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// src/main.c
#include "raylib.h"
#define RAYTMX_IMPLEMENTATION
#include "entity.h"
#include "fairy.h"
#include "game.h"
#include "globals.h"
#include "map_manager.h"
#include "player.h"
bool debugMode = false;
int main(void) {
InitWindow(SCREEN_WIDTH, SCREEN_HEIGHT, "Dungeon Crawler");
SetTargetFPS(280);
GameScreen currentScreen = SCREEN_TITLE;
MapManager mapMgr = LoadGameMap("assets/maps/debug.tmx");
EntityManager entityMgr = InitEntityManager(100);
if (mapMgr.map) {
SpawnEntitiesFromMap(&entityMgr, mapMgr.map);
}
RaytmxExternalTileset elfTS = LoadTSX("assets/tilesets/elf.tsx");
Player player = {.position = {200, 200},
.speed = 120.0f,
.bounds = {204, 204, 12, 12},
.tileset = elfTS.tileset,
.currentFrame = 0,
.frameTime = 0.0f,
.state = 0, // idle
.facingRight = true};
Fairy fairy = {.position = player.position, .targetOffset = {0}};
Camera2D camera = {0};
camera.offset.x = (float)SCREEN_WIDTH / 2.0f;
camera.offset.y = (float)SCREEN_HEIGHT / 2.0f;
camera.target = player.position;
camera.zoom = 4.0f;
while (!WindowShouldClose()) {
if (IsKeyPressed(KEY_B))
debugMode = !debugMode;
switch (currentScreen) {
case SCREEN_TITLE:
if (IsKeyPressed(KEY_ENTER))
currentScreen = SCREEN_PLAYING;
break;
case SCREEN_PLAYING:
if (IsKeyDown(KEY_ESCAPE))
currentScreen = SCREEN_PAUSED;
UpdatePlayer(&player, &mapMgr);
UpdateFairy(&fairy, player.position);
UpdateEntities(&entityMgr, &player, &mapMgr);
camera.target = player.position;
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();
switch (currentScreen) {
case SCREEN_TITLE:
ClearBackground(BLACK);
DrawText("DUNGEON CRAWLER", 20, 20, 40, DARKGRAY);
break;
case SCREEN_PAUSED:
ClearBackground(BLACK);
DrawText("PAUSED", 20, 20, 40, DARKGRAY);
break;
case SCREEN_PLAYING:
ClearBackground(BACKGROUND_COLOR);
BeginMode2D(camera);
{
DrawMap(&mapMgr);
DrawEntities(&entityMgr, mapMgr.map);
DrawPlayer(&player);
DrawFairy(&fairy);
}
EndMode2D();
if (debugMode)
DrawFPS(10, 10);
break;
case SCREEN_GAME_OVER:
ClearBackground(BLACK);
DrawText("GAME OVER", 20, 20, 40, RED);
break;
}
EndDrawing();
}
UnloadGameMap(&mapMgr);
UnloadEntityManager(&entityMgr);
UnloadTexture(player.tileset.image.texture);
CloseWindow();
return 0;
}
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