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10 Commits

Author SHA1 Message Date
_N3m0 eb91450733 rien d'important 2024-04-03 14:07:46 +02:00
_N3m0 630d204b0c first shity collision system 2024-03-28 11:28:49 +01:00
_N3m0 c129a617b4 refacto 2024-03-25 15:59:05 +01:00
_N3m0 e61e66f52d shoot from front of player, not middle of player 2024-03-25 15:46:11 +01:00
_N3m0 29f554b88b test new shoot 2024-03-23 12:43:59 +01:00
_N3m0 2f80a81ceb fix: bullet steped angle 2024-03-23 12:26:43 +01:00
_N3m0 3c076f85ae rm unused code 2024-03-23 12:21:26 +01:00
_N3m0 92be7db967 bullet 2024-03-23 12:04:55 +01:00
_N3m0 98bad910cf map coordinate function 2024-03-22 16:29:37 +01:00
_N3m0 3b1e7aa850 player rotation 2024-03-21 21:06:30 +01:00
3 changed files with 175 additions and 21 deletions

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data/bullet.png Normal file

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194
main.c
View File

@ -3,8 +3,14 @@
#include "raylib.h"
#define MIN(a, b) (a) < (b) ? (a) : (b)
#define MAX(a, b) (a) > (b) ? (a) : (b)
#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 {
@ -17,6 +23,12 @@ typedef struct Vec2i {
};
} Vec2i;
typedef struct Bullet {
Vector2 coord;
float angle;
float lifetime;
} Bullet;
typedef enum Cardinal {
CARDINAL_BEGIN_NOT_AT_ZERO = 0,
NORD_OUEST, NORD, NORD_EST,
@ -40,28 +52,31 @@ char *cardinal_text[CARDINAL_SIZE] = {
Vec2i screen = {.width = 1344, .height = 756};
const int trap_len = 300;
Rectangle trap = {
.width = trap_len,
.height = trap_len,
};
Rectangle trap;
Texture player_t;
Vec2i player;
const int player_radius = 25;
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.x = screen.width/2 - trap_len/2;
trap.y = screen.height/2 - trap_len/2;
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;
@ -75,6 +90,14 @@ int point_rec_collision(Vec2i point, Rectangle rec)
(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)
{
@ -177,6 +200,69 @@ void move_map(Vector2 *map, Cardinal direction, const int speed, const float DT)
}
}
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;
}
int main(void)
{
SetTraceLogLevel(LOG_ERROR);
@ -186,37 +272,105 @@ int main(void)
player = (Vec2i) {.x = screen.width/2, .y = screen.height/2};
player_t = LoadTexture("data/player.png");
map = LoadTexture("data/map2.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,
};
bullet = LoadTexture("data/bullet.png");
handle_resize_window();
while (!WindowShouldClose()) {
BeginDrawing();
{
ClearBackground(BLACK);
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);
}
DrawTextureEx(map, map_coord, 0.0f, map_factor, WHITE);
DrawTexture(
player_t,
player.x-player_t.width/2,
player.y-player_t.height/2,
WHITE
);
Vec2i player_map = screen_to_map_coord(player);
// DrawRectangleLinesEx(trap, 1, RED);
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
);
}
EndDrawing();
}