6 Commits

15 changed files with 58 additions and 225 deletions

View File

@@ -1,87 +0,0 @@
name: Build Project
on:
push:
branches:
- main
pull_request:
branches:
- main
jobs:
build:
strategy:
fail-fast: false
matrix:
os:
- ubuntu-latest
# - windows-latest
runs-on: ${{ matrix.os }}
steps:
- name: Checkout code
uses: actions/checkout@v3
- name: Install Dependencies (Linux)
if: runner.os == 'Linux'
run: |
sudo apt-get update
sudo apt-get install -y \
build-essential \
gcc \
g++ \
make \
git \
cmake \
libasound2-dev \
mesa-common-dev \
libx11-dev \
libxrandr-dev \
libxinerama-dev \
libxcursor-dev \
libxi-dev \
libgl1-mesa-dev \
libglu1-mesa-dev
- name: Build & Install Raylib (Linux)
if: runner.os == 'Linux'
run: |
git clone --depth 1 https://github.com/raysan5/raylib.git
cd raylib/src
make PLATFORM=PLATFORM_DESKTOP
sudo make install
# - name: Install MSYS2 and Raylib (Windows)
# if: runner.os == 'Windows'
# uses: msys2/setup-msys2@v2
# with:
# msystem: MINGW64
# update: true
# install: >
# mingw-w64-x86_64-gcc
# mingw-w64-x86_64-make
# mingw-w64-x86_64-raylib
- name: Build (Linux)
if: runner.os == 'Linux'
run: make
# - name: Build (Windows)
# if: runner.os == 'Windows'
# shell: msys2 {0}
# run: make
- name: Upload Linux Artifact
if: runner.os == 'Linux'
uses: actions/upload-artifact@v3
with:
name: wrldbox-linux
path: wrldbox
# - name: Upload Windows Artifact
# if: runner.os == 'Windows'
# uses: actions/upload-artifact@v3
# with:
# name: wrldbox-windows
# path: "*.exe"

View File

@@ -4,8 +4,7 @@ SRC=src/main.c \
src/world.c \
src/player.c \
src/physics.c \
src/render.c \
src/collision.c\
src/render.c
OUT=wrldbox

View File

@@ -1,5 +0,0 @@
gcc src/*.c -o wrldboxMacOS \
-I/opt/homebrew/include \
-L/opt/homebrew/lib \
-lraylib \
-framework OpenGL -framework Cocoa -framework IOKit -framework CoreVideo

View File

@@ -1,6 +1,4 @@
# WrldBox Engine
This project *is* the next major `wholeworldcoding` project.
# WrldBox Sandbox Simulator
## 🧊Introduction
@@ -18,12 +16,18 @@ It consists of several components:
- OLD contains the original logic this came from.
This project *is* the next major `wholeworldcoding` project.
## 🛠️ Build and Compile
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 four `wholeworldcoding` members.
This project was impossible without the support of all three `wholeworldcoding` members.

13
home/p7mj/idea.txt Normal file
View 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

View File

@@ -1,68 +0,0 @@
#include "world.h"
#include <math.h>
#include "config.h"
#include "collision.h"
#include "player.h"
#include <stdio.h>
void checkCollision(){
for(int u=0; u<=MAX_ENTITIES-1; u++){
Entity *en1 = &entities[u];
if(!en1->active){
continue;
}
en1->headgrounded = false;
for(int j=u+1; j<=MAX_ENTITIES-1; j++){
if(u!=j){
Entity *en2 = &entities[j];
if(!en2->active){
continue;
}
printf("%d\n", en1->headgrounded);
float half = (en1->size + en2->size) * 0.5f;
float overlapX = half - fabsf(en1->position.x - en2->position.x);
float overlapY = half - fabsf(en1->position.y - en2->position.y);
if (overlapX > 0 && overlapY > 0)
{
if (overlapY < overlapX && en1->position.y < en2->position.y)
{
// top collision
en1->position.y = en2->position.y - half;
en1->velocity.y = 0;
en1->velocity.x *= en2->drag;
en1->headgrounded = true;
} else {
en1->headgrounded = false;
float forcex=fabsf(((en1->mass+en2->mass)/2)*((((en1->velocity.x)+(scale))+((en2->velocity.x)+(scale)))/2))*(scale*1.5);
float forcey=fabsf(((en1->mass+en2->mass)/2)*((((en1->velocity.y)+(scale))+((en2->velocity.y)+(scale)))/2))*(scale/4);
if(en1->position.x < en2->position.x){
en1->velocity.x=0;
en2->velocity.x=0;
ApplyForce(
en1,
(Vector2){-forcex, 0}
);
ApplyForce(
en2,
(Vector2){forcex, 0}
);
}
else{
en1->velocity.x=0;
en2->velocity.x=0;
ApplyForce(
en1,
(Vector2){forcex, 0}
);
ApplyForce(
en2,
(Vector2){-forcex, 0}
);
}
}
}
}
}
}
}

View File

@@ -1,8 +0,0 @@
#ifndef COLLISION_H
#define COLLISION_H
// FUNction declaration! yay!!!
// run by main.c constantly to allow player input.
void checkCollision();
#endif

View File

@@ -10,7 +10,6 @@ typedef struct Entity
bool isPlayer;
bool affectedByGravity;
bool headgrounded;
float mass;
float size;
@@ -21,7 +20,6 @@ typedef struct Entity
Vector2 force;
Color color;
float drag;
} Entity;

View File

@@ -6,7 +6,6 @@
#include "player.h"
#include "render.h"
#include "config.h"
#include "collision.h"
int main(void)
{
@@ -21,20 +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;
}
@@ -46,8 +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),
@@ -59,8 +57,7 @@ int main(void)
GetRandomValue(50,255),
GetRandomValue(50,255),
255
},
GetRandomValue(0, 1) + 0.1f);
});
}
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT))
@@ -73,15 +70,13 @@ int main(void)
m.y,
25,
1.0f,
ORANGE,
0.1f);
ORANGE);
}
if (isSimulating)
{
// allow player to be controlled, fit everything within the size of the screen
UpdatePlayerControls();
checkCollision();
UpdateEntities(dt, screenWidth);
simTime += dt;
@@ -92,6 +87,7 @@ int main(void)
ClearBackground(RAYWHITE);
// Ground line
DrawLine(
0,
(int)ground_y,
@@ -99,6 +95,7 @@ int main(void)
(int)ground_y,
DARKGRAY);
// Ground Text
DrawText(
"GROUND",
10,
@@ -106,9 +103,9 @@ int main(void)
20,
DARKGRAY);
DrawEntities();
DrawEntities(); // from render.c
DrawRectangle(
DrawRectangle( // title box
0,
0,
screenWidth,
@@ -137,6 +134,8 @@ int main(void)
20,
BLACK);
// if player exists, draw position and velocity
if (player)
{
DrawText(
@@ -177,10 +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;
}

View File

@@ -21,7 +21,7 @@ void UpdateEntities(float dt, int screenWidth)
bool onGround = IsGrounded(e);
// Apply gravity force if enabled for this entity
if (e->affectedByGravity && !onGround)
if (e->affectedByGravity)
{
ApplyForce(
e,

View File

@@ -7,7 +7,6 @@
// let's a go!
float curhorvel=0.0f; //current horizonatal velocity
bool dir=0;
void UpdatePlayerControls(void)
{
// if there isn't a player, you probably can't do much
@@ -15,13 +14,12 @@ void UpdatePlayerControls(void)
return;
}
if(curhorvel==0.0f){
curhorvel=65.5f*scale;
curhorvel=10.0f*scale;
}
// if a key pressed, push player to the left
if (IsKeyDown(KEY_A))
{
dir=1;
if(curhorvel<MAX_PLAYER_SPEED){
if(curhorvel<PMV){
curhorvel=curhorvel*PLAYER_SPEED_FACTOR;
}
ApplyForce(
@@ -32,8 +30,7 @@ void UpdatePlayerControls(void)
// if d key pressed, push player to the right
else if (IsKeyDown(KEY_D))
{
dir=0;
if(curhorvel<=MAX_PLAYER_SPEED){
if(curhorvel<=PMV){
curhorvel=curhorvel*PLAYER_SPEED_FACTOR;
}
ApplyForce(
@@ -42,7 +39,7 @@ void UpdatePlayerControls(void)
);
}
else{
curhorvel=65.5f*scale;
curhorvel=10.0f*scale;
}
// if sspace key pressed (and player isn't already jumping), push player
if (IsGrounded(player) &&

View File

@@ -1,19 +1,19 @@
#include <stddef.h>
#include "world.h"
#include "collision.h"
// the beeg one. hooooooooooooooooh boy
const float scale = 43.7445319335f;
const float g = 9.81f * scale;
const float PLAYER_SPEED_FACTOR =1.1f; //1.1 is good
const float JUMP_FORCE = 450.0f*scale;
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;
const float GROUND_FRICTION = 27.432f*scale;
const float MAX_PLAYER_SPEED = 10.0f*scale;
const float GROUND_FRICTION = 1200.0f;
const float MAX_PLAYER_SPEED = 300.0f;
const float BOUNCE = 0.45f;
@@ -40,12 +40,12 @@ bool IsGrounded(Entity *e)
{
if (!e)
return false;
if(e->position.y +e->size * 0.5f >=ground_y - 2.0f || e->headgrounded){
return true;
}
else{
return false;
}
return (
e->position.y +
e->size * 0.5f >=
ground_y - 2.0f
);
}
Entity *SpawnEntity(
@@ -53,8 +53,7 @@ Entity *SpawnEntity(
float y,
float size,
float mass,
Color color,
float drag)
Color color)
{
for (int i = 0; i < MAX_ENTITIES; i++)
{
@@ -69,7 +68,6 @@ Entity *SpawnEntity(
e->mass = mass;
e->size = size;
e->drag = drag;
e->position = (Vector2){x, y};
e->velocity = (Vector2){0, 0};
@@ -77,7 +75,6 @@ Entity *SpawnEntity(
e->force = (Vector2){0, 0};
e->color = color;
e->headgrounded = false;
return e;
}
@@ -108,8 +105,7 @@ void InitWorld(void)
120,
40,
1.0f,
BLUE,
0.1f);
BLUE);
if (player)
{
@@ -123,8 +119,7 @@ void InitWorld(void)
50,
25,
1.0f,
RED,
0.9f);
RED);
}
simTime = 0.0f;

View File

@@ -12,13 +12,10 @@ extern bool isSimulating;
extern float simTime;
extern const float scale;
extern const float MAX_PLAYER_SPEED;
extern const float PMV;
extern const float PLAYER_SPEED_FACTOR;
void ApplyForce(Entity *e, Vector2 force);
bool IsGrounded(Entity *e);
@@ -27,8 +24,7 @@ Entity *SpawnEntity(
float y,
float size,
float mass,
Color color,
float drag);
Color color);
void ClearWorld(void);
void InitWorld(void);

BIN
wrldbox

Binary file not shown.

Binary file not shown.