#include "platform.h" #include "raylib.h" #include "raymath.h" #include "network.h" #include "game.h" #include "entity_view.h" #include "prediction.h" #include "camera.h" #include "math.h" #include "world/blocks.h" #include "assets.h" #include "profiler.h" #include "debug_ui.h" #include "utils/raylib_helpers.h" static uint16_t screenWidth = 1600; static uint16_t screenHeight = 900; static float target_zoom = 1.5f; static float zoom_overlay_tran = 0.0f; static bool request_shutdown; #define CAM_OVERLAY_ZOOM_LEVEL 0.80f static Camera2D render_camera; #include "renderer_v0.c" void platform_init() { InitWindow(screenWidth, screenHeight, "eco2d - client"); SetWindowState(FLAG_WINDOW_UNDECORATED|FLAG_WINDOW_MAXIMIZED|FLAG_WINDOW_RESIZABLE); SetTargetFPS(0); screenWidth = GetScreenWidth(); screenHeight = GetScreenHeight(); render_camera.target = (Vector2){0.0f,0.0f}; render_camera.offset = (Vector2){screenWidth/2.0f, screenHeight/2.0f}; render_camera.rotation = 0.0f; render_camera.zoom = 1.5f; // 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(); } void platform_shutdown() { blocks_destroy(); assets_destroy(); CloseWindow(); } uint8_t platform_is_running() { return !WindowShouldClose(); } void platform_input() { float mouse_z = (GetMouseWheelMove()*0.5f); if (mouse_z != 0.0f) { target_zoom = zpl_clamp(target_zoom+mouse_z, 0.1f, 10.0f); } // NOTE(zaklaus): keystate handling { float x=0.0f, y=0.0f; uint8_t use, sprint; if (IsKeyDown(KEY_RIGHT) || IsKeyDown(KEY_D)) x += 1.0f; if (IsKeyDown(KEY_LEFT) || IsKeyDown(KEY_A)) x -= 1.0f; if (IsKeyDown(KEY_UP) || IsKeyDown(KEY_W)) y -= 1.0f; if (IsKeyDown(KEY_DOWN) || IsKeyDown(KEY_S)) y += 1.0f; use = IsKeyPressed(KEY_SPACE); sprint = IsKeyDown(KEY_LEFT_SHIFT) || IsKeyDown(KEY_RIGHT_SHIFT); // NOTE(zaklaus): NEW! mouse movement if (IsMouseButtonDown(MOUSE_RIGHT_BUTTON)) { Vector2 mouse_pos = GetMousePosition(); mouse_pos.x /= screenWidth; mouse_pos.y /= screenHeight; mouse_pos.x -= 0.5f; mouse_pos.y -= 0.5f; mouse_pos = Vector2Normalize(mouse_pos); x = mouse_pos.x; y = mouse_pos.y; } game_action_send_keystate(x, y, use, sprint); } // NOTE(zaklaus): cycle through viewers { if (IsKeyPressed(KEY_Q)) { game_world_view_cycle_active(-1); } else if (IsKeyPressed(KEY_E)) { game_world_view_cycle_active(1); } } } void do_entity_fadeinout(uint64_t key, entity_view * data); void lerp_entity_positions(uint64_t key, entity_view *data); void platform_render() { profile(PROF_ENTITY_LERP) { game_world_view_active_entity_map(lerp_entity_positions); game_world_view_active_entity_map(do_entity_fadeinout); } render_camera.zoom = zpl_lerp(render_camera.zoom, target_zoom, 0.18); camera_update(); camera game_camera = camera_get(); render_camera.target = (Vector2){game_camera.x, game_camera.y}; zoom_overlay_tran = zpl_lerp(zoom_overlay_tran, (target_zoom <= CAM_OVERLAY_ZOOM_LEVEL) ? 1.0f : 0.0f, GetFrameTime()*2.0f); renderer_draw(); if (request_shutdown) { CloseWindow(); } } float platform_frametime() { return GetFrameTime(); } float platform_zoom_get(void) { return target_zoom; } void platform_request_close(void) { request_shutdown = true; } void lerp_entity_positions(uint64_t key, entity_view *data) { (void)key; world_view *view = game_world_view_get_active(); if (data->flag == EFLAG_INTERP) { #if 1 data->x = smooth_val(data->x, data->tx, view->delta_time[data->layer_id]); data->y = smooth_val(data->y, data->ty, view->delta_time[data->layer_id]); data->heading = smooth_val_spherical(data->heading, data->theading, view->delta_time[data->layer_id]); #else data->x = data->tx; data->y = data->ty; data->heading = data->theading; #endif } } void do_entity_fadeinout(uint64_t key, entity_view * data) { (void)key; switch (data->tran_effect) { case ETRAN_FADEIN: { data->tran_time += GetFrameTime(); if (data->tran_time > 1.0f) { data->tran_effect = ETRAN_NONE; data->tran_time = 1.0f; } }break; case ETRAN_FADEOUT: { data->tran_time -= GetFrameTime(); if (data->tran_time < 0.0f) { data->tran_effect = ETRAN_REMOVE; data->tran_time = 0.0f; } }break; default: break; } }