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11 Commits

Author SHA1 Message Date
aaf04c9e1a More tilemap stuff 2026-02-15 19:08:58 -06:00
b5e07700b0 Tilemap and grid 2026-02-15 18:53:45 -06:00
WiseNoodle
671a5172ab Merge branch 'develop' into art 2026-02-15 18:37:07 -05:00
WiseNoodle
a8a0126d11 Exit player and create master tilemap
Also removed test tiles
2026-02-15 18:36:16 -05:00
cc479131d8 Fixed animation now being the same when flipped 2026-02-15 17:32:35 -06:00
7b19fbcf53 Sprites and Animations 2026-02-15 16:55:22 -06:00
WiseNoodle
997aa3f16b export player spritesheet 2026-02-15 15:39:54 -05:00
WiseNoodle
5c5a77ea32 Create test tile 2026-02-15 15:38:24 -05:00
WiseNoodle
1d6d3726c6 fixy 2026-02-15 15:26:50 -05:00
WiseNoodle
1ae587e7ff Merge branch 'master' into art 2026-02-15 15:22:29 -05:00
WiseNoodle
3b6277fce0 create player art and basic animation 2026-02-15 15:19:44 -05:00
11 changed files with 367 additions and 13 deletions

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@@ -0,0 +1,9 @@
0 - martian ground
1 - martian ground barrier UP
2 - martian ground barrier DOWN
3 - martian ground barrier LEFT
4 - martian ground barrier RIGHT
5 - martian ground barrier TOP RIGHT CORNER
6 - martian ground barrier TOP LEFT CORNER
7 - martian ground barrier BOTTOM RIGHT CORNER
8 - martian ground barrier BOTTOM LEFT CORNER

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@@ -4,6 +4,8 @@ import "core:fmt"
import "vendor:raylib" import "vendor:raylib"
player: Player player: Player
grid: [][]Tile
tilemap_sheet: TilemapSpritesheet
main :: proc() { main :: proc() {
fmt.println("Brackey's Game Jam 2026 :) ") fmt.println("Brackey's Game Jam 2026 :) ")
@@ -11,28 +13,40 @@ main :: proc() {
raylib.InitWindow(1920, 1080, "Game") raylib.InitWindow(1920, 1080, "Game")
raylib.SetTargetFPS(60) raylib.SetTargetFPS(60)
tilemap_sheet = load_tilemap_sheet(
"assets/tiles/master_tilemap.png",
TILEMAP_TILE_SIZE,
TILEMAP_TILE_SIZE,
)
grid = create_tile_grid(100, 100)
player = { player = {
position = {0, 0}, position = {0, 0},
camera = { camera = {
zoom = 2, zoom = 4,
offset = {f32(raylib.GetScreenWidth()) / 2, f32(raylib.GetScreenHeight()) / 2}, offset = {f32(raylib.GetScreenWidth()) / 2, f32(raylib.GetScreenHeight()) / 2},
target = {player.position.x + (32 / 2), player.position.y + (32 / 2)}, target = {player.position.x + (32 / 2), player.position.y + (32 / 2)},
}, },
sprite = load_sprite(PLAYER_SPRITE_PATH, PLAYER_WIDTH, PLAYER_HEIGHT),
} }
set_tile(grid, 10, 10, nothing_tile)
for (!raylib.WindowShouldClose()) { for (!raylib.WindowShouldClose()) {
delta := raylib.GetFrameTime() delta := raylib.GetFrameTime()
raylib.BeginDrawing() raylib.BeginDrawing()
raylib.ClearBackground(raylib.DARKBLUE) raylib.ClearBackground(raylib.BLACK)
raylib.BeginMode2D(player.camera) raylib.BeginMode2D(player.camera)
raylib.DrawText("Ur mom", 100, 100, 50, raylib.BLACK) raylib.DrawText("Ur mom", 100, 100, 50, raylib.BLACK)
draw() draw()
raylib.EndMode2D() raylib.EndMode2D()
raylib.DrawFPS(20, 20)
raylib.EndDrawing() raylib.EndDrawing()
update(delta) update(delta)
@@ -44,10 +58,12 @@ main :: proc() {
@(private = "file") @(private = "file")
update :: proc(delta: f32) { update :: proc(delta: f32) {
update_player(&player, delta) update_player(&player, delta)
update_tile_grid(grid, delta)
} }
@(private = "file") @(private = "file")
draw :: proc() { draw :: proc() {
draw_tile_grid(&tilemap_sheet, grid)
draw_player(&player) draw_player(&player)
} }

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@@ -1,20 +1,40 @@
package main package main
import "core:fmt" import "core:fmt"
import "core:strings"
import "vendor:raylib" import "vendor:raylib"
PLAYER_SPEED :: 5 PLAYER_SPEED :: 2
PLAYER_WIDTH :: 32
PLAYER_HEIGHT :: 32
PLAYER_SPRITE_PATH :: "assets/player/player.png"
spritesheet: raylib.Texture2D
framesX: i32
framesY: i32
Player :: struct { Player :: struct {
sprite: Sprite,
health: int, health: int,
current_world: string, current_world: string,
camera: raylib.Camera2D, camera: raylib.Camera2D,
position: raylib.Vector2, position: raylib.Vector2,
animator: SpriteAnimator,
state: PlayerState,
facing_left: bool,
}
PlayerState :: enum {
IDLE,
WALKING,
} }
@(private = "file") @(private = "file")
handle_player_camera :: proc(p: ^Player, delta: f32) { handle_player_camera :: proc(p: ^Player, delta: f32) {
player_center := raylib.Vector2{p.position.x + 16, p.position.y + 16} player_center := raylib.Vector2 {
p.position.x + (PLAYER_WIDTH / 2),
p.position.y + (PLAYER_HEIGHT / 2),
}
smooth_speed :: 10.0 smooth_speed :: 10.0
@@ -24,12 +44,6 @@ handle_player_camera :: proc(p: ^Player, delta: f32) {
if (raylib.IsWindowResized()) { if (raylib.IsWindowResized()) {
p.camera.offset = {f32(raylib.GetScreenWidth()) * 0.5, f32(raylib.GetScreenHeight()) * 0.5} p.camera.offset = {f32(raylib.GetScreenWidth()) * 0.5, f32(raylib.GetScreenHeight()) * 0.5}
} }
// p.camera.target = {p.position.x + (32 / 2), p.position.y + (32 / 2)}
// if raylib.IsWindowResized() {
// p.camera.offset = {f32(raylib.GetScreenWidth()) / 2, f32(raylib.GetScreenHeight()) / 2}
// }
} }
@(private = "file") @(private = "file")
@@ -41,20 +55,64 @@ handle_player_input :: proc(p: ^Player, delta: f32) {
if raylib.IsKeyDown(.A) do dir.x -= 1 if raylib.IsKeyDown(.A) do dir.x -= 1
if raylib.IsKeyDown(.D) do dir.x += 1 if raylib.IsKeyDown(.D) do dir.x += 1
if dir.x != 0 || dir.y != 0 { is_moving := dir.x != 0 || dir.y != 0
if (is_moving) {
dir = raylib.Vector2Normalize(dir) dir = raylib.Vector2Normalize(dir)
dir = dir * PLAYER_SPEED dir = dir * PLAYER_SPEED
p.position = p.position + dir p.position = p.position + dir
if dir.x < 0 {
p.facing_left = true
} }
if dir.x > 0 {
p.facing_left = false
}
p.state = .WALKING
} else {
p.state = .IDLE
}
}
idle_animation: SpriteAnimation = {
start_frame = 0,
end_frame = 5,
fps = 6,
loop = true,
}
player_walk_anim: SpriteAnimation = {
start_frame = 6,
end_frame = 11,
fps = 6,
loop = true,
} }
draw_player :: proc(p: ^Player) { draw_player :: proc(p: ^Player) {
raylib.DrawRectangle(i32(p.position.x), i32(p.position.y), 32, 32, raylib.BLACK) // raylib.DrawRectangle(i32(p.position.x), i32(p.position.y), 32, 32, raylib.BLACK)
// draw_sprite_frame(&p.sprite, {0, 0}, p.position, raylib.WHITE)
draw_sprite_animated(&p.sprite, &p.animator, p.position, p.facing_left, false, raylib.WHITE)
} }
update_player :: proc(p: ^Player, delta: f32) { update_player :: proc(p: ^Player, delta: f32) {
handle_player_input(p, delta) handle_player_input(p, delta)
handle_player_camera(p, delta) handle_player_camera(p, delta)
// fmt.println(p.position)
if (p.state == .IDLE) {
set_sprite_animation(&p.animator, &idle_animation)
}
if (p.state == .WALKING) {
set_sprite_animation(&p.animator, &player_walk_anim)
}
update_animator(&p.animator, delta)
} }

118
src/sprite.odin Normal file
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@@ -0,0 +1,118 @@
package main
import "vendor:raylib"
Sprite :: struct {
texture: raylib.Texture2D,
width: i32,
height: i32,
framesX: i32,
framesY: i32,
}
SpriteAnimation :: struct {
start_frame: i32,
end_frame: i32,
fps: i32,
loop: bool,
}
SpriteAnimator :: struct {
anim: ^SpriteAnimation,
current_frame: i32,
timer: f32,
}
load_sprite :: proc(image_path: cstring, w: i32, h: i32) -> Sprite {
new_texture: raylib.Texture2D = raylib.LoadTexture(image_path)
new_sprite: Sprite = {
texture = new_texture,
width = w,
height = h,
framesX = new_texture.width / w,
framesY = new_texture.height / h,
}
return new_sprite
}
draw_sprite_frame :: proc(
sprite: ^Sprite,
frame_pos: raylib.Vector2,
draw_pos: raylib.Vector2,
flipX: bool,
flipY: bool,
color: raylib.Color,
) {
widthf := f32(sprite.width)
heightf := f32(sprite.height)
source_rect := raylib.Rectangle {
x = frame_pos.x * widthf,
y = frame_pos.y * heightf,
width = widthf,
height = heightf,
}
if flipX do source_rect.width *= -1
if flipY do source_rect.height *= -1
origin := raylib.Vector2{widthf / 2, heightf / 2}
dest_rect := raylib.Rectangle {
x = draw_pos.x + origin.x,
y = draw_pos.y + origin.y,
width = widthf,
height = heightf,
}
raylib.DrawTexturePro(sprite.texture, source_rect, dest_rect, origin, 0.0, color)
}
set_sprite_animation :: proc(animator: ^SpriteAnimator, new_anim: ^SpriteAnimation) {
if (animator.anim == new_anim) do return
animator.anim = new_anim
animator.timer = 0
animator.current_frame = new_anim.start_frame
}
draw_sprite_animated :: proc(
sprite: ^Sprite,
animator: ^SpriteAnimator,
draw_pos: raylib.Vector2,
flipX: bool,
flipY: bool,
color: raylib.Color,
) {
frame_pos := frame_to_xy(sprite, animator.current_frame)
draw_sprite_frame(sprite, frame_pos, draw_pos, flipX, flipY, color)
}
update_animator :: proc(a: ^SpriteAnimator, delta: f32) {
if a.anim == nil do return
frame_time := 1.0 / f32(a.anim.fps)
a.timer += delta
if (a.timer >= frame_time) {
a.timer -= frame_time
a.current_frame += 1
if (a.current_frame > a.anim.end_frame) {
if (a.anim.loop) {
a.current_frame = a.anim.start_frame
} else {
a.current_frame = a.anim.end_frame
}
}
}
}
frame_to_xy :: proc(sprite: ^Sprite, frame: i32) -> raylib.Vector2 {
x := frame % sprite.framesX
y := frame / sprite.framesX
return raylib.Vector2{f32(x), f32(y)}
}

94
src/tile.odin Normal file
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@@ -0,0 +1,94 @@
package main
import "vendor:raylib"
TILEMAP_TILE_SIZE :: 16
Tile :: struct {
frame_index: i32,
color: raylib.Color,
type: TileType,
interaction: InteractionType,
resource: ResourceType,
animator: ^SpriteAnimator,
}
TileType :: enum {
NOTHING,
GROUND,
WALL,
DEPOSIT,
FLORA,
}
ResourceType :: enum {
NONE,
FLORA,
FAUNA,
MINERAL,
}
InteractionType :: enum {
NONE,
HARVEST,
DRILL,
EXAMINE,
}
nothing_tile := Tile {
type = .NOTHING,
frame_index = 0,
color = raylib.WHITE,
interaction = .NONE,
resource = .NONE,
animator = nil,
}
ground_tile := Tile {
type = .GROUND,
frame_index = 0,
color = raylib.WHITE,
interaction = .NONE,
resource = .NONE,
animator = nil,
}
draw_tile :: proc(
tilemap_sheet: ^TilemapSpritesheet,
tile: ^Tile,
pos: raylib.Vector2,
color: raylib.Color,
) {
frame_x := tile.frame_index % tilemap_sheet.tiles_x
frame_y := tile.frame_index / tilemap_sheet.tiles_x
src_rect := raylib.Rectangle {
x = f32(frame_x * tilemap_sheet.tile_width),
y = f32(frame_y * tilemap_sheet.tile_height),
width = f32(tilemap_sheet.tile_width),
height = f32(tilemap_sheet.tile_height),
}
dest_rect := raylib.Rectangle {
x = pos.x,
y = pos.y,
width = f32(tilemap_sheet.tile_width),
height = f32(tilemap_sheet.tile_height),
}
origin := raylib.Vector2{0, 0}
raylib.DrawTexturePro(tilemap_sheet.texture, src_rect, dest_rect, origin, 0.0, color)
}
update_tile_anim :: proc(tile: ^Tile, delta: f32) {
if (tile.animator == nil) do return
update_animator(tile.animator, delta)
tile.frame_index = tile.animator.current_frame
}
set_tile :: proc(grid: [][]Tile, x: int, y: int, tile: Tile) {
grid[x][y] = tile
}

57
src/tilemap.odin Normal file
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@@ -0,0 +1,57 @@
package main
import "vendor:raylib"
TilemapSpritesheet :: struct {
texture: raylib.Texture2D,
tile_width: i32,
tile_height: i32,
tiles_x: i32,
tiles_y: i32,
}
load_tilemap_sheet :: proc(path: cstring, tile_width, tile_height: i32) -> TilemapSpritesheet {
tex := raylib.LoadTexture(path)
return TilemapSpritesheet {
texture = tex,
tile_width = tile_width,
tile_height = tile_height,
tiles_x = tex.width / tile_width,
tiles_y = tex.height / tile_height,
}
}
create_tile_grid :: proc(width, height: i32) -> [][]Tile {
grid: [][]Tile = make([][]Tile, height)
for y := 0; y < int(height); y += 1 {
grid[y] = make([]Tile, width)
for x := 0; x < int(width); x += 1 {
grid[y][x] = ground_tile
}
}
return grid
}
update_tile_grid :: proc(grid: [][]Tile, delta: f32) {
for y := 0; y < len(grid); y += 1 {
row := grid[y]
for x := 0; x < len(row); x += 1 {
update_tile_anim(&row[x], delta)
}
}
}
draw_tile_grid :: proc(sheet: ^TilemapSpritesheet, grid: [][]Tile) {
for y := 0; y < len(grid); y += 1 {
row := grid[y]
for x := 0; x < len(row); x += 1 {
tile := &row[x]
if (tile.type == TileType.NOTHING) do continue
pos := raylib.Vector2{f32(x * int(sheet.tile_width)), f32(y * int(sheet.tile_height))}
draw_tile(sheet, tile, pos, raylib.Color{255, 136, 0, 255})
}
}
}

2
src/world.odin Normal file
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@@ -0,0 +1,2 @@
package main