#include #include #include "raylib.h" #include "raymath.h" #include "ninja.h" #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; typedef enum KeyControl { KC_UP = 0, KC_DOWN, KC_LEFT, KC_RIGHT, KC_SHOOT, KC_FREECAM, KC_CROUCH, KC_COUNT, } KeyControl; void change_layout_azerty(int *keys) { keys[KC_UP] = KEY_S; keys[KC_DOWN] = KEY_W; keys[KC_LEFT] = KEY_A; keys[KC_RIGHT] = KEY_D; } void change_layout_qwerty(int *keys) { keys[KC_UP] = KEY_W; keys[KC_DOWN] = KEY_S; keys[KC_LEFT] = KEY_A; keys[KC_RIGHT] = KEY_D; } 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, }, }; int keys[KC_COUNT] = {0}; keys[KC_SHOOT] = MOUSE_BUTTON_LEFT; keys[KC_CROUCH] = KEY_LEFT_SHIFT; keys[KC_FREECAM] = KEY_F; change_layout_azerty(keys); load_ninja(); while (!WindowShouldClose()) { float DT = GetFrameTime(); if (IsWindowResized()) { window_size = (Vector2) {GetScreenWidth(), GetScreenHeight()}; camera.offset = SCREEN_MIDDLE; } float movement_speed = 10.0f * DT * 50; if ((IsKeyDown(keys[KC_UP]) || IsKeyDown(keys[KC_DOWN])) && (IsKeyDown(keys[KC_LEFT]) || IsKeyDown(keys[KC_RIGHT]))) movement_speed = sqrtf(movement_speed) * 2; if (IsKeyDown(keys[KC_CROUCH])) movement_speed /= 2.0f; if (IsKeyDown(keys[KC_LEFT])) camera.target.x -= movement_speed ; if (IsKeyDown(keys[KC_RIGHT])) camera.target.x += movement_speed ; if (IsKeyDown(keys[KC_DOWN])) camera.target.y -= movement_speed ; if (IsKeyDown(keys[KC_UP])) camera.target.y += movement_speed ; camera_bound(&camera, map.box, ninja_radius()); Vector2 cam_shake = {0}; if (IsMouseButtonDown(keys[KC_SHOOT])) cam_shake = shake(12); BeginDrawing(); { ClearBackground(LIME); Camera2D effect_camera = camera; effect_camera.offset = Vector2Add(effect_camera.offset, cam_shake); BeginMode2D(effect_camera); { DrawTexture(map.texture, map.box.x, map.box.y, WHITE); } EndMode2D(); draw_ninja(Vector2Add(SCREEN_MIDDLE, cam_shake)); } EndDrawing(); } CloseWindow(); return 0; }