Start rts thing
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@@ -525,16 +525,16 @@ EndVrStereoMode :: #foreign () // End stereo renderi
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// Shader management functions
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// NOTE: Shader functionality is not available on OpenGL 1.1
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// LoadShader :: #foreign (vsFileName: *char, fsFileName: *char): Shader // Load shader from files and bind default locations
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// LoadShaderFromMemory :: #foreign (vsCode, fsCode: *char): Shader // Load shader from code strings and bind default locations
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// IsShaderReady :: #foreign (shader: Shader): bool // Check if a shader is ready
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// GetShaderLocation :: #foreign (shader: Shader, uniformName: *char): int // Get shader uniform location
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// GetShaderLocationAttrib :: #foreign (shader: Shader, attribName: *char): int // Get shader attribute location
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// SetShaderValue :: #foreign (shader: Shader, locIndex: ShaderLocationIndex, value: *void, uniformType: ShaderUniformDataType) // Set shader uniform value
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// SetShaderValueV :: #foreign (shader: Shader, locIndex: ShaderLocationIndex, value: *void, uniformType: ShaderUniformDataType, count: int) // Set shader uniform value vector
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// SetShaderValueMatrix :: #foreign (shader: Shader, locIndex: ShaderLocationIndex, mat: Matrix) // Set shader uniform value (matrix 4x4)
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// SetShaderValueTexture :: #foreign (shader: Shader, locIndex: ShaderLocationIndex, texture: Texture2D) // Set shader uniform value for texture (sampler2d)
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// UnloadShader :: #foreign (shader: Shader) // Unload shader from GPU memory (VRAM)
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LoadShader :: #foreign (vsFileName: *char, fsFileName: *char): Shader // Load shader from files and bind default locations
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LoadShaderFromMemory :: #foreign (vsCode: *char, fsCode: *char): Shader // Load shader from code strings and bind default locations
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IsShaderReady :: #foreign (shader: Shader): bool // Check if a shader is ready
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GetShaderLocation :: #foreign (shader: Shader, uniformName: *char): int // Get shader uniform location
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GetShaderLocationAttrib :: #foreign (shader: Shader, attribName: *char): int // Get shader attribute location
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SetShaderValue :: #foreign (shader: Shader, locIndex: ShaderLocationIndex, value: *void, uniformType: ShaderUniformDataType) // Set shader uniform value
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SetShaderValueV :: #foreign (shader: Shader, locIndex: ShaderLocationIndex, value: *void, uniformType: ShaderUniformDataType, count: int) // Set shader uniform value vector
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SetShaderValueMatrix :: #foreign (shader: Shader, locIndex: ShaderLocationIndex, mat: Matrix) // Set shader uniform value (matrix 4x4)
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SetShaderValueTexture :: #foreign (shader: Shader, locIndex: ShaderLocationIndex, texture: Texture2D) // Set shader uniform value for texture (sampler2d)
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UnloadShader :: #foreign (shader: Shader) // Unload shader from GPU memory (VRAM)
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// Screen-space-related functions
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15
build/rtsgame/array.core
Normal file
15
build/rtsgame/array.core
Normal file
@@ -0,0 +1,15 @@
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#import "LibC.core"
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Array :: struct($T: Type)
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data: *T
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len: int
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cap: int
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Add :: (a: *Array($T), item: T)
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if a.cap == 0
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a.cap = 16
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a.data = malloc(SizeOf(T) * a.cap->U64)
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if a.len + 1 > a.cap
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a.cap *= 2
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a.data = realloc(a.data, SizeOf(T) * a.cap->U64)
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a.data[a.len++] = item
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@@ -1,6 +1,7 @@
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#import "LibC.core"
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#import "raylib.core"
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#load "array.core"
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/*@feature_idea: labeled block
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It acts just like a scope in C.
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@@ -42,54 +43,87 @@ Add :: (a: *Array($T), item: T)
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guys: Array(Guy)
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Add(&guys, {100, 100})
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*/
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Array :: struct($T: Type)
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data: *T
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len: int
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cap: int
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// @reproduction
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// MAP: [16*16]int = {0, 1}
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//
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// This generates: int MAP[256] = (int [256]){[0] = 0, [0] = 1}; it doesn't work because of the (int[256]) is this MSVC being retarded here? not supporting C properly?
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// Also this ^ ^
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// @reproduction
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// map_data: [16*16]int
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// map: Map = {data = map_data->*int, 16, 16}
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//
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// Failed to cast from [[256]int] to [*int]
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// @reproduction
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// map_data: [16*16]int
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// map: Map = {data = &map_data[0], 16, 16}
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//
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// Map map = (Map ){.data = (&(map_data[0])), .data = 0x10, .x = 16};
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Guy :: struct
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pos: Vector2
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Add :: (a: *Array($T), item: T)
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if a.cap == 0
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a.cap = 16
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a.data = malloc(SizeOf(T) * a.cap->U64)
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if a.len + 1 > a.cap
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a.cap *= 2
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a.data = realloc(a.data, SizeOf(T) * a.cap->U64)
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a.data[a.len++] = item
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Map_Tile :: int
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Map :: struct
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data: *Map_Tile
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x: int
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y: int
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SCR_X := 1280
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SCR_Y := 720
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M_X := 0
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M_Y := 0
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M_P: Vector2
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main :: (): int
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guys: Array(Guy)
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Add(&guys, {pos = {100, 100}})
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InitWindow(1280, 720, "Testing")
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map_data: [16*16]int
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map: Map = {data = &map_data[0], x = 16, y = 16}
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InitWindow(SCR_X, SCR_Y, "Testing")
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SetTargetFPS(60)
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// InitAudioDevice()
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// sound := LoadSound("catune - Pass the town, and to the C.mp3")
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// SetMasterVolume(0.01)
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// PlaySound(sound)
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for !WindowShouldClose()
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Y := GetScreenHeight()
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g := guys.data
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if IsKeyDown(KEY_W);; g.pos.y -= 2
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if IsKeyDown(KEY_S);; g.pos.y += 2
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if IsKeyDown(KEY_A);; g.pos.x -= 2
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if IsKeyDown(KEY_D);; g.pos.x += 2
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SCR_X = GetScreenWidth()
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SCR_Y = GetScreenHeight()
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M_X = GetMouseX()
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M_Y = GetMouseY()
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M_P = GetMousePosition()
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BeginDrawing()
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ClearBackground(RAYWHITE)
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DrawFPS(0, 0)
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DrawText(TextFormat("Testing %d", 32), 100, 100, 20, MAROON)
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DrawCube({0,0,0}, 10, 10, 10, BLACK)
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for i := 0, i < guys.len, i += 1
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it := guys.data + i
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DrawCircleV(it.pos, 16, MAROON)
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RX := 16
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RY := 16
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for x := 0, x < 16, x += 1
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for y := 0, y < 16, y += 1
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it := map.data[x + y*map.x]
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r: Rectangle = {(x * RX)->F32, (y * RY)->F32, RX->F32, RY->F32}
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r2: Rectangle = {r.x + 1, r.y + 1, r.width - 2, r.height - 2}
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color := RED
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if it == 1 ;; color = GREEN
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if CheckCollisionPointRec(M_P, r) ;; color = BLUE
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DrawRectangleRec(r2, color)
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// DrawFPS(0, 0)
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// DrawText(TextFormat("Testing %d", 32), 100, 100, 20, MAROON)
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EndDrawing()
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return 0
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@@ -14,7 +14,7 @@ static void core_init_compiler(Core_Ctx *ctx, Allocator *allocator) {
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pctx = ctx;
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ctx->emit_type_info = true;
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ctx->emit_line_directives = false;
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ctx->emit_line_directives = true;
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ctx->debugger_break_on_compiler_error = true;
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ctx->same_scope_token = {SAME_SCOPE};
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