tux-town/main.c

111 lines
3.8 KiB
C

/*
* Tux-Town is a chill life-simulation game.
* Copyright (C) 2025 orangerot <me@orangerot.dev>
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
#include <raylib.h>
#include <raymath.h>
#include <stdbool.h>
#define RCAMERA_IMPLEMENTATION
#define RL_CULL_DISTANCE_NEAR 0.01
#define RL_CULL_DISTANCE_FAR 1000.0
#include <rcamera.h>
#include <stddef.h>
#define ASSET_IMPLEMENTATION
#include "assets.h"
#include "world.h"
int main(void) {
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - basic window");
Camera camera = { 0 };
camera.position = (Vector3){ 5.0f, 5.0f, 5.0f };
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
camera.fovy = 45.0f;
camera.projection = CAMERA_PERSPECTIVE;
Vector3 player_pos = (Vector3) {0.f, 0.f, 0.f};
enum Asset tree = tree_oak;
enum Asset house = tent_detailedOpen;
Vector3 position = {0};
LoadModels();
struct World world_terrain = {
.floor = assets[ground_grass],
.wall = assets[cliff_top_rock],
.size = 32
};
gen_terrain(&world_terrain);
// #define NUM_TREES MAP_SIZE * MAP_SIZE / 100
// int *trees_x = LoadRandomSequence(NUM_TREES, -MAP_SIZE / 2, MAP_SIZE / 2);
// int *trees_y = LoadRandomSequence(NUM_TREES, - MAP_SIZE / 2, MAP_SIZE / 2);
// SetTargetFPS(60);
DisableCursor();
while (!WindowShouldClose()) {
Vector2 mousePositionDelta = GetMouseDelta();
// UpdateCamera(&camera, CAMERA_THIRD_PERSON);
Vector3 camera_forward = GetCameraForward(&camera);
camera.target = Vector3Add(player_pos, (Vector3){0,.2f,0});
camera.position = Vector3Add(camera.target, Vector3Scale(camera_forward, -2.f));
CameraYaw(&camera, -mousePositionDelta.x*CAMERA_MOUSE_MOVE_SENSITIVITY, true);
CameraPitch(&camera, -mousePositionDelta.y*CAMERA_MOUSE_MOVE_SENSITIVITY, true, true, false);
Vector3 camera_forward_flat = camera_forward;
camera_forward_flat.y = 0;
camera_forward_flat = Vector3Normalize(camera_forward_flat);
float velocity = 1.f * GetFrameTime();
if (IsKeyDown(KEY_UP)) player_pos = Vector3Add(player_pos, Vector3Scale(camera_forward_flat, velocity));
if (IsKeyDown(KEY_DOWN)) player_pos = Vector3Add(player_pos, Vector3Scale(camera_forward_flat, -velocity));
if (IsKeyDown(KEY_RIGHT)) player_pos = Vector3Add(player_pos, Vector3Scale(GetCameraRight(&camera), velocity));
if (IsKeyDown(KEY_LEFT)) player_pos = Vector3Add(player_pos, Vector3Scale(GetCameraRight(&camera), -velocity));
BeginDrawing();
ClearBackground(RAYWHITE);
BeginMode3D(camera);
draw_world(&world_terrain);
// for (int tree_i = 0; tree_i < NUM_TREES; tree_i++) {
// DrawModel(assets[tree], (Vector3) {trees_x[tree_i], 0, trees_y[tree_i]}, 1.f, WHITE);
// }
DrawModel(assets[house], (Vector3) {-1, 0, 0}, 1.f, WHITE);
DrawGrid(20, 10.0f);
Vector3 capsule_top = player_pos;
capsule_top.y += 0.2f;
DrawCapsule(Vector3Add(player_pos, (Vector3){0,.1f,0}), capsule_top, .1f, 8, 8, BLUE);
EndMode3D();
DrawText("Congrats! You created your first window!", 190, 200, 20, LIGHTGRAY);
DrawTexture(world_terrain.map_texture, 0, 0, WHITE);
EndDrawing();
}
CloseWindow();
return 0;
}