SqaureGame/main.c

219 lines
7.5 KiB
C

/*******************************************************************************************
*
* Welcome to raylib!
*
* To compile example, just press F5.
* Note that compiled executable is placed in the same folder as .c file
*
* You can find all basic examples on C:\raylib\raylib\examples folder or
* raylib official webpage: www.raylib.com
*
* Enjoy using raylib. :)
*
* This example has been created using raylib 1.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2013-2019 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
/* Issues:
Playing with a USB keyboard: Cannot handle simultaneous key input. I think this is more
of a GLFW issue.
*/
#include "header.h"
#include <sys/time.h>
#include <stdio.h>
struct kinematic_obj_node *kinematic_HEAD = NULL;
struct target_obj_node *target_HEAD = NULL;
int PLAYER_ACCEL = 1500;
int JUMP_ACCEL = 15000;
int JUMP_SPD = 350;
int GRAV = 1000;
const int screenWidth = 800;
const int screenHeight = 450;
int main_menu(Camera2D camera);
void play_test_level(Camera2D camera);
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
//char dir[7];
InitWindow(screenWidth, screenHeight, "raylib");
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
Camera2D camera = { 0 };
camera.offset = (Vector2){0,0};
camera.rotation = 0.0f;
camera.zoom = 1.0f;
while (!WindowShouldClose()){
int selected = main_menu(camera);
switch(selected){
case 0:
play_test_level(camera);
break;
case 1:
goto quit;
default:
puts("Unknown Command");
goto quit;
}
}
quit: CloseWindow();
}
int main_menu(Camera2D camera){
camera.target = (Vector2){0,0};
while (!WindowShouldClose()) // Detect window close button or ESC key
{
main_menu_check();
if (IsKeyPressed(KEY_SPACE)){
return get_selected_options();
}
BeginDrawing();
ClearBackground(RAYWHITE);
draw_menu();
EndDrawing();
}
}
void play_test_level(Camera2D camera){
struct player_obj player = {
.kinematic = init_kinematic_obj(PLAYER_SIZE, PLAYER_SIZE),
.state = IDLE,
.after_img_head = NULL,
.after_img_tail = NULL
};
struct kinematic_obj tile = init_kinematic_obj(900, 100);
struct kinematic_obj tile2 = init_kinematic_obj(100, 40);
struct kinematic_obj tile3 = init_kinematic_obj(100, 40);
struct kinematic_obj tile4 = init_kinematic_obj(40, 200);
struct kinematic_obj tile5 = init_kinematic_obj(40, 200);
struct kinematic_obj tile6 = init_kinematic_obj(50, 300);
struct kinematic_obj tile7 = init_kinematic_obj(50, 300);
set_position(&player.kinematic, 400, 100);
set_position(&tile, -50, 380);
set_position(&tile2, 100, 280);
set_position(&tile3, 500, 280);
set_position(&tile4, 250, 140);
set_position(&tile5, 350, 100);
set_position(&tile6, 0, 50);
set_position(&tile7, 700, 80);
struct squishy_square sqr = init_squishy_square(&player.kinematic, RED);
player.image = &sqr;
//camera.target = player.kinematic.pos;
add_kinematic_node(&tile, &kinematic_HEAD);
add_kinematic_node(&tile2, &kinematic_HEAD);
add_kinematic_node(&tile3, &kinematic_HEAD);
add_kinematic_node(&tile4, &kinematic_HEAD);
add_kinematic_node(&tile5, &kinematic_HEAD);
add_kinematic_node(&tile6, &kinematic_HEAD);
add_kinematic_node(&tile7, &kinematic_HEAD);
add_kinematic_node(&player.kinematic, &kinematic_HEAD);
struct target_obj target = init_target(50, 300);
set_position(&target.kinematic, 300, 100);
add_target_node(&target, &target_HEAD);
unsigned int elapsed_time[3] = {0};
char current_state[20];
char current_spd[50];
char current_time[15];
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
if (IsKeyPressed(KEY_Q)){
break;
}
if (IsKeyPressed(KEY_R)){
struct target_obj_node *target_current = target_HEAD;
while(target_current){
target_current->obj->destroyed = false;
target_current = target_current->next;
}
set_position(&player.kinematic, 400, 100);
set_velocity(&player.kinematic, 0, 0);
memset(elapsed_time, 0, sizeof(elapsed_time));
//continue;
}
player_input_check(&player);
update_squishy(&sqr);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
struct kinematic_obj_node *current;
struct target_obj_node *target_current;
// Camera target follows player
camera.target = (Vector2){ player.kinematic.pos.x -screenWidth/2, player.kinematic.pos.y -screenHeight/2, };
BeginMode2D(camera);
draw_afterimages(&player);
draw_squishy(&sqr);
current = kinematic_HEAD;
while(current){
if (current->obj != &player.kinematic)
DrawRectangleLinesEx(current->obj->rect, 1, BLACK);
current = current->next;
}
target_current = target_HEAD;
while(target_current){
if (!target_current->obj->destroyed)
DrawCircle(target_current->obj->kinematic.pos.x, target_current->obj->kinematic.pos.y,
target_current->obj->kinematic.ori_width, BLACK);
target_current = target_current->next;
}
DrawFPS(0,0);
state_string(current_state, player.state);
DrawText(current_state, 250, 0, 12, BLACK);
//display_input(dir);
//DrawText(dir, 0, 50, 12, BLACK);
sprintf(current_spd, "Velocity: {%.2f,%.2f}", player.kinematic.velocity.x,player.kinematic.velocity.y);
DrawText(current_spd, 350, 0, 12, BLACK);
sprintf(current_time, "%u:%u.%03u", elapsed_time[2], elapsed_time[1], elapsed_time[0]);
DrawText(current_time, 350, 150, 12, BLACK);
EndMode2D();
EndDrawing();
remove_last_afterimage(&player);
//----------------------------------------------------------------------------------
float elapsed = GetFrameTime();
elapsed_time[0] += GetFrameTime() * 1000;
elapsed_time[1] += elapsed_time[0] / 1000;
elapsed_time[0] %= 1000;
elapsed_time[2] += elapsed_time[1] / 60;
elapsed_time[1] %= 60;
}
// De-Initialization
//--------------------------------------------------------------------------------------
free_kinematic_list(&kinematic_HEAD);
free_target_list(&target_HEAD);
free_afterimages(&player);
//--------------------------------------------------------------------------------------
return;
}