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6 Commits
8507c2b754
...
cube_game
| Author | SHA1 | Date | |
|---|---|---|---|
| c2b802807d | |||
| e2fb018c61 | |||
| a7d368cdcc | |||
| 4b545205aa | |||
| c4930f77df | |||
| b8d2ef243a |
@@ -1,4 +1,3 @@
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# WrldBox Engine
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# WrldBox Sandbox Simulator
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# WrldBox Sandbox Simulator
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## 🧊Introduction
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## 🧊Introduction
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@@ -8,6 +7,10 @@
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It consists of several components:
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It consists of several components:
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- `src/main.c`, Main script. Takes all other src and actually renders the engine.
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- `src/main.c`, Main script. Takes all other src and actually renders the engine.
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- `src/physics.c`, All the science & math crap. Ugh. (physics.h: exposes UpdateEntities function)
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- `src/render.c`, Rendering of entities. Entities are currently limited to rectangles for... no particular reason. (render.h: exposes DrawEntities function)
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- `src/player.c`, Player control scripting. (player.h: exposes UpdatePlayerControls function)
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- More stuff in src. README in progress.
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- More stuff in src. README in progress.
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@@ -21,6 +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
Normal file
@@ -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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10
src/docprogress.txt
Normal file
10
src/docprogress.txt
Normal file
@@ -0,0 +1,10 @@
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main.c - Done
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physics.c - Done, refine later
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physics.h - Done
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render.c - Done
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render.h - Done
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player.c - Done
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player.h - Done
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world.c
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world.h
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config.h
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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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@@ -1,20 +1,26 @@
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#include <math.h>
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#include <math.h>
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// better hope you were paying attention in physics class for this one
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#include "physics.h"
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#include "physics.h"
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#include "world.h"
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#include "world.h"
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#include "config.h"
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#include "config.h"
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// Main physics update loop for all entities
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void UpdateEntities(float dt, int screenWidth)
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void UpdateEntities(float dt, int screenWidth)
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{
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{
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// Iterate through all possible entities
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for (int i = 0; i < MAX_ENTITIES; i++)
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for (int i = 0; i < MAX_ENTITIES; i++)
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{
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{
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Entity *e = &entities[i];
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Entity *e = &entities[i];
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// Skip inactive entities
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if (!e->active)
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if (!e->active)
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continue;
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continue;
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// Check if entity is currently touching the ground
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// YOU'RE GROUNDED!!! lol
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bool onGround = IsGrounded(e);
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bool onGround = IsGrounded(e);
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// Apply gravity force if enabled for this entity
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if (e->affectedByGravity)
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if (e->affectedByGravity)
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{
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{
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ApplyForce(
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ApplyForce(
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@@ -23,21 +29,25 @@ void UpdateEntities(float dt, int screenWidth)
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);
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);
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}
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}
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// Compute acceleration from accumulated forces (F = ma)
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e->acceleration.x =
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e->acceleration.x =
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e->force.x / e->mass;
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e->force.x / e->mass;
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e->acceleration.y =
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e->acceleration.y =
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e->force.y / e->mass;
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e->force.y / e->mass;
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// Integrate velocity from acceleration
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e->velocity.x +=
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e->velocity.x +=
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e->acceleration.x * dt;
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e->acceleration.x * dt;
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e->velocity.y +=
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e->velocity.y +=
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e->acceleration.y * dt;
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e->acceleration.y * dt;
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// Apply air drag to slow movement over time
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e->velocity.x *= AIR_DRAG;
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e->velocity.x *= AIR_DRAG;
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e->velocity.y *= AIR_DRAG;
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e->velocity.y *= AIR_DRAG;
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// Apply ground friction when on the ground
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if (onGround)
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if (onGround)
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{
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{
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if (e->velocity.x > 0)
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if (e->velocity.x > 0)
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@@ -58,6 +68,7 @@ void UpdateEntities(float dt, int screenWidth)
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}
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}
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}
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}
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// Clamp player horizontal speed
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if (e->isPlayer)
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if (e->isPlayer)
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{
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{
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if (e->velocity.x > MAX_PLAYER_SPEED)
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if (e->velocity.x > MAX_PLAYER_SPEED)
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@@ -67,14 +78,17 @@ void UpdateEntities(float dt, int screenWidth)
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e->velocity.x = -MAX_PLAYER_SPEED;
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e->velocity.x = -MAX_PLAYER_SPEED;
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}
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}
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// Integrate position from velocity
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e->position.x +=
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e->position.x +=
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e->velocity.x * dt;
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e->velocity.x * dt;
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|
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e->position.y +=
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e->position.y +=
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e->velocity.y * dt;
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e->velocity.y * dt;
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// Reset forces after integration step
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e->force = (Vector2){0, 0};
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e->force = (Vector2){0, 0};
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// Ground collision
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if (e->position.y +
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if (e->position.y +
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e->size * 0.5f >=
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e->size * 0.5f >=
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ground_y)
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ground_y)
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@@ -86,12 +100,14 @@ void UpdateEntities(float dt, int screenWidth)
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e->velocity.y *=
|
e->velocity.y *=
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-BOUNCE;
|
-BOUNCE;
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|
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// Stop tiny bounces... or at least, attempt to.
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if (fabsf(e->velocity.y) < 15.0f)
|
if (fabsf(e->velocity.y) < 15.0f)
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{
|
{
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e->velocity.y = 0;
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e->velocity.y = 0;
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}
|
}
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}
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}
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|
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// Left wall collision
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if (e->position.x -
|
if (e->position.x -
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e->size * 0.5f < 0)
|
e->size * 0.5f < 0)
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{
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{
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@@ -101,6 +117,7 @@ void UpdateEntities(float dt, int screenWidth)
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e->velocity.x *= -0.6f;
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e->velocity.x *= -0.6f;
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}
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}
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|
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|
// Right wall collision
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if (e->position.x +
|
if (e->position.x +
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e->size * 0.5f >
|
e->size * 0.5f >
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screenWidth)
|
screenWidth)
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@@ -1,6 +1,9 @@
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#ifndef PHYSICS_H
|
#ifndef PHYSICS_H
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#define PHYSICS_H
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#define PHYSICS_H
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|
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|
// FUNction declaration! yay!!!
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|
// used by main script to update entities as time goes on
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|
// i don't think it's used anywhere else, but double check me
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void UpdateEntities(float dt, int screenWidth);
|
void UpdateEntities(float dt, int screenWidth);
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|
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#endif
|
#endif
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32
src/player.c
32
src/player.c
@@ -5,27 +5,43 @@
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|
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#include "raylib.h"
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#include "raylib.h"
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|
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|
// let's a go!
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|
float curhorvel=0.0f; //current horizonatal velocity
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void UpdatePlayerControls(void)
|
void UpdatePlayerControls(void)
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{
|
{
|
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if (!player)
|
// if there isn't a player, you probably can't do much
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|
if (!player){
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return;
|
return;
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|
}
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|
if(curhorvel==0.0f){
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|
curhorvel=10.0f*scale;
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|
}
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|
// if a key pressed, push player to the left
|
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if (IsKeyDown(KEY_A))
|
if (IsKeyDown(KEY_A))
|
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{
|
{
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|
if(curhorvel<PMV){
|
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|
curhorvel=curhorvel*PLAYER_SPEED_FACTOR;
|
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|
}
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ApplyForce(
|
ApplyForce(
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player,
|
player,
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(Vector2){-PLAYER_FORCE, 0}
|
(Vector2){-curhorvel, 0}
|
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);
|
);
|
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}
|
}
|
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|
// if d key pressed, push player to the right
|
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if (IsKeyDown(KEY_D))
|
else if (IsKeyDown(KEY_D))
|
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{
|
{
|
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|
if(curhorvel<=PMV){
|
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|
curhorvel=curhorvel*PLAYER_SPEED_FACTOR;
|
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|
}
|
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ApplyForce(
|
ApplyForce(
|
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player,
|
player,
|
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(Vector2){PLAYER_FORCE, 0}
|
(Vector2){curhorvel, 0}
|
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);
|
);
|
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}
|
}
|
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|
else{
|
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|
curhorvel=10.0f*scale;
|
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|
}
|
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|
// if sspace key pressed (and player isn't already jumping), push player
|
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if (IsGrounded(player) &&
|
if (IsGrounded(player) &&
|
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IsKeyPressed(KEY_SPACE))
|
IsKeyPressed(KEY_SPACE))
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -1,6 +1,8 @@
|
|||||||
#ifndef PLAYER_H
|
#ifndef PLAYER_H
|
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#define PLAYER_H
|
#define PLAYER_H
|
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|
|
||||||
|
// FUNction declaration! yay!!!
|
||||||
|
// run by main.c constantly to allow player input.
|
||||||
void UpdatePlayerControls(void);
|
void UpdatePlayerControls(void);
|
||||||
|
|
||||||
#endif
|
#endif
|
||||||
|
|||||||
@@ -2,7 +2,7 @@
|
|||||||
#include "world.h"
|
#include "world.h"
|
||||||
|
|
||||||
#include "raylib.h"
|
#include "raylib.h"
|
||||||
|
// Take entities, put em on the screen. Basic rendering file. Our entities are just rectangles, which we should lowkey fix... but uh... that's a problem for LATER...
|
||||||
void DrawEntities(void)
|
void DrawEntities(void)
|
||||||
{
|
{
|
||||||
for (int i = 0; i < MAX_ENTITIES; i++)
|
for (int i = 0; i < MAX_ENTITIES; i++)
|
||||||
|
|||||||
@@ -1,6 +1,7 @@
|
|||||||
#ifndef RENDER_H
|
#ifndef RENDER_H
|
||||||
#define RENDER_H
|
#define RENDER_H
|
||||||
|
// FUNction declaration! yay!!!
|
||||||
|
// Make an entity! Once again, pretty sure this is must used in main.c
|
||||||
void DrawEntities(void);
|
void DrawEntities(void);
|
||||||
|
|
||||||
#endif
|
#endif
|
||||||
|
|||||||
13
src/world.c
13
src/world.c
@@ -1,11 +1,14 @@
|
|||||||
#include <stddef.h>
|
#include <stddef.h>
|
||||||
#include "world.h"
|
#include "world.h"
|
||||||
|
|
||||||
|
// the beeg one. hooooooooooooooooh boy
|
||||||
|
|
||||||
const float scale = 43.7445319335f;
|
const float scale = 43.7445319335f;
|
||||||
const float g = 9.81f * scale;
|
const float g = 9.81f * scale;
|
||||||
|
|
||||||
const float PLAYER_FORCE = 3500.0f;
|
const float PMV = 10000.0*scale; //Player Max Velocity
|
||||||
const float JUMP_FORCE = 22000.0f;
|
const float PLAYER_SPEED_FACTOR =1.3f;
|
||||||
|
const float JUMP_FORCE = 300.0f*scale;
|
||||||
|
|
||||||
const float AIR_DRAG = 0.999f;
|
const float AIR_DRAG = 0.999f;
|
||||||
|
|
||||||
@@ -79,7 +82,9 @@ Entity *SpawnEntity(
|
|||||||
|
|
||||||
return NULL;
|
return NULL;
|
||||||
}
|
}
|
||||||
|
// say bye bye to EVERYTHINGGGG AHAHAHAHAHAAH
|
||||||
|
// im a little mad with power
|
||||||
|
// this is literally just a helper function to clear the entities and player
|
||||||
void ClearWorld(void)
|
void ClearWorld(void)
|
||||||
{
|
{
|
||||||
for (int i = 0; i < MAX_ENTITIES; i++)
|
for (int i = 0; i < MAX_ENTITIES; i++)
|
||||||
@@ -90,6 +95,7 @@ void ClearWorld(void)
|
|||||||
player = NULL;
|
player = NULL;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// used in main.c to start the actual engine behaviors. spawns the player, and a few other boxes for funsies.
|
||||||
void InitWorld(void)
|
void InitWorld(void)
|
||||||
{
|
{
|
||||||
ClearWorld();
|
ClearWorld();
|
||||||
@@ -119,6 +125,7 @@ void InitWorld(void)
|
|||||||
simTime = 0.0f;
|
simTime = 0.0f;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// helper function: count number of entities. Something somewhere uses this. I think it's probably for entity counting. Don't quote me on that.
|
||||||
int CountEntities(void)
|
int CountEntities(void)
|
||||||
{
|
{
|
||||||
int count = 0;
|
int count = 0;
|
||||||
|
|||||||
@@ -12,6 +12,10 @@ extern bool isSimulating;
|
|||||||
|
|
||||||
extern float simTime;
|
extern float simTime;
|
||||||
|
|
||||||
|
extern const float PMV;
|
||||||
|
|
||||||
|
extern const float PLAYER_SPEED_FACTOR;
|
||||||
|
|
||||||
void ApplyForce(Entity *e, Vector2 force);
|
void ApplyForce(Entity *e, Vector2 force);
|
||||||
bool IsGrounded(Entity *e);
|
bool IsGrounded(Entity *e);
|
||||||
|
|
||||||
|
|||||||
Reference in New Issue
Block a user