1) * sizeof(Object));
if (newData) {
objects->data = newData;
objects->data[objects->count] = *prototype;
objects->data[objects->count].position = position;
objects->data[objects->count].sprite.destRec.x = position.x;
objects->data[objects->count].sprite.destRec.y = position.y;
objects->count++;
} else {
printf("Memory allocation failed while adding an object.\n");
}
}
void SetPositionForObjectArray(ObjectArray *objects, const Vector2Array *positions) {
if (positions->count != objects->count) {
printf("Warning: Position array size (%zu) does not match ObjectArray size (%zu)\n", positions->count, objects->count);
return;
}
for (size_t i = 0; i < objects->count; i++) {
objects->data[i].position = positions->data[i];
objects->data[i].sprite.destRec.x = positions->data[i].x;
objects->data[i].sprite.destRec.y = positions->data[i].y;
}
}
void SetRandomPositionForObjectArray(ObjectArray *objects, const Rectangle bounds){
for (int i = 0; i < objects->count; i++) {
Vector2 position = GetRandomVector(bounds);
objects->data[i].position = position;
objects->data[i].sprite.destRec.x = position.x;
objects->data[i].sprite.destRec.y = position.y;
}
}
void SwapAndPopObjectsArrayOnRecCollision(ObjectArray *objects, const Rectangle rec){
for (int i = 0; i < objects->count; i++){
if (CheckCollisionRecs(rec, objects->data[i].sprite.destRec)){
if (objects->count == 1) {
objects->count = 0;
break;
}
objects->data[i] = objects->data[objects->count - 1];
objects->count--;
i--;
}
}
}
void SwapAndPopObjectsArrayOnPointCollision(ObjectArray *objects, const Vector2 point){
for (int i = 0; i < objects->count; i++){
if (CheckCollisionPointRec(point, objects->data[i].sprite.destRec)){
if (objects->count == 1) {
objects->count = 0;
break;
}
objects->data[i] = objects->data[objects->count - 1];
objects->count--;
i--;
}
}
}
Vector2 GetDirectionToObject(Object *object, Vector2 position){
return Vector2Normalize(Vector2Subtract(object->position, position));
}
void RenderObjectArray(const ObjectArray *objects){
for (int i = 0; i < objects->count; i++){
RenderSprite(&objects->data[i].sprite);
}
}
#endif // OBJECT_H
+36
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@@ -0,0 +1,36 @@
#ifndef SPRITE_H
#define SPRITE_H
#include <raylib.h>
typedef struct {
Texture2D texture;
Rectangle sourceRec;
Rectangle destRec;
Vector2 frameSize;
Vector2 origin;
float rotation;
Color color;
} Sprite;
void UpdateSpriteSourceRec(Sprite *sprite, const Vector2 *vector){
sprite->sourceRec.x = vector->x;
sprite->sourceRec.y = vector->y;
}
void UpdateSpriteDestRec(Sprite *sprite, const Vector2 *vector){
sprite->destRec.x = vector->x;
sprite->destRec.y = vector->y;
}
void RenderSprite(const Sprite *sprite){
DrawTexturePro(
sprite->texture,
sprite->sourceRec,
sprite->destRec,
sprite->origin,
sprite->rotation,
sprite->color
);
}
#endif // SPRITE_H
+30
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@@ -0,0 +1,30 @@
#ifndef TILESPRITE_H
#define TILESPRITE_H
#include <raylib.h>
#include "sprite.h"
typedef struct {
Sprite sprite;
Rectangle bounds;
} TileSprite;
void UpdateTileSpriteBounds(TileSprite *tileSprite, const Camera2D *camera){
tileSprite->bounds.x = (int)((camera->target.x - (GetScreenWidth() / 2.0f / camera->zoom)) / tileSprite->sprite.frameSize.x) - 1;
tileSprite->bounds.width = (int)((camera->target.x + (GetScreenWidth() / 2.0f / camera->zoom)) / tileSprite->sprite.frameSize.x) + 1;
tileSprite->bounds.y = (int)((camera->target.y - (GetScreenHeight() / 2.0f / camera->zoom)) / tileSprite->sprite.frameSize.y) - 1;
tileSprite->bounds.height = (int)((camera->target.y + (GetScreenHeight() / 2.0f / camera->zoom)) / tileSprite->sprite.frameSize.y) + 1;
}
void RenderTileSprite(TileSprite *tileSprite){
for (float y = tileSprite->bounds.y; y <= tileSprite->bounds.height; y++)
{
for (float x = tileSprite->bounds.x; x <= tileSprite->bounds.width; x++)
{
Vector2 tilePosition = {x * tileSprite->sprite.frameSize.x, y * tileSprite->sprite.frameSize.y};
UpdateSpriteDestRec(&tileSprite->sprite, &tilePosition);
RenderSprite(&tileSprite->sprite);
}
}
}
#endif //TILESPRITE_H
+22
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@@ -0,0 +1,22 @@
#ifndef VECTOR_H
#define VECTOR_H
#include <raylib.h>
typedef struct {
Vector2 *data;
size_t count;
} Vector2Array;
bool IsVectorZero(Vector2 v) {
float epsilon = 0.01f;
return (fabs(v.x) < epsilon && fabs(v.y) < epsilon);
}
Vector2 GetRandomVector(const Rectangle bounds) {
return (Vector2){
bounds.x + (float)GetRandomValue(0, 10000) / 10000.0f * bounds.width,
bounds.y + (float)GetRandomValue(0, 10000) / 10000.0f * bounds.height
};
}
#endif // VECTOR_H