feat: draw world bounds and add world_room
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42
assets.h
42
assets.h
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@ -21,25 +21,29 @@
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#ifndef ASSETS_H
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#define ASSETS_H
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#define ASSET_PATH "assets/kenney_nature-kit/Models/OBJ format/"
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#define ASSETS(ASSET) \
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ASSET(ground_riverOpen) \
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ASSET(ground_riverCornerSmall) \
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ASSET(ground_riverSideOpen) \
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ASSET(ground_riverSide) \
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ASSET(ground_riverCross) \
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ASSET(ground_riverSplit) \
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ASSET(ground_riverStraight) \
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ASSET(ground_riverCorner) \
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ASSET(ground_riverBend) \
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ASSET(ground_riverEndClosed) \
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ASSET(ground_riverTile) \
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ASSET(ground_grass) \
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ASSET(cliff_top_rock) \
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ASSET(tree_oak) \
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ASSET(tent_detailedOpen)
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#define ASSET_PATH_NATURE "assets/kenney_nature-kit/Models/OBJ format/"
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#define ASSET_PATH_FURNITURE "assets/kenney_furniture-kit/Models/OBJ format/"
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#define AS_ENUM(name) name,
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#define ASSETS(ASSET) \
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ASSET(ASSET_PATH_NATURE, ground_riverOpen) \
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ASSET(ASSET_PATH_NATURE, ground_riverCornerSmall) \
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ASSET(ASSET_PATH_NATURE, ground_riverSideOpen) \
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ASSET(ASSET_PATH_NATURE, ground_riverSide) \
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ASSET(ASSET_PATH_NATURE, ground_riverCross) \
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ASSET(ASSET_PATH_NATURE, ground_riverSplit) \
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ASSET(ASSET_PATH_NATURE, ground_riverStraight) \
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ASSET(ASSET_PATH_NATURE, ground_riverCorner) \
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ASSET(ASSET_PATH_NATURE, ground_riverBend) \
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ASSET(ASSET_PATH_NATURE, ground_riverEndClosed) \
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ASSET(ASSET_PATH_NATURE, ground_riverTile) \
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ASSET(ASSET_PATH_NATURE, ground_grass) \
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ASSET(ASSET_PATH_NATURE, cliff_top_rock) \
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ASSET(ASSET_PATH_NATURE, tree_oak) \
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ASSET(ASSET_PATH_NATURE, tent_detailedOpen) \
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ASSET(ASSET_PATH_FURNITURE, floorFull) \
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ASSET(ASSET_PATH_FURNITURE, wall)
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#define AS_ENUM(path, name) name,
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enum Asset {
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ASSETS(AS_ENUM)
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ASSET_LEN
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@ -48,7 +52,7 @@ enum Asset {
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#ifdef ASSET_IMPLEMENTATION
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Model assets[ASSET_LEN];
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#define AS_ARRAY(name) assets[name] = LoadModel(ASSET_PATH #name ".obj");
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#define AS_ARRAY(path, name) assets[name] = LoadModel(path #name ".obj");
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void LoadModels() {
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ASSETS(AS_ARRAY)
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}
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13
main.c
13
main.c
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@ -49,8 +49,6 @@ int main(void) {
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enum Asset tree = tree_oak;
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enum Asset house = tent_detailedOpen;
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Vector3 position = {0};
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LoadModels();
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struct World world_terrain = {
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@ -59,7 +57,14 @@ int main(void) {
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.size = 32
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};
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struct World world_room = {
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.floor = assets[floorFull],
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.wall = assets[wall],
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.size = 8
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};
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gen_terrain(&world_terrain);
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gen_room(&world_room);
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// #define NUM_TREES MAP_SIZE * MAP_SIZE / 100
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// int *trees_x = LoadRandomSequence(NUM_TREES, -MAP_SIZE / 2, MAP_SIZE / 2);
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@ -88,12 +93,12 @@ int main(void) {
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BeginDrawing();
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ClearBackground(RAYWHITE);
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BeginMode3D(camera);
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draw_world(&world_terrain);
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draw_world(IsKeyDown(KEY_SPACE) ? &world_room : &world_terrain);
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// for (int tree_i = 0; tree_i < NUM_TREES; tree_i++) {
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// DrawModel(assets[tree], (Vector3) {trees_x[tree_i], 0, trees_y[tree_i]}, 1.f, WHITE);
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// }
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DrawModel(assets[house], (Vector3) {-1, 0, 0}, 1.f, WHITE);
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DrawGrid(20, 10.0f);
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DrawGrid(20, 1.f);
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Vector3 capsule_top = player_pos;
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capsule_top.y += 0.2f;
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DrawCapsule(Vector3Add(player_pos, (Vector3){0,.1f,0}), capsule_top, .1f, 8, 8, BLUE);
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23
world.c
23
world.c
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@ -136,9 +136,13 @@ void gen_terrain(struct World *world) {
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generate_river(world, global_minimum_map_i);
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}
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// void gen_room() {
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//
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// }
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void gen_room(struct World *world) {
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int map_size = world->size;
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world->map = GenImageColor(map_size, map_size, BLACK);
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world->map_texture = LoadTextureFromImage(world->map);
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world->map_data = LoadImageColors(world->map);
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}
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//
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// void unload_world() {}
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@ -152,13 +156,18 @@ void draw_world(struct World *world) {
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int x = i % map_size, y = i / map_size;
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int gradients[4][2] = {{0,-1},{-1,0},{0,1},{1,0}};
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for (int gradient_i = 0; gradient_i < 4; gradient_i++) {
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int dx = CLAMP(x + gradients[gradient_i][0], 0, map_size - 1);
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int dy = CLAMP(y + gradients[gradient_i][1], 0, map_size - 1);
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for (int height = map_data[i].g; height < map_data[dy * map_size + dx].g; height++) {
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int dx = x + gradients[gradient_i][0];
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int dy = y + gradients[gradient_i][1];
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int is_border = (dx < 0 || dx >= map_size || dy < 0 || dy >= map_size);
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dx = CLAMP(dx, 0, map_size - 1);
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dy = CLAMP(dy, 0, map_size - 1);
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int height = MAX(map_data[dy * map_size + dx].g, is_border);
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for (int step = map_data[i].g; step < height; step++) {
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DrawModelEx(wall,
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(Vector3){
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.x = map_size * (x / (float) map_size - 0.5f),
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.y = height,
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.y = step,
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.z = map_size * (y / (float) map_size - 0.5f)
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},
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(Vector3) {0, 1, 0}, gradient_i * 90.f, (Vector3) {1,1,1}, WHITE);
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19
world.h
19
world.h
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@ -1,3 +1,21 @@
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/*
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* Tux-Town is a chill life-simulation game.
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* Copyright (C) 2025 orangerot <me@orangerot.dev>
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <https://www.gnu.org/licenses/>.
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*/
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#include <raylib.h>
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#include "assets.h"
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#include <stddef.h>
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@ -16,6 +34,7 @@ struct World {
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};
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void gen_terrain(struct World *world);
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void gen_room(struct World *world);
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void draw_world(struct World *world);
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#endif
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