#include #include "raylib.h" #define MIN(a, b) (a) < (b) ? (a) : (b) #define MAX(a, b) (a) > (b) ? (a) : (b) typedef struct Vec2i { union { int x; int width; }; union { int y; int height; }; } Vec2i; 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}; const int trap_len = 200; Rectangle trap = { .width = trap_len, .height = trap_len, }; Vec2i player; const int player_radius = 25; const int player_speed = 5; 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; player.x -= (old_screen.width - screen.width) / 2; player.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); } int move_player_inside_trap(Vec2i *player, Rectangle trap, const int speed, const float delta_time) { int step = speed * delta_time * 100; player->x -= step * IsKeyDown(KEY_A); player->x += step * IsKeyDown(KEY_D); player->y -= step * IsKeyDown(KEY_W); player->y += step * IsKeyDown(KEY_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; } int main(void) { SetTraceLogLevel(LOG_ERROR); InitWindow(screen.width, screen.height, "voleur"); SetWindowState(FLAG_WINDOW_RESIZABLE); SetTargetFPS(60); handle_resize_window(); player = (Vec2i) {.x = screen.width/2, .y = screen.height/2}; while (!WindowShouldClose()) { BeginDrawing(); { ClearBackground(BLACK); const float DT = GetFrameTime(); if (IsWindowResized()) handle_resize_window(); if (!move_player_inside_trap(&player, trap, player_speed, DT)) { Cardinal direction = snap_player_inside_trap(&player, trap); #ifndef RELEASE printf("[%s]\n", cardinal_text[direction]); #endif } DrawCircle(player.x, player.y, player_radius, BLUE); DrawRectangleLinesEx(trap, 1, RED); } EndDrawing(); } CloseWindow(); return 0; }