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// src/main.c
#include "raylib.h"
#define RAYTMX_IMPLEMENTATION
#include "raytmx.h"
#include "game.h"
int main(void) {
InitWindow(SCREEN_WIDTH, SCREEN_HEIGHT, "Dungeon Crawler");
SetTargetFPS(60);
GameScreen currentScreen = SCREEN_TITLE;
TmxMap *map = LoadTMX("assets/maps/debug.tmx");
if (map == NULL) {
CloseWindow();
}
Camera2D camera;
camera.target.x = (float)(map->width * map->tileWidth) / 2.0f;
camera.target.y = (float)(map->height * map->tileHeight) / 2.0f;
camera.offset.x = (float)SCREEN_WIDTH / 2.0f;
camera.offset.y = (float)SCREEN_HEIGHT / 2.0f;
camera.rotation = 0.0f;
camera.zoom = 4.0f;
const float panSpeed = 20.0f; /* Pixel per second */
while (!WindowShouldClose()) {
switch (currentScreen) {
case SCREEN_TITLE:
if (IsKeyPressed(KEY_ENTER))
currentScreen = SCREEN_PLAYING;
break;
case SCREEN_PLAYING:
if (IsKeyDown(KEY_UP))
camera.target.y += panSpeed * GetFrameTime();
if (IsKeyDown(KEY_DOWN))
camera.target.y -= panSpeed * GetFrameTime();
if (IsKeyDown(KEY_RIGHT))
camera.target.x += panSpeed * GetFrameTime();
if (IsKeyDown(KEY_LEFT))
camera.target.x -= panSpeed * GetFrameTime();
if (IsKeyDown(KEY_ESCAPE))
currentScreen = SCREEN_PAUSED;
break;
case SCREEN_PAUSED:
if (IsKeyDown(KEY_ESCAPE))
currentScreen = SCREEN_PLAYING;
break;
case SCREEN_GAME_OVER:
if (IsKeyDown(KEY_ENTER))
currentScreen = SCREEN_PLAYING;
break;
};
// --- DRAW ---
BeginDrawing();
ClearBackground(BLACK);
switch (currentScreen) {
case SCREEN_TITLE:
DrawText("DUNGEON CRAWLER", 20, 20, 40, DARKGRAY);
break;
case SCREEN_PAUSED:
DrawText("PAUSED", 20, 20, 40, DARKGRAY);
break;
case SCREEN_PLAYING:
BeginMode2D(camera);
{
ClearBackground(BACKGROUND_COLOR);
AnimateTMX(map);
DrawTMX(map, &camera, NULL, 0, 0, WHITE);
}
EndMode2D();
break;
case SCREEN_GAME_OVER:
DrawText("GAME OVER", 20, 20, 40, RED);
break;
}
EndDrawing();
}
UnloadTMX(map);
CloseWindow();
return 0;
}
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