Hopefully last commit

This commit is contained in:
2025-06-11 23:01:05 +02:00
parent 78bccd6c6f
commit 8bbe17491b
74 changed files with 1306 additions and 516 deletions

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@@ -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})

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@@ -14,6 +14,8 @@ EntityArray entities;
EntityTypeReg EntityRegistry[ENTITY_MAX_COUNT];
EnemySpawnState currentSpawnState;
void renderEntities(SDL_Renderer *renderer, SDL_Rect playerRect) {
SDL_Texture *oldTarget = SDL_GetRenderTarget(renderer);
SDL_SetRenderTarget(renderer, entityTexture);
@@ -44,6 +46,7 @@ void updateEntities(Player *plr) {
remove_entity(&entities, i);
continue;
}
bool 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);
ent->path.stepIndex = 0;
ent->targetSnapshot = ent->target; // snapshot the current target
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
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;
}
}
// Step 2: Movement
// Attempt pathfinding to fallbackTarget
if (find_path(ent->tileRect, fallbackTarget)) {
ent->path = reconstruct_path(fallbackTarget);
ent->path.stepIndex = 0;
ent->targetSnapshot = fallbackTarget;
ent->fromTile = ent->tileRect;
ent->toTile = ent->path.steps[0];
ent->interpolateTick = 0;
ent->entityNextTick = animationStep + entT.entityTickRate;
} else if (atTargetSnapshot) {
ent->path.length = 0;
continue;
}
}
// 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) {
@@ -227,3 +260,87 @@ void remove_entity(EntityArray *arr, int index) {
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;
}
}
}

View File

@@ -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

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@@ -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
@@ -225,11 +225,19 @@ 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 (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;
}
}
}
}
}

View File

@@ -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;

652
main.c
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@@ -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_RenderPresent(mainRenderer);
frames++;
if (!(frames % 60)) {
cursor = !cursor;
}
return 0;
}
@@ -283,9 +187,26 @@ 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) {
if (newWidth > 1900 && newHeight > 1000) {
largeScreen = true;
} else {
largeScreen = false;
}
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);
}
}
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;
@@ -295,13 +216,13 @@ int processEvent(SDL_Event e) {
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;
if (mainPlayer.inventory.activeSlotIndex == 0 && mainPlayer.cursor.canReach &&
mainPlayer.cursor.targetTile->type != TYPE_AIR) {
mainPlayer.cursor.direction = mainPlayer.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;
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:
@@ -310,28 +231,11 @@ int processEvent(SDL_Event e) {
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;
@@ -360,109 +264,112 @@ int processEvent(SDL_Event e) {
} else {
moveActivePlayerSlot(&player, dAmount == -1,
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;
}
player.cursor.targetTile->direction = player.cursor.direction;
if (mainPlayer.cursor.tileY < 0) {
mainPlayer.cursor.tileY = 0;
}
} else if (player.cursor.targetTile->type == player.inventory.activeSlotIndex) {
player.cursor.targetTile->direction = player.cursor.direction;
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);
}
mainPlayer.cursor.targetTile->direction = mainPlayer.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);
}
}
@@ -638,73 +556,109 @@ 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();
basicUtil();
SDL_SetRenderDrawColor(mainRenderer, 32, 32, 32, 255);
SDL_RenderClear(mainRenderer);
switch (screenType) {
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);
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;
}
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;
}
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;
}
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();
while (SDL_PollEvent(&e)) {
running = processEvent(e);
}
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;
}
if (y < 0) {
y = 0;
}
if (x >= MAP_WIDTH) {
x = MAP_WIDTH - 1;
}
if (y >= MAP_HEIGHT) {
y = MAP_HEIGHT - 1;
}
entities.entities[i].target.x = x;
entities.entities[i].target.y = y;
}
}
updateWaveLogic(&waveInfo);
updateItems();
updateEntities(&player);
updatePlayer(&player);
updateEntities(&mainPlayer);
updatePlayer(&mainPlayer);
updateTiles();
animationStep++;
status = render();
if (status) {
return status;
}
break;
}
renderButtons(mainRenderer, mainPlayer);
SDL_RenderPresent(mainRenderer);
frames++;
if (!(frames % 60)) {
cursor = !cursor;
}
end = SDL_GetTicks64();
const unsigned long timeNeeded = end - start;
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);
}

View File

@@ -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);

View File

@@ -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

34
tiles/ammoCrafter.c Normal file
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@@ -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);
}

23
tiles/ammoCrafter.h Normal file
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@@ -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

29
tiles/core.c Normal file
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@@ -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;
}

14
tiles/core.h Normal file
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@@ -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

View File

@@ -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

View File

@@ -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) {
@@ -482,3 +553,112 @@ bool isWalkable(MiniRect tileCoords) {
void updateTiles() {
}
// 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);
}

View File

@@ -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

View File

@@ -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,
};

29
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@@ -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);
}

21
tiles/wiredrawer.h Normal file
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@@ -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

212
util/button.c Normal file
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@@ -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();
}
}
}

28
util/button.h Normal file
View File

@@ -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

View File

@@ -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

61
util/gamestate.c Normal file
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@@ -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);
}

33
util/gamestate.h Normal file
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@@ -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

View File

@@ -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) {
@@ -233,7 +236,7 @@ bool canMoveTo(SDL_Rect newRect) {
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;
@@ -288,3 +291,39 @@ int compareStrings(const void *a, const void *b) {
const char *strB = *(const char **) b;
return strcmp(strA, strB);
}
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 0360 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;
}
}

View File

@@ -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