This commit is contained in:
huaqo-games
2025-03-26 19:15:11 +01:00
parent da4f065fb4
commit 808997d343
50 changed files with 194 additions and 46 deletions
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+1
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@@ -8,3 +8,4 @@
- [ ] Create layers enum and render layers in their order. removes code order rendering. Group same layer (z) height object in one layer
- [ ] Fix asset include rotation temporary fix with 180
- [x] Custom Font and Title in Menu
- [ ] Cursord logic can be moved from game and menu to main but deactivatet at logo
+12 -23
View File
@@ -6,6 +6,7 @@
typedef enum {
NOT_CLICKED,
HOVER,
CLICKED
} ButtonState;
@@ -13,8 +14,10 @@ typedef struct
{
Sprite sprite;
Vector2 notClicked;
Vector2 hover;
Vector2 clicked;
bool isHovered;
bool isClicked;
} ImageButton;
typedef struct
@@ -22,7 +25,7 @@ typedef struct
Sprite sprite;
} ImageElement;
ImageButton CreateImageButton(ButtonState state, Texture2D *texture, const TextureAsset *asset, Vector2 *source, Vector2 *clicked, Rectangle *destRec){
ImageButton CreateImageButton(ButtonState state, Texture2D *texture, const TextureAsset *asset, Vector2 *source, Vector2 *clicked, Vector2 *hover, Rectangle *destRec){
return (ImageButton){
.sprite = {
.texture = *texture,
@@ -34,6 +37,7 @@ ImageButton CreateImageButton(ButtonState state, Texture2D *texture, const Textu
.color = WHITE
},
.notClicked = (Vector2){source->x, source->y},
.hover = *hover,
.clicked = *clicked
};
}
@@ -52,47 +56,32 @@ ImageElement CreateImageElement(Texture2D *texture, const TextureAsset *asset, V
};
}
void PrintImageButton(const ImageButton btn) {
printf("ImageButton:\n");
printf(" Sprite.texture: id = %d\n", btn.sprite.texture.id);
printf(" Sprite.sourceRec: x = %f, y = %f, width = %f, height = %f\n",
btn.sprite.sourceRec.x, btn.sprite.sourceRec.y,
btn.sprite.sourceRec.width, btn.sprite.sourceRec.height);
printf(" Sprite.destRec: x = %f, y = %f, width = %f, height = %f\n",
btn.sprite.destRec.x, btn.sprite.destRec.y,
btn.sprite.destRec.width, btn.sprite.destRec.height);
printf(" Sprite.frameSize: x = %f, y = %f\n",
btn.sprite.frameSize.x, btn.sprite.frameSize.y);
printf(" Sprite.origin: x = %f, y = %f\n",
btn.sprite.origin.x, btn.sprite.origin.y);
printf(" Sprite.rotation: %f\n", btn.sprite.rotation);
printf(" Sprite.color: r = %d, g = %d, b = %d, a = %d\n",
btn.sprite.color.r, btn.sprite.color.g,
btn.sprite.color.b, btn.sprite.color.a);
printf(" notClicked: x = %f, y = %f\n", btn.notClicked.x, btn.notClicked.y);
printf(" clicked: x = %f, y = %f\n", btn.clicked.x, btn.clicked.y);
}
int isImageButtonClicked(ImageButton *b, Sound soundHover, Sound soundClick){
if (CheckCollisionPointRec(GetMousePosition(), b->sprite.destRec)) {
if (!b->isHovered) {
PlaySound(soundHover);
b->isHovered = true;
UpdateSpriteSourceRec(&b->sprite, &b->hover);
}
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)){
if (!b->isClicked) {
PlaySound(soundClick);
b->isClicked = true;
UpdateSpriteSourceRec(&b->sprite, &b->clicked);
}
}
if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON))
{
PlaySound(soundClick);
b->isClicked = false;
b->isHovered = false;
UpdateSpriteSourceRec(&b->sprite, &b->notClicked);
return true;
}
} else {
UpdateSpriteSourceRec(&b->sprite, &b->notClicked);
b->isClicked = false;
b->isHovered = false;
}
return false;
+13 -2
View File
@@ -2,6 +2,7 @@
#define INPUT_H
typedef struct {
Vector2 screenPosition;
Vector2 worldPosition;
float zoomSpeed;
float minZoom;
@@ -10,17 +11,27 @@ typedef struct {
float wheelMove;
bool leftButton;
bool rightButton;
Texture2D cursorTexture;
} Mouse;
Mouse CreateMouse(float zoomSpeed, float minZoom, float maxZoom){
Mouse CreateMouse(float zoomSpeed, float minZoom, float maxZoom, Texture2D *texture){
HideCursor();
return (Mouse){
.zoomSpeed = zoomSpeed,
.minZoom = minZoom,
.maxZoom = maxZoom
.maxZoom = maxZoom,
.cursorTexture = *texture
};
}
void UpdateMouseScreen(Mouse *mouse){
mouse->screenPosition = GetMousePosition();
}
void UpdateMouse(Mouse *mouse, Camera2D *camera) {
mouse->screenPosition = GetMousePosition();
mouse->worldPosition = GetScreenToWorld2D(GetMousePosition(), *camera);
mouse->leftButton = IsMouseButtonDown(MOUSE_LEFT_BUTTON);
mouse->rightButton = IsMouseButtonDown(MOUSE_RIGHT_BUTTON);
+11
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@@ -40,4 +40,15 @@ void RenderSprite(const Sprite *sprite){
);
}
void PrintSprite(const Sprite *sprite) {
printf("Sprite:\n");
printf(" Sprite.texture: id = %d\n", sprite->texture.id);
printf(" Sprite.sourceRec: x = %f, y = %f, width = %f, height = %f\n", sprite->sourceRec.x, sprite->sourceRec.y, sprite->sourceRec.width, sprite->sourceRec.height);
printf(" Sprite.destRec: x = %f, y = %f, width = %f, height = %f\n", sprite->destRec.x, sprite->destRec.y, sprite->destRec.width, sprite->destRec.height);
printf(" Sprite.frameSize: x = %f, y = %f\n", sprite->frameSize.x, sprite->frameSize.y);
printf(" Sprite.origin: x = %f, y = %f\n", sprite->origin.x, sprite->origin.y);
printf(" Sprite.rotation: %f\n", sprite->rotation);
printf(" Sprite.color: r = %d, g = %d, b = %d, a = %d\n", sprite->color.r, sprite->color.g, sprite->color.b, sprite->color.a);
}
#endif // SPRITE_H
+70
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@@ -0,0 +1,70 @@
#ifndef BACKGROUND_H
#define BACKGROUND_H
#include "../engine/sprite.h"
#include "raylib.h"
typedef struct {
Sprite sprite;
float scrolling;
float scale;
float scrollSpeed;
Vector2 pos;
} Background;
void InitBackground(float scrollSpeed, Background *bg, Texture2D *texture, const TextureAsset *backgroundAsset){
bg->scrolling = 0.0f;
bg->scrollSpeed = scrollSpeed;
bg->scale = 1.0f;
bg->sprite = (Sprite){
.texture = *texture,
.sourceRec = (Rectangle){0.0f,0.0f,backgroundAsset->frameWidth, backgroundAsset->frameHeight},
.destRec = (Rectangle){0.0f,0.0f,(float)GetScreenWidth(),(float)GetScreenHeight()},
.origin = (Vector2){0.0f,0.0f},
.rotation = 0.0f,
.color = WHITE
};
}
void UpdateBackground(Background *bg){
bg->scrolling -= bg->scrollSpeed;
if (bg->scrolling <= -bg->sprite.texture.width * bg->scale) {
bg->scrolling = 0;
}
bg->pos = (Vector2){ bg->scrolling, 0.0f };
UpdateSpriteDestRec(&bg->sprite, &bg->pos);
}
void RenderBackground(Background *bg){
Sprite temp0 = bg->sprite;
float newX0 = bg->sprite.destRec.x + bg->sprite.texture.width * bg->scale * 2;
Vector2 newPos0 = {newX0, bg->sprite.destRec.y};
UpdateSpriteDestRec(&temp0, &newPos0);
RenderSprite(&temp0);
Sprite temp = bg->sprite;
float newX = bg->sprite.destRec.x + bg->sprite.texture.width * bg->scale;
Vector2 newPos = {newX, bg->sprite.destRec.y};
UpdateSpriteDestRec(&temp, &newPos);
RenderSprite(&temp);
RenderSprite(&bg->sprite);
Sprite temp2 = bg->sprite;
float newX2 = bg->sprite.destRec.x - bg->sprite.texture.width * bg->scale;
Vector2 newPos2 = {newX2, bg->sprite.destRec.y};
UpdateSpriteDestRec(&temp2, &newPos2);
RenderSprite(&temp2);
Sprite temp3 = bg->sprite;
float newX3 = bg->sprite.destRec.x - bg->sprite.texture.width * bg->scale * 2;
Vector2 newPos3 = {newX3, bg->sprite.destRec.y};
UpdateSpriteDestRec(&temp3, &newPos3);
RenderSprite(&temp3);
}
#endif // BACKGROUND_H
+4 -1
View File
@@ -64,7 +64,9 @@ void InitGame(GameState* g, Display *display){
// I/O
g->camera = CreateCamera(display->width, display->height, g->player.physics.position, 10.0f);
g->mouse = CreateMouse(0.10f, 5.0f, 10.0f);
g->mouse = CreateMouse(0.10f, 5.0f, 10.0f, &g->textures[CURSOR]);
}
@@ -97,6 +99,7 @@ void RenderGame(GameState* g){
BeginMode2D(g->camera);
RenderComponents(g);
EndMode2D();
DrawTextureRec(g->mouse.cursorTexture, (Rectangle){ 0, 0, g->mouse.cursorTexture.width, -g->mouse.cursorTexture.height }, (Vector2){ g->mouse.screenPosition.x, GetScreenHeight() - g->mouse.screenPosition.y - g->mouse.cursorTexture.height}, WHITE);
EndTextureMode();
BeginDrawing();
ClearBackground(BLACK);
+3 -1
View File
@@ -12,6 +12,7 @@ typedef enum {
BEE,
GRASS,
HIVE,
CURSOR,
TEX_COUNT
} TextureID;
@@ -22,7 +23,8 @@ const TextureAsset texAssets[TEX_COUNT] = {
{"assets/flower.png", 16.0f, 16.0f, 45.0f},
{"assets/character_bee.png", 16.0f, 16.0f, 0.0f},
{"assets/grass.png", 16.0f, 16.0f, 0.0f},
{"assets/hive.png", 32.0f, 32.0f, 0.0f}
{"assets/hive.png", 32.0f, 32.0f, 0.0f},
{"assets/SproutLandsUI/Spritesheets/Mouse sprites/TriangleMouseicon1.png", 16.0f, 16.0f, 0.0f }
};
////////////////////////////////////////////////////////////////////////////
+58 -14
View File
@@ -7,21 +7,31 @@
#include "../engine/gamegui.h"
#include "menuassets.h"
#include "colors.h"
#include "../engine/input.h"
#include "background.h"
#include "../engine/soundtrack.h"
typedef struct {
Assets assets;
Mouse mouse;
Texture2D textures[MENU_TEX_COUNT];
Sound sounds[MENU_SOUND_COUNT];
Soundtrack soundtracks[MENU_SOUNDTRACK_COUNT];
ImageElement board;
ImageButton playButton;
ImageButton quitButton;
int menuScale;
Background background;
Background midground;
Background foreground;
} MenuState;
void InitMenu(MenuState *m){
m->assets = (Assets){
.textureAssets = menuTextureAssets,
.soundAssets = menuSoundAssets
.soundAssets = menuSoundAssets,
.soundtrackAssets = menuSoundtrackAssets
};
for (int i = 0; i < MENU_TEX_COUNT; i++){
@@ -32,14 +42,26 @@ void InitMenu(MenuState *m){
m->sounds[i] = LoadSound(m->assets.soundAssets[i].path);
}
int menuScale = 4;
for (int i = 0; i < MENU_SOUNDTRACK_COUNT; i++){
m->soundtracks[i] = LoadSoundtrack(m->assets.soundtrackAssets[i].path);
}
InitBackground(0.1f, &m->background, &m->textures[MENU_CLOUD_BACKGROUND], &m->assets.textureAssets[MENU_CLOUD_BACKGROUND]);
InitBackground(0.2f, &m->midground, &m->textures[MENU_CLOUD_MIDGROUND], &m->assets.textureAssets[MENU_CLOUD_MIDGROUND]);
InitBackground(0.3f, &m->foreground, &m->textures[MENU_CLOUD_FOREGROUND], &m->assets.textureAssets[MENU_CLOUD_FOREGROUND]);
m->mouse = CreateMouse(0.10f, 5.0f, 10.0f, &m->textures[MENU_CURSOR_TEX]);
m->menuScale = 4;
int screenWidth = GetScreenWidth();
int screenHeight = GetScreenHeight();
Vector2 screenCenter = {screenWidth / 2, screenHeight / 2};
int boardWidth = screenWidth / menuScale * 3.0f;
float boardScaleFactor = (float)boardWidth / m->assets.textureAssets[BOARD].frameWidth;
int boardHeight = (int)(m->assets.textureAssets[BOARD].frameHeight * boardScaleFactor);
int boardWidth = screenWidth / m->menuScale * 2.5f;
float boardScaleFactor = (float)boardWidth / m->assets.textureAssets[MENU_BOARD_TEX].frameWidth;
int boardHeight = (int)(m->assets.textureAssets[MENU_BOARD_TEX].frameHeight * boardScaleFactor);
Vector2 boardSource = {128.0f,0.0f};
Rectangle boardDestRec = {
@@ -49,17 +71,19 @@ void InitMenu(MenuState *m){
.height = boardHeight
};
m->board = CreateImageElement(&m->textures[BOARD], &m->assets.textureAssets[BOARD], &boardSource, &boardDestRec);
m->board = CreateImageElement(&m->textures[MENU_BOARD_TEX], &m->assets.textureAssets[MENU_BOARD_TEX], &boardSource, &boardDestRec);
int buttonWidth = screenWidth / menuScale;
float buttonScaleFactor = (float)buttonWidth / m->assets.textureAssets[BIG_BUTTONS].frameWidth;
int buttonHeight = (int)(m->assets.textureAssets[BIG_BUTTONS].frameHeight * buttonScaleFactor);
int buttonWidth = screenWidth / m->menuScale;
float buttonScaleFactor = (float)buttonWidth / m->assets.textureAssets[MENU_BIG_BUTTONS_TEX].frameWidth;
int buttonHeight = (int)(m->assets.textureAssets[MENU_BIG_BUTTONS_TEX].frameHeight * buttonScaleFactor);
int buttonSpacing = buttonHeight;
Vector2 playButtonNotPressed = { 0.0f, 96.0f};
Vector2 quitButtonNotPressed = { 0.0f, 0.0f};
Vector2 playButtonPressed = { 96.0f, 96.0f};
Vector2 quitButtonPressed = { 96.0f, 0.0f};
Vector2 playButtonHover = { 96.0f, 96.0f};
Vector2 quitButtonHover = { 96.0f, 0.0f};
Vector2 playButtonPressed = { 192.0f, 96.0f};
Vector2 quitButtonPressed = { 192.0f, 0.0f};
Rectangle playButtonDestRec = {
.x = screenCenter.x - (buttonWidth / 2),
@@ -75,13 +99,20 @@ void InitMenu(MenuState *m){
.height = buttonHeight
};
m->playButton = CreateImageButton(NOT_CLICKED, &m->textures[BIG_BUTTONS], &m->assets.textureAssets[BIG_BUTTONS], &playButtonNotPressed, &playButtonPressed, &playButtonDestRec);
m->quitButton = CreateImageButton(NOT_CLICKED, &m->textures[BIG_BUTTONS], &m->assets.textureAssets[BIG_BUTTONS], &quitButtonNotPressed, &quitButtonPressed, &quitButtonDestRec);
m->playButton = CreateImageButton(NOT_CLICKED, &m->textures[MENU_BIG_BUTTONS_TEX], &m->assets.textureAssets[MENU_BIG_BUTTONS_TEX], &playButtonNotPressed, &playButtonPressed, &playButtonHover, &playButtonDestRec);
m->quitButton = CreateImageButton(NOT_CLICKED, &m->textures[MENU_BIG_BUTTONS_TEX], &m->assets.textureAssets[MENU_BIG_BUTTONS_TEX], &quitButtonNotPressed, &quitButtonPressed, &quitButtonHover, &quitButtonDestRec);
}
void UpdateMenu(MenuState *m, State *state){
for (int i = 0; i < MENU_SOUNDTRACK_COUNT; i++){ UpdateSoundtrack(&m->soundtracks[i]); }
UpdateBackground(&m->background);
UpdateBackground(&m->midground);
UpdateBackground(&m->foreground);
UpdateMouseScreen(&m->mouse);
if (isImageButtonClicked(&m->playButton, m->sounds[HOVER_SOUND], m->sounds[CLICK_SOUND])){
state->gameStarted = true;
state->currentScreen = GAMEPLAY;
@@ -96,11 +127,22 @@ void UpdateMenu(MenuState *m, State *state){
void RenderMenu(MenuState *m, Font *font, const char* name){
BeginDrawing();
ClearBackground(WHITE);
RenderBackground(&m->background);
RenderBackground(&m->midground);
RenderBackground(&m->foreground);
renderImageElement(&m->board);
renderImageButton(&m->playButton);
renderImageButton(&m->quitButton);
int textWidth = MeasureText(name, font->baseSize);
DrawTextEx(*font, name, (Vector2){ GetScreenWidth() / 2 - textWidth / 2, textWidth / 4}, (float)font->baseSize, 2, WHITE);
DrawTexturePro(
m->mouse.cursorTexture,
(Rectangle){ 0, 0, m->mouse.cursorTexture.width, m->mouse.cursorTexture.height},
(Rectangle){m->mouse.screenPosition.x, m->mouse.screenPosition.y, m->mouse.cursorTexture.width, m->mouse.cursorTexture.height},
(Vector2){0.0f, 0.0f},
0.0f,
WHITE
);
DrawFPS(10, 10);
EndDrawing();
}
@@ -108,6 +150,8 @@ void RenderMenu(MenuState *m, Font *font, const char* name){
void CleanupMenu(MenuState *m){
for (int i = 0; i < MENU_SOUND_COUNT; i++){ UnloadSound(m->sounds[i]); }
for (int i = 0; i < MENU_TEX_COUNT; i++){ if (m->textures[i].id > 0) { UnloadTexture(m->textures[i]); } }
for (int i = 0; i < MENU_SOUNDTRACK_COUNT; i++){ UnloadMusicStream(m->soundtracks[i].music); }
}
#endif // MENU_H
+20 -3
View File
@@ -3,14 +3,31 @@
#include "../engine/asset.h"
typedef enum {
BIG_BUTTONS,
BOARD,
MENU_CURSOR_TEX,
MENU_BIG_BUTTONS_TEX,
MENU_BOARD_TEX,
MENU_CLOUD_BACKGROUND,
MENU_CLOUD_MIDGROUND,
MENU_CLOUD_FOREGROUND,
MENU_TEX_COUNT
} MenuTextureID;
const TextureAsset menuTextureAssets[MENU_TEX_COUNT] = {
{"assets/SproutLandsUI/Spritesheets/UIBigPlayButton.png", 96.0f, 32.0f, 180.0f},
{"assets/SproutLandsUI/Spritesheets/Mouse sprites/TriangleMouseicon1.png", 16.0f, 16.0f, 0.0f },
{"assets/SproutLandsUI/Spritesheets/UIBigPlayButtonHover.png", 96.0f, 32.0f, 180.0f},
{"assets/SproutLandsUI/Spritesheets/Settingmenu.png", 128.0f, 144.0f, 180.0f},
{"assets/Clouds/Clouds1/1.png", 576.0f, 324.0f, 180.0f},
{"assets/Clouds/Clouds1/2.png", 576.0f, 324.0f, 180.0f},
{"assets/Clouds/Clouds1/4.png", 576.0f, 324.0f, 180.0f}
};
typedef enum {
MENU_MUSIC,
MENU_SOUNDTRACK_COUNT
} MenuSoundtrackID;
const SoundtrackAsset menuSoundtrackAssets[MENU_SOUNDTRACK_COUNT] = {
{"assets/merrygoround.wav"}
};
typedef enum {