#include #include #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 { Vector2 coord; float angle; float lifetime; } Bullet; 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)); xlifetime > 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(); } CloseWindow(); return 0; }