// 2d demo: window, audio, camera, font, tiled, render, fx, spritesheet, input, ui. @todo: spine // - rlyeh, public domain. // // Compile with: // `make demos\01-demo2d.c` (windows) // `sh MAKE.bat demos/01-demo2d.c` (linux, osx) #include "v4k.h" void demo_kids(vec3 offs) { // init static texture_t kids; do_once kids = texture( "spriteSheetExample.png", TEXTURE_LINEAR ); static vec3 pos[2] = {{490,362},{442,362}}, vel[2] = {0}; static int row[2] = {0,3}, frame[2] = {0}; static int inputs[2][4] = {{KEY_W,KEY_A,KEY_S,KEY_D},{KEY_UP,KEY_LEFT,KEY_DOWN,KEY_RIGHT}}; // move for( int i = 0; i < countof(pos); ++i ) { vel[i].x = input(inputs[i][3]) - input(inputs[i][1]); vel[i].y = input(inputs[i][2]) - input(inputs[i][0]); pos[i].x = fmod(pos[i].x + vel[i].x, window_width() + 128); pos[i].y = fmod(pos[i].y + vel[i].y, window_height() + 128); frame[i] += vel[i].x || vel[i].y; } // render for( int i = 0; i < countof(pos); ++i ) { int col = frame[i] / 10, num_frame = row[i] * 4 + col % 4; // 4x4 tilesheet float position[3] = {pos[i].x,pos[i].y,pos[i].y}, offset[2]={0,0}, scale[2]={0.5,0.5}; float spritesheet[3]={num_frame,4,4}; sprite_sheet(kids, spritesheet, // num_frame in a 4x4 spritesheet position, 0, // position(x,y,depth:sort-by-Y), angle offset, scale, // offset(x,y), scale(x,y) WHITE, 0 // tint_color, no flags ); } } void demo_hud() { // draw pixel-art hud, 16x16 ui element, scaled and positioned in resolution-independant way static texture_t inputs; do_once inputs = texture( "prompts_tilemap_34x24_16x16x1.png", TEXTURE_LINEAR ); float spritesheet[3] = {17,34,24}, offset[2] = {0, - 2*absf(sin(window_time()*5))}; // sprite cell and animation float scale[2] = {3, 3}, tile_w = 16 * scale[0], tile_h = 16 * scale[1]; // scaling float position[3] = {window_width() - tile_w, window_height() - tile_h, window_height() }; // position in screen-coordinates (x,y,z-index) sprite_sheet(inputs, spritesheet, position, 0/*deg*/, offset, scale, WHITE, SPRITE_RESOLUTION_INDEPENDANT); } int main() { // window (80% sized, MSAA x4 flag) window_create(80.0, WINDOW_MSAA4); window_title(__FILE__); // tiled map tiled_t tmx = tiled(vfs_read("castle.tmx")); // tmx.parallax = true; // spine model //spine_t *spn = spine("goblins.json", "goblins.atlas", 0); // camera 2d camera_t cam = camera(); cam.position = vec3(window_width()/2, window_height()/2, 3); // at(CX,CY) zoom(x3) camera_enable(&cam); // audio (both clips & streams) audio_t clip1 = audio_clip( "coin.wav" ); audio_t clip2 = audio_clip( "pew.sfxr" ); audio_t stream1 = audio_stream( "larry.mid" ); audio_t stream2 = audio_stream( "waterworld-map.fur" ); audio_t BGM = stream1; audio_play(BGM, 0); // font config: faces (6 max) and colors (10 max) #define FONT_CJK FONT_FACE3 #define FONT_YELLOW FONT_COLOR2 #define FONT_LIME FONT_COLOR3 font_face(FONT_CJK, "mplus-1p-medium.ttf", 48.f, FONT_JP|FONT_2048); // CJK|FONT_2048|FONT_OVERSAMPLE_Y); font_color(FONT_YELLOW, RGB4(255,255,0,255)); font_color(FONT_LIME, RGB4(128,255,0,255)); // fx: load all post fx files in all subdirs. enable a few filters by default fx_load("fx**.fs"); fx_enable(fx_find("fxCRT2.fs"), 1); fx_enable(fx_find("fxGrain.fs"), 1); fx_enable(fx_find("fxContrast.fs"), 1); fx_enable(fx_find("fxVignette.fs"), 1); // sort them fx_order(fx_find("fxCRT2.fs"), 0); fx_order(fx_find("fxGrain.fs"), 1); fx_order(fx_find("fxContrast.fs"), 2); fx_order(fx_find("fxVignette.fs"), 3); // demo loop while (window_swap() && !input_down(KEY_ESC)) { // handle input if( input_down(KEY_F5) ) window_reload(); if( input_down(KEY_F11) ) window_fullscreen( !window_has_fullscreen() ); // camera panning (x,y) & zooming (z) if( !ui_hover() && !ui_active() ) { if( input(MOUSE_L) ) cam.position.x += input_diff(MOUSE_X); if( input(MOUSE_L) ) cam.position.y += input_diff(MOUSE_Y); cam.position.z += input_diff(MOUSE_W) * 0.1; } // apply post-fxs from here fx_begin(); profile("Rendering") { vec3 center = add3(cam.position,vec3(-window_width()/1,-window_height()/2,0)); // render tiled map tiled_render(tmx, center); // demo_kids(vec3(0,0,1)); demo_hud(); // render spine model // spine_animate(spn, !window_has_pause() * window_delta()); // spine_render(spn, vec3(cam.position.x, cam.position.y, 1), true ); // sprite_flush(); } // subtitle sample font_print( FONT_BOTTOM FONT_CENTER FONT_CJK FONT_H1 FONT_YELLOW "私はガラスを食べられます。" FONT_LIME "それは私を傷つけません。\n" ); // post-fxs end here fx_end(); // ui if( ui_panel("Audio", 0)) { if( ui_label2_toolbar("BGM: Track #1", ICON_MD_VOLUME_UP)) audio_stop(BGM), audio_play(BGM = stream1, AUDIO_SINGLE_INSTANCE); if( ui_label2_toolbar("BGM: Track #2", ICON_MD_VOLUME_UP)) audio_stop(BGM), audio_play(BGM = stream2, AUDIO_SINGLE_INSTANCE); if( ui_label2_toolbar("SFX: Coin", ICON_MD_VOLUME_UP)) audio_play(clip1, 0); if( ui_label2_toolbar("SFX: Pew", ICON_MD_VOLUME_UP)) audio_play(clip2, 0); ui_panel_end(); } if( ui_panel("Tiled", 0)) { ui_float("Zoom in", &cam.position.z); ui_tiled(&tmx); ui_panel_end(); } /*if( ui_panel("Spine", 0)) { ui_spine(spn); ui_panel_end(); }*/ } } // this demo supersedes following old sources: // https://github.com/r-lyeh/V4K/blob/45e34d7890b2b8fe1f4994f4b76e496280d83cb6/demos/00-audio.c // https://github.com/r-lyeh/V4K/blob/45e34d7890b2b8fe1f4994f4b76e496280d83cb6/demos/00-font.c // https://github.com/r-lyeh/V4K/blob/45e34d7890b2b8fe1f4994f4b76e496280d83cb6/demos/00-spine.c // https://github.com/r-lyeh/V4K/blob/45e34d7890b2b8fe1f4994f4b76e496280d83cb6/demos/00-sprite.c // https://github.com/r-lyeh/V4K/blob/45e34d7890b2b8fe1f4994f4b76e496280d83cb6/demos/00-tiled.c // https://github.com/r-lyeh/V4K/blob/45e34d7890b2b8fe1f4994f4b76e496280d83cb6/demos/00-tilemap.c