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5 Commits

Author SHA1 Message Date
9ff471ac3c forgot to push the world 2026-02-18 23:06:19 -06:00
2d5babf060 Tile rework and shader fun 2026-02-18 23:00:09 -06:00
WiseNoodle
f54bc5dc27 Merge branch 'develop' into art 2026-02-18 23:09:36 -05:00
WiseNoodle
8b7ea3be9e Add 6 mineral sprites and add 3 flower sprites 2026-02-18 23:09:08 -05:00
c937e0834c ui testing 2026-02-18 21:58:08 -06:00
12 changed files with 255 additions and 65 deletions

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@@ -24,8 +24,8 @@
buildInputs = with pkgs; [
libGL
# X11 dependencies for Raylib
raylib
raygui
xorg.libX11
xorg.libXcursor
xorg.libXi
@@ -38,6 +38,7 @@
export LD_LIBRARY_PATH="$LD_LIBRARY_PATH:${with pkgs; lib.makeLibraryPath [
libGL
raylib
raygui
xorg.libX11
xorg.libXcursor
xorg.libXi

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src/assets/pause.jpg Normal file

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4
src/gamestate.odin Normal file
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@@ -0,0 +1,4 @@
package main
GameState :: struct {}

43
src/hue_shift.fs Normal file
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@@ -0,0 +1,43 @@
#version 330
// Input from vertex shader
in vec2 fragTexCoord;
in vec4 fragColor;
// Output to the screen
out vec4 finalColor;
uniform sampler2D texture0;
uniform float hueShift;
// RGB to HSV conversion
vec3 rgb2hsv(vec3 c) {
vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
float d = q.x - min(q.w, q.y);
float e = 1.0e-10;
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
// HSV to RGB conversion
vec3 hsv2rgb(vec3 c) {
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}
void main() {
// Standard Raylib texture lookup
vec4 texelColor = texture(texture0, fragTexCoord) * fragColor;
// Convert to HSV
vec3 hsv = rgb2hsv(texelColor.rgb);
// Shift the Hue (hsv.x) and wrap it around 1.0 using fract()
hsv.x = fract(hsv.x + hueShift);
// Convert back to RGB and output
vec3 rgb = hsv2rgb(hsv);
finalColor = vec4(rgb, texelColor.a);
}

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@@ -4,6 +4,10 @@ import "core:fmt"
import "core:strings"
import "vendor:raylib"
shader: raylib.Shader
hue_loc: i32
delta: f32
player: Player
main :: proc() {
@@ -18,9 +22,17 @@ main :: proc() {
raylib.SetExitKey(nil)
init_pause_menu()
init_world()
defer deinit_world()
// Test shader stuff
shader = raylib.LoadShader(nil, "hue_shift.fs")
hue_loc = raylib.GetShaderLocation(shader, "hueShift")
shift_value: f32 = 0.4
raylib.SetShaderValue(shader, hue_loc, &shift_value, .FLOAT)
player = {
position = {300, 300},
camera = {
@@ -34,7 +46,7 @@ main :: proc() {
for (!raylib.WindowShouldClose()) {
delta := raylib.GetFrameTime()
if !is_paused do delta = raylib.GetFrameTime()
raylib.BeginDrawing()
raylib.ClearBackground(raylib.BLACK)
@@ -47,6 +59,7 @@ main :: proc() {
raylib.EndMode2D()
raylib.DrawFPS(20, 20)
draw_pause_menu()
draw_player_grid_debug()
raylib.EndDrawing()
@@ -56,6 +69,9 @@ main :: proc() {
@(private = "file")
update :: proc(delta: f32) {
process_pause_menu_input()
if is_paused do return
update_world(delta)
update_player(&player, delta)
}

42
src/pausemenu.odin Normal file
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@@ -0,0 +1,42 @@
package main
import "core:fmt"
import rl "vendor:raylib"
test_pause_tex: rl.Texture2D
test_pause_button_rect: rl.Rectangle
is_paused := false
init_pause_menu :: proc() {
test_pause_tex = rl.LoadTexture("./assets/pause.jpg")
test_pause_button_rect = {
x = 200,
y = 200,
width = f32(test_pause_tex.width),
height = f32(test_pause_tex.height),
}
}
draw_pause_menu :: proc() {
if (is_paused) do rl.DrawTexture(test_pause_tex, 200, 200, rl.WHITE)
}
process_pause_menu_input :: proc() {
mouse_pos := rl.GetMousePosition()
if rl.IsKeyPressed(.ESCAPE) do is_paused = !is_paused
if !is_paused do return
if (rl.CheckCollisionPointRec(mouse_pos, test_pause_button_rect)) {
if (rl.IsMouseButtonPressed(rl.MouseButton.LEFT)) {
test_pause_click()
}
}
}
test_pause_click :: proc() {
is_paused = false
}

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@@ -51,9 +51,6 @@ handle_player_camera :: proc(p: ^Player, delta: f32) {
@(private = "file")
handle_player_input :: proc(p: ^Player, delta: f32) {
if raylib.IsKeyPressed(.ESCAPE) do return
dir: raylib.Vector2 = {0, 0}
if raylib.IsKeyDown(.W) do dir.y -= 1
if raylib.IsKeyDown(.S) do dir.y += 1

View File

@@ -34,55 +34,6 @@ InteractionType :: enum {
EXAMINE,
}
nothing_tile := Tile {
type = .NOTHING,
frame_index = 0,
interaction = .NONE,
resource = .NONE,
animator = nil,
}
ground_tile := Tile {
type = .GROUND,
frame_index = 0,
interaction = .NONE,
resource = .NONE,
animator = nil,
}
test_wall_tile := Tile {
type = .WALL,
frame_index = 5,
interaction = .NONE,
resource = .NONE,
animator = nil,
}
plant_tile := Tile {
type = .FLORA,
frame_index = 0,
interaction = .HARVEST,
resource = .FLORA,
animator = nil,
}
plant_2_tile := Tile {
type = .FLORA,
frame_index = 1,
interaction = .HARVEST,
resource = .FLORA,
animator = nil,
}
plant_3_tile := Tile {
type = .FLORA,
frame_index = 2,
interaction = .HARVEST,
resource = .FLORA,
animator = nil,
}
draw_tile :: proc(
tilemap_sheet: ^TilemapSpritesheet,
tile: ^Tile,

129
src/tile_definitions.odin Normal file
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@@ -0,0 +1,129 @@
package main
Ground_Tile_ID :: enum {
NOTHING,
GROUND,
WALL,
}
Interactive_Tile_ID :: enum {
PEPE_1,
PEPE_2,
PEPE_3,
FLOWER_1,
FLOWER_2,
FLOWER_3,
MINERAL_1,
MINERAL_2,
MINERAL_3,
MINERAL_4,
MINERAL_5,
MINERAL_6,
}
GROUND_TILES_MAP := [Ground_Tile_ID]Tile {
.NOTHING = {
type = .NOTHING,
frame_index = 0,
interaction = .NONE,
resource = .NONE,
animator = nil,
},
.GROUND = {
type = .GROUND,
frame_index = 0,
interaction = .NONE,
resource = .NONE,
animator = nil,
},
.WALL = {type = .WALL, frame_index = 5, interaction = .NONE, resource = .NONE, animator = nil},
}
INTERACTIVE_TILES_MAP := [Interactive_Tile_ID]Tile {
.PEPE_1 = {
type = .FLORA,
frame_index = 0,
interaction = .HARVEST,
resource = .FLORA,
animator = nil,
},
.PEPE_2 = {
type = .FLORA,
frame_index = 1,
interaction = .HARVEST,
resource = .FLORA,
animator = nil,
},
.PEPE_3 = {
type = .FLORA,
frame_index = 2,
interaction = .HARVEST,
resource = .FLORA,
animator = nil,
},
.FLOWER_1 = {
type = .FLORA,
frame_index = 3,
interaction = .HARVEST,
resource = .FLORA,
animator = nil,
},
.FLOWER_2 = {
type = .FLORA,
frame_index = 4,
interaction = .HARVEST,
resource = .FLORA,
animator = nil,
},
.FLOWER_3 = {
type = .FLORA,
frame_index = 5,
interaction = .HARVEST,
resource = .FLORA,
animator = nil,
},
.MINERAL_1 = {
type = .FLORA,
frame_index = 6,
interaction = .HARVEST,
resource = .FLORA,
animator = nil,
},
.MINERAL_2 = {
type = .FLORA,
frame_index = 7,
interaction = .HARVEST,
resource = .FLORA,
animator = nil,
},
.MINERAL_3 = {
type = .FLORA,
frame_index = 8,
interaction = .HARVEST,
resource = .FLORA,
animator = nil,
},
.MINERAL_4 = {
type = .FLORA,
frame_index = 9,
interaction = .HARVEST,
resource = .FLORA,
animator = nil,
},
.MINERAL_5 = {
type = .FLORA,
frame_index = 10,
interaction = .HARVEST,
resource = .FLORA,
animator = nil,
},
.MINERAL_6 = {
type = .FLORA,
frame_index = 11,
interaction = .HARVEST,
resource = .FLORA,
animator = nil,
},
}

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@@ -14,7 +14,6 @@ interactables_tilemap_sheet: TilemapSpritesheet
init_world :: proc() {
// world_base_color = {74, 132, 74, 255}
ground_tilemap_sheet = load_tilemap_sheet(
"assets/tiles/master_tilemap.png",
@@ -28,17 +27,20 @@ init_world :: proc() {
TILEMAP_TILE_SIZE,
)
ground_layer_grid = create_tile_grid(WORLD_SIZE_X, WORLD_SIZE_Y, ground_tile)
interactables_layer_grid = create_tile_grid(WORLD_SIZE_X, WORLD_SIZE_Y, nothing_tile)
ground_layer_grid = create_tile_grid(WORLD_SIZE_X, WORLD_SIZE_Y, GROUND_TILES_MAP[.GROUND])
interactables_layer_grid = create_tile_grid(
WORLD_SIZE_X,
WORLD_SIZE_Y,
GROUND_TILES_MAP[.NOTHING],
)
for i := 0; i < 11; i += 1 {
id := Interactive_Tile_ID(i)
set_tile(&interactables_layer_grid, i, 5, INTERACTIVE_TILES_MAP[id])
}
set_tile(&interactables_layer_grid, 2, 2, plant_tile)
set_tile(&interactables_layer_grid, 4, 2, plant_2_tile)
set_tile(&interactables_layer_grid, 6, 2, plant_3_tile)
set_tile(&ground_layer_grid, 5, 5, test_wall_tile)
set_tile(&ground_layer_grid, 6, 5, test_wall_tile)
set_tile(&ground_layer_grid, 7, 5, test_wall_tile)
set_tile(&ground_layer_grid, 8, 5, test_wall_tile)
}
deinit_world :: proc() {
@@ -65,12 +67,17 @@ update_world :: proc(delta: f32) {
}
draw_world :: proc() {
raylib.BeginShaderMode(shader)
draw_tile_grid(&ground_tilemap_sheet, &ground_layer_grid, &player.camera, world_base_color)
draw_tile_grid(
&interactables_tilemap_sheet,
&interactables_layer_grid,
&player.camera,
world_base_color,
raylib.WHITE,
)
raylib.EndShaderMode()
}