120 lines
3.4 KiB
C
120 lines
3.4 KiB
C
/**
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* @file src/main.c
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* @brief Sandbox game in Raylib
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*
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* @copyright
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* Anyone is free to copy, modify, publish, use, compile, sell, or
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* distribute this software, either in source code form or as a compiled
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* binary, for any purpose, commercial or non-commercial, and by any
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* means.
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*
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* In jurisdictions that recognize copyright laws, the author or authors
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* of this software dedicate any and all copyright interest in the
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* software to the public domain. We make this dedication for the benefit
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* of the public at large and to the detriment of our heirs and
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* successors. We intend this dedication to be an overt act of
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* relinquishment in perpetuity of all present and future rights to this
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* software under copyright law.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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* IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR
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* OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
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* ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
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* OTHER DEALINGS IN THE SOFTWARE.
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*
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* For more information, please refer to <https://unlicense.org/>
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*/
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#include "raylib.h"
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#include "cells.h"
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#include <stddef.h>
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#include <stdio.h>
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#include <time.h>
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#include <stdlib.h>
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/* TODO
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- Changing brush size
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- Add more elements
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- Add an interface
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- Saving and loading world (+ better title screen)
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*/
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int main ()
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{
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srand(time(NULL));
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int grid[CELL_AMOUNT][CELL_AMOUNT] = {0};
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GameScreen currentScreen = TITLE;
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CellType brush = SAND;
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SetConfigFlags(FLAG_VSYNC_HINT | FLAG_WINDOW_HIGHDPI);
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InitWindow(WINDOW_SIZE_PIXELS, WINDOW_SIZE_PIXELS, "Sandbox");
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SetTargetFPS(TARGET_FPS);
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// game loop
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while (!WindowShouldClose())
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{
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/* Update */
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switch (currentScreen)
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{
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case TITLE:
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if (IsKeyPressed(KEY_SPACE)) {
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currentScreen = GAME;
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ClearBackground(BLACK);
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}
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break;
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case GAME:
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if (IsMouseButtonDown(MOUSE_BUTTON_LEFT)) {
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Vector2 cellPosition = GetMousePosition();
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int i = cellPosition.y/CELL_SIZE_PIXELS;
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int j = cellPosition.x/CELL_SIZE_PIXELS;
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putCell(grid, i, j, brush);
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}
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if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT)) {
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// spawn some text corresponding to Brush Type, fading
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if (brush < CELL_TYPE_MAX-1)
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{
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brush++;
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} else {
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brush = VOID;
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}
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printf("Brush changed for %d\n", brush);
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}
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break;
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default:
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break;
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}
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/* Drawing */
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BeginDrawing();
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ClearBackground(BLACK);
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switch (currentScreen)
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{
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case TITLE:
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int titleWidth = MeasureText("SANDBOX", 40);
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DrawRectangle(0, 0, WINDOW_SIZE_PIXELS, WINDOW_SIZE_PIXELS, DARKBLUE);
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DrawText("SANDBOX", (WINDOW_SIZE_PIXELS-titleWidth)/2, 20, 40, WHITE);
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int controlsWidth = MeasureText("Controls", 30);
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DrawText("Controls", (WINDOW_SIZE_PIXELS-controlsWidth)/2, 100, 30, WHITE);
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DrawText("Left click to spawn sand", 25, 150, 30, WHITE);
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int startGameWidth = MeasureText("Press Space to start!", 30);
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DrawText("Press Space to start!", (WINDOW_SIZE_PIXELS-startGameWidth)/2, 400, 30, WHITE);
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break;
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case GAME:
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updateGrid(grid);
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drawGrid(grid);
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break;
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default:
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break;
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}
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// end the frame and get ready for the next one (display frame, poll input, etc...)
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EndDrawing();
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}
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// destroy the window and cleanup the OpenGL context
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CloseWindow();
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return 0;
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}
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