From 8bbe17491bacdd1d5c81b335a33b279cfc74a761 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Bruno=20Ryb=C3=A1rsky?= Date: Wed, 11 Jun 2025 23:01:05 +0200 Subject: [PATCH] Hopefully last commit --- CMakeLists.txt | 10 + assets/backgrounds/28_enemy-floor_00.png | Bin 0 -> 828 bytes assets/backgrounds/28_enemy-floor_01.png | Bin 0 -> 805 bytes assets/backgrounds/28_enemy-floor_02.png | Bin 0 -> 792 bytes assets/backgrounds/28_enemy-floor_03.png | Bin 0 -> 838 bytes assets/backgrounds/28_enemy-floor_04.png | Bin 0 -> 841 bytes assets/backgrounds/28_enemy-floor_05.png | Bin 0 -> 876 bytes assets/entities/00_enemy_00.png | Bin 405 -> 482 bytes assets/entities/00_enemy_01.png | Bin 0 -> 482 bytes assets/entities/00_enemy_02.png | Bin 0 -> 484 bytes assets/entities/00_enemy_03.png | Bin 0 -> 484 bytes assets/entities/00_enemy_04.png | Bin 0 -> 483 bytes assets/icon.png | Bin 0 -> 684 bytes assets/items/13-silver_plate-00.png | Bin 0 -> 520 bytes assets/items/14-gold_plate-00.png | Bin 0 -> 587 bytes assets/items/15-platinum_plate-00.png | Bin 0 -> 555 bytes assets/items/16-iron_plate-00.png | Bin 0 -> 544 bytes assets/items/17-silver_rod-00.png | Bin 0 -> 526 bytes assets/items/18-gold_rod-00.png | Bin 0 -> 531 bytes assets/items/19-platinum_rod-00.png | Bin 0 -> 496 bytes assets/items/20-iron_rod-00.png | Bin 0 -> 494 bytes assets/player.png | Bin 398 -> 573 bytes assets/tiles/08_ammocrafter_00.png | Bin 0 -> 636 bytes assets/tiles/08_ammocrafter_01.png | Bin 0 -> 636 bytes assets/tiles/08_ammocrafter_02.png | Bin 0 -> 662 bytes assets/tiles/08_ammocrafter_03.png | Bin 0 -> 673 bytes assets/tiles/08_ammocrafter_04.png | Bin 0 -> 672 bytes assets/tiles/09_wirecrafter_00.png | Bin 0 -> 522 bytes assets/tiles/09_wirecrafter_01.png | Bin 0 -> 528 bytes assets/tiles/09_wirecrafter_02.png | Bin 0 -> 525 bytes assets/tiles/09_wirecrafter_03.png | Bin 0 -> 524 bytes assets/tiles/09_wirecrafter_04.png | Bin 0 -> 525 bytes assets/tiles/09_wirecrafter_05.png | Bin 0 -> 525 bytes assets/tiles/09_wirecrafter_06.png | Bin 0 -> 526 bytes assets/tiles/09_wirecrafter_07.png | Bin 0 -> 526 bytes assets/tiles/09_wirecrafter_08.png | Bin 0 -> 527 bytes assets/tiles/09_wirecrafter_09.png | Bin 0 -> 528 bytes assets/tiles/09_wirecrafter_10.png | Bin 0 -> 528 bytes assets/tiles/09_wirecrafter_11.png | Bin 0 -> 528 bytes assets/tiles/09_wirecrafter_12.png | Bin 0 -> 527 bytes assets/tiles/09_wirecrafter_13.png | Bin 0 -> 528 bytes assets/tiles/09_wirecrafter_14.png | Bin 0 -> 528 bytes assets/tiles/09_wirecrafter_15.png | Bin 0 -> 528 bytes assets/tiles/09_wirecrafter_16.png | Bin 0 -> 526 bytes assets/tiles/09_wirecrafter_17.png | Bin 0 -> 526 bytes assets/tiles/09_wirecrafter_18.png | Bin 0 -> 525 bytes assets/tiles/09_wirecrafter_19.png | Bin 0 -> 525 bytes assets/tiles/09_wirecrafter_20.png | Bin 0 -> 524 bytes assets/tiles/09_wirecrafter_21.png | Bin 0 -> 525 bytes assets/tiles/09_wirecrafter_22.png | Bin 0 -> 528 bytes entity/entity.c | 161 ++++- entity/entity.h | 16 +- items/item.c | 14 +- items/item.h | 12 +- main.c | 754 ++++++++++------------- player/player.c | 44 +- player/player.h | 10 +- tiles/ammoCrafter.c | 34 + tiles/ammoCrafter.h | 23 + tiles/core.c | 29 + tiles/core.h | 14 + tiles/furnace.h | 3 - tiles/tile.c | 184 +++++- tiles/tile.h | 23 +- tiles/tilecallbacks.c | 7 + tiles/wiredrawer.c | 29 + tiles/wiredrawer.h | 21 + util/button.c | 212 +++++++ util/button.h | 28 + util/crafter.h | 4 +- util/gamestate.c | 61 ++ util/gamestate.h | 33 + util/util.c | 53 +- util/util.h | 43 +- 74 files changed, 1306 insertions(+), 516 deletions(-) create mode 100644 assets/backgrounds/28_enemy-floor_00.png create mode 100644 assets/backgrounds/28_enemy-floor_01.png create mode 100644 assets/backgrounds/28_enemy-floor_02.png create mode 100644 assets/backgrounds/28_enemy-floor_03.png create mode 100644 assets/backgrounds/28_enemy-floor_04.png create mode 100644 assets/backgrounds/28_enemy-floor_05.png create mode 100644 assets/entities/00_enemy_01.png create mode 100644 assets/entities/00_enemy_02.png create mode 100644 assets/entities/00_enemy_03.png create mode 100644 assets/entities/00_enemy_04.png create mode 100644 assets/icon.png create mode 100644 assets/items/13-silver_plate-00.png create mode 100644 assets/items/14-gold_plate-00.png create mode 100644 assets/items/15-platinum_plate-00.png create mode 100644 assets/items/16-iron_plate-00.png create mode 100644 assets/items/17-silver_rod-00.png create mode 100644 assets/items/18-gold_rod-00.png create mode 100644 assets/items/19-platinum_rod-00.png create mode 100644 assets/items/20-iron_rod-00.png create mode 100644 assets/tiles/08_ammocrafter_00.png create mode 100644 assets/tiles/08_ammocrafter_01.png create mode 100644 assets/tiles/08_ammocrafter_02.png create mode 100644 assets/tiles/08_ammocrafter_03.png create mode 100644 assets/tiles/08_ammocrafter_04.png create mode 100644 assets/tiles/09_wirecrafter_00.png create mode 100644 assets/tiles/09_wirecrafter_01.png create mode 100644 assets/tiles/09_wirecrafter_02.png create mode 100644 assets/tiles/09_wirecrafter_03.png create mode 100644 assets/tiles/09_wirecrafter_04.png create mode 100644 assets/tiles/09_wirecrafter_05.png create mode 100644 assets/tiles/09_wirecrafter_06.png create mode 100644 assets/tiles/09_wirecrafter_07.png create mode 100644 assets/tiles/09_wirecrafter_08.png create mode 100644 assets/tiles/09_wirecrafter_09.png create mode 100644 assets/tiles/09_wirecrafter_10.png create mode 100644 assets/tiles/09_wirecrafter_11.png create mode 100644 assets/tiles/09_wirecrafter_12.png create mode 100644 assets/tiles/09_wirecrafter_13.png create mode 100644 assets/tiles/09_wirecrafter_14.png create mode 100644 assets/tiles/09_wirecrafter_15.png create mode 100644 assets/tiles/09_wirecrafter_16.png create mode 100644 assets/tiles/09_wirecrafter_17.png create mode 100644 assets/tiles/09_wirecrafter_18.png create mode 100644 assets/tiles/09_wirecrafter_19.png create mode 100644 assets/tiles/09_wirecrafter_20.png create mode 100644 assets/tiles/09_wirecrafter_21.png create mode 100644 assets/tiles/09_wirecrafter_22.png create mode 100644 tiles/ammoCrafter.c create mode 100644 tiles/ammoCrafter.h create mode 100644 tiles/core.c create mode 100644 tiles/core.h create mode 100644 tiles/wiredrawer.c create mode 100644 tiles/wiredrawer.h create mode 100644 util/button.c create mode 100644 util/button.h create mode 100644 util/gamestate.c create mode 100644 util/gamestate.h diff --git a/CMakeLists.txt b/CMakeLists.txt index 1026f98..240f241 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -53,6 +53,16 @@ set(SOURCE_FILES tiles/turret.h util/crafter.c util/crafter.h + util/gamestate.c + util/gamestate.h + util/button.c + util/button.h + tiles/ammoCrafter.c + tiles/ammoCrafter.h + tiles/wiredrawer.c + tiles/wiredrawer.h + tiles/core.c + tiles/core.h ) add_executable(factorygame ${SOURCE_FILES}) diff --git a/assets/backgrounds/28_enemy-floor_00.png 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atTargetSnapshot = ent->tileRect.x == ent->targetSnapshot.x && ent->tileRect.y == ent->targetSnapshot.y; @@ -51,22 +54,19 @@ void updateEntities(Player *plr) { ent->tileRect.y == ent->target.y; if (animationStep >= ent->entityNextTick) { - if (sqrt(pow(abs(plr->tileRect.x - ent->tileRect.x), 2) + pow(abs(plr->tileRect.y - ent->tileRect.y), 2)) < ENEMY_RANGE) { + if (sqrt(pow(abs(plr->tileRect.x - ent->tileRect.x), 2) + + pow(abs(plr->tileRect.y - ent->tileRect.y), 2)) < ENEMY_RANGE) { plr->health -= ENEMY_DAMAGE; } - if (plr->tileRect.x) - for (int y = ent->tileRect.y - ENEMY_RANGE; y < ent->tileRect.y + ENEMY_RANGE; y++) { - if (y < 0 || y >= MAP_HEIGHT) { - continue; - } - for (int x = ent->tileRect.x - ENEMY_RANGE; x < ent->tileRect.x + ENEMY_RANGE; x++) { - if (x < 0 || x >= MAP_WIDTH) { - continue; - } + + for (int y = ent->tileRect.y - ENEMY_RANGE; y <= ent->tileRect.y + ENEMY_RANGE; y++) { + if (y < 0 || y >= MAP_HEIGHT) continue; + for (int x = ent->tileRect.x - ENEMY_RANGE; x <= ent->tileRect.x + ENEMY_RANGE; x++) { + if (x < 0 || x >= MAP_WIDTH) continue; + Tile *targTile = &tileMap[y][x]; - if (targTile->type == TYPE_AIR) { - continue; - } + if (targTile->type == TYPE_AIR) continue; + targTile->health -= ENEMY_DAMAGE; if (targTile->health <= 0) { if (targTile->audioCh < NUM_SYNTH_VOICES) { @@ -79,31 +79,63 @@ void updateEntities(Player *plr) { } } - // Retry pathfinding every 10 ticks if we don't have a path and aren't at the target bool shouldRetryPathfinding = ( ent->path.length == 0 && !atTarget && (animationStep % 10 == 0) ); - // Also try pathfinding if we reached the snapshot (end of path) if (atTargetSnapshot || shouldRetryPathfinding) { - if (isWalkable(ent->target) && find_path(ent->tileRect, ent->target)) { - ent->path = reconstruct_path(ent->target); + MiniRect fallbackTarget = ent->target; + + // If the target is not walkable, search nearby + if (!isWalkable(ent->target)) { + int bestDist = 999999; + bool found = false; + + for (int dy = -5; dy <= 5; dy++) { + for (int dx = -5; dx <= 5; dx++) { + int nx = ent->target.x + dx; + int ny = ent->target.y + dy; + + if (nx < 0 || ny < 0 || nx >= MAP_WIDTH || ny >= MAP_HEIGHT) continue; + + MiniRect check = {nx, ny}; + + if (!isWalkable(check)) continue; + + int dist = abs(dx) + abs(dy); // Manhattan distance + if (dist < bestDist) { + bestDist = dist; + fallbackTarget = check; + found = true; + } + } + } + + if (!found) { + // No walkable fallback tile found + ent->path.length = 0; + continue; + } + } + + // Attempt pathfinding to fallbackTarget + if (find_path(ent->tileRect, fallbackTarget)) { + ent->path = reconstruct_path(fallbackTarget); ent->path.stepIndex = 0; - ent->targetSnapshot = ent->target; // snapshot the current target + ent->targetSnapshot = fallbackTarget; ent->fromTile = ent->tileRect; ent->toTile = ent->path.steps[0]; ent->interpolateTick = 0; ent->entityNextTick = animationStep + entT.entityTickRate; } else if (atTargetSnapshot) { - // No path found and we finished current one — freeze ent->path.length = 0; continue; } } - // Step 2: Movement + // Movement if (ent->path.length > 0 && ent->path.stepIndex < ent->path.length && animationStep >= ent->entityNextTick) { ent->fromTile = ent->tileRect; @@ -114,7 +146,7 @@ void updateEntities(Player *plr) { ent->path.stepIndex++; } - // Step 3: Interpolation + // Interpolation MiniRect from = { .x = ent->fromTile.x * TILE_SIZE, .y = ent->fromTile.y * TILE_SIZE @@ -166,7 +198,7 @@ void registerEntity(char fname[20], SDL_Renderer *renderer) { EntityRegistry[indexEntity].type = indexEntity; EntityRegistry[indexEntity].animation.frameCount = frame + 1; EntityRegistry[indexEntity].animation.divisor = 1; - EntityRegistry[indexEntity].entityTickRate = 8; + EntityRegistry[indexEntity].entityTickRate = 16; EntityRegistry[indexEntity].maxHealth = 100; if (indexEntity + 1 > backgroundTileTypeIndex) { @@ -213,6 +245,7 @@ void loadEntities(SDL_Renderer *renderer) { registerEntity(fileName, renderer); free(entityNames[i]); } + EntityRegistry[GHOST].animation.divisor = 16; } int add_entity(EntityArray *arr, Entity t) { @@ -226,4 +259,88 @@ void remove_entity(EntityArray *arr, int index) { if (index < 0 || index >= arr->activeCount) return; arr->activeCount--; arr->entities[index] = arr->entities[arr->activeCount]; // swap with last active +} + + +bool isTileAlreadyTargeted(int x, int y) { + for (int i = 0; i < entities.activeCount; i++) { + Entity *ent = &entities.entities[i]; + if (ent->target.x == x && ent->target.y == y) { + return 1; + } + } + return 0; +} + +void spawn_enemy_at_random_tile() { + Entity ent; + memset(&ent, 0, sizeof(Entity)); + + // Start by placing it at a default location (same as before) + int offsetX = (rand() % (SPAWN_RADIUS * 2 + 1)) - SPAWN_RADIUS; + int offsetY = (rand() % (SPAWN_RADIUS * 2 + 1)) - SPAWN_RADIUS; + + ent.tileRect.x = enemySpawn.x + offsetX; + ent.tileRect.y = enemySpawn.y + offsetY; + ent.renderRect.x = ent.tileRect.x * TILE_SIZE; + ent.renderRect.y = ent.tileRect.y * TILE_SIZE; + ent.renderRect.w = TILE_SIZE; + ent.renderRect.h = TILE_SIZE; + ent.health = 100; + ent.type = GHOST; + + // Try to find a unique, walkable target tile near the player + for (int attempt = 0; attempt < MAX_SPAWN_ATTEMPTS; attempt++) { + int targetOffsetX = (rand() % (SPAWN_RADIUS * 2 + 1)) - SPAWN_RADIUS; + int targetOffsetY = (rand() % (SPAWN_RADIUS * 2 + 1)) - SPAWN_RADIUS; + + int targetX = mainPlayer.tileRect.x + targetOffsetX; + int targetY = mainPlayer.tileRect.y + targetOffsetY; + MiniRect target = {targetX, targetY}; + + if (!isWalkable(target)) continue; + if (isTileAlreadyTargeted(targetX, targetY)) continue; + + ent.target.x = targetX; + ent.target.y = targetY; + + add_entity(&entities, ent); + return; + } + + printf("Failed to spawn enemy: no unique target found after %d attempts.\n", MAX_SPAWN_ATTEMPTS); +} +void updateWaveLogic(WaveInfo *info) { + if (info->waveRunning) { + Wave *currentWave = &info->waves[info->waveCounter]; + + // Cooldown between enemy spawns + if (--currentSpawnState.spawnCooldown <= 0 && + currentSpawnState.enemiesSpawned < currentWave->enemies[0].count) { + + spawn_enemy_at_random_tile(); + + currentSpawnState.enemiesSpawned++; + currentSpawnState.spawnCooldown = SPAWN_COOLDOWN; + } + + // All enemies spawned + if (currentSpawnState.enemiesSpawned >= currentWave->enemies[0].count) { + // Wait for all enemies to be dead before ending wave + if (entities.activeCount == 0) { + info->waveRunning = false; + info->waveTimer = info->waves[info->waveCounter].timeUntilNext; + } + } + } else { + // Timer starts only after wave is completely over (including enemies) + if (--info->waveTimer <= 0 && info->waveCounter + 1 < info->totalWaves) { + // Start next wave + info->waveCounter++; + info->waveRunning = true; + + currentSpawnState.enemiesSpawned = 0; + currentSpawnState.spawnCooldown = 0; + } + } } \ No newline at end of file diff --git a/entity/entity.h b/entity/entity.h index 6fd28e1..3720b89 100644 --- a/entity/entity.h +++ b/entity/entity.h @@ -11,9 +11,22 @@ #define ENTITY_MAX_COUNT 1024 -#define ENEMY_DAMAGE 2 +#define ENEMY_DAMAGE 1 #define ENEMY_RANGE 3 +#define SPAWN_RADIUS 5 + +typedef struct EnemySpawnState { + int enemiesSpawned; + int spawnCooldown; +} EnemySpawnState; + +#define SPAWN_COOLDOWN 30 // frames between each enemy spawn + +#define MAX_SPAWN_ATTEMPTS 50 + +extern EnemySpawnState currentSpawnState; + typedef enum EntityType { GHOST, } EntityType; @@ -56,5 +69,6 @@ void renderEntities(SDL_Renderer *renderer, SDL_Rect playerRect); void updateEntities(Player * plr); void registerEntity(char fname[20], SDL_Renderer *renderer); void loadEntities(SDL_Renderer *renderer); +void updateWaveLogic(WaveInfo* info); #endif //FACTORYGAME_ENTITY_H diff --git a/items/item.c b/items/item.c index 02f6d65..d7a81d2 100644 --- a/items/item.c +++ b/items/item.c @@ -67,7 +67,7 @@ OrientDirection rotateMainDirection(OrientDirection dir, int steps) { int newIndex = (index + steps) % count; if (newIndex < 0) newIndex += count; - return (OrientDirection)mainDirs[newIndex]; + return (OrientDirection) mainDirs[newIndex]; } // Map 8 directions to main 4 for code output @@ -225,9 +225,17 @@ void updateItems() { if (!putOntoNext(itm, nx, ny, next, &ntt, newLane) && (next->type != TYPE_BELT || newLane >= 2)) { + bool alreadyPresent = false; for (uint8_t nLane = 0; nLane < ItemSlotCount; nLane++) { - if (putOntoNext(itm, nx, ny, next, &ntt, nLane)) { - break; + if (next->items[nLane].type == itm->type) { + alreadyPresent = true; + } + } + if (!alreadyPresent) { + for (uint8_t nLane = 0; nLane < ItemSlotCount; nLane++) { + if (putOntoNext(itm, nx, ny, next, &ntt, nLane)) { + break; + } } } diff --git a/items/item.h b/items/item.h index 7e4b655..cfb4b28 100644 --- a/items/item.h +++ b/items/item.h @@ -22,6 +22,8 @@ typedef enum ItemType { TYPE_TURRET, TYPE_SPLITTER, TYPE_CORE, + TYPE_AMMOCRAFTER, + TYPE_WIRECRAFTER, IRON_ORE = ITEMREGISTRY_SIZE / 2, SILVER_ORE, GOLD_ORE, @@ -30,11 +32,19 @@ typedef enum ItemType { SILVER_INGOT, GOLD_INGOT, PLATINUM_INGOT, - LOG, IRON_BULLET, SILVER_BULLET, GOLD_BULLET, PLATINUM_BULLET, + LOG, + SILVER_PLATE, + GOLD_PLATE, + PLATINUM_PLATE, + IRON_PLATE, + SILVER_ROD, + GOLD_ROD, + PLATINUM_ROD, + IRON_ROD, } ItemType; diff --git a/main.c b/main.c index e911240..4cb698f 100644 --- a/main.c +++ b/main.c @@ -7,73 +7,12 @@ #include "items/item.h" #include "stdlib.h" #include "player/player.h" -#include "util/perlin.h" #include "util/atlas.h" #include "entity/entity.h" +#include "util/gamestate.h" +#include "util/button.h" -typedef struct GameState { - Player player; - Tile tileMap[MAP_HEIGHT][MAP_WIDTH]; - BackgroundTile backgroundTileMap[MAP_HEIGHT][MAP_WIDTH]; - AudioData audioData; - TileArray neededUpdates; - EntityArray entities; - Node openList[MAX_OPEN_NODES]; - int openCount; -} GameState; -GameState gameState; - -int loadGameState(char *filename, Player *plr) { - fflush(stdout); - FILE *gameSave = fopen(filename, "rb"); - if (gameSave) { - fseek(gameSave, 0L, SEEK_END); - long sz = ftell(gameSave); - if (sz != sizeof(gameState)) { - return 1; - } - rewind(gameSave); - fread(&gameState, sizeof(gameState), 1, gameSave); - fclose(gameSave); - memcpy(plr, &gameState.player, sizeof(gameState.player)); - memcpy(tileMap, gameState.tileMap, sizeof(tileMap)); - memcpy(backgroundMap, gameState.backgroundTileMap, sizeof(backgroundMap)); - SDL_Rect *tmp = audioData.playerRect; - memcpy(&audioData, &gameState.audioData, sizeof(gameState.audioData)); - audioData.playerRect = tmp; - audioData.totalSamples = 0; - memcpy(&neededUpdates, &gameState.neededUpdates, sizeof(gameState.neededUpdates)); - memcpy(&entities, &gameState.entities, sizeof(gameState.entities)); - openCount = gameState.openCount; - memcpy(&openList, &gameState.openList, sizeof(gameState.openList)); - plr->cursor.targetTile = NULL; - plr->cursor.prevTargetTile = NULL; - return 0; - } - return 1; -} - -void saveGameState(char *filename, Player *plr) { - memcpy(&gameState.player, plr, sizeof(gameState.player)); - memcpy(gameState.tileMap, tileMap, sizeof(gameState.tileMap)); - memcpy(gameState.backgroundTileMap, backgroundMap, sizeof(gameState.backgroundTileMap)); - memcpy(&gameState.audioData, &audioData, sizeof(gameState.audioData)); - memcpy(&gameState.neededUpdates, &neededUpdates, sizeof(neededUpdates)); - memcpy(&gameState.entities, &entities, sizeof(entities)); - memcpy(&gameState.openList, &openList, sizeof(openList)); - gameState.openCount = openCount; - - FILE *gameSave = fopen(filename, "wb"); - if (!gameSave) { - perror("Failed to open file for saving"); - return; - } - - fwrite(&gameState, sizeof(gameState), 1, gameSave); - fclose(gameSave); -} - -Player player; +#define GAME_NAME "FactoCraft" //Screen dimension constants const int targetFPS = 60; @@ -85,8 +24,7 @@ const int delayNeeded = 1000 / targetFPS; #define smallestFont fonts[3] #define reallySmallestFont fonts[4] -char *autosaveName = "autosave.dat"; - +bool largeScreen = false; unsigned long frames = 0; bool cursor = true; @@ -100,17 +38,9 @@ void msleep(unsigned int milliseconds) { SDL_GLContext glContext; -void genInitMap(); - int init() { //Initialize SDL - - screenRect.x = 0; - screenRect.y = 0; - screenRect.w = DISPLAY_WIDTH; - screenRect.h = DISPLAY_HEIGHT; - srand(time(NULL)); memset(tileMap, 0, sizeof(tileMap)); @@ -133,8 +63,13 @@ int init() { } //Create window - window = SDL_CreateWindow("Factory game", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, DISPLAY_WIDTH, - DISPLAY_HEIGHT, SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE); + window = SDL_CreateWindow(GAME_NAME, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, DISPLAY_WIDTH, + DISPLAY_HEIGHT, SDL_WINDOW_SHOWN); + + SDL_Surface *surf = IMG_Load("./assets/icon.png"); + + SDL_SetWindowIcon(window, surf); + SDL_FreeSurface(surf); if (window == NULL) { printf("Window could not be created! SDL_Error: %s\n", SDL_GetError()); @@ -146,22 +81,6 @@ int init() { printf("Renderer could not be created SDL_Error: %s\n", SDL_GetError()); return 1; } - - initAtlas(mainRenderer); - - loadBackgroundTiles(mainRenderer); - loadTiles(mainRenderer); - preSetupTiles(); - loadItems(mainRenderer); - loadEntities(mainRenderer); - setupTiles(); - - -// for (ItemType i = 0; i < ITEMREGISTRY_SIZE; i++) { -// if (strlen(ItemRegistry[i].name)) { -// printf("%d -> %s\n", i, ItemRegistry[i].name); -// } -// } // Create OpenGL context glContext = SDL_GL_CreateContext(window); if (!glContext) { @@ -172,14 +91,13 @@ int init() { // Use OpenGL context SDL_GL_MakeCurrent(window, glContext); // Make sure OpenGL context is current before any OpenGL rendering - audioData.playerRect = &player.rect; - audioData.maxPanDistance = DISPLAY_WIDTH / 2; + audioData.playerRect = &mainPlayer.rect; SDL_AudioSpec spec = {0}; spec.freq = SAMPLE_RATE; spec.format = AUDIO_F32; spec.channels = 2; - spec.samples = 4096; + spec.samples = 8192; spec.callback = audio_callback; spec.userdata = &audioData; @@ -204,8 +122,9 @@ int init() { SDL_SetRenderDrawColor(mainRenderer, 0, 0, 0, 255); SDL_RenderClear(mainRenderer); - SDL_Rect viewport = {0, 0, DISPLAY_WIDTH, DISPLAY_HEIGHT}; - SDL_RenderSetViewport(mainRenderer, &viewport); + //generateTestMap(); + + setTileView(30,15); SDL_SetRenderDrawBlendMode(mainRenderer, SDL_BLENDMODE_BLEND); biggerFont = prepText(mainRenderer, 32, "assets/PublicPixel.ttf"); @@ -213,65 +132,50 @@ int init() { smallerFont = prepText(mainRenderer, 12, "assets/PublicPixel.ttf"); smallestFont = prepText(mainRenderer, 8, "assets/PublicPixel.ttf"); reallySmallestFont = prepText(mainRenderer, 4, "assets/PublicPixel.ttf"); - SDL_RenderSetLogicalSize(mainRenderer, DISPLAY_WIDTH, DISPLAY_HEIGHT); - - initPlayer(&player); - - for (ItemType i = 0; i < 13; i++) { - player.inventory.hotKeySlots[i] = i; - } - - initTiles(); - - //generateTestMap(); return 0; } +bool lateInitDone = false; + +void lateInit() { + if (lateInitDone) { + return; + } + lateInitDone = true; + initAtlas(mainRenderer); + + loadBackgroundTiles(mainRenderer); + loadTiles(mainRenderer); + preSetupTiles(); + loadItems(mainRenderer); + loadEntities(mainRenderer); + setupTiles(); + initTiles(); + + initPlayer(&mainPlayer); + + for (ItemType i = 0; i < 13; i++) { + mainPlayer.inventory.hotKeySlots[i] = i; + } + initWaveInfo(&waveInfo); +} + int render() { - SDL_SetRenderDrawColor(mainRenderer, 32, 32, 32, 255); - SDL_RenderClear(mainRenderer); - SDL_Rect rect2; - rect2.x = 0; - rect2.y = 0; - rect2.w = ATLAS_SIZE; - rect2.h = ATLAS_SIZE; - - renderAllTiles(mainRenderer, player.rect); - renderEntities(mainRenderer, player.rect); - renderPlayer(&player); + renderAllTiles(mainRenderer, mainPlayer.rect); + renderEntities(mainRenderer, mainPlayer.rect); + renderPlayer(&mainPlayer); - if (renderAtlas == 0) { - SDL_RenderCopy(mainRenderer, backgroundTexture, &screenRect, &screenRect); - SDL_RenderCopy(mainRenderer, tilesTexture, &screenRect, &screenRect); - SDL_RenderCopy(mainRenderer, itemsTexture, &screenRect, &screenRect); - SDL_RenderCopy(mainRenderer, entityTexture, &screenRect, &screenRect); - SDL_RenderCopy(mainRenderer, hudTexture, &screenRect, &screenRect); - - } else { - SDL_RenderCopy(mainRenderer, atlasTexture, &rect2, &rect2); - unsigned int ix = ATLAS_SIZE; - for (unsigned char i = 1; i < fontCount; i++) { - SDL_Rect tmpRectFont = fonts[i].atlasRect; - tmpRectFont.x += ix; - SDL_RenderCopy(mainRenderer, fonts[i].atlas, &fonts[i].atlasRect, &tmpRectFont); - ix += fonts[i].atlasRect.w; - } - SDL_Rect tmpRectFont = fonts[0].atlasRect; - tmpRectFont.x += ATLAS_SIZE; - tmpRectFont.y = fonts[1].atlasRect.h; - SDL_RenderCopy(mainRenderer, fonts[0].atlas, &fonts[0].atlasRect, &tmpRectFont); - } + SDL_RenderCopy(mainRenderer, backgroundTexture, &screenRect, &screenRect); + SDL_RenderCopy(mainRenderer, tilesTexture, &screenRect, &screenRect); + SDL_RenderCopy(mainRenderer, itemsTexture, &screenRect, &screenRect); + SDL_RenderCopy(mainRenderer, entityTexture, &screenRect, &screenRect); + SDL_RenderCopy(mainRenderer, hudTexture, &screenRect, &screenRect); - SDL_RenderPresent(mainRenderer); - frames++; - if (!(frames % 60)) { - cursor = !cursor; - } return 0; } @@ -283,186 +187,189 @@ int processEvent(SDL_Event e) { int newHeight = e.window.data2; // Adjust the viewport to match the new window size; - SDL_Rect viewport = {0, 0, newWidth, newHeight}; - SDL_RenderSetViewport(mainRenderer, &viewport); - } else if (e.type == SDL_KEYDOWN) { - SDL_KeyCode keySym = e.key.keysym.sym; - SDL_Scancode scanCode = e.key.keysym.scancode; - SDL_Keymod keyMod = e.key.keysym.mod; - cursor = true; - switch (keySym) { - case SDLK_p: - speed = speed == 0 ? 0.004f : 0; - break; - case SDLK_r: - if (player.inventory.activeSlotIndex == 0 && player.cursor.canReach && - player.cursor.targetTile->type != TYPE_AIR) { - player.cursor.direction = player.cursor.targetTile->direction; - } - player.cursor.direction = (player.cursor.direction + 2) % ORIENT_DIRECTION_COUNT; - if (player.inventory.activeSlotIndex == 0 && player.cursor.canReach) { - player.cursor.targetTile->direction = player.cursor.direction; - } - break; - case SDLK_u: - laneTarget = !laneTarget; - break; - case SDLK_F3: - debugMode = !debugMode; - break; - case SDLK_F10: - renderAtlas = !renderAtlas; - break; - case SDLK_F11: - printf("Enemy is at tile X:%d, Y:%d\n", entities.entities[0].tileRect.x, - entities.entities[0].tileRect.y); - break; - - case SDLK_F2: - Entity entTest; - memset(&entTest, 0, sizeof(Entity)); - entTest.tileRect = player.tileRect; - entTest.renderRect.w = TILE_SIZE; - entTest.renderRect.h = TILE_SIZE; - entTest.target.x = -1; - entTest.target.y = -1; - entTest.health = 100; - entTest.type = GHOST; - entTest.health = 100; - add_entity(&entities, entTest); - break; - - case SDLK_F4: - Tile *tile = &tileMap[playerTileY][playerTileX]; - break; - case SDLK_LALT: - itemViewing = !itemViewing; - break; - default: - break; + if (newWidth > 1900 && newHeight > 1000) { + largeScreen = true; + } else { + largeScreen = false; } - } else if (e.type == SDL_MOUSEWHEEL) { - int dAmount = 0; - if (e.wheel.y > 0) { - dAmount = 1; - } else if (e.wheel.y < 0) { - dAmount = -1; + setTileView(largeScreen ? 60 : 30, largeScreen ? 31 : 15); + + } +// } + + if (e.type == SDL_KEYUP) { + if (e.key.keysym.mod & KMOD_ALT && e.key.keysym.scancode == SDL_SCANCODE_RETURN) { + largeScreen = !largeScreen; + setTileView(largeScreen ? 60 : 30, largeScreen ? 31 : 15); } - const Uint8 *keyboardState = SDL_GetKeyboardState(NULL); - if (keyboardState[SDL_SCANCODE_LCTRL] || keyboardState[SDL_SCANCODE_RCTRL]) { + } + + switch (screenType) { + case SCREEN_GAME: + if (e.type == SDL_KEYDOWN) { + SDL_KeyCode keySym = e.key.keysym.sym; + SDL_Scancode scanCode = e.key.keysym.scancode; + SDL_Keymod keyMod = e.key.keysym.mod; + cursor = true; + switch (keySym) { + case SDLK_p: + speed = speed == 0 ? 0.004f : 0; + break; + case SDLK_r: + if (mainPlayer.inventory.activeSlotIndex == 0 && mainPlayer.cursor.canReach && + mainPlayer.cursor.targetTile->type != TYPE_AIR) { + mainPlayer.cursor.direction = mainPlayer.cursor.targetTile->direction; + } + mainPlayer.cursor.direction = (mainPlayer.cursor.direction + 2) % ORIENT_DIRECTION_COUNT; + if (mainPlayer.inventory.activeSlotIndex == 0 && mainPlayer.cursor.canReach) { + mainPlayer.cursor.targetTile->direction = mainPlayer.cursor.direction; + } + break; + case SDLK_u: + laneTarget = !laneTarget; + break; + case SDLK_F3: + debugMode = !debugMode; + break; + case SDLK_F11: + printf("Enemy is at tile X:%d, Y:%d\n", entities.entities[0].tileRect.x, + entities.entities[0].tileRect.y); + break; + + case SDLK_F4: + Tile *tile = &tileMap[playerTileY][playerTileX]; + break; + case SDLK_LALT: + itemViewing = !itemViewing; + break; + default: + break; + } + } else if (e.type == SDL_MOUSEWHEEL) { + int dAmount = 0; + if (e.wheel.y > 0) { + dAmount = 1; + } else if (e.wheel.y < 0) { + dAmount = -1; + } + const Uint8 *keyboardState = SDL_GetKeyboardState(NULL); + if (keyboardState[SDL_SCANCODE_LCTRL] || keyboardState[SDL_SCANCODE_RCTRL]) { // currentScale += dAmount / 10.0f; // if (currentScale > 4) { // currentScale = 4; // } else if (currentScale < 0.5f) { // currentScale = 0.5f; // } - //setZoom(currentScale); + //setZoom(currentScale); - } else { - moveActivePlayerSlot(&player, dAmount == -1, - !(keyboardState[SDL_SCANCODE_LSHIFT] || keyboardState[SDL_SCANCODE_RSHIFT])); - } + } else { + moveActivePlayerSlot(&mainPlayer, dAmount == -1, + !(keyboardState[SDL_SCANCODE_LSHIFT] || keyboardState[SDL_SCANCODE_RSHIFT])); + } + } + break; + case SCREEN_MENU: + break; + case SCREEN_FONTS: + break; + case SCREEN_ATLAS: + break; } return 1; } void processMousePosition() { - SDL_Rect viewport; - SDL_RenderGetViewport(mainRenderer, &viewport); + mainPlayer.cursor.tileX = (mainPlayer.cursor.windowX + mainPlayer.rect.x) / TILE_SIZE - (DISPLAY_WIDTH / TILE_SIZE / 2); + mainPlayer.cursor.tileY = (mainPlayer.cursor.windowY + mainPlayer.rect.y) / TILE_SIZE - (DISPLAY_HEIGHT / TILE_SIZE / 2); - uint32_t mouseButtons = SDL_GetMouseState(&player.cursor.windowX, &player.cursor.windowY); - if (mouseButtons & SDL_BUTTON_LMASK) { - if (player.cursor.canReach && player.cursor.targetTile->type == TYPE_AIR && - player.inventory.activeSlotIndex < tileTypeIndex) { - if (player.inventory.slotCounts[player.inventory.activeSlotIndex] > 0) { - player.inventory.slotCounts[player.inventory.activeSlotIndex]--; - player.cursor.targetTile->type = player.inventory.activeSlotIndex; - player.cursor.targetTile->health = TileRegistry[player.inventory.activeSlotIndex].maxHealth; - player.cursor.targetTile->rect.x = player.cursor.tileX; - player.cursor.targetTile->rect.y = player.cursor.tileY; - if (TileRegistry[player.inventory.activeSlotIndex].needsTicks) { - player.cursor.targetTile->neededUpdateIndex = add_tile(&neededUpdates, - player.cursor.targetTile->rect); + if (mainPlayer.cursor.tileX < 0) { + mainPlayer.cursor.tileX = 0; + } + if (mainPlayer.cursor.tileY < 0) { + mainPlayer.cursor.tileY = 0; + } + if (mainPlayer.cursor.tileX >= MAP_WIDTH) { + mainPlayer.cursor.tileX = MAP_WIDTH - 1; + } + if (mainPlayer.cursor.tileY >= MAP_HEIGHT) { + mainPlayer.cursor.tileY = MAP_HEIGHT - 1; + } + + mainPlayer.cursor.prevTargetTile = mainPlayer.cursor.targetTile; + mainPlayer.cursor.targetTile = &tileMap[mainPlayer.cursor.tileY][mainPlayer.cursor.tileX]; + mainPlayer.cursor.targetTileRect.x = mainPlayer.cursor.tileX * TILE_SIZE; + mainPlayer.cursor.targetTileRect.y = mainPlayer.cursor.tileY * TILE_SIZE; + mainPlayer.cursor.tileDiffX = mainPlayer.cursor.tileX - playerTileX; + mainPlayer.cursor.tileDiffY = mainPlayer.cursor.tileY - playerTileY; + mainPlayer.cursor.tileDiff = floorf(sqrtf(powf(mainPlayer.cursor.tileDiffX, 2) + powf(mainPlayer.cursor.tileDiffY, 2))); + mainPlayer.cursor.canReach = mainPlayer.cursor.tileDiff <= playerReach; + adjustRect(&mainPlayer.cursor.targetTileRect, mainPlayer.rect); + + if (mainPlayer.mouseButtons & SDL_BUTTON_LMASK) { + if (mainPlayer.cursor.canReach && mainPlayer.cursor.targetTile->type == TYPE_AIR && + mainPlayer.inventory.activeSlotIndex < tileTypeIndex) { + if (mainPlayer.inventory.slotCounts[mainPlayer.inventory.activeSlotIndex] > 0) { + mainPlayer.inventory.slotCounts[mainPlayer.inventory.activeSlotIndex]--; + mainPlayer.cursor.targetTile->type = mainPlayer.inventory.activeSlotIndex; + mainPlayer.cursor.targetTile->health = TileRegistry[mainPlayer.inventory.activeSlotIndex].maxHealth; + mainPlayer.cursor.targetTile->rect.x = mainPlayer.cursor.tileX; + mainPlayer.cursor.targetTile->rect.y = mainPlayer.cursor.tileY; + if (TileRegistry[mainPlayer.inventory.activeSlotIndex].needsTicks) { + mainPlayer.cursor.targetTile->neededUpdateIndex = add_tile(&neededUpdates, + mainPlayer.cursor.targetTile->rect); } - player.cursor.targetTile->direction = player.cursor.direction; + mainPlayer.cursor.targetTile->direction = mainPlayer.cursor.direction; } - } else if (player.cursor.targetTile->type == player.inventory.activeSlotIndex) { - player.cursor.targetTile->direction = player.cursor.direction; + } else if (mainPlayer.cursor.targetTile->type == mainPlayer.inventory.activeSlotIndex) { + mainPlayer.cursor.targetTile->direction = mainPlayer.cursor.direction; } } - if (player.cursor.canReach && mouseButtons & SDL_BUTTON_RMASK) { - int tileIndex = player.cursor.targetTile->type; + if (mainPlayer.cursor.canReach && mainPlayer.mouseButtons & SDL_BUTTON_RMASK) { + int tileIndex = mainPlayer.cursor.targetTile->type; uint16_t targetBreakTime = TileRegistry[tileIndex].breakTime; if (targetBreakTime) { - if (player.cursor.breakingProgress >= targetBreakTime) { - if (player.cursor.targetTile->type < tileTypeIndex) { - player.inventory.slotCounts[player.cursor.targetTile->type]++; + if (mainPlayer.cursor.breakingProgress >= targetBreakTime) { + if (mainPlayer.cursor.targetTile->type < tileTypeIndex) { + mainPlayer.inventory.slotCounts[mainPlayer.cursor.targetTile->type]++; } for (int lane = 0; lane < 2; lane++) { - if (player.cursor.targetTile->items[lane].type != 0) { - int itemType = player.cursor.targetTile->items[lane].type; + if (mainPlayer.cursor.targetTile->items[lane].type != 0) { + int itemType = mainPlayer.cursor.targetTile->items[lane].type; if (itemType < itemRegistryIndex) { - player.inventory.slotCounts[itemType]++; + mainPlayer.inventory.slotCounts[itemType]++; } - player.cursor.targetTile->items[lane].type = 0; + mainPlayer.cursor.targetTile->items[lane].type = 0; } } - audioData.synthVoices[player.cursor.targetTile->audioCh].volume = 0; - int neededIndex = player.cursor.targetTile->neededUpdateIndex; - if (TileRegistry[player.cursor.targetTile->type].needsTicks && - neededUpdates.tiles[neededIndex].x == player.cursor.targetTile->rect.x && - neededUpdates.tiles[neededIndex].y == player.cursor.targetTile->rect.y) { + audioData.synthVoices[mainPlayer.cursor.targetTile->audioCh].volume = 0; + int neededIndex = mainPlayer.cursor.targetTile->neededUpdateIndex; + if (TileRegistry[mainPlayer.cursor.targetTile->type].needsTicks && + neededUpdates.tiles[neededIndex].x == mainPlayer.cursor.targetTile->rect.x && + neededUpdates.tiles[neededIndex].y == mainPlayer.cursor.targetTile->rect.y) { remove_tile(&neededUpdates, neededIndex); } - player.cursor.targetTile->type = TYPE_AIR; - player.cursor.breakingProgress = 0; + mainPlayer.cursor.targetTile->type = TYPE_AIR; + mainPlayer.cursor.breakingProgress = 0; } else { - player.cursor.breakingProgress++; + mainPlayer.cursor.breakingProgress++; } - //printf("Player breaking %d\n", player.cursor.breakingProgress); + //printf("Player breaking %d\n", mainPlayer.cursor.breakingProgress); } } else { - player.cursor.breakingProgress = 0; + mainPlayer.cursor.breakingProgress = 0; } - if (player.cursor.targetTile != player.cursor.prevTargetTile) { - player.cursor.breakingProgress = 0; + if (mainPlayer.cursor.targetTile != mainPlayer.cursor.prevTargetTile) { + mainPlayer.cursor.breakingProgress = 0; } - if (mouseButtons & SDL_BUTTON_MMASK) { - if (player.cursor.targetTile->type > 0) { - setActivePlayerSlot(&player, player.cursor.targetTile->type); + if (mainPlayer.mouseButtons & SDL_BUTTON_MMASK) { + if (mainPlayer.cursor.targetTile->type > 0) { + setActivePlayerSlot(&mainPlayer, mainPlayer.cursor.targetTile->type); } } // Translate mouseRect coordinates to viewport space - - player.cursor.windowX = ((player.cursor.windowX - viewport.x) * DISPLAY_WIDTH) / viewport.w; - player.cursor.windowY = (player.cursor.windowY - viewport.y) * DISPLAY_HEIGHT / viewport.h; - player.cursor.tileX = (player.cursor.windowX + player.rect.x) / TILE_SIZE - (DISPLAY_WIDTH / TILE_SIZE / 2); - player.cursor.tileY = (player.cursor.windowY + player.rect.y) / TILE_SIZE - (DISPLAY_HEIGHT / TILE_SIZE / 2); - if (player.cursor.tileX < 0) { - player.cursor.tileX = 0; - } - if (player.cursor.tileY < 0) { - player.cursor.tileY = 0; - } - if (player.cursor.tileX >= MAP_WIDTH) { - player.cursor.tileX = MAP_WIDTH - 1; - } - if (player.cursor.tileY >= MAP_HEIGHT) { - player.cursor.tileY = MAP_HEIGHT - 1; - } - player.cursor.prevTargetTile = player.cursor.targetTile; - player.cursor.targetTile = &tileMap[player.cursor.tileY][player.cursor.tileX]; - - player.cursor.targetTileRect.x = player.cursor.tileX * TILE_SIZE; - player.cursor.targetTileRect.y = player.cursor.tileY * TILE_SIZE; - player.cursor.tileDiffX = player.cursor.tileX - playerTileX; - player.cursor.tileDiffY = player.cursor.tileY - playerTileY; - player.cursor.tileDiff = floorf(sqrtf(powf(player.cursor.tileDiffX, 2) + powf(player.cursor.tileDiffY, 2))); - player.cursor.canReach = player.cursor.tileDiff <= playerReach; - adjustRect(&player.cursor.targetTileRect, player.rect); } void processKeyboardHeld() { @@ -478,49 +385,49 @@ void processKeyboardHeld() { } if (keyboardState[SDL_SCANCODE_F8]) { - if (player.cursor.targetTile->health) { - player.cursor.targetTile->health--; + if (mainPlayer.cursor.targetTile->health) { + mainPlayer.cursor.targetTile->health--; } } - if (player.cursor.breakingProgress == 0) { - SDL_Rect newRect = player.rect; + if (mainPlayer.cursor.breakingProgress == 0) { + SDL_Rect newRect = mainPlayer.rect; if (keyboardState[SDL_SCANCODE_W]) { newRect.y -= cameraSpeed; if (newRect.y >= 0 && canMoveWithRadius(newRect)) { - player.rect = newRect; + mainPlayer.rect = newRect; } } if (keyboardState[SDL_SCANCODE_S]) { - newRect = player.rect; + newRect = mainPlayer.rect; newRect.y += cameraSpeed; if (newRect.y + newRect.h <= MAP_HEIGHT * TILE_SIZE && canMoveWithRadius(newRect)) { - player.rect = newRect; + mainPlayer.rect = newRect; } } if (keyboardState[SDL_SCANCODE_A]) { - newRect = player.rect; + newRect = mainPlayer.rect; newRect.x -= cameraSpeed; if (newRect.x >= 0 && canMoveWithRadius(newRect)) { - player.rect = newRect; + mainPlayer.rect = newRect; } } if (keyboardState[SDL_SCANCODE_D]) { - newRect = player.rect; + newRect = mainPlayer.rect; newRect.x += cameraSpeed; if (newRect.x + newRect.w <= MAP_WIDTH * TILE_SIZE && canMoveWithRadius(newRect)) { - player.rect = newRect; + mainPlayer.rect = newRect; } } // Update tileRect only after actual movement - player.tileRect.x = player.rect.x / TILE_SIZE; - player.tileRect.y = player.rect.y / TILE_SIZE; + mainPlayer.tileRect.x = mainPlayer.rect.x / TILE_SIZE; + mainPlayer.tileRect.y = mainPlayer.rect.y / TILE_SIZE; } @@ -544,7 +451,7 @@ void processKeyboardHeld() { for (uint8_t lane = 0; lane < 2; lane++) { ItemOnBelt *item = &t->items[lane]; if (item->type != 0) { - player.inventory.slotCounts[item->type]++; + mainPlayer.inventory.slotCounts[item->type]++; item->type = 0; } } @@ -554,15 +461,15 @@ void processKeyboardHeld() { } if (keyboardState[SDL_SCANCODE_Q]) { - if (player.cursor.targetTile->type > 0 && player.inventory.activeSlotIndex == 0) { - setActivePlayerSlot(&player, player.cursor.targetTile->type); + if (mainPlayer.cursor.targetTile->type > 0 && mainPlayer.inventory.activeSlotIndex == 0) { + setActivePlayerSlot(&mainPlayer, mainPlayer.cursor.targetTile->type); } else { - setActivePlayerSlot(&player, 0); + setActivePlayerSlot(&mainPlayer, 0); } } if (keyboardState[SDL_SCANCODE_E]) { - if (player.cursor.targetTile->health < TileRegistry[player.cursor.targetTile->type].maxHealth) { - player.cursor.targetTile->health++; + if (mainPlayer.cursor.targetTile->health < TileRegistry[mainPlayer.cursor.targetTile->type].maxHealth) { + mainPlayer.cursor.targetTile->health++; } for (int x = playerTileX - 2; x < playerTileX + 2; x++) { if (x < 0) { @@ -586,15 +493,15 @@ void processKeyboardHeld() { } } if (keyboardState[SDL_SCANCODE_F9]) { - player.inventory.slotCounts[player.inventory.activeSlotIndex]++; + mainPlayer.inventory.slotCounts[mainPlayer.inventory.activeSlotIndex]++; } if (keyboardState[SDL_SCANCODE_Y]) { - if (player.cursor.canReach && player.cursor.targetTile->type == TYPE_BELT && - player.inventory.slotCounts[player.inventory.activeSlotIndex] > 0) { + if (mainPlayer.cursor.canReach && mainPlayer.cursor.targetTile->type == TYPE_BELT && + mainPlayer.inventory.slotCounts[mainPlayer.inventory.activeSlotIndex] > 0) { for (uint8_t lane = 0; lane < 1; lane++) { - if (player.cursor.targetTile->items[lane].type == 0) { - putItem(player.cursor.tileX, player.cursor.tileY, player.inventory.activeSlotIndex, lane); - player.inventory.slotCounts[player.inventory.activeSlotIndex]--; + if (mainPlayer.cursor.targetTile->items[lane].type == 0) { + putItem(mainPlayer.cursor.tileX, mainPlayer.cursor.tileY, mainPlayer.inventory.activeSlotIndex, lane); + mainPlayer.inventory.slotCounts[mainPlayer.inventory.activeSlotIndex]--; break; } } @@ -628,8 +535,19 @@ void processKeyboardHeld() { } else if (keyboardState[SDL_SCANCODE_EQUALS]) { slot = 13; } - if (slot > 0 && slot < sizeof(player.inventory.hotKeySlots) / sizeof(player.inventory.hotKeySlots[0])) { - setActivePlayerSlot(&player, player.inventory.hotKeySlots[slot]); + if (slot > 0 && slot < sizeof(mainPlayer.inventory.hotKeySlots) / sizeof(mainPlayer.inventory.hotKeySlots[0])) { + setActivePlayerSlot(&mainPlayer, mainPlayer.inventory.hotKeySlots[slot]); + } +} + +void basicUtil() { + mainPlayer.mouseButtons = SDL_GetMouseState(&mainPlayer.cursor.windowX, &mainPlayer.cursor.windowY); + + mainPlayer.cursor.windowX = ((mainPlayer.cursor.windowX - viewport.x) * DISPLAY_WIDTH) / viewport.w; + mainPlayer.cursor.windowY = (mainPlayer.cursor.windowY - viewport.y) * DISPLAY_HEIGHT / viewport.h; + SDL_Event e; + while (SDL_PollEvent(&e)) { + running = processEvent(e); } } @@ -638,63 +556,98 @@ int main(__attribute__((unused)) int argc, __attribute__((unused)) char *args[]) if (status) { return status; } - if (loadGameState(autosaveName, &player)) { - genInitMap(); - } - -// audioData.synthVoices[0].frequency = 1000; -// audioData.synthVoices[0].phase = 0; -// audioData.synthVoices[0].sourceRect.w = TILE_SIZE; -// audioData.synthVoices[0].sourceRect.h = TILE_SIZE; -// audioData.synthVoices[0].sourceRect.x = 100 * TILE_SIZE; -// audioData.synthVoices[0].sourceRect.y = 100 * TILE_SIZE; -// audioData.synthVoices[0].volume = 255; -// audioData.synthVoices[0].waveform = WAVE_SINE; //Hack to get window to stay up - SDL_Event e; Uint64 start; Uint64 end; while (running) { start = SDL_GetTicks64(); - processMousePosition(); - processKeyboardHeld(); + basicUtil(); + SDL_SetRenderDrawColor(mainRenderer, 32, 32, 32, 255); + SDL_RenderClear(mainRenderer); + switch (screenType) { - while (SDL_PollEvent(&e)) { - running = processEvent(e); - } + case SCREEN_MENU: + renderText(mainRenderer, fonts[0], GAME_NAME, + DISPLAY_WIDTH / 2 - (strlen(GAME_NAME) * fonts[0].size / 2), + DISPLAY_HEIGHT / 8 - fonts[0].size); - if (animationStep % 60 == 0) { - for (int i = 0; i < entities.activeCount; i++) { - int x = player.tileRect.x; - int y = player.tileRect.y; - x += (rand() % 10) - 5; - y += (rand() % 10) - 5; - if (x < 0) { - x = 0; + break; + case SCREEN_FONTS: + unsigned int ix = 0; + for (unsigned char i = 0; i < fontCount; i++) { + SDL_Rect tmpRectFont = fonts[i].atlasRect; + tmpRectFont.x += ix; + SDL_Rect tmpRectFontOut = tmpRectFont; + if (DISPLAY_HEIGHT < 1000) { + tmpRectFontOut.w /= 2; + tmpRectFontOut.h /= 2; + } + SDL_RenderCopy(mainRenderer, fonts[i].atlas, &fonts[i].atlasRect, &tmpRectFontOut); + ix += fonts[i].atlasRect.w / 2; } - if (y < 0) { - y = 0; + break; + case SCREEN_ATLAS: + lateInit(); + SDL_Rect rect2; + rect2.x = 0; + rect2.y = 0; + rect2.w = 2048; + rect2.h = 1024; + SDL_Rect tmpRectFontOut = rect2; + if (!largeScreen) { + tmpRectFontOut.w /= 2; + tmpRectFontOut.h /= 2; } - if (x >= MAP_WIDTH) { - x = MAP_WIDTH - 1; + SDL_RenderCopy(mainRenderer, atlasTexture, &rect2, &tmpRectFontOut); + rect2.x = 0; + rect2.y = 1024; + rect2.w = 2048; + rect2.h = 1024; + tmpRectFontOut = rect2; + tmpRectFontOut.x = 1024; + if (!largeScreen) { + tmpRectFontOut.x /= 2; + tmpRectFontOut.w /= 2; + tmpRectFontOut.h /= 2; } - if (y >= MAP_HEIGHT) { - y = MAP_HEIGHT - 1; + SDL_RenderCopy(mainRenderer, atlasTexture, &rect2, &tmpRectFontOut); + break; + case SCREEN_CREDITS: + renderText(mainRenderer, fonts[0], GAME_NAME, + DISPLAY_WIDTH / 2 - (strlen(GAME_NAME) * fonts[0].size / 2), + DISPLAY_HEIGHT / 8 - fonts[0].size); + char *creditsString = "Code by BRNSystems\nArt by Simi11\nMalo sa to volat Minidustry\nale Simi11 mal iny nazor\n(a ikonu)\nMade for Mr. Kovacev"; + renderText(mainRenderer, fonts[0], creditsString, + 0, + DISPLAY_HEIGHT / 4 - fonts[0].size); + break; + + case SCREEN_GAME: + lateInit(); + processMousePosition(); + processKeyboardHeld(); + + + updateWaveLogic(&waveInfo); + updateItems(); + updateEntities(&mainPlayer); + updatePlayer(&mainPlayer); + updateTiles(); + animationStep++; + status = render(); + if (status) { + return status; } - entities.entities[i].target.x = x; - entities.entities[i].target.y = y; - } + break; } - updateItems(); - updateEntities(&player); - updatePlayer(&player); - updateTiles(); - animationStep++; - status = render(); - if (status) { - return status; + renderButtons(mainRenderer, mainPlayer); + + SDL_RenderPresent(mainRenderer); + frames++; + if (!(frames % 60)) { + cursor = !cursor; } end = SDL_GetTicks64(); @@ -702,9 +655,10 @@ int main(__attribute__((unused)) int argc, __attribute__((unused)) char *args[]) if (timeNeeded < delayNeeded) { SDL_Delay(delayNeeded - timeNeeded); } + } - saveGameState(autosaveName, &player); + saveGameState(autosaveName, &mainPlayer); for (uint8_t i = 0; i < fontCount; i++) { destroyFont(&fonts[i]); @@ -718,93 +672,3 @@ int main(__attribute__((unused)) int argc, __attribute__((unused)) char *args[]) return 0; } - -// Main generator: -void genInitMap() { - const double terrainScale = 2; - const double humidityScale = 1; - const double oreScale = 2; - const int terrainOct = 4; - const int humidityOct = 4; - const int oreOct = 4; - - int seedX = rand(); - int seedY = rand(); - int seedN = rand(); - - // Min/max trackers - double terrainMin = 1e9, terrainMax = -1e9; - double humidityMin = 1e9, humidityMax = -1e9; - double oreNrmMin = 1e9, oreNrmMax = -1e9; - for (uint16_t y = 0; y < MAP_HEIGHT; y++) { - for (uint16_t x = 0; x < MAP_WIDTH; x++) { - double terrain = pnoise2d(x + 1000 + seedX, - y + 1000 + seedY, - terrainScale, terrainOct, seedN); - double humidity = pnoise2d(x + seedX, - y + seedY, - humidityScale, humidityOct, seedN); - double oreNrm = pnoise2d(x + 9999 + seedX, - y + 1111 + seedY, - oreScale, oreOct, seedN); - - // Track min/max - if (terrain < terrainMin) terrainMin = terrain; - if (terrain > terrainMax) terrainMax = terrain; - - if (humidity < humidityMin) humidityMin = humidity; - if (humidity > humidityMax) humidityMax = humidity; - - if (oreNrm < oreNrmMin) oreNrmMin = oreNrm; - if (oreNrm > oreNrmMax) oreNrmMax = oreNrm; - - // [Same as your original terrain generation logic...] - BackgroundType baseType = BGType_COBBLE0; - if (terrain < 0.30) { - baseType = (humidity < 0.5) ? BGType_WATER_SHALLOW : BGType_WATER_DEEP; - } else if (terrain < 0.35) { - if (humidity < 0.3) baseType = BGType_SAND4; - else if (humidity < 0.6) baseType = BGType_SAND2; - else baseType = BGType_SAND7; - } else if (terrain < 0.7) { - double grassVal = (terrain - 0.35) / (0.70 - 0.35); - int idx = (int) (grassVal * 3.0); - if (idx >= 4) idx = 3; - if (humidity > 0.6 && ((rand() & 0xFF) < 10)) { - int flowerIdx = rand() % 4; - baseType = (BackgroundType) (BGType_GRASS_FLOWER0 + flowerIdx); - } else { - baseType = (BackgroundType) (BGType_GRASS0 + idx); - } - } else if (terrain < 0.85) { - int idx = rand() % 4; - baseType = (BackgroundType) (BGType_COBBLE0 + idx); - } else { - int idx = rand() % 4; - baseType = (BackgroundType) (BGType_TILES0 + idx); - } - - BackgroundType finalType = baseType; - if (baseType != BGType_WATER_SHALLOW && baseType != BGType_WATER_DEEP) { - if (oreNrm > 0.86) { - double sub = (oreNrm - 0.86) / (1.0 - 0.86); - if (sub < 0.25) finalType = BGType_IRON_ORE; - else if (sub < 0.50) finalType = BGType_SILVER_ORE; - else if (sub < 0.80) finalType = BGType_GOLD_ORE; - else finalType = BGType_PLATINUM_ORE; - } - } - - if (finalType > BGType_END) { - finalType = BGType_COBBLE0; - } - backgroundMap[y][x].type = finalType; - } - } - - // Debug printout - printf("Terrain Noise: min = %f, max = %f\n", terrainMin, terrainMax); - printf("Humidity Noise: min = %f, max = %f\n", humidityMin, humidityMax); - printf("Ore Normalized: min = %f, max = %f\n", oreNrmMin, oreNrmMax); -} - diff --git a/player/player.c b/player/player.c index c54388f..b9f5e79 100644 --- a/player/player.c +++ b/player/player.c @@ -11,9 +11,11 @@ #define HEALTH_MARGIN 4 +Player mainPlayer; + int playerSpeed = 2; -int playerReach = DISPLAY_MAP_HEIGHT / 2 - 2; +int playerReach = 5; SDL_Texture *entityTexture; SDL_Texture *hudTexture; @@ -112,8 +114,8 @@ void initPlayer(Player *plr) { plr->health = 64; plr->healthIdle = 0; - plr->rect.x = DISPLAY_WIDTH / 2; - plr->rect.y = DISPLAY_HEIGHT / 2; + plr->rect.x = 10 * TILE_SIZE; + plr->rect.y = (MAP_HEIGHT - 10) * TILE_SIZE; plr->rect.w = TILE_SIZE; plr->rect.h = TILE_SIZE; @@ -140,17 +142,17 @@ void initPlayer(Player *plr) { plr->cursor.targetTileRect.h = TILE_SIZE; targetItemBGRect.w = DISPLAY_WIDTH; - targetItemBGRect.h = TILE_SIZE + fonts[2].size * 2; targetItemBGRect.x = 0; - targetItemBGRect.y = DISPLAY_HEIGHT - TILE_SIZE - fonts[2].size * 2; + targetItemBGRect.h = (TILE_SIZE / 2) + fonts[2].size * 2; + targetItemBGRect.y = DISPLAY_HEIGHT - (TILE_SIZE / 2) - fonts[2].size * 2; waveInfoBGRect.y = 0; waveInfoBGRect.x = 0; - waveInfoBGRect.w = 380; + waveInfoBGRect.w = 450; waveInfoBGRect.h = 80; - targetItemRect.w = TILE_SIZE; - targetItemRect.h = TILE_SIZE; + targetItemRect.w = TILE_SIZE / 2; + targetItemRect.h = TILE_SIZE / 2; plr->cursor.heldItemRect.w = TILE_SIZE; plr->cursor.heldItemRect.h = TILE_SIZE; @@ -172,8 +174,8 @@ void updatePlayer(Player *plr) { plr->prevHealth = plr->health; if (plr->health <= 0) { - plr->rect.x = DISPLAY_WIDTH / 2; - plr->rect.y = DISPLAY_HEIGHT / 2; + plr->rect.x = 10 * TILE_SIZE; + plr->rect.y = (MAP_HEIGHT - 10) * TILE_SIZE; } } @@ -185,7 +187,8 @@ void renderPlayer(Player *plr) { SDL_SetRenderDrawColor(mainRenderer, 0, 0, 0, 0); SDL_SetRenderTarget(mainRenderer, entityTexture); - SDL_RenderCopy(mainRenderer, atlasTexture, &playerTextureRect, &PlayerRect); + double angle = angle_between_points_deg(PlayerRect.x, PlayerRect.y, plr->cursor.windowX, plr->cursor.windowY) + 90; + SDL_RenderCopyEx(mainRenderer, atlasTexture, &playerTextureRect, &PlayerRect, angle, NULL, SDL_FLIP_NONE); //SDL_RenderCopy(mainRenderer, PlayerTexture, NULL, &PlayerRect); SDL_SetRenderTarget(mainRenderer, hudTexture); SDL_RenderClear(mainRenderer); @@ -255,21 +258,24 @@ void renderPlayer(Player *plr) { SDL_SetRenderDrawColor(mainRenderer, 0, 0, 0, 255); + targetItemBGRect.h = (TILE_SIZE / 2) + fonts[2].size * 2; + targetItemBGRect.w = DISPLAY_WIDTH; + targetItemBGRect.y = DISPLAY_HEIGHT - (TILE_SIZE / 2) - fonts[2].size * 2; SDL_RenderFillRect(mainRenderer, &targetItemBGRect); SDL_RenderFillRect(mainRenderer, &waveInfoBGRect); - char hudStr[50]; - char waveStr[30]; + char hudStr[80]; + char waveStr[50]; if (entities.activeCount > 0) { - snprintf(waveStr, 30, "Remaining enemies: %d", entities.activeCount); + snprintf(waveStr, 50, "Remaining enemies: %d", entities.activeCount); } else { - snprintf(waveStr, 30, "Next wave in: %dm %ds", waveInfo.waveTimer / 60, waveInfo.waveTimer % 60); + snprintf(waveStr, 50, "Next wave in: %dm %ds", waveInfo.waveTimer / 3600, (waveInfo.waveTimer / 60) % 60); } - snprintf(hudStr, 30, "Wave: %d\n%s\n", waveInfo.waveCounter, waveStr); - renderText(mainRenderer, fonts[1], hudStr, 0,0); + snprintf(hudStr, 80, "Wave: %d/%d\n%s\n", waveInfo.waveCounter, waveInfo.totalWaves, waveStr); + renderText(mainRenderer, fonts[1], hudStr, 0, 0); - targetItemRect.y = DISPLAY_HEIGHT - TILE_SIZE; + targetItemRect.y = DISPLAY_HEIGHT - (TILE_SIZE / 2); targetItemRect.x = TILE_SIZE / 4; SDL_SetTextureBlendMode(atlasTexture, SDL_BLENDMODE_ADD); @@ -310,7 +316,7 @@ void renderPlayer(Player *plr) { renderText(mainRenderer, fonts[2], itemStringCount, targetItemRect.x - 3, targetItemRect.y - (fonts[2].size * 3 / 2)); //targetItemRect.x += (TILE_SIZE / 2) + (TILE_SIZE / 4); - targetItemRect.x += TILE_SIZE / 2 * 3; + targetItemRect.x += TILE_SIZE; } } SDL_SetTextureBlendMode(atlasTexture, SDL_BLENDMODE_BLEND); diff --git a/player/player.h b/player/player.h index 5db6dc7..75eba74 100644 --- a/player/player.h +++ b/player/player.h @@ -9,8 +9,8 @@ #include "../items/item.h" extern int playerReach; -#define playerTileX (player.rect.x / TILE_SIZE) -#define playerTileY (player.rect.y / TILE_SIZE) +#define playerTileX (mainPlayer.rect.x / TILE_SIZE) +#define playerTileY (mainPlayer.rect.y / TILE_SIZE) extern int playerSpeed; extern SDL_Texture *entityTexture; @@ -59,8 +59,12 @@ typedef struct Player{ uint8_t healthIdle; SDL_Rect rect; MiniRect tileRect; + uint32_t mouseButtons; + MiniRect coreTileRect; } Player; +extern SDL_Rect PlayerRect; + void setActivePlayerSlot(Player *plr, ItemType activeSlotIndex); void moveActivePlayerSlot(Player *plr, bool up, bool seek); @@ -71,4 +75,6 @@ void initPlayer(Player *plr); void updatePlayer(Player *plr); +extern Player mainPlayer; + #endif //FACTORYGAME_PLAYER_H diff --git a/tiles/ammoCrafter.c b/tiles/ammoCrafter.c new file mode 100644 index 0000000..1e82c90 --- /dev/null +++ b/tiles/ammoCrafter.c @@ -0,0 +1,34 @@ +// +// Created by bruno on 11.6.2025. +// + +#include "ammoCrafter.h" + + +const MachineRecipe AmmoCrafterRecipes[] = { + // INPUT1 INPUT2 OUTPUT TIME + {IRON_PLATE, IRON_INGOT, IRON_BULLET, 120}, + {SILVER_PLATE, SILVER_INGOT, SILVER_BULLET, 140}, + {GOLD_PLATE, GOLD_INGOT, GOLD_BULLET, 160}, + {PLATINUM_PLATE, PLATINUM_INGOT, PLATINUM_BULLET, 180}, + + {IRON_ROD, IRON_INGOT, TYPE_BELT, 30}, + {IRON_PLATE, IRON_INGOT, TYPE_SPLITTER, 60}, + + {GOLD_PLATE, SILVER_INGOT, TYPE_AMMOCRAFTER, 240}, + {SILVER_PLATE, GOLD_INGOT, TYPE_WIRECRAFTER, 240}, + {PLATINUM_PLATE, GOLD_INGOT, TYPE_TURRET, 240}, + + {SILVER_ROD, SILVER_INGOT, TYPE_FURNACE, 240}, + {GOLD_ROD, IRON_INGOT, TYPE_BLOCK, 120}, +}; + +void initAmmoCrafterTile() { + initMachineTile(TYPE_AMMOCRAFTER, AmmoCrafterRecipes, sizeof(AmmoCrafterRecipes) / sizeof(AmmoCrafterRecipes[0]), + 1, /* start frame */ + 8 /* frame divisor */); +} + +void updateAmmoCrafter(Tile *tile) { + updateMachine(tile, AmmoCrafterRecipes, sizeof(AmmoCrafterRecipes) / sizeof(AmmoCrafterRecipes[0]), WAVE_RAMP, 500, 1); +} \ No newline at end of file diff --git a/tiles/ammoCrafter.h b/tiles/ammoCrafter.h new file mode 100644 index 0000000..9e4ed0c --- /dev/null +++ b/tiles/ammoCrafter.h @@ -0,0 +1,23 @@ +// +// Created by bruno on 11.6.2025. +// + +#ifndef FACTORYGAME_AMMOCRAFTER_H +#define FACTORYGAME_AMMOCRAFTER_H + +#include "../items/item.h" +#include "stdint.h" +#include "../util/crafter.h" +#include "../util/audio.h" + +extern const MachineRecipe AmmoCrafterRecipes[]; + +void updateAmmoCrafter(Tile *tile); + +void initAmmoCrafterTile(); + +#define AMMO_CRAFTER_INPUT_SLOT 0 +#define AMMO_CRAFTER_OUTPUT_SLOT 1 + + +#endif //FACTORYGAME_AMMOCRAFTER_H diff --git a/tiles/core.c b/tiles/core.c new file mode 100644 index 0000000..8b200d4 --- /dev/null +++ b/tiles/core.c @@ -0,0 +1,29 @@ +// +// Created by bruno on 11.6.2025. +// + +#include "core.h" +#include "../player/player.h" + +void updateCore(Tile *tile) { + for (size_t slot = 0; slot < ItemSlotCount; slot++) { + ItemOnBelt *item = &tile->items[slot]; + if (item->type == TYPE_AIR) { + continue; + } else if (item->type < ITEMREGISTRY_SIZE) { + mainPlayer.inventory.slotCounts[item->type]++; + item->type = TYPE_AIR; + } + } +} + +void initCoreTile() { + // Force slot assignments for allowed items based on recipes + for (size_t i = 0; i < ITEMREGISTRY_SIZE; i++) { + for (size_t slot = 0; slot < ItemSlotCount; slot++) { + TileRegistry[TYPE_CORE].allowedInItems[slot][i] = true; + } + } + // Animation and behavior settings + TileRegistry[TYPE_CORE].needsTicks = true; +} \ No newline at end of file diff --git a/tiles/core.h b/tiles/core.h new file mode 100644 index 0000000..868bee2 --- /dev/null +++ b/tiles/core.h @@ -0,0 +1,14 @@ +// +// Created by bruno on 11.6.2025. +// + +#ifndef FACTORYGAME_CORE_H +#define FACTORYGAME_CORE_H + +#include "tile.h" + +void updateCore(Tile *tile); + +void initCoreTile(); + +#endif //FACTORYGAME_CORE_H diff --git a/tiles/furnace.h b/tiles/furnace.h index af975d6..aaa05c9 100644 --- a/tiles/furnace.h +++ b/tiles/furnace.h @@ -11,7 +11,6 @@ // Suppose this is defined somewhere extern const MachineRecipe FurnaceRecipes[]; -extern const size_t FurnaceRecipeCount; void updateFurnace(Tile *tile); @@ -20,6 +19,4 @@ void initFurnaceTile(); #define FURNACE_INPUT_SLOT 0 #define FURNACE_OUTPUT_SLOT 1 -void updateFurnace(Tile * tile); - #endif //FACTORYGAME_FURNACE_H diff --git a/tiles/tile.c b/tiles/tile.c index 11cb38a..b7db6bb 100644 --- a/tiles/tile.c +++ b/tiles/tile.c @@ -10,6 +10,68 @@ #include "../util/font.h" #include "miner.h" #include "turret.h" +#include "../util/perlin.h" +#include "../util/button.h" +#include "../util/audio.h" +#include "ammoCrafter.h" +#include "wiredrawer.h" +#include "core.h" + +MiniRect enemySpawn; +MiniRect playerCore; +SDL_Rect viewport; + +uint16_t DISPLAY_MAP_WIDTH = 30; +uint16_t DISPLAY_MAP_HEIGHT = 16; + +uint16_t DISPLAY_WIDTH = 30 * TILE_SIZE; +uint16_t DISPLAY_HEIGHT = 16 * TILE_SIZE; + +void setTileView(uint16_t w, uint16_t h) { + DISPLAY_MAP_WIDTH = w; + DISPLAY_MAP_HEIGHT = h; + DISPLAY_WIDTH = DISPLAY_MAP_WIDTH * TILE_SIZE; + DISPLAY_HEIGHT = DISPLAY_MAP_HEIGHT * TILE_SIZE; + screenRect.x = 0; + screenRect.y = 0; + screenRect.w = DISPLAY_WIDTH; + screenRect.h = DISPLAY_HEIGHT; + SDL_RenderSetLogicalSize(mainRenderer, DISPLAY_WIDTH, DISPLAY_HEIGHT); + SDL_SetWindowSize(window, DISPLAY_WIDTH, DISPLAY_HEIGHT); + viewport = screenRect; + SDL_RenderSetViewport(mainRenderer, &viewport); + SDL_SetWindowPosition(window, 0, 0); + audioData.maxPanDistance = DISPLAY_WIDTH / 2; + + SDL_DestroyTexture(hudTexture); + SDL_DestroyTexture(entityTexture); + SDL_DestroyTexture(itemsTexture); + SDL_DestroyTexture(tilesTexture); + SDL_DestroyTexture(backgroundTexture); + + + hudTexture = SDL_CreateTexture(mainRenderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, screenRect.w, + screenRect.h); + entityTexture = SDL_CreateTexture(mainRenderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, screenRect.w, + screenRect.h); + + SDL_SetTextureBlendMode(entityTexture, SDL_BLENDMODE_BLEND); + SDL_SetTextureBlendMode(hudTexture, SDL_BLENDMODE_BLEND); + + + itemsTexture = SDL_CreateTexture(mainRenderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, screenRect.w, + screenRect.h); + tilesTexture = SDL_CreateTexture(mainRenderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, screenRect.w, + screenRect.h); + SDL_SetTextureBlendMode(tilesTexture, SDL_BLENDMODE_BLEND); + SDL_SetTextureBlendMode(itemsTexture, SDL_BLENDMODE_BLEND); + backgroundTexture = SDL_CreateTexture(mainRenderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, + screenRect.w, + screenRect.h); + PlayerRect.x = (DISPLAY_WIDTH / 2) - (PlayerRect.w / 2); + PlayerRect.y = (DISPLAY_HEIGHT / 2) - (PlayerRect.h / 2); + initButtons(); +} int scrollFrame = 0; unsigned long beltFrames = 0; @@ -117,7 +179,7 @@ void registerTile(char fname[20], SDL_Renderer *renderer) { TileRegistry[indexTile].animation.atlasRects[o][frame] = allocate_32x32(textures[o], renderer); } - printf("Bound %s to %d\n", fname, indexTile); + //printf("Bound %s to %d\n", fname, indexTile); TileRegistry[indexTile].type = indexTile; TileRegistry[indexTile].maxHealth = 200; TileRegistry[indexTile].animation.frameCount = frame + 1; @@ -262,8 +324,14 @@ void loadBackgroundTiles(SDL_Renderer *renderer) { void preSetupTiles() { TileRegistry[TYPE_MINER].animation.startFrame = 1; TileRegistry[TYPE_FURNACE].animation.divisor = 8; + + TileRegistry[TYPE_WIRECRAFTER].animation.divisor = 8; + TileRegistry[TYPE_SPLITTER].animation.divisor = 8; + TileRegistry[TYPE_AMMOCRAFTER].animation.divisor = 8; + TileRegistry[TYPE_CORE].animation.divisor = 8; BackgroundTileRegistry[BGType_WATER_DEEP].animation.divisor = 16; + BackgroundTileRegistry[BGType_ENEMY_FLOOR].animation.divisor = 16; BackgroundTileRegistry[BGType_WATER_SHALLOW].animation.divisor = 12; BackgroundTileRegistry[BGType_GRASS_FLOWER0].animation.divisor = 16; BackgroundTileRegistry[BGType_GRASS_FLOWER1].animation.divisor = 16; @@ -309,6 +377,9 @@ void setupTiles() { BackgroundTileRegistry[BGType_WATER_DEEP].walkable = false; initFurnaceTile(); + initWireDrawerTile(); + initAmmoCrafterTile(); + initCoreTile(); } uint16_t getBreakTime(int type) { @@ -481,4 +552,113 @@ bool isWalkable(MiniRect tileCoords) { void updateTiles() { -} \ No newline at end of file +} + +// Main generator: +void genInitMap() { + const double terrainScale = 2; + const double humidityScale = 1; + const double oreScale = 2; + const int terrainOct = 4; + const int humidityOct = 4; + const int oreOct = 4; + + int seedX = rand(); + int seedY = rand(); + int seedN = rand(); + + // Min/max trackers + double terrainMin = 1e9, terrainMax = -1e9; + double humidityMin = 1e9, humidityMax = -1e9; + double oreNrmMin = 1e9, oreNrmMax = -1e9; + for (uint16_t y = 0; y < MAP_HEIGHT; y++) { + for (uint16_t x = 0; x < MAP_WIDTH; x++) { + double terrain = pnoise2d(x + 1000 + seedX, + y + 1000 + seedY, + terrainScale, terrainOct, seedN); + double humidity = pnoise2d(x + seedX, + y + seedY, + humidityScale, humidityOct, seedN); + double oreNrm = pnoise2d(x + 9999 + seedX, + y + 1111 + seedY, + oreScale, oreOct, seedN); + + // Track min/max + if (terrain < terrainMin) terrainMin = terrain; + if (terrain > terrainMax) terrainMax = terrain; + + if (humidity < humidityMin) humidityMin = humidity; + if (humidity > humidityMax) humidityMax = humidity; + + if (oreNrm < oreNrmMin) oreNrmMin = oreNrm; + if (oreNrm > oreNrmMax) oreNrmMax = oreNrm; + + // [Same as your original terrain generation logic...] + BackgroundType baseType = BGType_COBBLE0; + if (terrain < 0.30) { + baseType = (humidity < 0.5) ? BGType_WATER_SHALLOW : BGType_WATER_DEEP; + } else if (terrain < 0.35) { + if (humidity < 0.3) baseType = BGType_SAND4; + else if (humidity < 0.6) baseType = BGType_SAND2; + else baseType = BGType_SAND7; + } else if (terrain < 0.7) { + double grassVal = (terrain - 0.35) / (0.70 - 0.35); + int idx = (int) (grassVal * 3.0); + if (idx >= 4) idx = 3; + if (humidity > 0.6 && ((rand() & 0xFF) < 10)) { + int flowerIdx = rand() % 4; + baseType = (BackgroundType) (BGType_GRASS_FLOWER0 + flowerIdx); + } else { + baseType = (BackgroundType) (BGType_GRASS0 + idx); + } + } else if (terrain < 0.85) { + int idx = rand() % 4; + baseType = (BackgroundType) (BGType_COBBLE0 + idx); + } else { + int idx = rand() % 4; + baseType = (BackgroundType) (BGType_TILES0 + idx); + } + + BackgroundType finalType = baseType; + if (baseType != BGType_WATER_SHALLOW && baseType != BGType_WATER_DEEP) { + if (oreNrm > 0.86) { + double sub = (oreNrm - 0.86) / (1.0 - 0.86); + if (sub < 0.25) finalType = BGType_IRON_ORE; + else if (sub < 0.50) finalType = BGType_SILVER_ORE; + else if (sub < 0.80) finalType = BGType_GOLD_ORE; + else finalType = BGType_PLATINUM_ORE; + } + } + + if (finalType > BGType_END) { + finalType = BGType_COBBLE0; + } + backgroundMap[y][x].type = finalType; + } + enemySpawn.x = MAP_WIDTH - 10; + enemySpawn.y = 10; + for (int enX = enemySpawn.x - 5; enX < enemySpawn.x + 6; enX++) { + for (int enY = enemySpawn.y - 5; enY < enemySpawn.y + 6; enY++) { + backgroundMap[enY][enX].type = BGType_ENEMY_FLOOR; + } + } + playerCore.x = 8; + playerCore.y = MAP_HEIGHT - 10; + for (int plX = playerCore.x - 5; plX < playerCore.x + 6; plX++) { + for (int plY = playerCore.y - 5; plY < playerCore.y + 6; plY++) { + backgroundMap[plY][plX].type = BGType_TILES0; + } + } + tileMap[playerCore.y][playerCore.x].type = TYPE_CORE; + tileMap[playerCore.y][playerCore.x].direction = ORIENT_LEFT; + tileMap[playerCore.y][playerCore.x].health = TileRegistry[TYPE_CORE].maxHealth; + tileMap[playerCore.y][playerCore.x].fixedFrame = 0; + tileMap[playerCore.y][playerCore.x].rect = playerCore; + + } + + // Debug printout + printf("Terrain Noise: min = %f, max = %f\n", terrainMin, terrainMax); + printf("Humidity Noise: min = %f, max = %f\n", humidityMin, humidityMax); + printf("Ore Normalized: min = %f, max = %f\n", oreNrmMin, oreNrmMax); +} diff --git a/tiles/tile.h b/tiles/tile.h index e197559..229c209 100644 --- a/tiles/tile.h +++ b/tiles/tile.h @@ -9,17 +9,17 @@ #include "../items/item.h" #include "tilecallbacks.h" -#define MAP_WIDTH 500 -#define MAP_HEIGHT 500 +#define MAP_WIDTH 200 +#define MAP_HEIGHT 200 -#define DISPLAY_MAP_WIDTH 60 -#define DISPLAY_MAP_HEIGHT 31 +extern uint16_t DISPLAY_MAP_WIDTH; +extern uint16_t DISPLAY_MAP_HEIGHT; + +extern uint16_t DISPLAY_WIDTH; +extern uint16_t DISPLAY_HEIGHT; #define TILE_SIZE 32 -#define DISPLAY_WIDTH DISPLAY_MAP_WIDTH * TILE_SIZE -#define DISPLAY_HEIGHT DISPLAY_MAP_HEIGHT * TILE_SIZE - #define MAX_TILES MAP_WIDTH * MAP_HEIGHT @@ -73,12 +73,16 @@ typedef enum BackgroundType { BGType_SILVER_ORE, BGType_GOLD_ORE, BGType_PLATINUM_ORE, + BGType_ENEMY_FLOOR, BGType_END } BackgroundType; #define MAX_BASE_NAMES 512 #define MAX_ANIMATION_FRAMES 32 +extern MiniRect enemySpawn; +extern MiniRect playerCore; + typedef void (*UpdateTileCallback)(struct Tile *tile); typedef struct TileTypeReg { @@ -166,4 +170,9 @@ uint16_t getBreakTime(int type); void initTiles(); +void genInitMap(); + +void setTileView(uint16_t w, uint16_t h); +extern SDL_Rect viewport; + #endif //FACTORYGAME_TILE_H diff --git a/tiles/tilecallbacks.c b/tiles/tilecallbacks.c index 3be5bcf..71df5c9 100644 --- a/tiles/tilecallbacks.c +++ b/tiles/tilecallbacks.c @@ -6,6 +6,9 @@ #include "furnace.h" #include "miner.h" #include "turret.h" +#include "ammoCrafter.h" +#include "wiredrawer.h" +#include "core.h" const UpdateTileCallback ItemTileCallbacks[TILEREGISTRY_SIZE] = { [TYPE_AIR] = NULL, @@ -14,4 +17,8 @@ const UpdateTileCallback ItemTileCallbacks[TILEREGISTRY_SIZE] = { [TYPE_FURNACE] = updateFurnace, [TYPE_MINER] = updateMiner, [TYPE_TURRET] = updateTurret, + [TYPE_SPLITTER] = NULL, //TODO MOVE implementation from updateItem + [TYPE_CORE] = updateCore, + [TYPE_WIRECRAFTER] = updateWireDrawer, + [TYPE_AMMOCRAFTER] = updateAmmoCrafter, }; \ No newline at end of file diff --git a/tiles/wiredrawer.c b/tiles/wiredrawer.c new file mode 100644 index 0000000..fe751d7 --- /dev/null +++ b/tiles/wiredrawer.c @@ -0,0 +1,29 @@ +// +// Created by bruno on 11.6.2025. +// + +#include "wiredrawer.h" +#include "tile.h" +#include "../util/audio.h" + +const MachineRecipe WireDrawerRecipes[] = { + {IRON_INGOT, TYPE_AIR, IRON_PLATE, 120}, + {SILVER_INGOT, TYPE_AIR, SILVER_PLATE, 140}, + {GOLD_INGOT, TYPE_AIR, GOLD_PLATE, 160}, + {PLATINUM_INGOT, TYPE_AIR, PLATINUM_PLATE, 180}, + + {IRON_PLATE, TYPE_AIR, IRON_ROD, 120}, + {SILVER_PLATE, TYPE_AIR, SILVER_ROD, 140}, + {GOLD_PLATE, TYPE_AIR, GOLD_ROD, 160}, + {PLATINUM_PLATE, TYPE_AIR, PLATINUM_ROD, 180} +}; + +void initWireDrawerTile() { + initMachineTile(TYPE_WIRECRAFTER, WireDrawerRecipes, sizeof(WireDrawerRecipes) / sizeof(WireDrawerRecipes[0]), + 1, /* start frame */ + 8 /* frame divisor */); +} + +void updateWireDrawer(Tile *tile) { + updateMachine(tile, WireDrawerRecipes, sizeof(WireDrawerRecipes) / sizeof(WireDrawerRecipes[0]), WAVE_RAMP, 500, 1); +} \ No newline at end of file diff --git a/tiles/wiredrawer.h b/tiles/wiredrawer.h new file mode 100644 index 0000000..b1fcd24 --- /dev/null +++ b/tiles/wiredrawer.h @@ -0,0 +1,21 @@ +// +// Created by bruno on 11.6.2025. +// + +#ifndef FACTORYGAME_WIREDRAWER_H +#define FACTORYGAME_WIREDRAWER_H + +#include "../util/crafter.h" + +// Suppose this is defined somewhere +extern const MachineRecipe WireDrawerRecipes[]; + +void updateWireDrawer(Tile *tile); + +void initWireDrawerTile(); + +#define WIRE_DRAWER_INPUT_SLOT 0 +#define WIRE_DRAWER_OUTPUT_SLOT 1 + + +#endif //FACTORYGAME_WIREDRAWER_H diff --git a/util/button.c b/util/button.c new file mode 100644 index 0000000..ee394fb --- /dev/null +++ b/util/button.c @@ -0,0 +1,212 @@ +// +// Created by bruno on 11.6.2025. +// + +#include "button.h" +#include "gamestate.h" + +void onStart() { + genInitMap(); + screenType = SCREEN_GAME; +} + +void onContinue() { + if (loadGameState(autosaveName, &mainPlayer)) { + genInitMap(); + } + screenType = SCREEN_GAME; +} + +void onCredits() { + screenType = SCREEN_CREDITS; +} + +void onNext() { + if (!waveInfo.waveRunning && waveInfo.waveTimer > 60 * 5) { + waveInfo.waveTimer = 60 * 5; + } +} + + +void onQuit() { + running = false; +} + +void onBack() { + screenType = SCREEN_MENU; +} + +void onAtlas() { + screenType = SCREEN_ATLAS; +} + +void onFont() { + screenType = SCREEN_FONTS; +} + +Button buttons[5][BUTTON_COUNT]; + +void initButtons(void) { + buttons[0][0] = (Button){ + .label = "New", + .rect = {110, DISPLAY_HEIGHT / 2, 125, 40}, + .color = {100, 100, 0, 255}, + .callback = onStart, + .font = &fonts[1] + }; + + buttons[0][1] = (Button){ + .label = "Continue", + .rect = {100, DISPLAY_HEIGHT / 2 + 45, 150, 40}, + .color = {0, 100, 0, 255}, + .callback = onContinue, + .font = &fonts[1] + }; + + buttons[0][2] = (Button){ + .label = "Credits", + .rect = {DISPLAY_WIDTH - 200, DISPLAY_HEIGHT - 120, 150, 40}, + .color = {0, 50, 50, 255}, + .callback = onCredits, + .font = &fonts[1] + }; + + buttons[0][3] = (Button){ + .label = "Exit", + .rect = {DISPLAY_WIDTH - 200, DISPLAY_HEIGHT - 40, 100, 40}, + .color = {100, 0, 0, 255}, + .callback = onQuit, + .font = &fonts[1] + }; + + buttons[1][0] = (Button){ + .label = "Back", + .rect = {DISPLAY_WIDTH / 2 - (100 / 2), DISPLAY_HEIGHT - 40, 100, 40}, + .color = {100, 0, 0, 255}, + .callback = onBack, + .font = &fonts[1] + }; + + buttons[1][1] = (Button){ + .label = "Font atlas", + .rect = {DISPLAY_WIDTH - 900, DISPLAY_HEIGHT - 40, 200, 40}, + .color = {100, 0, 0, 255}, + .callback = onFont, + .font = &fonts[1] + }; + + buttons[1][2] = (Button){ + .label = "Texture atlas", + .rect = {DISPLAY_WIDTH - 300, DISPLAY_HEIGHT - 40, 250, 40}, + .color = {100, 0, 0, 255}, + .callback = onAtlas, + .font = &fonts[1] + }; + + buttons[2][0] = (Button){ + .label = "Next", + .rect = {395, 0, 55, 80}, + .color = {64, 64, 64, 64}, + .callback = onNext, + .font = &fonts[2] + }; + + buttons[3][0] = (Button){ + .label = "Back", + .rect = {DISPLAY_WIDTH / 2 - (400 / 2), DISPLAY_HEIGHT - 40, 100, 40}, + .color = {100, 0, 0, 255}, + .callback = onCredits, + .font = &fonts[1] + }; + + buttons[4][0] = (Button){ + .label = "Back", + .rect = {DISPLAY_WIDTH / 2 - (400 / 2), DISPLAY_HEIGHT - 40, 100, 40}, + .color = {100, 0, 0, 255}, + .callback = onCredits, + .font = &fonts[1] + }; +} + + +void renderButtons(SDL_Renderer *renderer, Player player) { + for (int i = 0; i < BUTTON_COUNT; i++) { + renderButton(renderer, buttons[screenType][i], player); + } +} + + +void renderButton(SDL_Renderer *renderer, Button btn, Player player) { + if (btn.font == NULL || btn.label == NULL || strlen(btn.label) == 0) { + return; + } + + // Check for hover/click + bool hovered = (player.cursor.windowX >= btn.rect.x && player.cursor.windowX <= btn.rect.x + btn.rect.w && + player.cursor.windowY >= btn.rect.y && player.cursor.windowY <= btn.rect.y + btn.rect.h); + + // Set color and draw background + SDL_Color bgColor = btn.color; + if (hovered) { + bgColor.a = btn.color.a / 2; + } + SDL_SetRenderDrawColor(renderer, bgColor.r, bgColor.g, bgColor.b, bgColor.a); + SDL_RenderFillRect(renderer, &btn.rect); + + // Split label into lines + const char *label = btn.label; + const int maxLines = 10; // Hard cap for sanity + const char *lines[maxLines]; + int lineCount = 0; + + lines[lineCount++] = label; + for (const char *p = label; *p && lineCount < maxLines; p++) { + if (*p == '\n') { + lines[lineCount++] = p + 1; + } + } + + // Get length of each line and find max width (for centering) + int maxLineWidth = 0; + int lineWidths[maxLines]; + int fontSize = btn.font->size; + + for (int i = 0; i < lineCount; i++) { + const char *lineStart = lines[i]; + const char *lineEnd = strchr(lineStart, '\n'); + int lineLen = lineEnd ? (lineEnd - lineStart) : strlen(lineStart); + + int lineWidth = lineLen * fontSize; + lineWidths[i] = lineWidth; + if (lineWidth > maxLineWidth) { + maxLineWidth = lineWidth; + } + } + + // Calculate starting Y to vertically center all lines + int totalHeight = lineCount * fontSize; + int startY = btn.rect.y + (btn.rect.h - totalHeight) / 2; + + // Render each line centered horizontally + for (int i = 0; i < lineCount; i++) { + const char *lineStart = lines[i]; + const char *lineEnd = strchr(lineStart, '\n'); + int lineLen = lineEnd ? (lineEnd - lineStart) : strlen(lineStart); + + char buffer[256]; + strncpy(buffer, lineStart, lineLen); + buffer[lineLen] = '\0'; + + int x = btn.rect.x + (btn.rect.w - lineWidths[i]) / 2; + int y = startY + i * fontSize; + + renderText(renderer, *btn.font, buffer, x, y); + } + + // Trigger callback if clicked + if (hovered && (player.mouseButtons & SDL_BUTTON_LMASK)) { + if (btn.callback) { + btn.callback(); + } + } +} diff --git a/util/button.h b/util/button.h new file mode 100644 index 0000000..5c0aed7 --- /dev/null +++ b/util/button.h @@ -0,0 +1,28 @@ +// +// Created by bruno on 11.6.2025. +// + +#ifndef FACTORYGAME_BUTTON_H +#define FACTORYGAME_BUTTON_H +#include "SDL2/SDL.h" +#include "font.h" +#include "../player/player.h" + +typedef struct { + char* label; + SDL_Rect rect; + SDL_Color color; + void (*callback)(void); + BitmapFont *font; +} Button; + +#define BUTTON_COUNT 10 + +extern Button buttons[5][BUTTON_COUNT]; +void initButtons(void); + +void renderButton(SDL_Renderer* renderer, Button btn, Player player); + +void renderButtons(SDL_Renderer *renderer, Player player); + +#endif //FACTORYGAME_BUTTON_H diff --git a/util/crafter.h b/util/crafter.h index b0fe001..73ad575 100644 --- a/util/crafter.h +++ b/util/crafter.h @@ -17,7 +17,7 @@ enum { MACHINE_SLOTS = 3 }; -typedef struct { +typedef struct MachineRecipe { ItemType input1; ItemType input2; // use TYPE_AIR if single-input ItemType output; @@ -34,4 +34,4 @@ bool findMachineRecipe(const MachineRecipe *recipes, size_t count, ItemType in1, void initMachineTile(ItemType type, const MachineRecipe *recipes, size_t count, uint8_t startFrame, uint8_t divisor); -#endif //FACTORYGAME_CRAFTER_H +#endif //FACTORYGAME_AMMOCRAFTER_H diff --git a/util/gamestate.c b/util/gamestate.c new file mode 100644 index 0000000..8158302 --- /dev/null +++ b/util/gamestate.c @@ -0,0 +1,61 @@ +// +// Created by bruno on 11.6.2025. +// + +#include "gamestate.h" + +GameState gameState; + +char *autosaveName = "autosave.dat"; + +int loadGameState(char *filename, Player *plr) { + fflush(stdout); + FILE *gameSave = fopen(filename, "rb"); + if (gameSave) { + fseek(gameSave, 0L, SEEK_END); + long sz = ftell(gameSave); + if (sz != sizeof(gameState)) { + return 1; + } + rewind(gameSave); + fread(&gameState, sizeof(gameState), 1, gameSave); + fclose(gameSave); + memcpy(plr, &gameState.player, sizeof(gameState.player)); + memcpy(tileMap, gameState.tileMap, sizeof(tileMap)); + memcpy(backgroundMap, gameState.backgroundTileMap, sizeof(backgroundMap)); + SDL_Rect *tmp = audioData.playerRect; + memcpy(&audioData, &gameState.audioData, sizeof(gameState.audioData)); + audioData.playerRect = tmp; + audioData.totalSamples = 0; + memcpy(&neededUpdates, &gameState.neededUpdates, sizeof(gameState.neededUpdates)); + memcpy(&entities, &gameState.entities, sizeof(gameState.entities)); + openCount = gameState.openCount; + memcpy(&openList, &gameState.openList, sizeof(gameState.openList)); + memcpy(&enemySpawn, &gameState.enemySpawn, sizeof(gameState.enemySpawn)); + plr->cursor.targetTile = NULL; + plr->cursor.prevTargetTile = NULL; + return 0; + } + return 1; +} + +void saveGameState(char *filename, Player *plr) { + memcpy(&gameState.player, plr, sizeof(gameState.player)); + memcpy(gameState.tileMap, tileMap, sizeof(gameState.tileMap)); + memcpy(gameState.backgroundTileMap, backgroundMap, sizeof(gameState.backgroundTileMap)); + memcpy(&gameState.audioData, &audioData, sizeof(gameState.audioData)); + memcpy(&gameState.neededUpdates, &neededUpdates, sizeof(neededUpdates)); + memcpy(&gameState.entities, &entities, sizeof(entities)); + memcpy(&gameState.openList, &openList, sizeof(openList)); + memcpy(&gameState.enemySpawn, &enemySpawn, sizeof(enemySpawn)); + gameState.openCount = openCount; + + FILE *gameSave = fopen(filename, "wb"); + if (!gameSave) { + perror("Failed to open file for saving"); + return; + } + + fwrite(&gameState, sizeof(gameState), 1, gameSave); + fclose(gameSave); +} \ No newline at end of file diff --git a/util/gamestate.h b/util/gamestate.h new file mode 100644 index 0000000..84d1640 --- /dev/null +++ b/util/gamestate.h @@ -0,0 +1,33 @@ +// +// Created by bruno on 11.6.2025. +// + +#ifndef FACTORYGAME_GAMESTATE_H +#define FACTORYGAME_GAMESTATE_H + + +#include "../tiles/tile.h" +#include "../player/player.h" +#include "audio.h" +#include "../entity/entity.h" + +typedef struct GameState { + Player player; + Tile tileMap[MAP_HEIGHT][MAP_WIDTH]; + BackgroundTile backgroundTileMap[MAP_HEIGHT][MAP_WIDTH]; + AudioData audioData; + TileArray neededUpdates; + EntityArray entities; + Node openList[MAX_OPEN_NODES]; + int openCount; + MiniRect enemySpawn; +} GameState; + +int loadGameState(char *filename, Player *plr); + +void saveGameState(char *filename, Player *plr); + +extern GameState gameState; +extern char *autosaveName; + +#endif //FACTORYGAME_GAMESTATE_H diff --git a/util/util.c b/util/util.c index dcd5dda..8bd7919 100644 --- a/util/util.c +++ b/util/util.c @@ -9,6 +9,8 @@ //#include "font.h" +ScreenType screenType = SCREEN_MENU; + //The window we'll be rendering to SDL_Window *window = NULL; volatile bool running = true; @@ -136,7 +138,8 @@ void renderBar(SDL_Renderer *renderer, char barString[20]; sprintf(barString, "%d/%d", currentValue, maxValue); - renderText(mainRenderer, fonts[1], barString, x + (width / 2 - (fonts[2].size * strlen(barString))), y - fonts[2].size - barRect.h); + renderText(mainRenderer, fonts[1], barString, x + (width / 2 - (fonts[2].size * strlen(barString))), + y - fonts[2].size - barRect.h); } int cmpstringp(const void *p1, const void *p2) { @@ -226,14 +229,14 @@ bool checkCollision(SDL_Rect a, SDL_Rect b) { bool canMoveTo(SDL_Rect newRect) { // Round down to get all tiles the rect overlaps - int left = newRect.x / TILE_SIZE; - int right = (newRect.x + newRect.w - 1) / TILE_SIZE; - int top = newRect.y / TILE_SIZE; + int left = newRect.x / TILE_SIZE; + int right = (newRect.x + newRect.w - 1) / TILE_SIZE; + int top = newRect.y / TILE_SIZE; int bottom = (newRect.y + newRect.h - 1) / TILE_SIZE; for (int tx = left; tx <= right; ++tx) { for (int ty = top; ty <= bottom; ++ty) { - MiniRect tile = { tx, ty }; + MiniRect tile = {tx, ty}; if (!isWalkable(tile)) { return false; } @@ -265,7 +268,7 @@ bool canMoveWithRadius(SDL_Rect centerRect) { int tileTop = y * TILE_SIZE; int tileBottom = tileTop + TILE_SIZE; - // Bounding box of the player + // Bounding box of the mainPlayer int playerLeft = centerRect.x - radius; int playerRight = centerRect.x + radius; int playerTop = centerRect.y - radius; @@ -287,4 +290,40 @@ int compareStrings(const void *a, const void *b) { const char *strA = *(const char **) a; const char *strB = *(const char **) b; return strcmp(strA, strB); -} \ No newline at end of file +} + + +double angle_between_points_deg(double x1, double y1, double x2, double y2) { + double dx = x2 - x1; + double dy = y2 - y1; + double angle_rad = atan2(dy, dx); + double angle_deg = angle_rad * (180.0 / M_PI); + + // Normalize to 0–360 degrees (optional, depending on use case) + if (angle_deg < 0) { + angle_deg += 360.0; + } + + return angle_deg; +} + +#define TICKS_PER_SECOND 60 + +void initWaveInfo(WaveInfo *info) { + info->waveCounter = 0; + info->waveTimer = 200 * TICKS_PER_SECOND; // 200 seconds before first wave + info->waveRunning = false; + info->totalWaves = MAX_WAVES; + + for (int i = 0; i < MAX_WAVES; i++) { + int flyerCount = 1 + i * 2; // Each wave increases flyer count + + info->waves[i].enemyCount = 1; + info->waves[i].enemies[0] = (EnemyEntry) {ENEMY_TYPE_FLYER, flyerCount}; + + // Reduce time between waves gradually (but not below 5 seconds) + int secondsBetween = 15 - (i / 5); + if (secondsBetween < 5) secondsBetween = 5; + info->waves[i].timeUntilNext = secondsBetween * TICKS_PER_SECOND; + } +} diff --git a/util/util.h b/util/util.h index 1c47a72..9cb4919 100644 --- a/util/util.h +++ b/util/util.h @@ -49,13 +49,50 @@ typedef struct MiniRect { int y; } MiniRect; +#define MAX_ENEMIES_PER_WAVE 16 +#define MAX_WAVES 128 + +// Define enemy types (expand as needed) +typedef enum EnemyType { + ENEMY_TYPE_NONE = 0, + ENEMY_TYPE_FLYER, + // Add more enemy types here +} EnemyType; + +typedef struct EnemyEntry { + EnemyType type; + int count; +} EnemyEntry; + + +typedef struct Wave { + EnemyEntry enemies[MAX_ENEMIES_PER_WAVE]; + int enemyCount; // Number of different enemy types in this wave + int timeUntilNext; // Time until the next wave (in ticks, ms, etc.) +} Wave; + typedef struct WaveInfo { - int waveCounter; - int waveTimer; + int waveCounter; // Current wave number (index) + int waveTimer; // Countdown until next wave starts + bool waveRunning; // Whether a wave is currently running + Wave waves[MAX_WAVES]; // List of all waves + int totalWaves; // Total number of defined waves } WaveInfo; +typedef enum ScreenType { + SCREEN_MENU, + SCREEN_CREDITS, + SCREEN_GAME, + SCREEN_FONTS, + SCREEN_ATLAS, +} ScreenType; + +extern ScreenType screenType; + extern WaveInfo waveInfo; +void initWaveInfo(WaveInfo *info); + typedef struct OrientedAnimation { SDL_Rect atlasRects[ORIENT_DIRECTION_COUNT][TILE_SIZE * 2]; @@ -92,4 +129,6 @@ bool canMoveTo(SDL_Rect newRect); bool canMoveWithRadius(SDL_Rect centerRect); +double angle_between_points_deg(double x1, double y1, double x2, double y2); + #endif //FACTORYGAME_UTIL_H \ No newline at end of file