Bee movement, infinite tiles, flowers with random position

This commit is contained in:
huaqo-games
2025-02-01 23:41:10 +01:00
parent 1c25a89c94
commit 6f0e344492
12 changed files with 415 additions and 139 deletions
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CXX = clang++
CXX = clang
EMCC = emcc
FLAGS = -Wall -std=c++17 $(shell pkg-config --libs --cflags raylib)
SRC = scripts/main.cpp
FLAGS = -std=c99 -g -Wall -Werror -Wpedantic -Wconversion -Wshadow -Wstrict-prototypes -fsanitize=address,undefined -O0 $(shell pkg-config --libs --cflags raylib)
SRC = scripts/main.c
# ARM Build
ARM_TARGET = bin/game
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<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple Computer//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>CFBundleDevelopmentRegion</key>
<string>English</string>
<key>CFBundleIdentifier</key>
<string>com.apple.xcode.dsym.game</string>
<key>CFBundleInfoDictionaryVersion</key>
<string>6.0</string>
<key>CFBundlePackageType</key>
<string>dSYM</string>
<key>CFBundleSignature</key>
<string>????</string>
<key>CFBundleShortVersionString</key>
<string>1.0</string>
<key>CFBundleVersion</key>
<string>1</string>
</dict>
</plist>
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---
triple: 'arm64-apple-darwin'
binary-path: 'bin/game'
relocations: []
...
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#include <raylib.h>
// WHITE, Color,
// KEY_RIGHT, KEY_LEFT, KEY_DOWN, KEY_UP, IsKeyDown(),
// InitWindow(), SetTargetFPS(), WindowShouldClose(), GetFrameTime(), CloseWindow()
// Music, InitAudioDevice(), LoadMusicStream(), PlayMusicStream(), UpdateMusicStream(), UnloadMusicStream(), CloseAudioDevice(),
// Texture2D, Rectangle, Vector2, LoadTexture(), DrawTexturePro(), UnloadTexture(),
// BeginDrawing(), EndDrawing(), ClearBackground(),
// Camera2D, BeginMode2D(), EndMode2D()
#include <raymath.h> // Vector2Length(), Vector2Normalize(), Vector2Add(), Vector2Scale(), Lerp()
#include <stdlib.h> // rand(), srand()
#include <time.h> // time()
#include <string.h> // memcpy()
#include <stdio.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;
// Pure functions
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;
}
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;
}
// Mutator Functions
void GetDirectionFromInput(Vector2 *direction){
*direction = (Vector2){0.0f, 0.0f};
if (IsKeyDown(KEY_RIGHT) || IsKeyDown(KEY_D)){ direction->x += 1.0f; }
if (IsKeyDown(KEY_LEFT) || IsKeyDown(KEY_A)){ direction->x -= 1.0f; }
if (IsKeyDown(KEY_DOWN) || IsKeyDown(KEY_S)){ direction->y += 1.0f; }
if (IsKeyDown(KEY_UP) || IsKeyDown(KEY_W)){ direction->y -= 1.0f; }
if (Vector2Length(*direction) > 0.0f) { *direction = Vector2Normalize(*direction); }
}
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 UpdateEntity(Entity *entity) {
GetDirectionFromInput(&entity->direction);
SetRotationOnDirection(&entity->direction, &entity->animSprite.sprite.rotation);
SetPositionOnDirectionAndVelocity(&entity->direction, &entity->velocity, &entity->position);
SetDestRecOnPosition(&entity->position, &entity->animSprite.sprite);
SetAnimSpriteOnFrameTime(&entity->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 SwapAndPopObjectsArrayOnCollision(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 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);
}
}
// Main
int main(void)
{
// Load
// SetConfigFlags(FLAG_VSYNC_HINT);
InitWindow(1280, 720, "Lazy Bee");
InitAudioDevice();
Music music = LoadMusicStream("assets/beez.mp3");
PlayMusicStream(music);
TileSprite floor = {
.sprite = {
.texture = LoadTexture("assets/grass.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
},
.bounds = {0.0f,0.0f,0.0f,0.0f}
};
Object hive = {
.sprite = {
.texture = LoadTexture("assets/hive.png"),
.frameSize = {32.0f,32.0f},
.sourceRec = {0.0f, 0.0f, 32.0f, 32.0f},
.destRec = {0.0f, 0.0f, 32.0f, 32.0f},
.origin = {16.0f, 16.0f},
.rotation = 0.0f,
.color = WHITE
},
.position = (Vector2){0.0f,0.0f}
};
Texture2D flower = LoadTexture("assets/flower.png");
ObjectArray flowers = CreateObjectArray(&(Object){
.sprite = {
.texture = flower,
.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 = 45.0f,
.color = WHITE
},
.position = {0.0f, 0.0f}
}, 10);
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 = {
.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
},
.position = hive.position,
.direction = (Vector2){0.0f,0.0f},
.velocity = 50.0f
};
Camera2D camera = {
.offset = (Vector2){GetScreenWidth() / 2.0f, GetScreenHeight() / 2.0f},
.target = player.position,
.rotation = 0.0f,
.zoom = 10.0f
};
float followSmoothness = 5.0f;
Vector2 mousePoint = { 0.0f, 0.0f};
// Update & Render
while (!WindowShouldClose())
{
// Update
mousePoint = GetMousePosition();
UpdateMusicStream(music);
UpdateTileSprite(&floor, &camera);
UpdateEntity(&player);
UpdateCamera2D(&camera, &player, followSmoothness);
SwapAndPopObjectsArrayOnCollision(&flowers, player.animSprite.sprite.destRec);
// Render
BeginDrawing();
ClearBackground(BLACK);
BeginMode2D(camera);
RenderTileSprite(&floor);
RenderSprite(&hive.sprite);
RenderObjectArray(&flowers);
RenderSprite(&player.animSprite.sprite);
EndMode2D();
DrawFPS(10,10);
EndDrawing();
}
// Unload
UnloadTexture(floor.sprite.texture);
UnloadTexture(hive.sprite.texture);
UnloadTexture(flower);
UnloadTexture(player.animSprite.sprite.texture);
UnloadMusicStream(music);
free(flowers.data);
// Close
CloseAudioDevice();
CloseWindow();
return 0;
}
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#include <raylib.h>
#include <raymath.h>
Vector2 getDirection(){
Vector2 direction = {0.0f, 0.0f};
if (IsKeyDown(KEY_RIGHT) || IsKeyDown(KEY_D)){ direction = Vector2Add(direction, {1.0f , 0.0f}); }
if (IsKeyDown(KEY_LEFT) || IsKeyDown(KEY_A)){ direction = Vector2Add(direction, {-1.0f, 0.0f}); }
if (IsKeyDown(KEY_DOWN) || IsKeyDown(KEY_S)){ direction = Vector2Add(direction, {0.0f, 1.0f}); }
if (IsKeyDown(KEY_UP) || IsKeyDown(KEY_W)){ direction = Vector2Add(direction, {0.0f, -1.0f}); }
if (Vector2Length(direction) > 0.0f) { direction = Vector2Normalize(direction); }
return direction;
}
int main()
{
int screenWidth = 1280;
int screenHeight = 720;
InitWindow(screenWidth, screenHeight, "Lazy Bee");
SetTargetFPS(60);
// Init Audio
InitAudioDevice();
Music music = LoadMusicStream("assets/beez.mp3");
PlayMusicStream(music);
// Init Tiles
Texture2D tileTexture = LoadTexture("assets/grass.png");
Vector2 tileFrameSize = {16.0f, 16.0f};
Rectangle tileSourceRec = { tileFrameSize.x, tileFrameSize.y, tileFrameSize.x, tileFrameSize.y};
// Init Character
Texture2D characterTexture = LoadTexture("assets/character_bee.png");
Vector2 charFrameSize = {16.0f, 16.0f};
Rectangle charSourceRec = {0.0f, 0.0f, charFrameSize.x, charFrameSize.y};
Vector2 charPosition = {0.0f, 0.0f};
Vector2 charOrigin = {charFrameSize.x / 2.0f, charFrameSize.y / 2.0f};
float charRotation = 0.0f;
// Init Character Animation
int currentFrame = 0;
int framesCounter = 0;
int framesSpeed = 10;
// Init Camera
Camera2D camera = { 0 };
camera.target = charPosition;
camera.offset = (Vector2){screenWidth / 2.0f, screenHeight / 2.0f};
camera.rotation = 0.0f;
camera.zoom = 10.0f;
// Init hive
Texture2D hiveTexture = LoadTexture("assets/hive.png");
Vector2 hiveFrameSize = {32.0f,32.0f};
Rectangle hiveSourceRec = {0.0f, 0.0f, hiveFrameSize.x, hiveFrameSize.y};
Vector2 hivePosition = {0.0f,0.0f};
Rectangle hiveDestRec = {hivePosition.x, hivePosition.y, hiveFrameSize.x, hiveFrameSize.y};
Vector2 hiveOrigin = {hiveFrameSize.x / 2.0f, hiveFrameSize.y / 2.0f};
while (!WindowShouldClose())
{
UpdateMusicStream(music);
// Update Char Movement
Vector2 direction = getDirection();
Vector2 targetPosition = Vector2Add(charPosition, Vector2Scale(direction, 100.0f * GetFrameTime()));
charPosition = {Lerp(charPosition.x, targetPosition.x, 0.3f),Lerp(charPosition.y, targetPosition.y, 0.3f)};
// Update Char Rotation
if (Vector2Length(direction) > 0.0f) {
float targetRotation = atan2(direction.y, direction.x) * (180.0f / PI) + 90.0f;
charRotation = Lerp(charRotation, targetRotation, 0.1f);
}
// Update Char Animation
framesCounter++;
if (framesCounter >= (60 / framesSpeed))
{
framesCounter = 0;
currentFrame++;
if (currentFrame >= 4)
currentFrame = 0;
charSourceRec.y = currentFrame * charFrameSize.y;
}
// Update Char Camera
camera.target = charPosition;
// Render
BeginDrawing();
ClearBackground(BLACK);
BeginMode2D(camera);
// Render Tiles
float left = camera.target.x - (screenWidth / 2.0f / camera.zoom);
float right = camera.target.x + (screenWidth / 2.0f / camera.zoom);
float top = camera.target.y - (screenHeight / 2.0f / camera.zoom);
float bottom = camera.target.y + (screenHeight / 2.0f / camera.zoom);
int startX = (int)(left / tileFrameSize.x) - 1;
int endX = (int)(right / tileFrameSize.x) + 1;
int startY = (int)(top / tileFrameSize.y) - 1;
int endY = (int)(bottom / tileFrameSize.y) + 1;
for (int y = startY; y <= endY; y++)
{
for (int x = startX; x <= endX; x++)
{
Vector2 tilePosition = {x * tileFrameSize.x, y * tileFrameSize.y};
Rectangle tileDestRec = {tilePosition.x, tilePosition.y, tileFrameSize.x, tileFrameSize.y};
DrawTexturePro(tileTexture, tileSourceRec, tileDestRec, (Vector2){0.0f, 0.0f}, 0.0f, WHITE);
}
}
// Render Hive
DrawTexturePro(hiveTexture, hiveSourceRec, hiveDestRec, hiveOrigin, 0.0f, WHITE);
// Render Character
Rectangle charDestRec = {charPosition.x, charPosition.y, charFrameSize.x, charFrameSize.y};
DrawTexturePro(characterTexture, charSourceRec, charDestRec, charOrigin, charRotation, WHITE);
EndMode2D();
EndDrawing();
}
// Unload Character
UnloadTexture(characterTexture);
UnloadTexture(tileTexture);
UnloadMusicStream(music);
CloseAudioDevice();
CloseWindow();
return 0;
}
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#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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