Compare commits
6 Commits
8507c2b754
...
cube_game
| Author | SHA1 | Date | |
|---|---|---|---|
| c2b802807d | |||
| e2fb018c61 | |||
| a7d368cdcc | |||
| 4b545205aa | |||
| c4930f77df | |||
| b8d2ef243a |
@@ -1,4 +1,3 @@
|
||||
# WrldBox Engine
|
||||
# WrldBox Sandbox Simulator
|
||||
|
||||
## 🧊Introduction
|
||||
@@ -8,6 +7,10 @@
|
||||
It consists of several components:
|
||||
|
||||
- `src/main.c`, Main script. Takes all other src and actually renders the engine.
|
||||
- `src/physics.c`, All the science & math crap. Ugh. (physics.h: exposes UpdateEntities function)
|
||||
- `src/render.c`, Rendering of entities. Entities are currently limited to rectangles for... no particular reason. (render.h: exposes DrawEntities function)
|
||||
- `src/player.c`, Player control scripting. (player.h: exposes UpdatePlayerControls function)
|
||||
|
||||
|
||||
- More stuff in src. README in progress.
|
||||
|
||||
@@ -21,6 +24,10 @@ Clone the repository. Once you have navigated to the folder, you can run:
|
||||
|
||||
- `make`
|
||||
|
||||
## 🌳 This Branch
|
||||
|
||||
This is the branch for the cube-based RPG.
|
||||
|
||||
## 🏅Credits
|
||||
|
||||
This project was impossible without the support of all three `wholeworldcoding` members.
|
||||
|
||||
13
home/p7mj/idea.txt
Normal file
13
home/p7mj/idea.txt
Normal file
@@ -0,0 +1,13 @@
|
||||
Develop a particular branch of this game into a RPG with a storyline and characters as cubes.
|
||||
|
||||
So the storyline I can think of now is:
|
||||
|
||||
You are a cube (pick name w/o numbers or symbols, and color)
|
||||
|
||||
You are in school
|
||||
|
||||
You like another cube, but the cube likes someone else
|
||||
|
||||
they get together and u get angry, first few missions is sabotage daily life of the other cube's xxxfriend
|
||||
|
||||
then it evolves into all out war
|
||||
10
src/docprogress.txt
Normal file
10
src/docprogress.txt
Normal file
@@ -0,0 +1,10 @@
|
||||
main.c - Done
|
||||
physics.c - Done, refine later
|
||||
physics.h - Done
|
||||
render.c - Done
|
||||
render.h - Done
|
||||
player.c - Done
|
||||
player.h - Done
|
||||
world.c
|
||||
world.h
|
||||
config.h
|
||||
23
src/main.c
23
src/main.c
@@ -20,20 +20,20 @@ int main(void)
|
||||
|
||||
SetTargetFPS(60);
|
||||
|
||||
// Now we actually start the code
|
||||
InitWorld();
|
||||
InitWorld(); // from world.h
|
||||
|
||||
printf("WrldBox engine started\n");
|
||||
printf("Gravity = %.2f\n", g);
|
||||
|
||||
// until we close the window, expect inputs
|
||||
while (!WindowShouldClose())
|
||||
{
|
||||
|
||||
// Calculate delta time for consistent performace across different FPSes
|
||||
float dt = GetFrameTime();
|
||||
|
||||
if (IsKeyPressed(KEY_P))
|
||||
{
|
||||
// If it's simulating, stop simulating. If it isn't simulating, start simulating.
|
||||
// Toggle simulation
|
||||
isSimulating = !isSimulating;
|
||||
}
|
||||
|
||||
@@ -45,8 +45,7 @@ int main(void)
|
||||
|
||||
if (IsKeyPressed(KEY_Q))
|
||||
{
|
||||
// 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...
|
||||
// Q key pressed? -> Poof, box, random position, random size, random color.
|
||||
// Test feature: spawn random cube
|
||||
SpawnEntity(
|
||||
GetRandomValue(50, 950),
|
||||
GetRandomValue(20, 150),
|
||||
@@ -88,6 +87,7 @@ int main(void)
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
// Ground line
|
||||
DrawLine(
|
||||
0,
|
||||
(int)ground_y,
|
||||
@@ -95,6 +95,7 @@ int main(void)
|
||||
(int)ground_y,
|
||||
DARKGRAY);
|
||||
|
||||
// Ground Text
|
||||
DrawText(
|
||||
"GROUND",
|
||||
10,
|
||||
@@ -102,9 +103,9 @@ int main(void)
|
||||
20,
|
||||
DARKGRAY);
|
||||
|
||||
DrawEntities();
|
||||
DrawEntities(); // from render.c
|
||||
|
||||
DrawRectangle(
|
||||
DrawRectangle( // title box
|
||||
0,
|
||||
0,
|
||||
screenWidth,
|
||||
@@ -133,6 +134,8 @@ int main(void)
|
||||
20,
|
||||
BLACK);
|
||||
|
||||
|
||||
// if player exists, draw position and velocity
|
||||
if (player)
|
||||
{
|
||||
DrawText(
|
||||
@@ -173,10 +176,10 @@ int main(void)
|
||||
DrawText("Q = Random Cube", 700, 105, 18, BLACK);
|
||||
DrawText("P = Pause | R = Reset", 700, 125, 18, BLACK);
|
||||
|
||||
EndDrawing();
|
||||
EndDrawing(); // end the current draw loop
|
||||
}
|
||||
|
||||
// When the window wants to close, close it. What a surprise.
|
||||
// At this point the window was closed
|
||||
CloseWindow();
|
||||
return 0;
|
||||
}
|
||||
|
||||
@@ -1,20 +1,26 @@
|
||||
#include <math.h>
|
||||
|
||||
// better hope you were paying attention in physics class for this one
|
||||
#include "physics.h"
|
||||
#include "world.h"
|
||||
#include "config.h"
|
||||
|
||||
// Main physics update loop for all entities
|
||||
void UpdateEntities(float dt, int screenWidth)
|
||||
{
|
||||
// Iterate through all possible entities
|
||||
for (int i = 0; i < MAX_ENTITIES; i++)
|
||||
{
|
||||
Entity *e = &entities[i];
|
||||
|
||||
// Skip inactive entities
|
||||
if (!e->active)
|
||||
continue;
|
||||
|
||||
// Check if entity is currently touching the ground
|
||||
// YOU'RE GROUNDED!!! lol
|
||||
bool onGround = IsGrounded(e);
|
||||
|
||||
// Apply gravity force if enabled for this entity
|
||||
if (e->affectedByGravity)
|
||||
{
|
||||
ApplyForce(
|
||||
@@ -23,21 +29,25 @@ void UpdateEntities(float dt, int screenWidth)
|
||||
);
|
||||
}
|
||||
|
||||
// Compute acceleration from accumulated forces (F = ma)
|
||||
e->acceleration.x =
|
||||
e->force.x / e->mass;
|
||||
|
||||
e->acceleration.y =
|
||||
e->force.y / e->mass;
|
||||
|
||||
// Integrate velocity from acceleration
|
||||
e->velocity.x +=
|
||||
e->acceleration.x * dt;
|
||||
|
||||
e->velocity.y +=
|
||||
e->acceleration.y * dt;
|
||||
|
||||
// Apply air drag to slow movement over time
|
||||
e->velocity.x *= AIR_DRAG;
|
||||
e->velocity.y *= AIR_DRAG;
|
||||
|
||||
// Apply ground friction when on the ground
|
||||
if (onGround)
|
||||
{
|
||||
if (e->velocity.x > 0)
|
||||
@@ -58,6 +68,7 @@ void UpdateEntities(float dt, int screenWidth)
|
||||
}
|
||||
}
|
||||
|
||||
// Clamp player horizontal speed
|
||||
if (e->isPlayer)
|
||||
{
|
||||
if (e->velocity.x > MAX_PLAYER_SPEED)
|
||||
@@ -67,14 +78,17 @@ void UpdateEntities(float dt, int screenWidth)
|
||||
e->velocity.x = -MAX_PLAYER_SPEED;
|
||||
}
|
||||
|
||||
// Integrate position from velocity
|
||||
e->position.x +=
|
||||
e->velocity.x * dt;
|
||||
|
||||
e->position.y +=
|
||||
e->velocity.y * dt;
|
||||
|
||||
// Reset forces after integration step
|
||||
e->force = (Vector2){0, 0};
|
||||
|
||||
// Ground collision
|
||||
if (e->position.y +
|
||||
e->size * 0.5f >=
|
||||
ground_y)
|
||||
@@ -86,12 +100,14 @@ void UpdateEntities(float dt, int screenWidth)
|
||||
e->velocity.y *=
|
||||
-BOUNCE;
|
||||
|
||||
// Stop tiny bounces... or at least, attempt to.
|
||||
if (fabsf(e->velocity.y) < 15.0f)
|
||||
{
|
||||
e->velocity.y = 0;
|
||||
}
|
||||
}
|
||||
|
||||
// Left wall collision
|
||||
if (e->position.x -
|
||||
e->size * 0.5f < 0)
|
||||
{
|
||||
@@ -101,6 +117,7 @@ void UpdateEntities(float dt, int screenWidth)
|
||||
e->velocity.x *= -0.6f;
|
||||
}
|
||||
|
||||
// Right wall collision
|
||||
if (e->position.x +
|
||||
e->size * 0.5f >
|
||||
screenWidth)
|
||||
|
||||
@@ -1,6 +1,9 @@
|
||||
#ifndef PHYSICS_H
|
||||
#define PHYSICS_H
|
||||
|
||||
// FUNction declaration! yay!!!
|
||||
// used by main script to update entities as time goes on
|
||||
// i don't think it's used anywhere else, but double check me
|
||||
void UpdateEntities(float dt, int screenWidth);
|
||||
|
||||
#endif
|
||||
|
||||
30
src/player.c
30
src/player.c
@@ -5,27 +5,43 @@
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
// let's a go!
|
||||
float curhorvel=0.0f; //current horizonatal velocity
|
||||
void UpdatePlayerControls(void)
|
||||
{
|
||||
if (!player)
|
||||
// if there isn't a player, you probably can't do much
|
||||
if (!player){
|
||||
return;
|
||||
|
||||
}
|
||||
if(curhorvel==0.0f){
|
||||
curhorvel=10.0f*scale;
|
||||
}
|
||||
// if a key pressed, push player to the left
|
||||
if (IsKeyDown(KEY_A))
|
||||
{
|
||||
if(curhorvel<PMV){
|
||||
curhorvel=curhorvel*PLAYER_SPEED_FACTOR;
|
||||
}
|
||||
ApplyForce(
|
||||
player,
|
||||
(Vector2){-PLAYER_FORCE, 0}
|
||||
(Vector2){-curhorvel, 0}
|
||||
);
|
||||
}
|
||||
|
||||
if (IsKeyDown(KEY_D))
|
||||
// if d key pressed, push player to the right
|
||||
else if (IsKeyDown(KEY_D))
|
||||
{
|
||||
if(curhorvel<=PMV){
|
||||
curhorvel=curhorvel*PLAYER_SPEED_FACTOR;
|
||||
}
|
||||
ApplyForce(
|
||||
player,
|
||||
(Vector2){PLAYER_FORCE, 0}
|
||||
(Vector2){curhorvel, 0}
|
||||
);
|
||||
}
|
||||
|
||||
else{
|
||||
curhorvel=10.0f*scale;
|
||||
}
|
||||
// if sspace key pressed (and player isn't already jumping), push player
|
||||
if (IsGrounded(player) &&
|
||||
IsKeyPressed(KEY_SPACE))
|
||||
{
|
||||
|
||||
@@ -1,6 +1,8 @@
|
||||
#ifndef PLAYER_H
|
||||
#define PLAYER_H
|
||||
|
||||
// FUNction declaration! yay!!!
|
||||
// run by main.c constantly to allow player input.
|
||||
void UpdatePlayerControls(void);
|
||||
|
||||
#endif
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
#include "world.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)
|
||||
{
|
||||
for (int i = 0; i < MAX_ENTITIES; i++)
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
#ifndef 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);
|
||||
|
||||
#endif
|
||||
|
||||
13
src/world.c
13
src/world.c
@@ -1,11 +1,14 @@
|
||||
#include <stddef.h>
|
||||
#include "world.h"
|
||||
|
||||
// the beeg one. hooooooooooooooooh boy
|
||||
|
||||
const float scale = 43.7445319335f;
|
||||
const float g = 9.81f * scale;
|
||||
|
||||
const float PLAYER_FORCE = 3500.0f;
|
||||
const float JUMP_FORCE = 22000.0f;
|
||||
const float PMV = 10000.0*scale; //Player Max Velocity
|
||||
const float PLAYER_SPEED_FACTOR =1.3f;
|
||||
const float JUMP_FORCE = 300.0f*scale;
|
||||
|
||||
const float AIR_DRAG = 0.999f;
|
||||
|
||||
@@ -79,7 +82,9 @@ Entity *SpawnEntity(
|
||||
|
||||
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)
|
||||
{
|
||||
for (int i = 0; i < MAX_ENTITIES; i++)
|
||||
@@ -90,6 +95,7 @@ void ClearWorld(void)
|
||||
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)
|
||||
{
|
||||
ClearWorld();
|
||||
@@ -119,6 +125,7 @@ void InitWorld(void)
|
||||
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 count = 0;
|
||||
|
||||
@@ -12,6 +12,10 @@ extern bool isSimulating;
|
||||
|
||||
extern float simTime;
|
||||
|
||||
extern const float PMV;
|
||||
|
||||
extern const float PLAYER_SPEED_FACTOR;
|
||||
|
||||
void ApplyForce(Entity *e, Vector2 force);
|
||||
bool IsGrounded(Entity *e);
|
||||
|
||||
|
||||
Reference in New Issue
Block a user