voleur/main.c

107 lines
3.0 KiB
C

#include <stdio.h>
#include "raylib.h"
typedef struct Player {
Vector2 screen;
float radius;
Vector2 coord;
} Player;
typedef struct Map {
const Texture texture;
const Vector2 screen;
const Rectangle box;
} Map;
int main(void)
{
Vector2 window_size = { 800.0f, 600.0f };
Camera2D camera = {
.target = {0},
.offset = (Vector2) {window_size.x/2, window_size.y/2},
.rotation = 0.0f,
.zoom = 1.0f,
};
Player player = {
.screen = (Vector2) {window_size.x/2, window_size.y/2},
.radius = 25.0f,
};
InitWindow(window_size.x, window_size.y, "voleur");
SetWindowState(FLAG_WINDOW_RESIZABLE);
SetTargetFPS(60);
Map map = {
.texture = LoadTexture("data/map2.png"),
.screen = {-map.texture.width/2, -map.texture.height/2},
.box = (Rectangle) {
.x = map.screen.x, .y = map.screen.y,
.width = map.texture.width, .height = map.texture.height,
},
};
while (!WindowShouldClose()) {
if (IsWindowResized()) {
window_size = (Vector2) {GetScreenWidth(), GetScreenHeight()};
camera.offset = (Vector2) {window_size.x/2, window_size.y/2};
player.screen = (Vector2) {window_size.x/2, window_size.y/2};
}
float movement_speed = 10.0f;
if ((IsKeyDown(KEY_LEFT) || IsKeyDown(KEY_RIGHT)) && (IsKeyDown(KEY_UP) || IsKeyDown(KEY_DOWN)))
movement_speed = 6.324f;
if (IsKeyDown(KEY_LEFT_SHIFT))
movement_speed /= 2.0f;
if (IsKeyDown(KEY_LEFT))
camera.target.x -= movement_speed ;
if (IsKeyDown(KEY_RIGHT))
camera.target.x += movement_speed ;
if (IsKeyDown(KEY_UP))
camera.target.y -= movement_speed ;
if (IsKeyDown(KEY_DOWN))
camera.target.y += movement_speed ;
if (IsKeyDown(KEY_A))
camera.rotation++;
if (IsKeyDown(KEY_D))
camera.rotation--;
if (IsKeyDown(KEY_W))
player.radius++;
if (IsKeyDown(KEY_S))
player.radius--;
player.coord = GetScreenToWorld2D(player.screen, camera);
if (player.coord.x - player.radius < map.box.x)
camera.target.x = map.box.x + player.radius;
else if (player.coord.x + player.radius > map.box.x + map.box.width)
camera.target.x = map.box.x + map.box.width - player.radius;
if (player.coord.y - player.radius < map.box.y)
camera.target.y = map.box.y + player.radius;
else if (player.coord.y + player.radius > map.box.y + map.box.height)
camera.target.y = map.box.y + map.box.height - player.radius;
BeginDrawing();
{
ClearBackground(LIME);
BeginMode2D(camera);
{
DrawTexture(map.texture, map.screen.x, map.screen.y, WHITE);
}
EndMode2D();
DrawCircle(player.screen.x, player.screen.y, player.radius, RED);
}
EndDrawing();
}
CloseWindow();
return 0;
}