voleur/main.c

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C
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#include <stdio.h>
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#include "raylib.h"
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#define SCREEN_MIDDLE ((Vector2) {window_size.x/2, window_size.y/2})
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typedef struct Player {
float radius;
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Vector2 coord;
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} Player;
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typedef struct Map {
const Texture texture;
const Rectangle box;
} Map;
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Camera2D shake(Camera2D cam, int force)
{
cam.offset.x += GetRandomValue(-force/2, force/2);
cam.offset.y += GetRandomValue(-force/2, force/2);
return cam;
}
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int main(void)
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{
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Vector2 window_size = { 800.0f, 600.0f };
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Camera2D camera = {
.target = {0},
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.offset = SCREEN_MIDDLE,
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.rotation = 0.0f,
.zoom = 1.0f,
};
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Player player = {
.radius = 25.0f,
};
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#ifdef RELEASE
SetTraceLogLevel(LOG_FATAL);
#endif
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InitWindow(window_size.x, window_size.y, "voleur");
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SetWindowState(FLAG_WINDOW_RESIZABLE);
SetTargetFPS(60);
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Map map = {
.texture = LoadTexture("data/map2.png"),
.box = (Rectangle) {
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.x = -map.texture.width/2, .y = -map.texture.height/2,
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.width = map.texture.width, .height = map.texture.height,
},
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};
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int keyboard_layout_azerty = 1;
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while (!WindowShouldClose()) {
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float DT = GetFrameTime();
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if (IsWindowResized()) {
window_size = (Vector2) {GetScreenWidth(), GetScreenHeight()};
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camera.offset = SCREEN_MIDDLE;
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}
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float movement_speed = 10.0f * DT * 50;
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if ((IsKeyDown(KEY_LEFT) || IsKeyDown(KEY_RIGHT)) && (IsKeyDown(KEY_UP) || IsKeyDown(KEY_DOWN)))
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movement_speed = 6.324f * DT * 50;
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if (IsKeyDown(KEY_LEFT_SHIFT))
movement_speed /= 2.0f;
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if (keyboard_layout_azerty) {
if (IsKeyDown(KEY_A))
camera.target.x -= movement_speed ;
if (IsKeyDown(KEY_D))
camera.target.x += movement_speed ;
if (IsKeyDown(KEY_W))
camera.target.y -= movement_speed ;
if (IsKeyDown(KEY_S))
camera.target.y += movement_speed ;
} else {
if (IsKeyDown(KEY_Q))
camera.target.x -= movement_speed ;
if (IsKeyDown(KEY_D))
camera.target.x += movement_speed ;
if (IsKeyDown(KEY_Z))
camera.target.y -= movement_speed ;
if (IsKeyDown(KEY_S))
camera.target.y += movement_speed ;
}
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if (IsKeyReleased(KEY_F))
camera.target = player.coord;
if (!IsKeyDown(KEY_F)) {
player.coord = GetScreenToWorld2D(SCREEN_MIDDLE, camera);
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if (player.coord.x - player.radius < map.box.x)
camera.target.x = map.box.x + player.radius;
else if (player.coord.x + player.radius > map.box.x + map.box.width)
camera.target.x = map.box.x + map.box.width - player.radius;
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if (player.coord.y - player.radius < map.box.y)
camera.target.y = map.box.y + player.radius;
else if (player.coord.y + player.radius > map.box.y + map.box.height)
camera.target.y = map.box.y + map.box.height - player.radius;
player.coord = GetScreenToWorld2D(SCREEN_MIDDLE, camera);
}
Camera2D effect_camera = camera;
if (IsKeyDown(KEY_SPACE))
effect_camera = shake(camera, 12);
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BeginDrawing();
{
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ClearBackground(LIME);
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BeginMode2D(effect_camera);
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{
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DrawTexture(map.texture, map.box.x, map.box.y, WHITE);
DrawCircle(player.coord.x, player.coord.y, player.radius, RED);
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}
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EndMode2D();
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}
EndDrawing();
}
CloseWindow();
return 0;
}