HIHIHA, j'ai tout réecrit

This commit is contained in:
nemo 2024-08-15 16:39:48 +02:00
parent eb91450733
commit 5089af1b3d
1 changed files with 78 additions and 351 deletions

429
main.c
View File

@ -3,374 +3,101 @@
#include "raylib.h"
#define MIN(a, b) ((a) < (b) ? (a) : (b))
#define MAX(a, b) ((a) > (b) ? (a) : (b))
#define ABS(a) ((a) < 0 ? -(a) : (a))
#define RAD_TO_DEG(rad) (rad) * (180 / PI)
#define DEG_TO_RAD(deg) (deg) / (180 / PI)
#define NB_MAX_BULLET 5000
typedef struct Vec2i {
union {
int x;
int width;
};
union {
int y;
int height;
};
} Vec2i;
typedef struct Bullet {
typedef struct Player {
Vector2 screen;
float radius;
Vector2 coord;
float angle;
float lifetime;
} Bullet;
} Player;
typedef enum Cardinal {
CARDINAL_BEGIN_NOT_AT_ZERO = 0,
NORD_OUEST, NORD, NORD_EST,
OUEST, EST,
SUD_OUEST, SUD, SUD_EST,
CARDINAL_SIZE,
} Cardinal;
#ifndef RELEASE
char *cardinal_text[CARDINAL_SIZE] = {
[NORD_OUEST] = "NORD OUEST",
[NORD] = "NORD",
[NORD_EST] = "NORD EST",
[OUEST] = "OUEST",
[EST] = "EST",
[SUD_OUEST] = "SUD OUEST",
[SUD] = "SUD",
[SUD_EST] = "SUD EST",
};
#endif
Vec2i screen = {.width = 1344, .height = 756};
Rectangle trap;
Texture player_t;
Vec2i player;
float player_radius;
const int player_speed = 5;
Image map_collision;
Texture map;
Vector2 map_coord;
const float map_factor = 2.0f;
Texture bullet;
Bullet bullets[NB_MAX_BULLET];
int bullet_index = 0;
void handle_resize_window(void)
{
Vec2i old_screen = screen;
screen.width = GetScreenWidth();
screen.height = GetScreenHeight();
trap.width = screen.width/5;
trap.height = screen.height/5;
trap.x = (int) (screen.width/2 - trap.width/2);
trap.y = (int) (screen.height/2 - trap.height/2);
player.x -= (old_screen.width - screen.width) / 2;
player.y -= (old_screen.height - screen.height) / 2;
map_coord.x -= (old_screen.width - screen.width) / 2;
map_coord.y -= (old_screen.height - screen.height) / 2;
}
int point_rec_collision(Vec2i point, Rectangle rec)
{
return
(point.x >= rec.x && point.x <= rec.x + rec.width) &&
(point.y >= rec.y && point.y <= rec.y + rec.height);
}
Vector2 move_forward_angle(Vector2 origin, float angle, float step)
{
float rad = DEG_TO_RAD(angle);
origin.x += sin(rad) * step;
origin.y += cos(rad) * step;
return origin;
}
int move_player_inside_trap(Vec2i *player, Rectangle trap,
const int speed, const float delta_time)
{
int step = speed * delta_time * 100;
int w = IsKeyDown(KEY_W);
int a = IsKeyDown(KEY_A);
int s = IsKeyDown(KEY_S);
int d = IsKeyDown(KEY_D);
if (w + a + s + d >= 2)
step *= sin(45);
player->x -= step * a;
player->x += step * d;
player->y -= step * w;
player->y += step * s;
return point_rec_collision(*player, trap);
}
Cardinal snap_player_inside_trap(Vec2i *player, const Rectangle trap)
{
Cardinal pushing = 0;
int bound_n = player->y < trap.y;
int bound_s = player->y > trap.y + trap.height;
int bound_e = player->x > trap.x + trap.width;
int bound_o = player->x < trap.x;
int bound_ne = bound_n && bound_e;
int bound_no = bound_n && bound_o;
int bound_se = bound_s && bound_e;
int bound_so = bound_s && bound_o;
if (bound_n) {
player->y = trap.y;
pushing = NORD;
} else if (bound_s) {
player->y = trap.y + trap.height;
pushing = SUD;
}
if (bound_e) {
player->x = trap.x + trap.width;
pushing = EST;
} else if (bound_o) {
player->x = trap.x;
pushing = OUEST;
}
if (bound_ne)
pushing = NORD_EST;
else if (bound_no)
pushing = NORD_OUEST;
else if (bound_se)
pushing = SUD_EST;
else if (bound_so)
pushing = SUD_OUEST;
return pushing;
}
void move_map(Vector2 *map, Cardinal direction, const int speed, const float DT)
{
float step = speed * DT * 100;
float diag_step = sin(45) * step;
switch (direction) {
case NORD:
map->y += step;
break;
case SUD:
map->y -= step;
break;
case EST:
map->x -= step;
break;
case OUEST:
map->x += step;
break;
case NORD_EST:
map->y += diag_step;
map->x -= diag_step;
break;
case NORD_OUEST:
map->y += diag_step;
map->x += diag_step;
break;
case SUD_EST:
map->y -= diag_step;
map->x -= diag_step;
break;
case SUD_OUEST:
map->y -= diag_step;
map->x += diag_step;
break;
default:
break;
}
}
float vector_angle(Vector2 base, Vector2 point)
{
float x = point.x - base.x;
float y = point.y - base.y;
int pad = 0;
if (x < 0 && y <= 0) {
pad = 180;
} else if (x < 0 && y >= 0) {
pad = 180;
} else if (x >= 0 && y >= 0) {
pad = 360;
}
return ABS(pad - RAD_TO_DEG(atan(y / x)));
}
Vector2 map_to_screen_coord(Vector2 coord)
{
Vector2 r = {.x = map_coord.x + coord.x, .y = map_coord.y + coord.y};
return r;
}
Vec2i screen_to_map_coord(Vec2i coord)
{
Vec2i r = {.x = -map_coord.x + coord.x, .y = -map_coord.y + coord.y};
return r;
}
Vec2i Vec2i_cast(Vector2 vec)
{
Vec2i v = {
.x = vec.x,
.y = vec.y
};
return v;
}
Vector2 Vector2_cast(Vec2i vec)
{
Vector2 v = {
.x = vec.x,
.y = vec.y
};
return v;
}
int circle_collision(Image map, Vec2i coord, float radius)
{
int count = 0;
for (
int x=MAX(0, MIN((coord.x-radius)/map_factor, map.width-1));
x<MAX(0, MIN((coord.x+radius)/map_factor, map.width-1));
x++) {
for (
int y=MAX(0, MIN((coord.y-radius)/map_factor, map.height-1));
y<MAX(0, MIN((coord.y+radius)/map_factor, map.height-1));
y++) {
Color c = *(Color*)(map.data + sizeof(c)*map.width*y + sizeof(c)*x);
count += c.r == 255 && c.b == 255 && c.g == 255 && c.a == 255;
}
}
return count;
}
typedef struct Map {
const Texture texture;
const Vector2 screen;
const Rectangle box;
} Map;
int main(void)
{
SetTraceLogLevel(LOG_ERROR);
InitWindow(screen.width, screen.height, "voleur");
Vector2 window_size = { 800.0f, 600.0f };
Camera2D camera = {
.target = {0},
.offset = (Vector2) {window_size.x/2, window_size.y/2},
.rotation = 0.0f,
.zoom = 1.0f,
};
Player player = {
.screen = (Vector2) {window_size.x/2, window_size.y/2},
.radius = 25.0f,
};
InitWindow(window_size.x, window_size.y, "voleur");
SetWindowState(FLAG_WINDOW_RESIZABLE);
SetTargetFPS(60);
player = (Vec2i) {.x = screen.width/2, .y = screen.height/2};
player_t = LoadTexture("data/player.png");
player_radius = player_t.width/2;
map_collision = LoadImage("data/map_collision.png");
map = LoadTexture("data/map_collision.png");
ImageFormat(&map_collision, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8);
map_coord = (Vector2){
screen.width/2 - map.width*map_factor/2,
screen.height/2 - map.height*map_factor/2,
Map map = {
.texture = LoadTexture("data/map2.png"),
.screen = {-map.texture.width/2, -map.texture.height/2},
.box = (Rectangle) {
.x = map.screen.x, .y = map.screen.y,
.width = map.texture.width, .height = map.texture.height,
},
};
bullet = LoadTexture("data/bullet.png");
handle_resize_window();
while (!WindowShouldClose()) {
if (IsWindowResized()) {
window_size = (Vector2) {GetScreenWidth(), GetScreenHeight()};
camera.offset = (Vector2) {window_size.x/2, window_size.y/2};
player.screen = (Vector2) {window_size.x/2, window_size.y/2};
}
float movement_speed = 10.0f;
if ((IsKeyDown(KEY_LEFT) || IsKeyDown(KEY_RIGHT)) && (IsKeyDown(KEY_UP) || IsKeyDown(KEY_DOWN)))
movement_speed = 6.324f;
if (IsKeyDown(KEY_LEFT_SHIFT))
movement_speed /= 2.0f;
if (IsKeyDown(KEY_LEFT))
camera.target.x -= movement_speed ;
if (IsKeyDown(KEY_RIGHT))
camera.target.x += movement_speed ;
if (IsKeyDown(KEY_UP))
camera.target.y -= movement_speed ;
if (IsKeyDown(KEY_DOWN))
camera.target.y += movement_speed ;
if (IsKeyDown(KEY_A))
camera.rotation++;
if (IsKeyDown(KEY_D))
camera.rotation--;
if (IsKeyDown(KEY_W))
player.radius++;
if (IsKeyDown(KEY_S))
player.radius--;
player.coord = GetScreenToWorld2D(player.screen, camera);
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;
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;
BeginDrawing();
{
ClearBackground(LIME);
const float DT = GetFrameTime();
if (IsWindowResized())
handle_resize_window();
// map
DrawTextureEx(map, map_coord, 0.0f, map_factor, WHITE);
Vector2 mouse = GetMousePosition();
float angle = vector_angle((Vector2){player.x, player.y}, mouse);
Vec2i old_player = player;
Vector2 old_map_coord = map_coord;
if (!move_player_inside_trap(&player, trap, player_speed, DT)) {
Cardinal direction = snap_player_inside_trap(&player, trap);
move_map(&map_coord, direction, player_speed, DT);
BeginMode2D(camera);
{
DrawTexture(map.texture, map.screen.x, map.screen.y, WHITE);
}
EndMode2D();
Vec2i player_map = screen_to_map_coord(player);
if (circle_collision(map_collision, player_map, player_radius)) {
player = old_player;
map_coord = old_map_coord;
}
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) {
bullets[bullet_index] = (Bullet) {
.coord = move_forward_angle(
Vector2_cast(player_map),
angle + 90, player_radius
),
.angle = -angle,
.lifetime = 5.0f,
};
bullet_index = (bullet_index + 1) % NB_MAX_BULLET;
}
for (int i=0; i<NB_MAX_BULLET; i++) {
Bullet *b = &bullets[i];
if (b->lifetime > 0.0f) {
b->lifetime -= DT;
Vector2 co = map_to_screen_coord(b->coord);
DrawTexturePro(
bullet,
(Rectangle) {0, 0, bullet.width, bullet.height},
(Rectangle) {co.x, co.y, bullet.width, bullet.height},
(Vector2) {bullet.width/2, bullet.height/2},
b->angle, WHITE
);
b->coord = move_forward_angle(b->coord, 90-b->angle, 27.0f);
int collision = circle_collision(
map_collision, Vec2i_cast(b->coord), bullet.height/2
);
if (collision) {
b->lifetime = -1.0f;
}
}
}
if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT)) {
DrawLineEx(
(Vector2){.x = player.x, .y = player.y},
mouse, 5.0f, GOLD
);
}
DrawCircleV(Vector2_cast(player), player_radius, BLUE);
// player
DrawTexturePro(
player_t,
(Rectangle) {
0, 0, player_t.width, player_t.height
},
(Rectangle) {
player.x, player.y, player_t.width, player_t.height
},
(Vector2) {player_t.width/2, player_t.height/2},
450 - angle, WHITE
);
DrawCircle(player.screen.x, player.screen.y, player.radius, RED);
}
EndDrawing();
}