This commit is contained in:
huaqo-games
2025-02-12 20:39:07 +01:00
parent bcb1577694
commit 990cdc6e50
7 changed files with 124 additions and 260 deletions
-2
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@@ -1,2 +0,0 @@
# Auto detect text files and perform LF normalization
* text=auto
+10 -27
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@@ -1,32 +1,15 @@
CXX = clang
EMCC = emcc
FLAGS = -std=c99 -g -Wall -Werror -Wpedantic -Wconversion -Wshadow -Wstrict-prototypes -fsanitize=address,undefined -O0 $(shell pkg-config --libs --cflags raylib)
COMPILER = clang
C_FLAGS = -std=c99 -g -Wall -Werror -Wpedantic -Wconversion -Wshadow -Wstrict-prototypes -fsanitize=address,undefined -O0
RAYLIB_FLAGS = $(shell pkg-config --libs --cflags raylib)
SRC = scripts/main.c
TARGET = bin/game
# ARM Build
ARM_TARGET = bin/game
arm: $(ARM_TARGET)
$(ARM_TARGET): $(SRC)
$(CXX) $(FLAGS) $(SRC) -o $(ARM_TARGET)
build: $(TARGET)
$(TARGET): $(SRC)
$(COMPILER) $(FLAGS) $(RAYLIB_FLAGS) $(SRC) -o $(TARGET)
# Web Build
WEB_TARGET = bin/game.js
EMFLAGS = -s USE_GLFW=3 -s ASYNCIFY -s TOTAL_MEMORY=67108864 \
--preload-file assets -DPLATFORM_WEB -gsource-map -s ASSERTIONS=2
RAYLIB_WEB_PATH = web-includes
web: $(WEB_TARGET)
$(WEB_TARGET): $(SRC)
$(EMCC) -Wall -std=c++17 -I/opt/homebrew/include -L$(RAYLIB_WEB_PATH) \
-lraylib.web $(SRC) -o $(WEB_TARGET) $(EMFLAGS)
# Clean
clean:
rm -f $(ARM_TARGET) $(WEB_TARGET)
rm -f $(TARGET)
# Run ARM Build
run: clean arm
./$(ARM_TARGET)
# Serve Web Build
serve: web
python3 -m http.server
run: clean build
./$(TARGET)
-34
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@@ -1,34 +0,0 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://n72g6l4saupl"
path="res://.godot/imported/character.png-7d161e056639ffa8fae932e906cc0673.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/character.png"
dest_files=["res://.godot/imported/character.png-7d161e056639ffa8fae932e906cc0673.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
-34
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@@ -1,34 +0,0 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://clxsj5chse86r"
path="res://.godot/imported/map.png-dfba05084e3346587240e6093ee94fb2.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/map.png"
dest_files=["res://.godot/imported/map.png-dfba05084e3346587240e6093ee94fb2.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
-41
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@@ -1,41 +0,0 @@
#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
+114 -121
View File
@@ -1,79 +1,47 @@
#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(), malloc()
#include <time.h> // time()
#include <string.h> // memcpy()
#include "sprite.h"
#include "animsprite.h"
#include "animation.h"
#include "tilesprite.h"
#include "vector.h"
#include "object.h"
#include "physics.h"
#include "camera.h"
#include "input.h"
// Structs
typedef struct {
AnimSprite animSprite;
Vector2 position;
Vector2 direction;
float velocity;
Sprite sprite;
Animation animation;
Physics physics;
} Player;
typedef struct {
AnimSprite animSprite;
Vector2 position;
Vector2 direction;
float velocity;
Object targetFlower;
Sprite sprite;
Animation animation;
Physics physics;
Object target;
Object hive;
int flowerCount;
} Bee;
// Pure functions
void Move(Vector2 *position, Vector2 *direction, float *velocity, float *rotation) {
if(Vector2Length(*direction) <= 0.0f){
return;
}
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()));
}
// 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 UpdateCamera2DTarget(Camera2D *camera, Vector2 *position, const float smoothness){
camera->target = Vector2Lerp(camera->target, *position, smoothness * GetFrameTime());
}
// Main
int main(void)
{
// Load
// SetConfigFlags(FLAG_VSYNC_HINT);
InitWindow(1280, 720, "The Last Hive");
InitAudioDevice();
Music music = LoadMusicStream("assets/beez.mp3");
PlayMusicStream(music);
Texture2D flowerTexture = LoadTexture("assets/flower.png");
Texture2D beeTexture = LoadTexture("assets/character_bee.png");
Texture2D floorTexture = LoadTexture("assets/grass.png");
Texture2D hiveTexture = LoadTexture("assets/hive.png");
TileSprite floor = {
.sprite = {
.texture = LoadTexture("assets/grass.png"),
.texture = floorTexture,
.frameSize = {16.0f,16.0f},
.sourceRec = { 0.0f, 0.0f, 16.0f, 16.0f},
.destRec = {0.0f, 0.0f, 16.0f, 16.0f},
@@ -83,9 +51,10 @@ int main(void)
},
.bounds = {0.0f,0.0f,0.0f,0.0f}
};
Object hive = {
.sprite = {
.texture = LoadTexture("assets/hive.png"),
.texture = hiveTexture,
.frameSize = {32.0f,32.0f},
.sourceRec = {0.0f, 0.0f, 32.0f, 32.0f},
.destRec = {0.0f, 0.0f, 32.0f, 32.0f},
@@ -95,10 +64,10 @@ int main(void)
},
.position = (Vector2){0.0f,0.0f}
};
Texture2D flower = LoadTexture("assets/flower.png");
ObjectArray flowers = CreateObjectArray(&(Object){
.sprite = {
.texture = flower,
.texture = flowerTexture,
.frameSize = {16.0f, 16.0f},
.sourceRec = {0.0f, 0.0f, 16.0f, 16.0f},
.destRec = {0.0f, 0.0f, 16.0f, 16.0f},
@@ -107,106 +76,131 @@ int main(void)
.color = WHITE
},
.position = {0.0f, 0.0f}
}, 300);
}, 10);
if (!flowers.data) {
printf("Memory allocation failed.\n");
exit(1);
}
Rectangle flowerField = {-50.0f, -50.0f, 100.0f, 100.0f};
SetRandomPositionForObjectArray(&flowers, flowerField);
Player 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
},
.sprite = {
.texture = beeTexture,
.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
},
.animation = {
.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
.physics = {
.position = hive.position,
.direction = (Vector2){0.0f,0.0f},
.speed = 50.0f
}
};
Bee bee1 = {
.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
},
.sprite = {
.texture = beeTexture,
.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
},
.animation = {
.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),
.physics = {
.position = hive.position,
.direction = (Vector2){0.0f,0.0f},
.speed = 10.0f
},
.target = *GetRandomObject(&flowers),
.hive = hive
};
Camera2D camera = {
.offset = (Vector2){GetScreenWidth() / 2.0f, GetScreenHeight() / 2.0f},
.target = player.position,
.target = player.physics.position,
.rotation = 0.0f,
.zoom = 10.0f
};
Mouse mouse = {
.zoomSpeed = 0.10f,
.minZoom = 5.0f,
.maxZoom = 10.0f
};
// Update & Render
while (!WindowShouldClose())
{
// Update
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) {
Vector2 mouseWorldPos = GetScreenToWorld2D(GetMousePosition(), camera);
AddObjectToArray(&flowers, flowers.prototype, mouseWorldPos);
}
UpdateMusicStream(music);
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);
UpdateMouse(&mouse, &camera);
const float tolerance = 1.0f; // Adjust as needed
if (fabs(bee1.position.x - bee1.targetFlower.position.x) < tolerance &&
fabs(bee1.position.y - bee1.targetFlower.position.y) < tolerance) {
bee1.velocity = 0.0f;
} else {
Move(&bee1.position, &bee1.direction, &bee1.velocity, &bee1.animSprite.sprite.rotation);
bee1.direction = GetDirectionToObject(&bee1.targetFlower, bee1.position);
if (mouse.leftButton) {
AddObjectToArray(&flowers, flowers.prototype, mouse.worldPosition);
}
UpdateSpriteDestRec(&bee1.animSprite.sprite, &bee1.position);
UpdateAnimSprite(&bee1.animSprite);
UpdateVectorOnInput(&player.physics.direction);
Move(&player.physics.position, &player.physics.direction, &player.physics.speed);
UpdateSpriteRotation(&player.sprite, &player.physics.direction);
UpdateSpriteDestRec(&player.sprite, &player.physics.position);
UpdateAnimation(&player.animation, GetFrameTime());
UpdateSpriteSourceRec(&player.sprite, &(Vector2){player.sprite.frameSize.x, player.sprite.frameSize.x * player.animation.currentFrame});
UpdateCamera2DTarget(&camera, &player.position, 5.0f);
const float tolerance = 1.0f;
float wheel = GetMouseWheelMove();
if (wheel != 0)
if (bee1.flowerCount < 4){
if (fabs(bee1.physics.position.x - bee1.target.position.x) < tolerance &&
fabs(bee1.physics.position.y - bee1.target.position.y) < tolerance) {
bee1.target = *GetRandomObject(&flowers);
bee1.flowerCount++;
} else {
Move(&bee1.physics.position, &bee1.physics.direction, &bee1.physics.speed);
UpdateSpriteRotation(&bee1.sprite, &bee1.physics.direction);
bee1.physics.direction = GetDirectionToObject(&bee1.target, bee1.physics.position);
}
} else {
bee1.target = hive;
if (fabs(bee1.physics.position.x - bee1.target.position.x) < tolerance &&
fabs(bee1.physics.position.y - bee1.target.position.y) < tolerance) {
bee1.physics.speed = 0.0f;
} else {
Move(&bee1.physics.position, &bee1.physics.direction, &bee1.physics.speed);
UpdateSpriteRotation(&bee1.sprite, &bee1.physics.direction);
bee1.physics.direction = GetDirectionToObject(&bee1.target, bee1.physics.position);
}
}
UpdateSpriteDestRec(&bee1.sprite, &bee1.physics.position);
UpdateAnimation(&bee1.animation, GetFrameTime());
UpdateSpriteSourceRec(&bee1.sprite, &(Vector2){bee1.sprite.frameSize.x, bee1.sprite.frameSize.x * bee1.animation.currentFrame});
UpdateCamera2DTarget(&camera, &player.physics.position, 5.0f);
if (mouse.wheelMove != 0)
{
float zoomSpeed = 0.10f;
float scaleFactor = 1.0f + (zoomSpeed*fabsf(wheel));
if (wheel < 0) scaleFactor = 1.0f/scaleFactor;
float targetZoom = Clamp(camera.zoom*scaleFactor, 5.0f, 10.0f);
camera.zoom = Lerp(camera.zoom, targetZoom, 0.1f);
UpdateCamera2DZoom(&camera, &mouse.scaleFactor, &mouse.minZoom, &mouse.maxZoom);
}
// Render
@@ -216,18 +210,17 @@ int main(void)
RenderTileSprite(&floor);
RenderSprite(&hive.sprite);
RenderObjectArray(&flowers);
RenderSprite(&bee1.animSprite.sprite);
RenderSprite(&player.animSprite.sprite);
RenderSprite(&bee1.sprite);
RenderSprite(&player.sprite);
EndMode2D();
DrawFPS(10,10);
EndDrawing();
}
// Unload
UnloadTexture(floor.sprite.texture);
UnloadTexture(hive.sprite.texture);
UnloadTexture(flower);
UnloadTexture(bee1.animSprite.sprite.texture);
UnloadTexture(player.animSprite.sprite.texture);
UnloadTexture(floorTexture);
UnloadTexture(hiveTexture);
UnloadTexture(flowerTexture);
UnloadTexture(beeTexture);
UnloadMusicStream(music);
free(flowers.data);
// Close
-1
View File
@@ -3,7 +3,6 @@
#include <raylib.h>
#include <raymath.h>
typedef struct {
Vector2 position;
Vector2 direction;