static Camera2D render_camera; static float zoom_overlay_tran = 0.0f; static SpriteSheet main_sprite_sheet = { 0 }; static struct nk_image main_sprite_sheet_nk = { 0 }; static SpriteAnimation test_player_anim = { 0 }; #define SURVIVAL_ANIM_DELAY (0.5f) #define CAM_OVERLAY_ZOOM_LEVEL 0.15f #define ALPHA(x) ColorAlpha(x, data->tran_time) float zpl_lerp(float,float,float); float zpl_to_degrees(float); void DrawNametag(const char* name, uint64_t key, entity_view *data, float x, float y) { float size = 16.f; float font_size = lerp(4.0f, 32.0f, 0.5f/(float)render_camera.zoom); float font_spacing = 1.1f; float title_bg_offset = 4; float fixed_title_offset = 8.f; float health = (data->hp / data->max_hp); const char *title = TextFormat("%s %llu", name, key); float title_w = MeasureTextEco(title, font_size, font_spacing); DrawRectangleEco(x-title_w/2.f-title_bg_offset/2.f, y-size-font_size-fixed_title_offset, title_w+title_bg_offset, font_size, ColorAlpha(BLACK, data->tran_time)); DrawRectangleEco(x-title_w/2.f-title_bg_offset/2.f, y-size-fixed_title_offset, title_w*health+title_bg_offset, font_size*0.2f, ColorAlpha(RED, data->tran_time)); DrawTextEco(title, x-title_w/2.f, y-size-font_size-fixed_title_offset, font_size, ColorAlpha(RAYWHITE, data->tran_time), font_spacing); } void renderer_draw_entry(uint64_t key, entity_view *data, game_world_render_entry* entry) { float size = 16.f; switch (data->kind) { case EKIND_CHUNK: { world_view *view = game_world_view_get_active(); float size = (float)(view->chunk_size * WORLD_BLOCK_SIZE); float offset = 0.0; float x = data->x * size + offset; float y = data->y * size + offset; if (entry == NULL) { RenderTexture2D tex = GetChunkTexture(key); float scale = (size)/(float)(tex.texture.width); tex.texture.width *= (int32_t)scale; tex.texture.height *= (int32_t)scale; DrawTextureRec(tex.texture, (Rectangle){0, 0, size, -size}, (Vector2){x, y}, ColorAlpha(WHITE, data->tran_time)); } else { DrawTextureRec(GetBlockImage(entry->blk_id), ASSET_SRC_RECT(), (Vector2){entry->x-(WORLD_BLOCK_SIZE/2), entry->y-(WORLD_BLOCK_SIZE/2)}, ColorAlpha(WHITE, data->tran_time)); } }break; case EKIND_VEHICLE: { float x = data->x; float y = data->y; float const w = (float)(data->veh_kind == 0 ? 80 : data->veh_kind == 1 ? 120 : 135); float const h = 50; Color color = data->veh_kind == 0 ? RED : data->veh_kind == 1 ? GREEN : BLUE; DrawRectanglePro((Rectangle){x,y,w,h}, (Vector2){w/2.0f,h/2.0f}, zpl_to_degrees(data->heading), ColorAlpha(color, data->tran_time)); }break; case EKIND_SPRITE: case EKIND_WEAPON: { float x = data->x; float y = data->y; DrawSpriteEco(&main_sprite_sheet, data->frame, x, y, 0.0f, 2.0f, WHITE); } break; case EKIND_DEVICE:{ float x = data->x - 32.f; float y = data->y - 32.f; DrawTexturePro(GetSpriteTexture2D(assets_find(data->asset)), ASSET_SRC_RECT(), ASSET_DST_RECT(x,y), (Vector2){0.5f,0.5f}, 0.0f, ALPHA(WHITE)); if (data->progress_active) { float w = 64.f; float h = 8.f; float p = data->progress_value; float x = data->x - w/2.f; float y = data->y - 32.f - h; DrawRectangleEco(x, y, w, h, ColorAlpha(BLACK, data->tran_time)); DrawRectangleEco(x, y, w*p, h, ColorAlpha(GREEN, data->tran_time)); } }break; case EKIND_DEMO_NPC: { float x = data->x; float y = data->y; DrawNametag("Demo", key, data, x, y); DrawCircleEco(x, y, size, ColorAlpha(BLUE, data->tran_time)); }break; case EKIND_MONSTER: { float x = data->x; float y = data->y; //DrawCircleEco(x, y, size, ColorAlpha(PINK, data->tran_time)); DrawTextureRec(GetSpriteTexture2D(assets_find(ASSET_MOB)), ASSET_SRC_RECT(), (Vector2){data->x-(WORLD_BLOCK_SIZE/2), data->y-(WORLD_BLOCK_SIZE/2)}, ColorAlpha(WHITE, data->tran_time)); float health = (data->hp / data->max_hp); if (health < 1.0f) { DrawRectangleEco(x-32, y-48, 64, 8, ColorAlpha(BLACK, data->tran_time)); DrawRectangleEco(x-32, y-48, 64*health, 8, ColorAlpha(RED, data->tran_time)); } }break; case EKIND_PLAYER: { float x = data->x; float y = data->y; float health = (data->hp / data->max_hp); DrawNametag("Player", key, data, x, y-16); //DrawTextureRec(GetSpriteTexture2D(assets_find(ASSET_PLAYER)), ASSET_SRC_RECT(), (Vector2){data->x-(WORLD_BLOCK_SIZE/2), data->y-(WORLD_BLOCK_SIZE/2)}, ColorAlpha(WHITE, data->tran_time)); //DrawCircleEco(x, y, size, ColorAlpha(YELLOW, data->tran_time)); DrawSpriteEco(test_player_anim.spritesheet, TickSpriteAnimation(&test_player_anim), x, y, 0.0f, 2.0f, WHITE); //if (data->has_items && !data->inside_vehicle) { // float ix = data->x; // float iy = data->y; // if (data->items[data->selected_item].quantity > 0) { // asset_id it_kind = data->items[data->selected_item].kind; // uint32_t qty = data->items[data->selected_item].quantity; // DrawTexturePro(GetSpriteTexture2D(assets_find(it_kind)), ASSET_SRC_RECT(), ((Rectangle){ix, iy, 32, 32}), (Vector2){0.5f,0.5f}, 0.0f, ALPHA(WHITE)); // } //} }break; case EKIND_ITEM: { float x = data->x - 32.f; float y = data->y - 32.f; DrawTexturePro(GetSpriteTexture2D(assets_find(data->asset)), ASSET_SRC_RECT(), ASSET_DST_RECT(x,y), (Vector2){0.5f,0.5f}, 0.0f, ALPHA(WHITE)); if (data->quantity > 1) { DrawTextEco(zpl_bprintf("%d", data->quantity), x, y, 10, ALPHA(RAYWHITE), 0.0f); } if (data->durability < 1.0f) { DrawRectangleEco(x, y+32, 4, 32, BlendColor(RED, GREEN, data->durability)); DrawRectangleEco(x, y+32, 4, 32*(1.0f-data->durability), ColorAlpha(BLACK, data->tran_time)); } }break; default:break; } } void renderer_draw(void) { render_camera.offset = (Vector2){(float)(screenWidth >> 1), (float)(screenHeight >> 1)}; render_camera.zoom = zpl_lerp(render_camera.zoom, target_zoom, GetFrameTime()*2.9978f); camera_update(); camera game_camera = camera_get(); render_camera.target = (Vector2){(float)game_camera.x, (float)game_camera.y}; ClearBackground(GetColor(0x222034)); BeginMode2D(render_camera); game_world_view_render_world(); EndMode2D(); } float renderer_zoom_get(void) { return render_camera.zoom; } void renderer_init(void) { render_camera.target = (Vector2){0.0f,0.0f}; render_camera.offset = (Vector2){(float)(screenWidth >> 1), (float)(screenHeight >> 1)}; render_camera.rotation = 0.0f; render_camera.zoom = 2.9f; // NOTE(zaklaus): Paint the screen before we load the game // TODO(zaklaus): Render a cool loading screen background maybe? :wink: :wink: BeginDrawing(); ClearBackground(GetColor(0x222034)); char const *loading_text = "zpl.eco2d is loading..."; int text_w = MeasureText(loading_text, 120); DrawText(loading_text, GetScreenWidth()-text_w-15, GetScreenHeight()-135, 120, RAYWHITE); EndDrawing(); blocks_setup(); assets_setup(); // NOTE(DavoSK): Init others spritesheets here main_sprite_sheet.texture = LoadTexture("art/gen/spritesheet.png"); main_sprite_sheet.frameSize = (Vector2){ 32, 32 }; main_sprite_sheet.framesPerRow = 64; main_sprite_sheet.origin = (Vector2){ 16, 16 }; main_sprite_sheet_nk = TextureToNuklear(main_sprite_sheet.texture); test_player_anim.spritesheet = &main_sprite_sheet; test_player_anim.start = 135; test_player_anim.numFrames = 5; test_player_anim.tickDelay = SURVIVAL_ANIM_DELAY; } void renderer_shutdown(void) { blocks_destroy(); assets_destroy(); } void renderer_debug_draw(void) { BeginMode2D(render_camera); debug_draw_queue *que = debug_draw_samples(); for (size_t i = 0; i < que->num_entries; i += 1) { debug_draw_entry *e = &que->entries[i]; Color color = GetColor(e->color); switch (e->kind) { case DDRAW_LINE: { float x = e->a.x; float y = e->a.y; float x2 = e->b.x; float y2 = e->b.y; DrawLineV((Vector2){x, y}, (Vector2){x2, y2}, color); }break; case DDRAW_CIRCLE:{ float x = e->a.x; float y = e->a.y; DrawCircleLinesEco(x, y, e->radius, color); }break; case DDRAW_RECT:{ float x = e->bmin.x; float y = e->bmin.y; float w = e->bmax.x - e->bmin.x; float h = e->bmax.y - e->bmin.y; DrawRectangleLinesEco(x, y, w, h, color); }break; default: { }break; } } EndMode2D(); } void renderer_draw_single(float x, float y, asset_id id, Color color) { BeginMode2D(render_camera); x -= 32.0f; y -= 32.0f; DrawTexturePro(GetSpriteTexture2D(assets_find(id)), ASSET_SRC_RECT(), ASSET_DST_RECT(x,y), (Vector2){0.5f,0.5f}, 0.0f, color); EndMode2D(); }