A game engine for top-down 2D RPG games.
rpg
game-engine
raylib
c99
1#include <keraforge.h>
2#include <raylib.h>
3#include <stdlib.h>
4#include <string.h>
5#include <math.h>
6
7struct _kf_tiles kf_tiles = {0};
8
9struct kf_world *kf_world_new(u32 width, u32 height, kf_tileid_t fill)
10{
11 const size_t len = sizeof(kf_tileid_t) * width * height;
12 struct kf_world *world = malloc(sizeof(struct kf_world) + len);
13 world->revision = 0;
14 world->width = width;
15 world->height = height;
16 memset(world->map, fill, len);
17 return world;
18}
19
20size_t kf_world_getsize(struct kf_world *world)
21{
22 return sizeof(struct kf_world) + sizeof(kf_tileid_t)*world->width*world->height;
23}
24
25kf_tileid_t *kf_world_gettile(struct kf_world *world, u32 x, u32 y)
26{
27 return &world->map[y*world->width + x];
28}
29
30void kf_world_drawcolliders(struct kf_world *world, struct kf_actor *player, Camera2D camera)
31{
32 Rectangle r = {
33 player->pos.x + (player->size.x / 2) + player->sizeoffset.x,
34 player->pos.y + (player->size.y / 2) + player->sizeoffset.y,
35 player->size.x,
36 player->size.y
37 };
38
39 DrawRectangleLinesEx(r, 1, BLUE);
40
41 const Vector2 start = GetScreenToWorld2D((Vector2){0, 0}, camera);
42 const Vector2 end = GetScreenToWorld2D((Vector2){GetScreenWidth(), GetScreenHeight()}, camera);
43 const u32 sx = fmax(0, floorf(start.x / KF_TILE_SIZE_PX));
44 const u32 sy = fmax(0, floorf(start.y / KF_TILE_SIZE_PX));
45 const u32 ex = fmin(world->width, ceilf(end.x / KF_TILE_SIZE_PX));
46 const u32 ey = fmin(world->height, ceilf(end.y / KF_TILE_SIZE_PX));
47 const size_t down = world->width - ex + sx - 1; /* number of indexes to add to reach the next tile down */
48 kf_tileid_t *tile = kf_world_gettile(world, sx, sy);
49
50 /* check if any tiles will collide with the actor's rect */
51 const f32 trx = sx * KF_TILE_SIZE_PX;
52 Rectangle tr = {
53 trx,
54 sy * KF_TILE_SIZE_PX,
55 KF_TILE_SIZE_PX,
56 KF_TILE_SIZE_PX,
57 }; /* tile rect */
58 u32 x;
59
60 for (u32 y = sy ; y <= ey ; y++)
61 {
62 for (x = sx ; x <= ex ; x++)
63 {
64 if (kf_tiles.collide[*tile])
65 DrawRectangleLinesEx(tr, 1, CheckCollisionRecs(r, tr) ? RED : BLACK);
66
67 tile++; /* shift tile pointer to the right */
68 tr.x += KF_TILE_SIZE_PX;
69 }
70 tile += down; /* shift tile pointer down */
71 tr.x = trx;
72 tr.y += KF_TILE_SIZE_PX;
73 }
74}
75
76void kf_world_draw(struct kf_world *world, Camera2D camera)
77{
78 const Vector2 start = GetScreenToWorld2D((Vector2){0, 0}, camera);
79 const Vector2 end = GetScreenToWorld2D((Vector2){GetScreenWidth(), GetScreenHeight()}, camera);
80 const u32 sx = fmax(0, floorf(start.x / KF_TILE_SIZE_PX));
81 const u32 sy = fmax(0, floorf(start.y / KF_TILE_SIZE_PX));
82 const u32 ex = fmin(world->width, ceilf(end.x / KF_TILE_SIZE_PX));
83 const u32 ey = fmin(world->height, ceilf(end.y / KF_TILE_SIZE_PX));
84 const size_t down = world->width - ex + sx; /* number of indexes to add to reach the next tile down */
85 kf_tileid_t *tile = kf_world_gettile(world, sx, sy);
86 u32 x;
87 for (u32 y = sy ; y < ey ; y++)
88 {
89 for (x = sx ; x < ex ; x++)
90 {
91 DrawRectangle(
92 (int)x * KF_TILE_SIZE_PX,
93 (int)y * KF_TILE_SIZE_PX,
94 KF_TILE_SIZE_PX,
95 KF_TILE_SIZE_PX,
96 kf_tiles.color[*tile]
97 );
98 tile++; /* shift tile pointer to the right */
99 }
100 tile += down; /* shift tile pointer down */
101 }
102}