#include #include #include "raylib.h" #include "raymath.h" #include "bullet.h" #include "keys.h" #include "ninja.h" #include "minigun.h" typedef enum PlayerType { PLAYER_NINJA, PLAYER_MINIGUN, PLAYER_COUNT, } PlayerType; #define SCREEN_MIDDLE ((Vector2) {window_size.x/2, window_size.y/2}) Vector2 window_size = { 800.0f, 600.0f }; typedef struct Map { const Texture texture; const Rectangle box; } Map; Vector2 shake(int force) { Vector2 s; s.x = GetRandomValue(-force/2, force/2); s.y = GetRandomValue(-force/2, force/2); return s; } void camera_bound(Camera2D *cam, Rectangle bound, float player_radius) { Vector2 coord = GetScreenToWorld2D(SCREEN_MIDDLE, *cam); if (coord.x - player_radius < bound.x) cam->target.x = bound.x + player_radius; else if (coord.x + player_radius > bound.x + bound.width) cam->target.x = bound.x + bound.width - player_radius; if (coord.y - player_radius < bound.y) cam->target.y = bound.y + player_radius; else if (coord.y + player_radius > bound.y + bound.height) cam->target.y = bound.y + bound.height - player_radius; } int main(void) { Camera2D camera = { .target = {0}, .offset = SCREEN_MIDDLE, .rotation = 0.0f, .zoom = 1.0f, }; #ifdef RELEASE SetTraceLogLevel(LOG_FATAL); #endif InitWindow(window_size.x, window_size.y, "voleur"); SetWindowState(FLAG_WINDOW_RESIZABLE); SetTargetFPS(60); #ifdef RELEASE SetExitKey(KEY_NULL); #endif Map map = { .texture = LoadTexture("data/map2.png"), .box = (Rectangle) { .x = -map.texture.width/2, .y = -map.texture.height/2, .width = map.texture.width, .height = map.texture.height, }, }; change_layout_azerty(); PlayerType player_type = PLAYER_MINIGUN; load_ninja(); load_minigun(); bullet_load(); while (!WindowShouldClose()) { float DT = GetFrameTime(); if (IsWindowResized()) { window_size = (Vector2) {GetScreenWidth(), GetScreenHeight()}; camera.offset = SCREEN_MIDDLE; } #ifndef RELEASE if (IsKeyPressed(KEY_SPACE)) { player_type = (player_type+1)%PLAYER_COUNT; } #endif if (ninja_dash_time() <= EPSILON) { float movement_speed = 10.0f * DT * 50; if ((key_down(KC_UP) || key_down(KC_DOWN)) && (key_down(KC_LEFT) || key_down(KC_RIGHT))) movement_speed = sqrtf(movement_speed) * 2; if (key_down(KC_CROUCH)) movement_speed /= 2.0f; if (key_down(KC_LEFT)) camera.target.x -= movement_speed ; if (key_down(KC_RIGHT)) camera.target.x += movement_speed ; if (key_down(KC_DOWN)) camera.target.y -= movement_speed ; if (key_down(KC_UP)) camera.target.y += movement_speed ; } camera_bound(&camera, map.box, ninja_radius()); // NOTE: si on doit faire un screen shake, l'appliquer a cet variable Vector2 cam_shake = {0}; BeginDrawing(); { ClearBackground(LIME); Camera2D effect_camera = camera; effect_camera.offset = Vector2Add(effect_camera.offset, cam_shake); if (player_type == PLAYER_MINIGUN) process_minigun(Vector2Add(SCREEN_MIDDLE, cam_shake), &camera, &effect_camera); BeginMode2D(effect_camera); { DrawTexture(map.texture, map.box.x, map.box.y, WHITE); draw_bullets(); } EndMode2D(); if (player_type == PLAYER_NINJA) draw_ninja(Vector2Add(SCREEN_MIDDLE, cam_shake), &camera); else if (player_type == PLAYER_MINIGUN) draw_minigun(Vector2Add(SCREEN_MIDDLE, cam_shake), &camera); } EndDrawing(); } CloseWindow(); return 0; }