11 Commits

14 changed files with 424 additions and 141 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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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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@@ -1,8 +1,13 @@
package main
import "core:fmt"
import "core:strings"
import "vendor:raylib"
shader: raylib.Shader
hue_loc: i32
delta: f32
player: Player
main :: proc() {
@@ -12,12 +17,24 @@ main :: proc() {
raylib.SetConfigFlags(config_flags)
raylib.InitWindow(1920, 1080, "Game")
defer raylib.CloseWindow()
raylib.SetTargetFPS(60)
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 = {0, 0},
position = {300, 300},
camera = {
zoom = 4,
offset = {f32(raylib.GetScreenWidth()) / 2, f32(raylib.GetScreenHeight()) / 2},
@@ -29,7 +46,7 @@ main :: proc() {
for (!raylib.WindowShouldClose()) {
delta := raylib.GetFrameTime()
if !is_paused do delta = raylib.GetFrameTime()
raylib.BeginDrawing()
raylib.ClearBackground(raylib.BLACK)
@@ -42,16 +59,19 @@ main :: proc() {
raylib.EndMode2D()
raylib.DrawFPS(20, 20)
draw_pause_menu()
draw_player_grid_debug()
raylib.EndDrawing()
update(delta)
}
raylib.CloseWindow()
}
@(private = "file")
update :: proc(delta: f32) {
process_pause_menu_input()
if is_paused do return
update_world(delta)
update_player(&player, delta)
}
@@ -62,3 +82,16 @@ draw :: proc() {
draw_player(&player)
}
draw_player_grid_debug :: proc() {
gx, gy := player_pos_to_grid_pos()
tile := get_tile(&interactables_layer_grid, gx, gy)
type := tile.type
s := fmt.tprintf("Player Grid Pos: (%d, %d) | Tile: %v", gx, gy, type)
cs := strings.clone_to_cstring(s, context.temp_allocator)
raylib.DrawText(cs, 20, 40, 20, raylib.GREEN)
}

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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@@ -1,15 +1,17 @@
package main
import "core:fmt"
import "core:strings"
import "core:math"
import "vendor:raylib"
PLAYER_SPRINT_SPEED :: 2.5
PLAYER_SPEED :: 1.5
PLAYER_DEFAULT_SPRINT_SPEED :: 100
PLAYER_DEFAULT_SPEED :: 60
PLAYER_WIDTH :: 32
PLAYER_HEIGHT :: 32
PLAYER_SPRITE_PATH :: "assets/player/player.png"
player_speed := PLAYER_DEFAULT_SPEED
player_sprint_speed := PLAYER_DEFAULT_SPRINT_SPEED
spritesheet: raylib.Texture2D
framesX: i32
framesY: i32
@@ -50,52 +52,48 @@ handle_player_camera :: proc(p: ^Player, delta: f32) {
@(private = "file")
handle_player_input :: proc(p: ^Player, delta: f32) {
dir: raylib.Vector2 = {0, 0}
if raylib.IsKeyDown(.W) do dir.y -= 1
if raylib.IsKeyDown(.S) do dir.y += 1
if raylib.IsKeyDown(.A) do dir.x -= 1
if raylib.IsKeyDown(.D) do dir.x += 1
is_moving := dir.x != 0 || dir.y != 0
if (is_moving) {
is_sprinting := false
if raylib.IsKeyDown(.LEFT_SHIFT) {
is_sprinting = true
} else {
is_sprinting = false
}
if dir.x != 0 || dir.y != 0 {
is_sprinting := raylib.IsKeyDown(.LEFT_SHIFT)
dir = raylib.Vector2Normalize(dir)
if is_sprinting {
dir = dir * PLAYER_SPRINT_SPEED
p.animator.anim.fps = 11
} else {
dir = dir * PLAYER_SPEED
p.animator.anim.fps = 6
speed_val := f32(is_sprinting ? player_sprint_speed : player_speed)
p.animator.anim.fps = is_sprinting ? i32(player_sprint_speed / 10) : i32(player_speed / 10)
velocity := dir * speed_val * delta
foot_y := p.position.y + f32(p.sprite.height)
box_half_w: f32 = 4.0
center_offset_x := f32(p.sprite.width) * 0.5
next_x := p.position.x + velocity.x
if !is_wall_at({next_x + center_offset_x - box_half_w, foot_y}) &&
!is_wall_at({next_x + center_offset_x + box_half_w, foot_y}) {
p.position.x = next_x
}
p.position = p.position + dir
if dir.x < 0 {
p.facing_left = true
}
if dir.x > 0 {
p.facing_left = false
next_y := p.position.y + velocity.y
if !is_wall_at(
{p.position.x + center_offset_x - box_half_w, next_y + f32(p.sprite.height)},
) &&
!is_wall_at(
{p.position.x + center_offset_x + box_half_w, next_y + f32(p.sprite.height)},
) {
p.position.y = next_y
}
if dir.x < 0 do p.facing_left = true
if dir.x > 0 do p.facing_left = false
p.state = .WALKING
} else {
p.state = .IDLE
}
}
idle_animation: SpriteAnimation = {
start_frame = 0,
end_frame = 5,
@@ -111,10 +109,6 @@ player_walk_anim: SpriteAnimation = {
}
draw_player :: proc(p: ^Player) {
// 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)
}
@@ -122,6 +116,9 @@ update_player :: proc(p: ^Player, delta: f32) {
handle_player_input(p, delta)
handle_player_camera(p, delta)
// Remove this in release
handle_debug_inputs()
if (p.state == .IDLE) {
set_sprite_animation(&p.animator, &idle_animation)
}
@@ -133,3 +130,43 @@ update_player :: proc(p: ^Player, delta: f32) {
update_animator(&p.animator, delta)
}
player_pos_to_grid_pos :: proc() -> (gx: int, gy: int) {
tile_size := f32(TILEMAP_TILE_SIZE)
foot_x := player.position.x + (f32(player.sprite.width) * 0.5)
foot_y := player.position.y + f32(player.sprite.height)
gx = int(math.floor(foot_x / tile_size))
gy = int(math.floor(foot_y / tile_size))
return
}
is_wall_at :: proc(world_pos: raylib.Vector2) -> bool {
tile_size := f32(TILEMAP_TILE_SIZE)
gx := int(math.floor(world_pos.x / tile_size))
gy := int(math.floor(world_pos.y / tile_size))
if gx < 0 || gx >= ground_layer_grid.width || gy < 0 || gy >= ground_layer_grid.height {
return true
}
tile := get_tile(&ground_layer_grid, gx, gy)
return tile != nil && tile.type == .WALL
}
handle_debug_inputs :: proc() {
if (raylib.IsKeyPressed(.KP_ADD)) do player_sprint_speed += 10
if (raylib.IsKeyPressed(.KP_SUBTRACT)) do player_sprint_speed -= 10
if (raylib.IsKeyDown(.LEFT_CONTROL) && raylib.IsKeyPressed(.EQUAL)) {
player.camera.zoom += 0.5
}
if (raylib.IsKeyDown(.LEFT_CONTROL) && raylib.IsKeyPressed(.MINUS)) {
player.camera.zoom -= 0.5
}
}

View File

@@ -6,7 +6,6 @@ TILEMAP_TILE_SIZE :: 16
Tile :: struct {
frame_index: i32,
color: raylib.Color,
type: TileType,
interaction: InteractionType,
resource: ResourceType,
@@ -35,52 +34,6 @@ InteractionType :: enum {
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,
}
plant_tile := Tile {
type = .FLORA,
frame_index = 0,
color = raylib.WHITE,
interaction = .HARVEST,
resource = .FLORA,
animator = nil,
}
plant_2_tile := Tile {
type = .FLORA,
frame_index = 1,
color = raylib.WHITE,
interaction = .HARVEST,
resource = .FLORA,
animator = nil,
}
plant_3_tile := Tile {
type = .FLORA,
frame_index = 2,
color = raylib.WHITE,
interaction = .HARVEST,
resource = .FLORA,
animator = nil,
}
draw_tile :: proc(
tilemap_sheet: ^TilemapSpritesheet,
tile: ^Tile,
@@ -116,7 +69,3 @@ update_tile_anim :: proc(tile: ^Tile, delta: f32) {
tile.frame_index = tile.animator.current_frame
}
set_tile :: proc(grid: [][]Tile, x: int, y: int, tile: Tile) {
grid[y][x] = 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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@@ -1,6 +1,5 @@
package main
import "core:fmt"
import "vendor:raylib"
TilemapSpritesheet :: struct {
@@ -16,6 +15,12 @@ VisibleTileRange :: struct {
end_x, end_y: int,
}
Grid :: struct {
width: int,
height: int,
tiles: []Tile,
}
load_tilemap_sheet :: proc(path: cstring, tile_width, tile_height: i32) -> TilemapSpritesheet {
tex := raylib.LoadTexture(path)
@@ -28,60 +33,57 @@ load_tilemap_sheet :: proc(path: cstring, tile_width, tile_height: i32) -> Tilem
}
}
create_tile_grid :: proc(width, height: i32, fill_tile: Tile) -> [][]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] = fill_tile
}
create_tile_grid :: proc(width, height: i32, fill_tile: Tile) -> Grid {
w, h := int(width), int(height)
grid_slice := make([]Tile, w * h)
for i := 0; i < len(grid_slice); i += 1 {
grid_slice[i] = fill_tile
}
return grid
return Grid{width = w, height = h, tiles = grid_slice}
}
update_tile_grid :: proc(
grid: [][]Tile,
camera: ^raylib.Camera2D,
tile_w, tile_h: f32,
delta: f32,
) {
update_tile_grid :: proc(grid: ^Grid, camera: ^raylib.Camera2D, tile_w, tile_h: f32, delta: f32) {
range := get_visible_tile_range(grid, tile_w, tile_h, camera)
for y := range.start_y; y <= range.end_y; y += 1 {
row := grid[y]
for x := range.start_x; x <= range.end_x; x += 1 {
update_tile_anim(&row[x], delta)
tile := &grid.tiles[y * grid.width + x]
update_tile_anim(tile, delta)
}
}
}
draw_tile_grid :: proc(sheet: ^TilemapSpritesheet, grid: [][]Tile, camera: ^raylib.Camera2D) {
draw_tile_grid :: proc(
sheet: ^TilemapSpritesheet,
grid: ^Grid,
camera: ^raylib.Camera2D,
color: raylib.Color,
) {
tile_w := f32(sheet.tile_width)
tile_h := f32(sheet.tile_height)
range := get_visible_tile_range(grid, tile_w, tile_h, camera)
for y := range.start_y; y <= range.end_y; y += 1 {
row := grid[y]
for x := range.start_x; x <= range.end_x; x += 1 {
tile := &row[x]
if tile.type == TileType.NOTHING do continue
tile := &grid.tiles[y * grid.width + x]
if tile.type == .NOTHING do continue
pos := raylib.Vector2{f32(x) * tile_w, f32(y) * tile_h}
draw_tile(sheet, tile, pos, raylib.WHITE)
draw_tile(sheet, tile, pos, color)
}
}
}
get_visible_tile_range :: proc(
grid: [][]Tile,
grid: ^Grid,
tile_w, tile_h: f32,
camera: ^raylib.Camera2D,
padding: int = 1,
) -> VisibleTileRange {
screen_w := f32(raylib.GetScreenWidth())
screen_h := f32(raylib.GetScreenHeight())
@@ -98,12 +100,27 @@ get_visible_tile_range :: proc(
end_x := int(max_x / tile_w) + padding
end_y := int(max_y / tile_h) + padding
start_x = max(start_x, 0)
start_y = max(start_y, 0)
end_x = min(end_x, len(grid[0]) - 1)
end_y = min(end_y, len(grid) - 1)
return VisibleTileRange{start_x = start_x, start_y = start_y, end_x = end_x, end_y = end_y}
return VisibleTileRange {
start_x = clamp(start_x, 0, grid.width - 1),
start_y = clamp(start_y, 0, grid.height - 1),
end_x = clamp(end_x, 0, grid.width - 1),
end_y = clamp(end_y, 0, grid.height - 1),
}
}
get_tile :: proc(grid: ^Grid, x, y: int) -> ^Tile {
if x < 0 || x >= grid.width || y < 0 || y >= grid.height do return nil
return &grid.tiles[y * grid.width + x]
}
set_tile :: proc(grid: ^Grid, x: int, y: int, tile: Tile) {
if x < 0 || x >= grid.width || y < 0 || y >= grid.height do return
grid.tiles[y * grid.width + x] = tile
}
delete_tile_grid :: proc(grid: ^Grid) {
delete(grid.tiles)
grid.width = 0
grid.height = 0
}

View File

@@ -1,15 +1,20 @@
package main
import "vendor:raylib"
WORLD_SIZE_X :: 1000
WORLD_SIZE_Y :: 1000
ground_layer_grid: [][]Tile
world_base_color := raylib.WHITE
ground_layer_grid: Grid
ground_tilemap_sheet: TilemapSpritesheet
interactables_layer_grid: [][]Tile
interactables_layer_grid: Grid
interactables_tilemap_sheet: TilemapSpritesheet
init_world :: proc() {
ground_tilemap_sheet = load_tilemap_sheet(
"assets/tiles/master_tilemap.png",
TILEMAP_TILE_SIZE,
@@ -22,34 +27,57 @@ 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],
)
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)
for i := 0; i < 11; i += 1 {
id := Interactive_Tile_ID(i)
set_tile(&interactables_layer_grid, i, 5, INTERACTIVE_TILES_MAP[id])
}
}
deinit_world :: proc() {
delete_tile_grid(&ground_layer_grid)
delete_tile_grid(&interactables_layer_grid)
}
update_world :: proc(delta: f32) {
update_tile_grid(
ground_layer_grid,
&ground_layer_grid,
&player.camera,
f32(ground_tilemap_sheet.tile_width),
f32(ground_tilemap_sheet.tile_height),
f32(TILEMAP_TILE_SIZE),
f32(TILEMAP_TILE_SIZE),
delta,
)
update_tile_grid(
interactables_layer_grid,
&interactables_layer_grid,
&player.camera,
f32(interactables_tilemap_sheet.tile_width),
f32(interactables_tilemap_sheet.tile_height),
f32(TILEMAP_TILE_SIZE),
f32(TILEMAP_TILE_SIZE),
delta,
)
}
draw_world :: proc() {
draw_tile_grid(&ground_tilemap_sheet, ground_layer_grid, &player.camera)
draw_tile_grid(&interactables_tilemap_sheet, interactables_layer_grid, &player.camera)
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,
raylib.WHITE,
)
raylib.EndShaderMode()
}