Separate example game to Example.GameLib.

This commit is contained in:
2020-04-20 03:11:23 +02:00
committed by Valeriano A.R
parent 08068a825b
commit 8349b60b34
51 changed files with 829 additions and 935 deletions

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// Copyright (C) 2012 Valeriano Alfonso Rodriguez (Kableado)
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include "GameLib.h"
extern int gamelib_debug;
#include "GameEnts.h"
DrawImg img_player;
DrawImg img_platform;
DrawImg img_block;
Entity ent_Player;
Entity ent_Platform;
Entity ent_Block;
int EntityApplyGravity(Entity e) {
float grav = 10.0f;
float vTerminal = 50.0f;
vec2 vGrav;
// Only apply gravity to some entity types
if (!(e->type == Ent_Player || 0)) {
return (1);
}
// Apply gravity
vec2_set(vGrav, 0.0f, grav);
Entity_AddVelLimit(e, vGrav, vTerminal);
return (1);
}
void player_proc(Entity e, int ft) {
float acel = 8.0f;
float maxVel = 30.0f;
float jumpVel = 50.0f;
float airMovementFactor = 0.1f;
// Process elasticity
float entityScale[2];
Entity_GetScale(e, entityScale);
entityScale[0] += (1.0f - entityScale[0]) / 2.0f;
entityScale[1] += (1.0f - entityScale[1]) / 2.0f;
Entity_SetScale(e, entityScale);
if (e->A > 0) {
if (Input_GetKey(InputKey_Jump) == InputKey_Pressed ||
Input_GetKey(InputKey_Up) == InputKey_Pressed) {
// Apply jump
if (e->vel[1] > (-jumpVel)) {
e->vel[1] = -jumpVel;
}
Entity_CalcBBox(e);
Entity_SetScale(e, (float[2]){0.6f, 1.4f});
// FIXME: play sound
}
if (Input_GetKey(InputKey_Left)) {
vec2 left;
// Apply left movement
vec2_set(left, -acel, 0.0f);
Entity_AddVelLimit(e, left, maxVel);
}
if (Input_GetKey(InputKey_Right)) {
vec2 right;
// Apply right movement
vec2_set(right, acel, 0.0f);
Entity_AddVelLimit(e, right, maxVel);
}
} else {
if (Input_GetKey(InputKey_Left)) {
vec2 left;
// Apply left movement
vec2_set(left, -(acel * airMovementFactor), 0.0f);
Entity_AddVelLimit(e, left, maxVel * airMovementFactor);
}
if (Input_GetKey(InputKey_Right)) {
vec2 right;
// Apply right movement
vec2_set(right, acel * airMovementFactor, 0.0f);
Entity_AddVelLimit(e, right, maxVel * airMovementFactor);
}
}
if (Input_GetKey(InputKey_Action1) == InputKey_Pressed ||
Input_GetKey(InputKey_Action2) == InputKey_Pressed) {
Entity_SetScale(e, (float[2]){1.0f, 1.0f});
}
e->A = 0;
}
void player_postproc(Entity e, int ft){
// Scroll View
GameLib_MoveToPos(e->pos, 0.6f);
//GameLib_MoveToPos(e->pos, 1.0f);
}
int player_collision(Entity ent, Entity ent2, float t, vec2 n){
if(n[1] < 0 && fabs(n[1]) > fabs(n[0])){
ent->A = 1;
}
if (fabs(n[0]) > fabs(n[1])) {
float intensity = (fabs(ent->vel[0]) - 10.0f) / 40.0f;
if (intensity > 0) {
Entity_SetScale(ent, (float[2]){1.0f - (0.3f * intensity), 1.0f + (0.3f * intensity)});
}
} else {
float intensity = (fabs(ent->vel[1]) - 10.0f) / 40.0f;
if (intensity > 0) {
Entity_SetScale(ent, (float[2]){1.0f + (0.3f * intensity), 1.0f - (0.3f * intensity)});
}
}
return -1;
}
void GameEnts_Init() {
/////////////////////////////
// Load and initialize media.
//
img_player = Draw_LoadImage("data/player.png");
img_platform = Draw_LoadImage("data/platform.png");
img_block = Draw_LoadImage("data/block.png");
/////////////////////////
// Initialize entity types.
//
ent_Player = Entity_New();
ent_Player->type = Ent_Player;
// ent_Player->flags=EntityFlag_Light;
// Entity_SetLight(ent_Player,.2,.2,.2,200);
ent_Player->flags = EntityFlag_Collision | EntityFlag_Overlap;
ent_Player->zorder = 0;
AnimPlay_SetImg(&ent_Player->anim, img_player);
ent_Player->proc = player_proc;
ent_Player->postproc = player_postproc;
ent_Player->collision = player_collision;
ent_Player->mass = 1.0f;
ent_Player->radius = 12;
ent_Player->width = 24;
ent_Player->height = 24;
ent_Player->fric_static = 0.0f;
ent_Player->fric_dynamic = 0.2f;
ent_Platform = Entity_New();
ent_Platform->type = Ent_Platform;
ent_Platform->flags = EntityFlag_PlatformCollision;
ent_Platform->zorder = -1;
AnimPlay_SetImg(&ent_Platform->anim, img_platform);
ent_Platform->mass = 0.0f;
ent_Platform->radius = 12;
ent_Platform->width = 64;
ent_Platform->height = 16;
ent_Platform->fric_static = 0.0f;
ent_Platform->fric_dynamic = 0.2f;
ent_Block = Entity_New();
ent_Block->type = Ent_Block;
ent_Block->flags = EntityFlag_BlockCollision;
ent_Block->zorder = -1;
AnimPlay_SetImg(&ent_Block->anim, img_block);
ent_Block->mass = 0.0f;
ent_Block->radius = 32;
ent_Block->width = 64;
ent_Block->height = 64;
ent_Block->fric_static = 0.0f;
ent_Block->fric_dynamic = 0.2f;
}

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// Copyright (C) 2012 Valeriano Alfonso Rodriguez (Kableado)
#ifndef _GAMEENTS_H_
#define _GAMEENTS_H_
#define Ent_Player 1
#define Ent_Platform 2
#define Ent_Block 3
extern Entity ent_Player;
extern Entity ent_Platform;
extern Entity ent_Block;
int EntityApplyGravity(Entity e);
void GameEnts_Init();
#endif

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// Copyright (C) 2012 Valeriano Alfonso Rodriguez (Kableado)
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <math.h>
#include "GameLib.h"
#include "GameEnts.h"
#include "GameMap.h"
int ReadLine(FILE *f, char *line, int max) {
int c;
int i = 0;
while (i < (max - 1)) {
c = fgetc(f);
if (c == EOF) {
line[i] = 0;
return (-1);
}
if (c == '\r') {
continue;
}
if (c == '\n') {
line[i] = 0;
return (i);
}
line[i] = c;
i++;
}
line[i] = 0;
return (i);
}
Entity GameMapAux_CreateEnt(Entity ent, int i, int j, int res) {
Entity e;
vec2 pos;
e = Entity_Copy(ent);
vec2_set(pos, (res / 2) + i * res, (res / 2) + j * res);
vec2_plus(e->pos, e->pos, pos);
Entity_CalcBBox(e);
GameLib_AddEntity(e);
return (e);
}
#define MaxLineLen 1024
int GameMap_LoadLevel(char *filename, int res) {
FILE *file;
char line[MaxLineLen];
int len, i, j;
int width, height;
char *map;
// Open the file
file = fopen(filename, "rb");
if (!file) {
return (0);
}
// Read the file to determine sizes
width = 0;
height = 0;
do {
len = ReadLine(file, line, MaxLineLen);
if (len > -1) {
if (len > height) {
height = len;
}
width++;
}
} while (len > -1);
fseek(file, 0, SEEK_SET);
// Build the map
map = malloc(sizeof(char) * width * height);
memset(map, 0, width * height);
#define MAP(x, y) map[(x) + ((y)*width)]
j = 0;
do {
len = ReadLine(file, line, MaxLineLen);
for (i = 0; i < len; i++) {
MAP(j, (height - 1) - i) = line[i];
}
j++;
} while (len > -1);
// Close the file
fclose(file);
// Parse the map
for (j = 0; j < height; j++) {
for (i = 0; i < width; i++) {
if (MAP(i, j) == 'P') {
// Player
GameMapAux_CreateEnt(ent_Player, i, j, res);
}
if (MAP(i, j) == '#') {
// Block
GameMapAux_CreateEnt(ent_Block, i, j, res);
}
if (MAP(i, j) == '|') {
// Platform
GameMapAux_CreateEnt(ent_Platform, i, j, res);
}
}
}
// Cleanup
free(map);
#undef MAP
return (1);
}

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// Copyright (C) 2012 Valeriano Alfonso Rodriguez (Kableado)
#ifndef _GAMEMAP_H_
#define _GAMEMAP_H_
int GameMap_LoadLevel(char *filename, int res);
#endif

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// Copyright (C) 2012 Valeriano Alfonso Rodriguez (Kableado)
#include <math.h>
#include <stdio.h>
#include <stdlib.h>
#include <unistd.h>
#include <string.h>
#include "GameLib.h"
extern int gamelib_debug;
#include "GameEnts.h"
#include "GameMap.h"
DrawFnt font;
DrawImg imgBackground;
void MainGame_Text(int x, int y, char *text) {
Draw_SetColor(0.0f, 0.0f, 0.0f, 0.5f);
Draw_DrawText(font, text, x + 1, y + 1);
Draw_SetColor(1.0f, 1.0f, 1.0f, 1.0f);
Draw_DrawText(font, text, x, y);
}
void ProcGame() {}
void PostProcGame() {
// Apply gravity to every entity
GameLib_ForEachEnt(EntityApplyGravity);
}
void PreDrawGame(float f) {}
void DrawGame(float f) { MainGame_Text(8, 8, "Hello world!"); }
int main(int argc, char *argv[]) {
if (argc > 1) {
if (!strcmp(argv[1], "debug")) {
gamelib_debug = 1;
printf("Debug Mode Activated!\n");
}
}
GameLib_Init(640, 480, "Game", 20, 60);
/////////////////////////////
// Load and initialize media.
//
font = Draw_DefaultFont(255, 255, 255, 255);
imgBackground = Draw_LoadImage("data/background.png");
Draw_SetOffset(imgBackground, 0, 0);
GameEnts_Init();
/////////////////////////
// Initialize world.
//
GameLib_DelEnts();
GameMap_LoadLevel("data/level_01.txt", 64);
/////////////////////////
// Run the world.
//
GameLib_CleanParallaxBackgrounds();
GameLib_AddParallaxBackground(imgBackground, (int[2]){512, 512},
(int[2]){0, 0}, (float[2]){0.5f, 0.0f});
GameLib_Loop(ProcGame, PostProcGame, PreDrawGame, DrawGame);
return (0);
}