voleur/main.c

151 lines
3.8 KiB
C

#include <stdio.h>
#include <math.h>
#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;
}