SqaureGame/main.c

106 lines
3.7 KiB
C

/*******************************************************************************************
*
* raylib [core] example - Basic 3d example
*
* 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)
*
********************************************************************************************/
#include "header.h"
struct obj_node *HEAD;
int PLAYER_ACCEL = 1500;
int JUMP_ACCEL = 15000;
int JUMP_SPD = 350;
int GRAV = 1000;
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
char current_state[20];
char current_spd[50];
InitWindow(screenWidth, screenHeight, "raylib");
Camera2D camera = { 0 };
camera.offset = (Vector2){0,0};
camera.rotation = 0.0f;
camera.zoom = 1.0f;
struct player_obj player = {
.kinematic = init_kinematic_obj(40, 40),
.state = IDLE
};
struct kinematic_obj tile = init_kinematic_obj(900, 100);
struct kinematic_obj tile2 = init_kinematic_obj(100, 40);
set_position(&player.kinematic, 400, 300);
set_position(&tile, -50, 380);
set_position(&tile2, 350, 280);
struct squishy_square sqr = init_squishy_square(&player.kinematic.rect, RED);
// TODO: get a linked list implementation
struct obj_node tile_node = {.obj=&tile, .next=NULL};
struct obj_node tile2_node = {.obj=&tile2, .next=&tile_node};
struct obj_node player_node = {.obj=&player.kinematic, .next=&tile2_node};
HEAD = &player_node;
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
struct obj_node *current;
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
player_input_check(&player);
update_squishy(&sqr);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
draw_squishy(&sqr);
BeginMode2D(camera);
current = HEAD;
while(current){
DrawRectangleLinesEx(current->obj->rect, 1, BLACK);
current = current->next;
}
DrawFPS(0,0);
state_string(current_state, player.state);
DrawText(current_state, 250, 0, 12, BLACK);
sprintf(current_spd, "Velocity: {%.2f,%.2f}", player.kinematic.velocity.x,player.kinematic.velocity.y);
DrawText(current_spd, 350, 0, 12, BLACK);
EndMode2D();
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}