Files
corelang/build/rtsgame/main.core
Krzosa Karol 2d5c2d89bc RTS: Trail
2023-04-19 15:01:43 +02:00

279 lines
7.7 KiB
Core

/*@feature_idea: labeled block
It acts just like a scope in C.
BUT it can be turned into a goto label by adding another semicolon
at the end.
:block
thing := 1
thing2 := thing
:label_without_block
thing := 1
:goto_block:
thing := 1
thing2 := thing
:goto_block: for
*/
/*
@reproduction:
This kills the compiler due to referencing slice data
Array :: struct($T: Type)
slice: []T
cap: S64
Guy :: struct
pos: Vector2
Add :: (a: *Array($T), item: T)
if a.cap == 0
a.cap = 16
a.slice.data = malloc(sizeof(T) * a.cap)
a.slice.data[a.slice.len++] = item
guys: Array(Guy)
Add(&guys, {100, 100})
*/
// @reproduction
// MAP: [16*16]int = {0, 1}
//
// 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?
// Also this ^ ^
// @reproduction
// map_data: [16*16]int
// map: Map = {data = map_data->*int, 16, 16}
//
// Failed to cast from [[256]int] to [*int]
// @reproduction
// map_data: [16*16]int
// map: Map = {data = &map_data[0], 16, 16}
//
// Map map = (Map ){.data = (&(map_data[0])), .data = 0x10, .x = 16};
// @reproduction Couldn't figure out type of compound expression when variable got declared and separetly
// got assigned a value
//
// Error! Couldn't infer type of compound expression
// if Mode == 0 && colliding && IsMouseButtonPressed(MOUSE_BUTTON_RIGHT) ;; GuyP = {x,y}
// Error! Couldn't infer type of compound expression
// if Mode == 1 && colliding && IsMouseButtonPressed(MOUSE_BUTTON_LEFT) ;; MAP_CurrentMap.actors.data[0].p = {x,y}
// @compiler_todo: It's possible to have 2 definitions with same name. 1 global, 1 local
// Mode := 0
// main :: ()
// if IsKeyPressed(KEY_F1) ;; Mode := 0
#import "raylib.core"
#load "array.core"
#load "map.core"
V2I :: struct ;; x: int; y: int
WinX := 1280
WinY := 720
MouseX := 0
MouseY := 0
MouseP: Vector2
Mode := 0
RectX :: 16
RectY :: 16
Dt: F32
ANI_SetTile :: struct
set: bool
p: V2I
t: F32
ANI_SetTiles: Array(ANI_SetTile)
main :: (): int
MAP_Init()
// InitAudioDevice()
// sound := LoadSound("catune - Pass the town, and to the C.mp3")
// SetMasterVolume(0.01)
// PlaySound(sound)
InitWindow(WinX, WinY, "Testing")
SetTargetFPS(60)
orange := ORANGE
orange.a = 255/2
brown := BROWN
brown.a = 255/2
actor_color := GREEN
actor_color.a = 255/2
past_actor_color := BLUE
past_actor_color.a = 255/2
target_color := RED
target_color.a = 255/2
for !WindowShouldClose()
WinX = GetScreenWidth()
WinY = GetScreenHeight()
MouseX = GetMouseX()
MouseY = GetMouseY()
MouseP = GetMousePosition()
Dt = GetFrameTime()
map := &MAP_CurrentMap
if IsKeyPressed(KEY_F1) ;; Mode = 0
if IsKeyPressed(KEY_F2) ;; Mode = 1
if IsKeyPressed(KEY_F3)
for i := 0, i < map.actors.len, i += 1
it := map.actors.data + i
MAP_MoveTowardsTarget(it)
if IsKeyPressed(KEY_F4)
MAP_RandomizeActors()
if IsKeyDown(KEY_SPACE)
for i := 0, i < map.actors.len, i += 1
it := map.actors.data + i
MAP_PathFindStep(it)
BeginDrawing()
ClearBackground(RAYWHITE)
map_rectangle: Rectangle = {0, 0, map.x->F32 * RectX, map.y->F32 * RectY}
DrawRectangleRec(map_rectangle, LIGHTGRAY)
for x := 0, x < map.x, x += 1
for y := 0, y < map.y, y += 1
it := map.data + (x + y*map.x)
r: Rectangle = {x->F32 * RectX, y->F32 * RectY, RectX, RectY}
r2: Rectangle = {r.x + 1, r.y + 1, r.width - 2, r.height - 2}
colliding := CheckCollisionPointRec(MouseP, r)
if Mode == 0 && colliding && IsMouseButtonDown(MOUSE_BUTTON_LEFT)
Add(&ANI_SetTiles, {true, {x,y}})
if Mode == 0 && colliding && IsMouseButtonDown(MOUSE_BUTTON_RIGHT)
Add(&ANI_SetTiles, {false, {x,y}})
if Mode == 1 && colliding && IsMouseButtonPressed(MOUSE_BUTTON_LEFT) ;; MAP_ActorSetP(MAP_CurrentMap.actors.data, {x,y})
if Mode == 1 && colliding && IsMouseButtonPressed(MOUSE_BUTTON_RIGHT) ;; MAP_CurrentMap.actors.data[0].target_p = V2I{x,y}
color := RAYWHITE
if *it == 1 ;; color = GRAY
if colliding == true
color = MAROON
color.a = 255/2
DrawRectangleRec(r2, color)
for tile_i := 0, tile_i < ANI_SetTiles.len, tile_i += 1
tile_it := ANI_SetTiles.data + tile_i
remove := false
t := tile_it.t
if tile_it.set == false
t = 1 - t
x := tile_it.p.x->F32 * RectX + 1
y := tile_it.p.y->F32 * RectY + 1
w: F32 = (RectX - 2)
h: F32 = (RectY - 2)
wt := w * t
ht := h * t
wd := w - wt
hd := h - ht
r: Rectangle = {x + wd/2, y + hd/2, wt, ht}
DrawRectangleRec(r, GRAY)
if tile_it.t > 1
map_tile := map.data + (tile_it.p.x + tile_it.p.y*map.x)
if tile_it.set ;; *map_tile |= MAP_TILE_BLOCKER
else ;; *map_tile &= ~MAP_TILE_BLOCKER
remove = true
tile_it.t += Dt*8
if remove
UnorderedRemove(&ANI_SetTiles, tile_it)
tile_i -= 1
for i := 0, i < map.actors.len, i += 1
actor_it := map.actors.data + i
// r := Rectangle{actor_it.p.x->F32 * RectX, actor_it.p.y->F32 * RectY, RectX, RectY}
target_r := Rectangle{actor_it.target_p.x->F32 * RectX, actor_it.target_p.y->F32 * RectY, RectX, RectY}
main_p := Vector2{actor_it.p.x->F32 * RectX + RectX/2, actor_it.p.y->F32 * RectY + RectY/2}
DrawCircleV(main_p, RectX/3, actor_color)
// DrawRectangleRec(r, actor_color)
DrawRectangleRec(target_r, target_color)
smaller_the_further: F32 = 0
for tile_i := actor_it.tiles_visited.len - 1, tile_i >= 0, tile_i -= 1
tile_it := actor_it.tiles_visited.data + tile_i
p := Vector2{tile_it.x->F32 * RectX + RectX/2, tile_it.y->F32 * RectY + RectY/2}
DrawCircleV(p, RectX/3 - smaller_the_further, past_actor_color)
smaller_the_further += 0.3
for path_i := 0, path_i < actor_it.open_paths.len, path_i += 1
path_it := actor_it.open_paths.data + path_i
path_r := Rectangle{path_it.p.x->F32 * RectX, path_it.p.y->F32 * RectY, RectX, RectY}
DrawRectangleRec(path_r, orange)
for path_i := 0, path_i < actor_it.close_paths.len, path_i += 1
path_it := actor_it.close_paths.data + path_i
path_r := Rectangle{path_it.p.x->F32 * RectX, path_it.p.y->F32 * RectY, RectX, RectY}
DrawRectangleRec(path_r, brown)
MAP_RecomputeHistory(actor_it)
for path_i := 0, path_i < actor_it.history.len, path_i += 1
path_it := actor_it.history.data + path_i
// path_r := Rectangle{path_it.p.x->F32 * RectX, path_it.p.y->F32 * RectY, RectX, RectY}
x0 := path_it.came_from.x->F32 * RectX + RectX/2
y0 := path_it.came_from.y->F32 * RectY + RectY/2
x1 := path_it.p.x->F32 * RectX + RectX/2
y1 := path_it.p.y->F32 * RectY + RectY/2
p0 := Vector2{x0, y0}
p1 := Vector2{x1, y1}
DrawLineEx(p0, p1, 5, LIGHTGRAY)
DrawCircleV(p0, 4, LIGHTGRAY)
DrawCircleV(p1, 4, LIGHTGRAY)
menu_open := false
if menu_open
text_size := 24
text_p := 4
text_y := WinY - text_size
DrawText("Space :: PathFind", text_p, text_y, text_size, GRAY)
text_y -= text_size
DrawText("F4 :: Randomize actors", text_p, text_y, text_size, GRAY)
text_y -= text_size
DrawText("F3 :: Simulate actors", text_p, text_y, text_size, GRAY)
text_y -= text_size
text: *char = "Mode(F1) :: Block placing"
if Mode == 1 ;; text = "Mode(F2) :: Actor placing"
DrawText(text, text_p, text_y, text_size, GRAY)
text_y -= text_size
EndDrawing()
return 0