Commenting edits and wrldbox study
This commit is contained in:
@@ -24,6 +24,10 @@ Clone the repository. Once you have navigated to the folder, you can run:
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- `make`
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- `make`
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## 🌳 This Branch
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This is the branch for the cube-based RPG.
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## 🏅Credits
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## 🏅Credits
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This project was impossible without the support of all three `wholeworldcoding` members.
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This project was impossible without the support of all three `wholeworldcoding` members.
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13
home/p7mj/idea.txt
Normal file
13
home/p7mj/idea.txt
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@@ -0,0 +1,13 @@
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Develop a particular branch of this game into a RPG with a storyline and characters as cubes.
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So the storyline I can think of now is:
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You are a cube (pick name w/o numbers or symbols, and color)
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You are in school
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You like another cube, but the cube likes someone else
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they get together and u get angry, first few missions is sabotage daily life of the other cube's xxxfriend
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then it evolves into all out war
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23
src/main.c
23
src/main.c
@@ -20,20 +20,20 @@ int main(void)
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SetTargetFPS(60);
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SetTargetFPS(60);
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// Now we actually start the code
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InitWorld(); // from world.h
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InitWorld();
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printf("WrldBox engine started\n");
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printf("WrldBox engine started\n");
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printf("Gravity = %.2f\n", g);
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printf("Gravity = %.2f\n", g);
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// until we close the window, expect inputs
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while (!WindowShouldClose())
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while (!WindowShouldClose())
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{
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{
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// Calculate delta time for consistent performace across different FPSes
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float dt = GetFrameTime();
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float dt = GetFrameTime();
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if (IsKeyPressed(KEY_P))
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if (IsKeyPressed(KEY_P))
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{
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{
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// If it's simulating, stop simulating. If it isn't simulating, start simulating.
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// Toggle simulation
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isSimulating = !isSimulating;
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isSimulating = !isSimulating;
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}
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}
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@@ -45,8 +45,7 @@ int main(void)
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if (IsKeyPressed(KEY_Q))
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if (IsKeyPressed(KEY_Q))
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{
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{
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// We're gonna have to rewrite the entity logic at some point. Because an actual game doesn't just contain a bunch of blocks. But whatever for now...
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// Test feature: spawn random cube
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// Q key pressed? -> Poof, box, random position, random size, random color.
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SpawnEntity(
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SpawnEntity(
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GetRandomValue(50, 950),
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GetRandomValue(50, 950),
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GetRandomValue(20, 150),
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GetRandomValue(20, 150),
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@@ -88,6 +87,7 @@ int main(void)
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ClearBackground(RAYWHITE);
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ClearBackground(RAYWHITE);
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// Ground line
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DrawLine(
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DrawLine(
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0,
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0,
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(int)ground_y,
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(int)ground_y,
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@@ -95,6 +95,7 @@ int main(void)
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(int)ground_y,
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(int)ground_y,
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DARKGRAY);
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DARKGRAY);
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// Ground Text
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DrawText(
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DrawText(
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"GROUND",
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"GROUND",
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10,
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10,
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@@ -102,9 +103,9 @@ int main(void)
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20,
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20,
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DARKGRAY);
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DARKGRAY);
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DrawEntities();
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DrawEntities(); // from render.c
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DrawRectangle(
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DrawRectangle( // title box
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0,
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0,
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0,
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0,
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screenWidth,
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screenWidth,
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@@ -133,6 +134,8 @@ int main(void)
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20,
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20,
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BLACK);
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BLACK);
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// if player exists, draw position and velocity
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if (player)
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if (player)
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{
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{
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DrawText(
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DrawText(
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@@ -173,10 +176,10 @@ int main(void)
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DrawText("Q = Random Cube", 700, 105, 18, BLACK);
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DrawText("Q = Random Cube", 700, 105, 18, BLACK);
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DrawText("P = Pause | R = Reset", 700, 125, 18, BLACK);
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DrawText("P = Pause | R = Reset", 700, 125, 18, BLACK);
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EndDrawing();
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EndDrawing(); // end the current draw loop
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}
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}
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// When the window wants to close, close it. What a surprise.
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// At this point the window was closed
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CloseWindow();
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CloseWindow();
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return 0;
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return 0;
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}
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}
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