Wired first pass of enemies, testing game controller.

This commit is contained in:
2026-07-23 08:35:46 +02:00
parent 5da084391e
commit 92717d3aef
2 changed files with 81 additions and 23 deletions
+30 -9
View File
@@ -1,6 +1,8 @@
package game package game
import rl "vendor:raylib" import rl "vendor:raylib"
import "core:strings"
Game :: struct { Game :: struct {
assets: Asset_Manager, assets: Asset_Manager,
@@ -8,14 +10,22 @@ Game :: struct {
world: rl.RenderTexture2D, world: rl.RenderTexture2D,
current_map: Game_Map, current_map: Game_Map,
player: Player, player: Player,
enemies: [10]Enemy, enemies: [MAX_ENEMIES]Enemy,
enemy_cnt: int,
debug: Debug debug: Debug
} }
// @TODO: load the full txt file on game start
GAMEPAD_MAPPINGS :: `03000000c82d00000a31000014010000,8BitDo Ultimate 2C,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3,platform:Linux,
03000000c82d00001d30000011010000,8BitDo Ultimate 2C,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,paddle1:b5,paddle2:b2,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,
05000000c82d00001b30000001000000,8BitDo Ultimate 2C,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:a5,leftx:a0,lefty:a1,paddle1:b5,paddle2:b2,rightshoulder:b7,rightstick:b14,righttrigger:a4,rightx:a2,righty:a3,start:b11,x:b3,y:b4,platform:Linux,`
game_init :: proc() -> Game { game_init :: proc() -> Game {
game := Game{} game := Game{}
rl.InitWindow(WINDOW_WIDTH, WINDOW_HEIGHT, WINDOW_TITLE) rl.InitWindow(WINDOW_WIDTH, WINDOW_HEIGHT, WINDOW_TITLE)
rl.SetGamepadMappings(GAMEPAD_MAPPINGS)
rl.SetTargetFPS(60) rl.SetTargetFPS(60)
game.assets = asset_manager_init() game.assets = asset_manager_init()
@@ -24,23 +34,33 @@ game_init :: proc() -> Game {
game.world = rl.LoadRenderTexture(GAME_WIDTH, GAME_HEIGHT) game.world = rl.LoadRenderTexture(GAME_WIDTH, GAME_HEIGHT)
game.current_map = map_init() game.current_map = map_init()
// TESTING
game.enemies[0] = enemy_init()
// @ DEBUG // @ DEBUG
debug_init(&game) debug_init(&game)
return game return game
} }
game_should_run :: proc(game: ^Game) -> bool { game_should_run :: proc(game: ^Game) -> bool { return !rl.WindowShouldClose() }
return !rl.WindowShouldClose()
}
game_update :: proc(game: ^Game) { game_update :: proc(game: ^Game) {
update_player(&game.player, &game.assets.player, game.camera, game.current_map) active_gamepad: i32 = -1
for i in i32(0)..<4 {
if rl.IsGamepadAvailable(i) {
name := string(rl.GetGamepadName(i))
if strings.contains(name, "Mouse") do continue
if strings.contains(name, "Keyboard") do continue
active_gamepad = i
break
}
}
update_player(&game.player, &game.assets.player, game.camera, game.current_map, &game.enemies, game.enemy_cnt)
update_camera(&game.player, &game.camera, game.current_map.width_px, game.current_map.height_px) update_camera(&game.player, &game.camera, game.current_map.width_px, game.current_map.height_px)
spawn_enemy(&game.enemies, &game.assets.enemy, &game.enemy_cnt, game.current_map)
update_enemies(&game.enemies, &game.assets.enemy)
// @ DEBUG // @ DEBUG
debug_camera_update(&game.debug) debug_camera_update(&game.debug)
} }
@@ -56,9 +76,10 @@ game_draw :: proc(game: ^Game) {
rl.BeginMode2D(cam) rl.BeginMode2D(cam)
draw_map(game.current_map) draw_map(game.current_map)
// draw objects // draw objects
draw_enemy(game.enemies[0]) draw_enemies(&game.enemies)
draw_player(&game.player) draw_player(&game.player)
// @ DEBUG // @ DEBUG
debug_camera_draw(&game.camera, game.debug.camera_active) debug_camera_draw(&game.camera, game.debug.camera_active)
debug_bounds(game) debug_bounds(game)
+46 -9
View File
@@ -3,6 +3,7 @@ package game
import "core:fmt" import "core:fmt"
import rl "vendor:raylib" import rl "vendor:raylib"
Player_State :: enum { IDLE, WALK, ATTACK } Player_State :: enum { IDLE, WALK, ATTACK }
Player :: struct { Player :: struct {
@@ -24,7 +25,7 @@ Player :: struct {
player_init :: proc(assets: ^Player_Assets) -> Player { player_init :: proc(assets: ^Player_Assets) -> Player {
player := Player{} player := Player{}
player.position = {39, 39} player.position = {260, 260}
player.speed = 180 player.speed = 180
player.accel = 720 player.accel = 720
player.friction = 640 player.friction = 640
@@ -53,15 +54,45 @@ get_player_collider :: proc(player: ^Player, pos: rl.Vector2) -> rl.Rectangle {
} }
} }
update_player :: proc(player: ^Player, assets: ^Player_Assets, camera: rl.Camera2D, game_map: Game_Map) { update_player :: proc(
player: ^Player, assets: ^Player_Assets, camera: rl.Camera2D,
game_map: Game_Map, enemies: ^[MAX_ENEMIES]Enemy, active_enemies: int
) {
moving := false moving := false
dt := rl.GetFrameTime() dt := rl.GetFrameTime()
input_dir := rl.Vector2{0,0} input_dir := rl.Vector2{0,0}
if rl.IsKeyDown(.W) { moving = true; input_dir.y -=1; } if rl.IsKeyDown(.W) || rl.IsKeyDown(.UP) { moving = true; input_dir.y -= 1 }
if rl.IsKeyDown(.S) { moving = true; input_dir.y +=1; } if rl.IsKeyDown(.S) || rl.IsKeyDown(.DOWN) { moving = true; input_dir.y += 1 }
if rl.IsKeyDown(.A) { moving = true; input_dir.x -=1; player.flipped = true } if rl.IsKeyDown(.A) || rl.IsKeyDown(.LEFT) { moving = true; input_dir.x -= 1; player.flipped = true }
if rl.IsKeyDown(.D) { moving = true; input_dir.x +=1; player.flipped = false } if rl.IsKeyDown(.D) || rl.IsKeyDown(.RIGHT) { moving = true; input_dir.x += 1; player.flipped = false }
GAMEPAD :: 1
if rl.IsGamepadAvailable(GAMEPAD) {
rl.HideCursor()
// D-pad (buttons) — same digital feel as WASD
if rl.IsGamepadButtonDown(GAMEPAD, .LEFT_FACE_UP) { moving = true; input_dir.y -= 1 }
if rl.IsGamepadButtonDown(GAMEPAD, .LEFT_FACE_DOWN) { moving = true; input_dir.y += 1 }
if rl.IsGamepadButtonDown(GAMEPAD, .LEFT_FACE_LEFT) { moving = true; input_dir.x -= 1; player.flipped = true }
if rl.IsGamepadButtonDown(GAMEPAD, .LEFT_FACE_RIGHT) { moving = true; input_dir.x += 1; player.flipped = false }
// Left analog stick, with a deadzone
stick_x := rl.GetGamepadAxisMovement(GAMEPAD, .LEFT_X)
stick_y := rl.GetGamepadAxisMovement(GAMEPAD, .LEFT_Y)
DEADZONE :: 0.25
if abs(stick_x) > DEADZONE {
moving = true
input_dir.x += stick_x
player.flipped = stick_x < 0
}
if abs(stick_y) > DEADZONE {
moving = true
input_dir.y += stick_y
}
}
has_input := input_dir.x != 0 || input_dir.y != 0 has_input := input_dir.x != 0 || input_dir.y != 0
if has_input { if has_input {
@@ -79,20 +110,26 @@ update_player :: proc(player: ^Player, assets: ^Player_Assets, camera: rl.Camera
// Check for collisions // Check for collisions
new_position := player.velocity * dt new_position := player.velocity * dt
new_x_pos := rl.Vector2{player.position.x + new_position.x, player.position.y} new_x_pos := rl.Vector2{player.position.x + new_position.x, player.position.y}
if !check_map_collision(get_player_collider(player, new_x_pos), game_map) { if
!check_map_collision(get_player_collider(player, new_x_pos), game_map) &&
!check_enemy_collision(get_player_collider(player, new_x_pos), active_enemies, enemies)
{
player.position.x = new_x_pos.x player.position.x = new_x_pos.x
} else { } else {
player.velocity.x = 0 player.velocity.x = 0
} }
new_y_pos := rl.Vector2{player.position.x, player.position.y + new_position.y} new_y_pos := rl.Vector2{player.position.x, player.position.y + new_position.y}
if !check_map_collision(get_player_collider(player, new_y_pos), game_map) { if
!check_map_collision(get_player_collider(player, new_y_pos), game_map) &&
!check_enemy_collision(get_player_collider(player, new_y_pos), active_enemies, enemies)
{
player.position.y = new_y_pos.y player.position.y = new_y_pos.y
} else { } else {
player.velocity.y = 0 player.velocity.y = 0
} }
// TESTING // @TESTING
if rl.IsMouseButtonPressed(.LEFT) { if rl.IsMouseButtonPressed(.LEFT) {
mouse_pos := rl.GetMousePosition() mouse_pos := rl.GetMousePosition()
screen_space := window_to_screen(mouse_pos) screen_space := window_to_screen(mouse_pos)