Files
sinbad/scripts/main.cpp
T
2025-01-27 21:56:10 +01:00

136 lines
4.8 KiB
C++

#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;
}