Files
corelang/build/rtsgame/main.core
2023-04-22 13:28:21 +02:00

269 lines
6.9 KiB
Core

/*@language_todo: labeled block :LabeledBlock
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
*/
#import "raylib.core"
A :: #load "array.core"
MAP :: #load "map.core"
sqrtf :: #foreign (value: F32): F32
V2I :: struct
x: int
y: int
ANI_SetTile :: struct
set: bool
p: V2I
t: F32
WinX := 1280
WinY := 720
MouseX := 0
MouseY := 0
MouseP: Vector2
Mode := 0
RectX :: 16
RectY :: 16
Dt: F32
ANI_SetTiles: A.Array(ANI_SetTile)
MouseSelecting := false
MouseSelectionPivot: Vector2
MouseSelectionBox: Rectangle
MouseSelectedActors: A.Array(*MAP.Actor) // @todo: ids
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 := DARKGREEN
actor_color.a = 255/2
past_actor_color := BLUE
past_actor_color.a = 255/2
target_color := RED
target_color.a = 255/2
:some_label:
target_color = RED
for !WindowShouldClose()
WinX = GetScreenWidth()
WinY = GetScreenHeight()
MouseX = GetMouseX()
MouseY = GetMouseY()
MouseP = GetMousePosition()
Dt = GetFrameTime()
map := &MAP.CurrentMap
MouseSelecting = false
if IsMouseButtonDown(MOUSE_BUTTON_LEFT)
MouseSelecting = true
if IsMouseButtonPressed(MOUSE_BUTTON_LEFT)
MouseSelectionPivot = MouseP
MouseSelectionBox = {
MouseSelectionPivot.x,
MouseSelectionPivot.y,
MouseP.x - MouseSelectionPivot.x,
MouseP.y - MouseSelectionPivot.y
}
if MouseSelectionBox.width < 0
MouseSelectionBox.x += MouseSelectionBox.width
MouseSelectionBox.width = -MouseSelectionBox.width
if MouseSelectionBox.height < 0
MouseSelectionBox.y += MouseSelectionBox.height
MouseSelectionBox.height = -MouseSelectionBox.height
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)
MAP.PathFindUpdate(map)
if IsKeyPressed(KEY_F4)
MAP.RandomizeActors()
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)
color := RAYWHITE
if *it == 1 ;; color = GRAY
if Mode == 0
if colliding && IsMouseButtonDown(MOUSE_BUTTON_LEFT)
A.Add(&ANI_SetTiles, {true, {x,y}})
if colliding && IsMouseButtonDown(MOUSE_BUTTON_RIGHT)
A.Add(&ANI_SetTiles, {false, {x,y}})
if colliding == true ;; color = {a = 100}
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
A.UnorderedRemove(&ANI_SetTiles, tile_it)
tile_i -= 1
for i := 0, i < map.actors.len, i += 1
actor_it := map.actors.data + i
target_r := MAP.Rect(actor_it.target_p)
main_p := MAP.Circle(actor_it.p)
DrawCircleV(main_p, RectX/2, 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 := MAP.Circle({tile_it.x, tile_it.y})
DrawCircleV(p, RectX/2 - smaller_the_further, past_actor_color)
smaller_the_further += 0.5
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 := MAP.Rect(path_it.p)
DrawRectangleRec(path_r, orange)
s := TextFormat("%d", sqrtf(path_it.value_to_sort_by->F32)->int)
DrawText(s, path_r.x->int, path_r.y->int, 1, RAYWHITE)
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 := MAP.Rect(path_it.p)
DrawRectangleRec(path_r, brown)
for path_i := 0, path_i < actor_it.history.len, path_i += 1
path_it := actor_it.history.data + path_i
p0 := MAP.Circle(path_it.came_from)
p1 := MAP.Circle(path_it.p)
DrawLineEx(p0, p1, 5, LIGHTGRAY)
DrawCircleV(p0, 4, LIGHTGRAY)
DrawCircleV(p1, 4, LIGHTGRAY)
if Mode == 1
for actor_i := 0, actor_i < MouseSelectedActors.len, actor_i += 1
actor_it := MouseSelectedActors.data[actor_i]
actor_box := MAP.Rect(actor_it.p)
DrawRectangleRec(actor_box, GREEN)
if IsMouseButtonPressed(MOUSE_BUTTON_RIGHT)
p := MAP.ScreenToMap(MouseP)
MAP.SetTargetP(actor_it, p)
if MouseSelecting
A.Reset(&MouseSelectedActors)
COLOR_SelectionBox := GREEN
COLOR_SelectionBox.a = 255/2
for actor_i := 0, actor_i < map.actors.len, actor_i += 1
actor_it := map.actors.data + actor_i
actor_box := MAP.Rect(actor_it.p)
if CheckCollisionRecs(actor_box, MouseSelectionBox)
A.Add(&MouseSelectedActors, actor_it)
DrawRectangleRec(MouseSelectionBox, COLOR_SelectionBox)
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