big refactor

This commit is contained in:
2025-04-11 22:01:30 +02:00
parent 68412a7d7a
commit 928842c4c2
42 changed files with 1429 additions and 3312 deletions
-33
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@@ -1,33 +0,0 @@
#ifndef APP_H
#define APP_H
#include "engine/applicationstate.h"
#include "engine/display.h"
#include "engine/screen.h"
#include "game/logo.h"
#include "game/menu.h"
#include "game/game.h"
typedef struct {
State state;
Display display;
Font font;
LogoState logo;
GameState game;
MenuState menu;
} Application;
void InitApp(Application* app){
app->state.currentScreen = LOGO;
app->state.running = true;
app->state.gameStarted = false;
app->state.flagFPS = true;
app->display = (Display){
.name = "The Last Hive",
.width = 1280,
.height = 720
};
app->font = LoadFont("assets/SproutLandsUI/fonts/pixelFont-7-8x14-sproutLands.fnt");
}
#endif //APP_H
-29
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@@ -1,29 +0,0 @@
#ifndef ANIMATION_H
#define ANIMATION_H
typedef struct {
int state;
int currentFrame;
int maxFrame;
int framesCounter;
int framesSpeed;
float animTimer;
} Animation;
void UpdateAnimation(Animation *animation, float deltaTime) {
animation->animTimer += deltaTime;
float frameTime = 1.0f / animation->framesSpeed;
if (animation->animTimer < frameTime) {
return;
}
animation->animTimer -= frameTime;
animation->currentFrame++;
if (animation->currentFrame >= animation->maxFrame) {
animation->currentFrame = 0;
}
}
#endif // ANIMATION_H
-13
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@@ -1,13 +0,0 @@
#ifndef APPLICATIONSTATE_H
#define APPLICATIONSTATE_H
#include "screen.h"
typedef struct {
Screen currentScreen;
bool running;
bool gameStarted;
bool flagFPS;
} State;
#endif // APPLICATIONSTATE_H
-30
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@@ -1,30 +0,0 @@
#ifndef ASSET_H
#define ASSET_H
typedef struct {
const char* path;
float frameWidth;
float frameHeight;
float rotation;
} TextureAsset;
typedef struct {
const char* path;
} ShaderAsset;
typedef struct {
const char* path;
} SoundtrackAsset;
typedef struct {
const char* path;
} SoundAsset;
typedef struct {
const TextureAsset *textureAssets;
const ShaderAsset *shaderAssets;
const SoundtrackAsset *soundtrackAssets;
const SoundAsset *soundAssets;
} Assets;
#endif // ASSET_H
-29
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@@ -1,29 +0,0 @@
#ifndef CAMERA_H
#define CAMERA_H
#include "input.h"
Camera2D CreateCamera(int screenWidth, int screenHeight, Vector2 playerPosition, float initZoom){
return (Camera2D){
.offset = (Vector2){screenWidth / 2.0f, screenHeight / 2.0f},
.target = playerPosition,
.rotation = 0.0f,
.zoom = initZoom
};
}
void UpdateCameraTarget(Camera2D *camera, Vector2 *position, const float smoothness){
camera->target = Vector2Lerp(camera->target, *position, smoothness * GetFrameTime());
}
void UpdateCameraZoom(Camera2D *camera, const float *scaleFactor, const float *minZoom, const float *maxZoom){
float targetZoom = Clamp(camera->zoom * *scaleFactor, *minZoom, *maxZoom);
camera->zoom = Lerp(camera->zoom, targetZoom, 0.1f);
}
void UpdateCamera2D(Camera2D* camera, Vector2* position, Mouse* mouse){
UpdateCameraTarget(camera, position, 5.0f);
UpdateCameraZoom(camera, &mouse->scaleFactor, &mouse->minZoom, &mouse->maxZoom);
}
#endif // CAMERA_H
-10
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@@ -1,10 +0,0 @@
#ifndef DISPLAY_H
#define DISPLAY_H
typedef struct {
int width;
int height;
const char* name;
} Display;
#endif // DISPLAY_H
-99
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@@ -1,99 +0,0 @@
#ifndef GAMEGUI_H
#define GAMEGUI_H
#include "sprite.h"
#include <raylib.h>
typedef enum {
NOT_CLICKED,
HOVER,
CLICKED
} ButtonState;
typedef struct
{
Sprite sprite;
Vector2 notClicked;
Vector2 hover;
Vector2 clicked;
bool isHovered;
bool isClicked;
} ImageButton;
typedef struct
{
Sprite sprite;
} ImageElement;
ImageButton CreateImageButton(ButtonState state, Texture2D *texture, const TextureAsset *asset, Vector2 *source, Vector2 *clicked, Vector2 *hover, Rectangle *destRec){
return (ImageButton){
.sprite = {
.texture = *texture,
.sourceRec = (Rectangle){ source->x, source->y, asset->frameWidth, asset->frameHeight},
.destRec = *destRec,
.frameSize = (Vector2){asset->frameWidth, asset->frameHeight},
.origin = (Vector2){0.0f, 0.0f},
.rotation = 0.0f,
.color = WHITE
},
.notClicked = (Vector2){source->x, source->y},
.hover = *hover,
.clicked = *clicked
};
}
ImageElement CreateImageElement(Texture2D *texture, const TextureAsset *asset, Vector2 *source, Rectangle *destRec){
return (ImageElement){
.sprite = {
.texture = *texture,
.sourceRec = (Rectangle){ source->x, source->y, asset->frameWidth, asset->frameHeight},
.destRec = *destRec,
.frameSize = (Vector2){asset->frameWidth, asset->frameHeight},
.origin = (Vector2){0.0f, 0.0f},
.rotation = 0.0f,
.color = WHITE
}
};
}
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))
{
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;
}
void renderImageButton(ImageButton *b) {
RenderSprite(&b->sprite);
}
void renderImageElement(ImageElement *e){
RenderSprite(&e->sprite);
}
#endif // GAMEGUI_H
-29
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@@ -1,29 +0,0 @@
#ifndef GUI_H
#define GUI_H
#define RAYGUI_IMPLEMENTATION
#include "../../include/raygui.h"
typedef struct
{
Rectangle rec;
char *text;
} Button;
void initButton(Button *b, char *text, int buttonWidth, int buttonHeight, int buttonPosX, int buttonPosY)
{
b->rec = (Rectangle){buttonPosX - buttonWidth / 2, buttonPosY - buttonHeight / 2, buttonWidth, buttonHeight};
b->text = text;
}
int isButtonClicked(Button *b)
{
return (CheckCollisionPointRec(GetMousePosition(), b->rec) && IsMouseButtonPressed(MOUSE_LEFT_BUTTON));
}
void renderButton(Button *b)
{
GuiButton(b->rec, b->text);
}
#endif // GUI_H
-59
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@@ -1,59 +0,0 @@
#ifndef INPUT_H
#define INPUT_H
typedef struct {
Vector2 screenPosition;
Vector2 worldPosition;
float zoomSpeed;
float minZoom;
float maxZoom;
float scaleFactor;
float wheelMove;
bool leftButton;
bool rightButton;
Texture2D cursorTexture;
} Mouse;
Mouse CreateMouse(float zoomSpeed, float minZoom, float maxZoom, Texture2D *texture){
HideCursor();
return (Mouse){
.zoomSpeed = zoomSpeed,
.minZoom = minZoom,
.maxZoom = maxZoom,
.cursorTexture = *texture
};
}
void UpdateMouseScreen(Mouse *mouse){
mouse->screenPosition = GetMousePosition();
}
void UpdateMouse(Mouse *mouse, Camera2D *camera) {
Vector2 pos = GetMousePosition();
mouse->screenPosition = pos;
mouse->worldPosition = GetScreenToWorld2D(pos, *camera);
mouse->leftButton = IsMouseButtonDown(MOUSE_LEFT_BUTTON);
mouse->rightButton = IsMouseButtonDown(MOUSE_RIGHT_BUTTON);
mouse->wheelMove = GetMouseWheelMove();
if (mouse->wheelMove != 0) {
float zoomFactor = 1.0f + (mouse->zoomSpeed * fabsf(mouse->wheelMove));
mouse->scaleFactor = (mouse->wheelMove < 0) ? (1.0f / zoomFactor) : zoomFactor;
} else {
mouse->scaleFactor = 1.0f;
}
}
Vector2 GetDirectionVector(void){
Vector2 vector = {.x = 0.0f, .y = 0.0f};
if (IsKeyDown(KEY_RIGHT) || IsKeyDown(KEY_D)){vector.x += 1.0f; }
if (IsKeyDown(KEY_LEFT) || IsKeyDown(KEY_A)){ vector.x -= 1.0f; }
if (IsKeyDown(KEY_UP) || IsKeyDown(KEY_W)){ vector.y -= 1.0f; }
if (IsKeyDown(KEY_DOWN) || IsKeyDown(KEY_S)){ vector.y += 1.0f; }
if (Vector2Length(vector) > 0.0f) {vector = Vector2Normalize(vector); }
return vector;
}
#endif //INPUT_H
-129
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@@ -1,129 +0,0 @@
#ifndef OBJECT_H
#define OBJECT_H
#include "sprite.h"
#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 = (Object* )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 || objects->data == NULL) {
return NULL;
}
return &objects->data[GetRandomValue(0, (int)objects->count-1)];
}
void AddObjectToArray(ObjectArray *objects, const Object *prototype, Vector2 position) {
Object *newData = (Object* )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--;
}
}
objects->data = (Object*)realloc(objects->data, objects->count * sizeof(Object));
}
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--;
}
}
objects->data = (Object*)realloc(objects->data, objects->count * sizeof(Object));
}
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
-33
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@@ -1,33 +0,0 @@
#ifndef PHYSICS_H
#define PHYSICS_H
typedef struct {
Vector2 position;
Vector2 direction;
Vector2 velocity;
float speed;
} Physics;
void UpdatePhysicsDirection(Vector2 *direction, Vector2 vector){
*direction = Vector2Normalize(vector);
}
void UpdatePhysicsVelocity(Vector2 *velocity, Vector2 *direction, float *speed){
*velocity = Vector2Scale(*direction, *speed * GetFrameTime());
}
void UpdatePhysicsPosition(Vector2 *position, Vector2 *velocity) {
*position = Vector2Add(*position, *velocity);
}
void UpdatePhysicsSpeed(float *speed, float *newSpeed){
*speed = *newSpeed;
}
void UpdatePhysics(Physics *physics, Vector2 direction){
UpdatePhysicsDirection(&physics->direction, direction);
UpdatePhysicsVelocity(&physics->velocity, &physics->direction, &physics->speed);
UpdatePhysicsPosition(&physics->position, &physics->velocity);
}
#endif // PHYSICS_H
-46
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@@ -1,46 +0,0 @@
#ifndef POSTFX_H
#define POSTFX_H
typedef struct {
Shader shader;
int resolutionLoc;
int strengthLoc;
float strength;
} PostProcessing;
PostProcessing CreatePostFX(const char* shaderPath){
PostProcessing postFX = {0};
postFX.shader = LoadShader(NULL, shaderPath);
if (postFX.shader.id == 0) {
TraceLog(LOG_ERROR, "Failed to load shader: %s", shaderPath);
return postFX;
}
postFX.strength = 0.3f;
postFX.resolutionLoc = GetShaderLocation(postFX.shader, "resolution");
postFX.strengthLoc = GetShaderLocation(postFX.shader, "strength");
Vector2 resolution = { (float)GetScreenWidth(), (float)GetScreenHeight() };
SetShaderValue(postFX.shader, postFX.resolutionLoc, &resolution, SHADER_UNIFORM_VEC2);
return postFX;
}
void UpdatePostFX(PostProcessing *postFX){
if (postFX->shader.id == 0) return;
SetShaderValue(postFX->shader, postFX->strengthLoc, &postFX->strength, SHADER_UNIFORM_FLOAT);
Vector2 resolution = { (float)GetScreenWidth(), (float)GetScreenHeight() };
SetShaderValue(postFX->shader, postFX->resolutionLoc, &resolution, SHADER_UNIFORM_VEC2);
}
void RenderPostFX(PostProcessing *postFX, RenderTexture2D *target){
BeginShaderMode(postFX->shader);
DrawTextureRec(target->texture, (Rectangle){ 0, 0, target->texture.width, -target->texture.height }, (Vector2){ 0, 0 }, WHITE);
EndShaderMode();
}
void UnloadPostFX(PostProcessing *postFX){
if (postFX->shader.id == 0) return;
UnloadShader(postFX->shader);
}
#endif // POSTFX_H
-10
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@@ -1,10 +0,0 @@
#ifndef SCREEN_H
#define SCREEN_H
typedef enum Screen {
LOGO = 0,
MENU,
GAMEPLAY
} Screen;
#endif // SCREEN_H
-23
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@@ -1,23 +0,0 @@
#ifndef SOUNDTRACK_H
#define SOUNDTRACK_H
typedef struct {
Music music;
bool playing;
} Soundtrack;
Soundtrack LoadSoundtrack(const char* musicPath){
Soundtrack soundtrack = {
.music = LoadMusicStream(musicPath),
.playing = 0
};
PlayMusicStream(soundtrack.music);
return soundtrack;
}
void UpdateSoundtrack(Soundtrack *soundtrack){
UpdateMusicStream(soundtrack->music);
}
#endif // SOUNDTRACK_H
-54
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@@ -1,54 +0,0 @@
#ifndef SPRITE_H
#define SPRITE_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 UpdateSpriteRotation(Sprite *sprite, Vector2 *vector){
if(Vector2Length(*vector) <= 0.0f){
return;
}
float targetRotation = (float)atan2(vector->y, vector->x) * (180.0f / PI) + 90.0f;
sprite->rotation = Lerp(sprite->rotation, targetRotation, 0.1f);
}
void RenderSprite(const Sprite *sprite){
DrawTexturePro(
sprite->texture,
sprite->sourceRec,
sprite->destRec,
sprite->origin,
sprite->rotation,
sprite->color
);
}
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
-21
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@@ -1,21 +0,0 @@
#ifndef VECTOR_H
#define VECTOR_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
-70
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@@ -1,70 +0,0 @@
#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
-76
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@@ -1,76 +0,0 @@
#ifndef BEE_H
#define BEE_H
#include "../engine/sprite.h"
#include "../engine/animation.h"
#include "../engine/physics.h"
#include "../engine/object.h"
typedef enum {
FLYING
} BeeAnimationState;
typedef struct {
Sprite sprite;
Animation animation;
Physics physics;
Object target;
Object hive;
int flowerCount;
} Bee;
Bee CreateBee(BeeAnimationState animState, Texture2D texture, float frameWidth, int maxFrame, int framesSpeed, Vector2 position, float speed, ObjectArray* target, Object* base){
return (Bee){
.sprite = {
.texture = texture,
.frameSize = {frameWidth, frameWidth},
.sourceRec = {0.0f, 0.0f, frameWidth, frameWidth},
.destRec = {0.0f, 0.0f, frameWidth, frameWidth},
.origin = {frameWidth / 2, frameWidth / 2},
.rotation = 0.0f,
.color = WHITE
},
.animation = {
.state = animState,
.currentFrame = 0,
.maxFrame = maxFrame,
.framesCounter = 0,
.framesSpeed = framesSpeed,
.animTimer = 0.0f
},
.physics = {
.position = position,
.direction = (Vector2){0.0f,0.0f},
.speed = speed
},
.target = *GetRandomObject(target),
.hive = *base
};
}
void UpdateBee(Bee* bee, ObjectArray* flowers, Object* hive){
const float tolerance = 1.0f;
if (bee->flowerCount < 4){
if (fabs(bee->physics.position.x - bee->target.position.x) < tolerance &&
fabs(bee->physics.position.y - bee->target.position.y) < tolerance) {
bee->target = *GetRandomObject(flowers);
bee->flowerCount++;
} else {
}
} else {
bee->target = *hive;
if (fabs(bee->physics.position.x - bee->target.position.x) < tolerance &&
fabs(bee->physics.position.y - bee->target.position.y) < tolerance) {
bee->physics.speed = 0.0f;
} else {
}
}
UpdatePhysics(&bee->physics, GetDirectionToObject(&bee->target, bee->physics.position));
UpdateSpriteRotation(&bee->sprite, &bee->physics.direction);
UpdateSpriteDestRec(&bee->sprite, &bee->physics.position);
UpdateAnimation(&bee->animation, GetFrameTime());
UpdateSpriteSourceRec(&bee->sprite, &(Vector2){bee->sprite.frameSize.x * bee->animation.state, bee->sprite.frameSize.x * bee->animation.currentFrame});
}
#endif // BEE_H
-20
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@@ -1,20 +0,0 @@
// initButton(&m->startButton, "Start Game", GetScreenWidth() / 10, GetScreenHeight() / 20, GetScreenWidth() / 2, GetScreenHeight() / 2);
// initButton(&m->quitButton, "Quit Game", GetScreenWidth() / 10, GetScreenHeight() / 20, GetScreenWidth() / 2,
// GetScreenHeight() / 2 + (GetScreenHeight() / 20 * 2));
// if (isButtonClicked(&m->startButton)) {
// state->gameStarted = true;
// m->startButton.text = "Continue";
// state->currentScreen = GAMEPLAY;
// }
// if (isButtonClicked(&m->quitButton) || (WindowShouldClose() && !IsKeyPressed(KEY_ESCAPE))) {
// state->running = false;
// }
// if (state->gameStarted){
// if (IsKeyPressed(KEY_ESCAPE)){
// state->currentScreen = GAMEPLAY;
// }
// }
// renderButton(&m->startButton);
// renderButton(&m->quitButton);
-7
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@@ -1,7 +0,0 @@
#ifndef COLORS_H
#define COLORS_H
#define TEXT_COLOR_DARK (Color){ 182, 137, 98, 255}
#define TEXT_COLOR_LIGHT (Color){ 243, 229, 194, 255}
#endif // COLORS_H
-44
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@@ -1,44 +0,0 @@
#ifndef Floor_H
#define Floor_H
#include "../engine/sprite.h"
typedef struct {
Sprite sprite;
Rectangle bounds;
} Floor;
Floor CreateFloor(Texture2D texture, float textureWidth){
return (Floor){
.sprite = {
.texture = texture,
.frameSize = {textureWidth,textureWidth},
.sourceRec = { 0.0f, 0.0f, textureWidth, textureWidth},
.destRec = {0.0f, 0.0f, textureWidth, textureWidth},
.origin = {textureWidth / 2, textureWidth / 2},
.rotation = 0.0f,
.color = WHITE
},
.bounds = {0.0f,0.0f,0.0f,0.0f}
};
}
void UpdateFloor(Floor *floor, const Camera2D *camera){
floor->bounds.x = (int)((camera->target.x - (GetScreenWidth() / 2.0f / camera->zoom)) / floor->sprite.frameSize.x) - 1;
floor->bounds.width = (int)((camera->target.x + (GetScreenWidth() / 2.0f / camera->zoom)) / floor->sprite.frameSize.x) + 1;
floor->bounds.y = (int)((camera->target.y - (GetScreenHeight() / 2.0f / camera->zoom)) / floor->sprite.frameSize.y) - 1;
floor->bounds.height = (int)((camera->target.y + (GetScreenHeight() / 2.0f / camera->zoom)) / floor->sprite.frameSize.y) + 1;
}
void RenderFloor(Floor *floor){
for (int y = (int)floor->bounds.y; y <= (int)floor->bounds.height; y++)
{
for (int x = (int)floor->bounds.x; x <= (int)floor->bounds.width; x++)
{
Vector2 floorPosition = {x * floor->sprite.frameSize.x, y * floor->sprite.frameSize.y};
UpdateSpriteDestRec(&floor->sprite, &floorPosition);
RenderSprite(&floor->sprite);
}
}
}
#endif //Floor_H
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#ifndef FLOWERS_H
#define FLOWERS_H
#include "../engine/object.h"
ObjectArray CreateFlowers(Texture2D texture,float frameWidth, float rotation, float fieldSize) {
ObjectArray flowers = CreateObjectArray(&(Object){
.sprite = {
.texture = texture,
.sourceRec = {0.0f, 0.0f, frameWidth, frameWidth},
.destRec = {0.0f, 0.0f, frameWidth, frameWidth},
.origin = {frameWidth / 2, frameWidth / 2},
.rotation = rotation,
.color = WHITE
},
.position = {0.0f, 0.0f}
}, 10);
if (!flowers.data) {
printf("Memory allocation failed.\n");
exit(1);
}
SetRandomPositionForObjectArray(&flowers, (Rectangle){-fieldSize, -fieldSize, fieldSize * 2, fieldSize * 2});
return flowers;
}
#endif // FLOWERS_H
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#ifndef GAME_H
#define GAME_H
#include "../engine/object.h"
#include "../engine/camera.h"
#include "../engine/input.h"
#include "../engine/postfx.h"
#include "../engine/soundtrack.h"
#include "../engine/asset.h"
#include "../engine/applicationstate.h"
#include "gameassets.h"
#include "floor.h"
#include "player.h"
#include "bee.h"
#include "hive.h"
#include "flowers.h"
typedef struct {
Assets assets;
Texture2D textures[TEX_COUNT];
PostProcessing postFX[SHADER_COUNT];
Soundtrack soundtracks[SOUNDTRACK_COUNT];
RenderTexture2D target;
Floor floor;
Object hive;
ObjectArray flowers;
Player player;
Bee bee1;
Camera2D camera;
Mouse mouse;
Image image;
} GameState;
void InitGame(GameState* g, Display *display){
g->assets = (Assets){
.textureAssets = texAssets,
.shaderAssets = shaderAssets,
.soundtrackAssets = soundtrackAssets
};
for (int i = 0; i < TEX_COUNT; i++){
g->textures[i] = LoadTexture(g->assets.textureAssets[i].path);
}
for (int i = 0; i < SHADER_COUNT; i++){
g->postFX[i] = CreatePostFX(g->assets.shaderAssets[i].path);
}
for (int i = 0; i < SOUNDTRACK_COUNT; i++){
g->soundtracks[i] = LoadSoundtrack(g->assets.soundtrackAssets[i].path);
}
// Target texture
g->target = LoadRenderTexture(display->width, display->height);
// Static Entities
g->flowers = CreateFlowers(g->textures[FLOWER], g->assets.textureAssets[FLOWER].frameWidth, g->assets.textureAssets[FLOWER].rotation, 50.0f);
g->floor = CreateFloor(g->textures[GRASS], g->assets.textureAssets[GRASS].frameWidth);
g->hive = CreateHive(g->textures[HIVE], g->assets.textureAssets[HIVE].frameWidth);
// Animated Entities
g->player = CreatePlayer(IDLE_DOWN, HOE, g->textures[PLAYER], g->assets.textureAssets[PLAYER].frameWidth, 4, 2, g->hive.position, g->assets.textureAssets[PLAYER].rotation, 50.0f);
g->bee1 = CreateBee(FLYING, g->textures[BEE], g->assets.textureAssets[BEE].frameWidth, 4, 10, g->hive.position, 10.0f, &g->flowers, &g->hive);
// 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->textures[CURSOR]);
}
void UpdateGame(GameState* g, State *state){
if (GetFPS() <= 60){ SetTargetFPS(0); }
if (IsKeyPressed(KEY_ESCAPE)){ state->currentScreen = MENU; }
if (WindowShouldClose() && !IsKeyPressed(KEY_ESCAPE)) { state->running = false; }
for (int i = 0; i < SHADER_COUNT; i++){ UpdatePostFX(&g->postFX[i]); }
for (int i = 0; i < SOUNDTRACK_COUNT; i++){ UpdateSoundtrack(&g->soundtracks[i]); }
UpdateMouse(&g->mouse, &g->camera);
UpdateCamera2D(&g->camera, &g->player.physics.position, &g->mouse);
UpdateFloor(&g->floor, &g->camera);
UpdatePlayer(&g->player);
UpdateBee(&g->bee1, &g->flowers, &g->hive);
}
void RenderComponents(GameState* g){
RenderFloor(&g->floor);
RenderSprite(&g->hive.sprite);
RenderObjectArray(&g->flowers);
RenderSprite(&g->player.sprite);
RenderSprite(&g->bee1.sprite);
}
void RenderGame(GameState* g, const State *appState){
BeginTextureMode(g->target);
ClearBackground(BLACK);
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, g->mouse.screenPosition.y}, WHITE);
EndTextureMode();
BeginDrawing();
ClearBackground(BLACK);
for (int i = 0; i < SHADER_COUNT; i++){
RenderPostFX(&g->postFX[i], &g->target);
}
DrawText( TextFormat("%d", g->player.inventar.seedCount), 10, 10, 50, WHITE);
if (appState->flagFPS){
DrawFPS(10, 10);
}
EndDrawing();
}
void CleanupGame(GameState* g){
for (int i = 0; i < SHADER_COUNT; i++){ UnloadPostFX(&g->postFX[i]); }
for (int i = 0; i < TEX_COUNT; i++){ if (g->textures[i].id > 0) { UnloadTexture(g->textures[i]); } }
for (int i = 0; i < SOUNDTRACK_COUNT; i++){ UnloadMusicStream(g->soundtracks[i].music); }
UnloadRenderTexture(g->target);
free(g->flowers.data);
}
#endif // GAME_H
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#ifndef GAMEASSETS_H
#define GAMEASSETS_H
#include "../engine/asset.h"
////////////////////////////////////////////////////////////////////////////
typedef enum {
PLAYER,
PLAYER_ACTIONS,
TOOLS,
FLOWER,
BEE,
GRASS,
HIVE,
CURSOR,
TEX_COUNT
} TextureID;
const TextureAsset texAssets[TEX_COUNT] = {
{"assets/SproutLandsBasic/Characters/character.png", 48.0f, 48.0f, 0.0f},
{"assets/SproutLandsBasic/Characters/BasicCharakterActions.png", 48.0f, 48.0f, 0.0f},
{"assets/SproutLandsBasic/Objects/tools.png", 48.0f, 16.0f, 0.0f},
{"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/SproutLandsUI/Spritesheets/Mouse sprites/TriangleMouseicon1.png", 16.0f, 16.0f, 0.0f }
};
////////////////////////////////////////////////////////////////////////////
typedef enum {
POST_FX,
SHADER_COUNT
} ShaderID;
const ShaderAsset shaderAssets[SHADER_COUNT] = {
{"shaders/postfx.fs"}
};
////////////////////////////////////////////////////////////////////////////
typedef enum {
BEE_AMBIENT,
SOUNDTRACK_COUNT
} SoundtrackID;
const SoundtrackAsset soundtrackAssets[SOUNDTRACK_COUNT] = {
{"assets/beez.mp3"}
};
////////////////////////////////////////////////////////////////////////////
#endif // GAMEASSETS_H
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#ifndef HIVE_H
#define HIVE_H
#include "../engine/object.h"
Object CreateHive(Texture2D texture, float frameWidth){
return (Object) {
.sprite = {
.texture = texture,
.sourceRec = (Rectangle){0.0f, 0.0f, frameWidth, frameWidth},
.destRec = (Rectangle){0.0f, 0.0f, frameWidth, frameWidth},
.origin = (Vector2){frameWidth / 2, frameWidth / 2},
.rotation = 0.0f,
.color = WHITE
},
.position = (Vector2){0.0f, 0.0f}
};
}
#endif // HIVE_H
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#ifndef INVENTAR_H
#define INVENTAR_H
typedef struct{
int seedCount;
} Inventar;
#endif // INVENTAR_H
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#ifndef LOGO_H
#define LOGO_H
#include "../engine/applicationstate.h"
typedef struct {
int frameCounter;
int positionX;
int positionY;
int lettersCount;
int topSideRecWidth;
int leftSideRecHeight;
int bottomSideRecWidth;
int rightSideRecHeight;
int state;
float alpha;
} LogoState;
void InitLogo(LogoState *l) {
SetTargetFPS(60);
l->frameCounter = 0;
l->positionX = GetScreenWidth() / 2 - 128;
l->positionY = GetScreenHeight() / 2 - 128;
l->lettersCount = 0;
l->topSideRecWidth = 16;
l->leftSideRecHeight = 16;
l->bottomSideRecWidth = 16;
l->rightSideRecHeight = 16;
l->state = 0;
l->alpha = 1.0f;
}
void UpdateLogo(LogoState *l, State *state) {
if (WindowShouldClose() && !IsKeyPressed(KEY_ESCAPE)) {
state->running = false;
}
l->frameCounter++;
if (l->state == 0) {
if (l->frameCounter >= 120) {
l->state = 1;
l->frameCounter = 0;
}
}
else if (l->state == 1) {
l->topSideRecWidth += 4;
l->leftSideRecHeight += 4;
if (l->topSideRecWidth >= 256) {
l->state = 2;
l->frameCounter = 0;
}
}
else if (l->state == 2) {
l->bottomSideRecWidth += 4;
l->rightSideRecHeight += 4;
if (l->bottomSideRecWidth >= 256) {
l->state = 3;
l->frameCounter = 0;
}
}
else if (l->state == 3) {
if (l->frameCounter % 12 == 0) {
l->lettersCount++;
}
if (l->lettersCount >= 10) {
l->alpha -= 0.02f;
if (l->alpha <= 0.0f) {
l->alpha = 0.0f;
l->state = 4;
}
}
}
else if (l->state == 4) {
state->currentScreen = MENU;
}
}
void RenderLogo(const LogoState *l, const State *appState) {
BeginDrawing();
ClearBackground(RAYWHITE);
if (l->state == 0) {
if ((l->frameCounter / 15) % 2 == 0) {
DrawRectangle(l->positionX, l->positionY, 16, 16, BLACK);
}
}
else if (l->state == 1) {
DrawRectangle(l->positionX, l->positionY, l->topSideRecWidth, 16, BLACK);
DrawRectangle(l->positionX, l->positionY, 16, l->leftSideRecHeight, BLACK);
}
else if (l->state == 2) {
DrawRectangle(l->positionX, l->positionY, l->topSideRecWidth, 16, BLACK);
DrawRectangle(l->positionX, l->positionY, 16, l->leftSideRecHeight, BLACK);
DrawRectangle(l->positionX + 240, l->positionY, 16, l->rightSideRecHeight, BLACK);
DrawRectangle(l->positionX, l->positionY + 240, l->bottomSideRecWidth, 16, BLACK);
}
else if (l->state == 3) {
DrawRectangle(l->positionX, l->positionY, l->topSideRecWidth, 16, Fade(BLACK, l->alpha));
DrawRectangle(l->positionX, l->positionY + 16, 16, l->leftSideRecHeight - 32, Fade(BLACK, l->alpha));
DrawRectangle(l->positionX + 240, l->positionY + 16, 16, l->rightSideRecHeight - 32, Fade(BLACK, l->alpha));
DrawRectangle(l->positionX, l->positionY + 240, l->bottomSideRecWidth, 16, Fade(BLACK, l->alpha));
DrawRectangle(GetScreenWidth() / 2 - 112, GetScreenHeight() / 2 - 112, 224, 224, Fade(RAYWHITE, l->alpha));
DrawText(TextSubtext("raylib", 0, l->lettersCount), GetScreenWidth() / 2 - 44, GetScreenHeight() / 2 + 48, 50, Fade(BLACK, l->alpha));
}
if (appState->flagFPS){
DrawFPS(10, 10);
}
EndDrawing();
}
#endif // LOGO_H
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#ifndef MENU_H
#define MENU_H
#include "../engine/gui.h"
#include "../engine/applicationstate.h"
#include "../engine/asset.h"
#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,
.soundtrackAssets = menuSoundtrackAssets
};
for (int i = 0; i < MENU_TEX_COUNT; i++){
m->textures[i] = LoadTexture(m->assets.textureAssets[i].path);
}
for (int i = 0; i < MENU_SOUND_COUNT; i++){
m->sounds[i] = LoadSound(m->assets.soundAssets[i].path);
}
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 / 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 = {
.x = screenCenter.x - (boardWidth / 2),
.y = screenCenter.y - (boardHeight / 2),
.width = boardWidth,
.height = boardHeight
};
m->board = CreateImageElement(&m->textures[MENU_BOARD_TEX], &m->assets.textureAssets[MENU_BOARD_TEX], &boardSource, &boardDestRec);
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 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),
.y = screenCenter.y - (buttonHeight / 2),
.width = buttonWidth,
.height = buttonHeight
};
Rectangle quitButtonDestRec = {
.x = screenCenter.x - (buttonWidth / 2),
.y = screenCenter.y - (buttonHeight / 2) + buttonSpacing,
.width = buttonWidth,
.height = buttonHeight
};
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;
}
if (isImageButtonClicked(&m->quitButton, m->sounds[HOVER_SOUND], m->sounds[CLICK_SOUND]) || (WindowShouldClose() && !IsKeyPressed(KEY_ESCAPE))) {
state->running = false;
}
}
void RenderMenu(MenuState *m, State *appState,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
);
if (appState->flagFPS){
DrawFPS(10, 10);
}
EndDrawing();
}
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
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#ifndef MENUASSETS_H
#define MENUASSETS_H
#include "../engine/asset.h"
typedef enum {
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/Mouse sprites/TriangleMouseicon1.png", 16.0f, 16.0f, 0.0f },
{"assets/SproutLandsUI/Spritesheets/UIBigPlayButtonHover.png", 96.0f, 32.0f, 0.0f},
{"assets/SproutLandsUI/Spritesheets/Settingmenu.png", 128.0f, 144.0f, 0.0f},
{"assets/Clouds/Clouds1/1.png", 576.0f, 324.0f, 0.0f},
{"assets/Clouds/Clouds1/2.png", 576.0f, 324.0f, 0.0f},
{"assets/Clouds/Clouds1/4.png", 576.0f, 324.0f, 0.0f}
};
typedef enum {
MENU_MUSIC,
MENU_SOUNDTRACK_COUNT
} MenuSoundtrackID;
const SoundtrackAsset menuSoundtrackAssets[MENU_SOUNDTRACK_COUNT] = {
{"assets/merrygoround.wav"}
};
typedef enum {
HOVER_SOUND,
CLICK_SOUND,
MENU_SOUND_COUNT
} MenuSoundID;
const SoundAsset menuSoundAssets[MENU_SOUND_COUNT] = {
{"assets/audio/WAV/Minimalist1.wav"},
{"assets/audio/WAV/Abstract1.wav"}
};
#endif // MENUASSETS_H
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#ifndef PLAYER_H
#define PLAYER_H
#include "../engine/sprite.h"
#include "../engine/animation.h"
#include "../engine/physics.h"
#include "../engine/input.h"
#include "inventar.h"
typedef enum {
IDLE,
WALKING,
USING_TOOL
} PlayerState;
typedef enum {
NO_TOOL,
HOE,
AXT,
CAN
} SelectedTool;
typedef enum {
IDLE_DOWN,
IDLE_UP,
IDLE_LEFT,
IDLE_RIGHT,
WALKING_DOWN,
WALKING_UP,
WALKING_LEFT,
WALKING_RIGHT,
HOE_DOWN,
HOE_UP,
HOE_RIGHT,
HOE_LEFT,
AXT_DOWN,
AXT_UP,
AXT_RIGHT,
AXT_LEFT,
CAN_DOWN,
CAN_UP,
CAN_RIGHT,
CAN_LEFT,
} PlayerAnimationState;
typedef struct {
SelectedTool selectedTool;
Sprite sprite;
Animation animation;
Physics physics;
Inventar inventar;
} Player;
Player CreatePlayer(PlayerAnimationState animState, SelectedTool selectedTool, Texture2D texture, float frameWidth, int maxFrame, int framesSpeed, Vector2 startPosition, float rotation, float speed){
return (Player){
.selectedTool = selectedTool,
.sprite = {
.texture = texture,
.frameSize = {frameWidth, frameWidth},
.sourceRec = {0.0f, 0.0f, frameWidth, frameWidth},
.destRec = {0.0f, 0.0f, frameWidth, frameWidth},
.origin = {frameWidth / 2, frameWidth / 2},
.rotation = rotation,
.color = WHITE
},
.animation = {
.state = animState,
.currentFrame = 0,
.maxFrame = maxFrame,
.framesCounter = 0,
.framesSpeed = framesSpeed,
.animTimer = 0.0f
},
.physics = {
.position = startPosition,
.direction = (Vector2){0.0f,0.0f},
.speed = speed
},
.inventar = {
.seedCount = 6
}
};
}
void UpdatePlayerAnimationState(int *state, SelectedTool *selectedTool, Vector2 *dir) {
if (IsKeyPressed(KEY_ZERO)){
*selectedTool = NO_TOOL;
}
if (IsKeyPressed(KEY_ONE)){
*selectedTool = HOE;
}
if (IsKeyPressed(KEY_TWO)){
*selectedTool = AXT;
}
if (IsKeyPressed(KEY_THREE)){
*selectedTool = CAN;
}
if (dir->x == 0 && dir->y == 0) {
switch (*state) {
case WALKING_DOWN: *state = IDLE_DOWN; break;
case WALKING_UP: *state = IDLE_UP; break;
case WALKING_LEFT: *state = IDLE_LEFT; break;
case WALKING_RIGHT: *state = IDLE_RIGHT; break;
default: break;
}
} else {
if (dir->y == 1) *state = WALKING_DOWN;
else if (dir->y == -1) *state = WALKING_UP;
else if (dir->x == -1) *state = WALKING_LEFT;
else if (dir->x == 1) *state = WALKING_RIGHT;
}
}
void UpdatePlayer(Player* player){
if (IsKeyPressed(KEY_SPACE) && player->inventar.seedCount >0){
player->inventar.seedCount--;
}
Vector2 dir = GetDirectionVector();
UpdatePlayerAnimationState(&player->animation.state, &player->selectedTool, &dir);
UpdatePhysics(&player->physics, dir);
UpdateSpriteDestRec(&player->sprite, &player->physics.position);
UpdateAnimation(&player->animation, GetFrameTime());
UpdateSpriteSourceRec(&player->sprite, &(Vector2){player->sprite.frameSize.x * player->animation.currentFrame, player->sprite.frameSize.y * player->animation.state});
}
#endif // PLAYER_H
+5 -39
View File
@@ -1,49 +1,15 @@
#include <raylib.h>
#include <stdio.h>
#include <stdlib.h>
#include "../include/raymath.h"
#include "app.h"
int main(void)
{
Application app;
InitApp(&app);
InitWindow(app.display.width, app.display.height, app.display.name);
ConfigApp(&app);
InitWindow(app.display.width, app.display.height, app.display.title);
InitAudioDevice();
SetTextureFilter(app.font.texture, TEXTURE_FILTER_POINT);
SetTraceLogLevel(LOG_NONE);
InitLogo(&app.logo);
InitMenu(&app.menu);
InitGame(&app.game,&app.display);
while (app.state.running)
{
switch (app.state.currentScreen)
{
case LOGO:
{
UpdateLogo(&app.logo, &app.state);
RenderLogo(&app.logo, &app.state);
}break;
case MENU:
{
UpdateMenu(&app.menu, &app.state);
RenderMenu(&app.menu, &app.state, &app.font, app.display.name);
}break;
case GAMEPLAY:
{
UpdateGame(&app.game, &app.state);
RenderGame(&app.game, &app.state);
}break;
default: break;
}
}
CleanupMenu(&app.menu);
CleanupGame(&app.game);
UnloadFont(app.font);
InitApp(&app);
UpdateApp(&app);
CleanupApp(&app);
CloseWindow();
return 0;
}