mirror of
https://github.com/simtactics/mysimulation.git
synced 2025-03-15 06:41:21 +00:00
Restarted Zig project with the new build architecture
- Renamed old src directory as backup-src
This commit is contained in:
parent
5fa931b44e
commit
e9d7d736eb
17 changed files with 316 additions and 267 deletions
234
backup-src/main.zig
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234
backup-src/main.zig
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@ -0,0 +1,234 @@
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const std = @import("std");
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const rl = @import("raylib");
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const world = @import("world.zig");
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const nso = @import("niotso.zig");
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const clap = @import("clap");
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const dbg = std.debug;
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const GameScreen = enum {
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login,
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cas, // Create-A-Sim
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map, // city screen
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lot, // world view
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};
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//We start that NorthWest so it is easy to determine the flip
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const CardinalDirection = enum {
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NorthWest, // 0, sprite 1
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NorthEast, // 1, sprite 1 flip
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SouthEast, // 2, sprite 2
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SouthWest, // 3, sprite 2 flip
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};
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const Rotations = enum {
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left, // 0
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right, // 1
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};
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const RotationManager = struct {
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Direction: CardinalDirection,
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pub fn init(self: RotationManager) RotationManager {
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return self;
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}
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pub fn rotate(self: *RotationManager, rotation: Rotations) void {
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//rotate the direction by 90 degrees
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var direction_index = @as(i8, @intFromEnum(self.Direction));
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switch (rotation) {
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.left => {
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direction_index = direction_index - 1;
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},
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.right => {
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direction_index = direction_index + 1;
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},
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}
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// Circle around if out of bounds
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if (direction_index < 0) {
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self.Direction = CardinalDirection.SouthWest;
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} else if (direction_index > 3) {
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self.Direction = CardinalDirection.NorthWest;
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} else {
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self.Direction = @as(CardinalDirection, @enumFromInt(direction_index));
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}
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//Result
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dbg.print("Orientation: {any}\n", .{self.Direction});
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}
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};
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/// Still in the proof of concept phase, don't mind the mess
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pub fn main() anyerror!void {
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const screen_width = 800;
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const screen_height = 600;
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rl.initWindow(screen_width, screen_height, "My Simulation");
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defer rl.closeWindow();
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var current_screen: GameScreen = .login;
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var frame_counter: i32 = 0;
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// NOTE: jip
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// I don't think we can get away with using the built-in camera
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// We need pixel perfect isometric camera
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var lot_camera = rl.Camera3D{
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.position = rl.Vector3.init(-90.0, 20.0, 90.0),
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.target = rl.Vector3.init(0, 0.0, 0),
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.up = rl.Vector3.init(0, 1.0, 0),
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.fovy = 10,
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.projection = rl.CameraProjection.camera_orthographic,
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};
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var city_camera = rl.Camera3D{
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.position = rl.Vector3.init(18.0, 21.0, 18),
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.target = rl.Vector3.init(0, 0, 0),
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.up = rl.Vector3.init(0, 1.0, 0),
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.fovy = 45,
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.projection = rl.CameraProjection.camera_perspective,
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};
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const floorLevel = rl.Vector3.init(0.0, 0.0, 0.0);
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const itemStatic = rl.Vector3.init(0.0, 1.0, 0.0);
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const itemStaticSize = rl.Vector2.init(2.0, 2.0);
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var rotation_manager = RotationManager.init(.{
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.Direction = CardinalDirection.SouthEast,
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});
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rl.setTargetFPS(60);
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const logo = rl.Texture.init("resources/logo.png");
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const splash = rl.Texture.init("resources/tsosplash.png");
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const chair1 = rl.Texture.init("resources/items/dorm/chair/chair_1.png");
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const chair1_rect = rl.Rectangle.init(0, 0, @as(f32, @floatFromInt(-chair1.width)), @as(f32, @floatFromInt(chair1.height)));
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const chair2 = rl.Texture.init("resources/items/dorm/chair/chair_2.png");
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const chair2_rect = rl.Rectangle.init(0, 0, @as(f32, @floatFromInt(-chair2.width)), @as(f32, @floatFromInt(chair2.height)));
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const city = rl.loadImage("resources/cities/city_0100/elevation.png");
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// const city_texture = rl.Texture.init("resources/cities/city_0100/vertexcolor.png");
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// TODO: figure out a better way to unload all images and textures.
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defer {
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rl.unloadTexture(splash);
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rl.unloadTexture(logo);
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rl.unloadTexture(chair1);
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rl.unloadTexture(chair2);
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rl.unloadImage(city);
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}
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const mesh = rl.genMeshHeightmap(city, rl.Vector3.init(16, 8, 16));
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const model = rl.loadModelFromMesh(mesh);
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// model.materials[0].maps[rl.MATERIAL_MAP_DIFFUSE].texture = city_texture;
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while (!rl.windowShouldClose()) {
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// Update
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// ------------------
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switch (current_screen) {
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// Skip straight to lot view until city server is complete
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.login => {
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frame_counter += 1;
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if (frame_counter > 120) current_screen = .lot;
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},
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// TODO: Write CAS (Create-A-Sim) screen
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.cas => {},
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.map => {},
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.lot => {
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const zoom_increment = 5;
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// rotate with keyboard
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if (rl.isKeyPressed(rl.KeyboardKey.key_s)) {
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if (lot_camera.fovy == 10) {
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lot_camera.fovy += zoom_increment;
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}
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dbg.print("Zoom level: {d}\n", .{
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lot_camera.fovy,
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});
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} else if (rl.isKeyPressed(rl.KeyboardKey.key_w)) {
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if (lot_camera.fovy == 15) {
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lot_camera.fovy -= zoom_increment;
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}
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dbg.print("Zoom level: {d}\n", .{
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lot_camera.fovy,
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});
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}
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// roate with scrollwheel
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const mouse_wheel_y = std.math.clamp(-rl.getMouseWheelMove(), -1, 1) * zoom_increment;
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if (mouse_wheel_y != 0) {
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const zoom_min = 10;
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const zoom_max = 25;
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lot_camera.fovy = std.math.clamp(lot_camera.fovy + mouse_wheel_y, zoom_min, zoom_max);
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dbg.print("Zoom level: {d}\n", .{
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lot_camera.fovy,
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});
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}
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if (rl.isKeyPressed(rl.KeyboardKey.key_a)) {
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lot_camera.position = rl.Vector3.init(-90.0, 20.0, 90.0);
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rotation_manager.rotate(Rotations.left);
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dbg.print("rotate left\n", .{});
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} else if (rl.isKeyPressed(rl.KeyboardKey.key_d)) {
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lot_camera.position = rl.Vector3.init(90.0, 20.0, 90.0);
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rotation_manager.rotate(Rotations.right);
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dbg.print("rotate right\n", .{});
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}
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// camera.update(rl.CameraMode.camera_custom);
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},
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}
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// ------------------
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// Draw
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rl.beginDrawing();
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defer rl.endDrawing();
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switch (current_screen) {
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// Mockup loading screen, skips straight to world
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.login => {
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// Splash screen
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rl.drawTexture(splash, 0, 0, rl.Color.white);
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rl.drawTexture(logo, screen_width / 2.0 - 240, 30, rl.Color.white);
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// Loading text
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rl.drawText("Reticulating splines...", 20, screen_height - 30, 20, rl.Color.white);
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},
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// Skip this for now
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.cas => {},
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.map => {
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rl.clearBackground(rl.Color.sky_blue);
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city_camera.begin();
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defer city_camera.end();
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rl.drawModel(model, floorLevel, 1.0, rl.Color.green);
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},
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// Low view (i.e. world)
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.lot => {
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rl.clearBackground(rl.Color.sky_blue);
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lot_camera.begin();
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defer lot_camera.end();
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rl.drawPlane(floorLevel, rl.Vector2.init(64, 64), rl.Color.dark_green);
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switch (rotation_manager.Direction) {
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.NorthWest => {
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rl.drawBillboardRec(lot_camera, chair1, chair1_rect, itemStatic, itemStaticSize, rl.Color.white);
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},
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.NorthEast => {
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rl.drawBillboard(lot_camera, chair1, itemStatic, 2.0, rl.Color.white);
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},
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.SouthEast => {
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rl.drawBillboard(lot_camera, chair2, itemStatic, 2.0, rl.Color.white);
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},
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.SouthWest => {
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rl.drawBillboardRec(lot_camera, chair2, chair2_rect, itemStatic, itemStaticSize, rl.Color.white);
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},
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}
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// rl.drawGrid(64, 1.0);
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},
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}
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rl.drawFPS(10, 10);
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}
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}
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10
backup-src/root.zig
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10
backup-src/root.zig
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const std = @import("std");
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const testing = std.testing;
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export fn add(a: i32, b: i32) i32 {
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return a + b;
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}
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test "basic add functionality" {
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try testing.expect(add(3, 7) == 10);
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}
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60
build.zig
60
build.zig
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// set a preferred release mode, allowing the user to decide how to optimize.
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const optimize = b.standardOptimizeOption(.{});
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const exe = b.addExecutable(.{
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.name = "mysim",
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.root_source_file = b.path("src/main.zig"),
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const lib = b.addStaticLibrary(.{
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.name = "mysimulation",
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// In this case the main source file is merely a path, however, in more
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// complicated build scripts, this could be a generated file.
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.root_source_file = b.path("src/root.zig"),
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.target = target,
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.optimize = optimize,
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});
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// C headers
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exe.linkLibC();
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exe.linkLibCpp();
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exe.addIncludePath(.{ .path = "./library" });
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// This declares intent for the library to be installed into the standard
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// location when the user invokes the "install" step (the default step when
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// running `zig build`).
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b.installArtifact(lib);
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const exe = b.addExecutable(.{
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.name = "mysimulation",
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.root_source_file = b.path("src/main.zig"),
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.target = target,
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.optimize = optimize,
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});
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// Modules
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const raylib_dep = b.dependency("raylib-zig", .{
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});
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const raylib = raylib_dep.module("raylib"); // main raylib module
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const raylib_math = raylib_dep.module("raylib-math"); // raymath module
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// const raylib_gui = raylib_dep.module("raylib-gui"); // raylib gui
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const rlgl = raylib_dep.module("rlgl"); // rlgl module
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const raygui = raylib_dep.module("raygui"); // raygui module
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const raylib_artifact = raylib_dep.artifact("raylib"); // raylib C library
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exe.linkLibrary(raylib_artifact);
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exe.root_module.addImport("raylib", raylib);
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exe.root_module.addImport("raylib-math", raylib_math);
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// exe.root_module.addImport("raylib-gui", raylib_gui);
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exe.root_module.addImport("rlgl", rlgl);
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const clap_dep = b.dependency("clap", .{
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.target = target,
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.optimize = optimize,
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});
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const clap = clap_dep.module("clap"); // main clap module
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exe.root_module.addImport("clap", clap);
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exe.root_module.addImport("raygui", raygui);
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// This declares intent for the executable to be installed into the
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// standard location when the user invokes the "install" step (the default
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const run_step = b.step("run", "Run the app");
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run_step.dependOn(&run_cmd.step);
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// Creates a step for unit testing. This only builds the test executable
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// but does not run it.
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const lib_unit_tests = b.addTest(.{
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.root_source_file = b.path("src/root.zig"),
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.target = target,
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.optimize = optimize,
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});
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const run_lib_unit_tests = b.addRunArtifact(lib_unit_tests);
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const exe_unit_tests = b.addTest(.{
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.root_source_file = b.path("src/main.zig"),
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.target = target,
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.optimize = optimize,
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});
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exe_unit_tests.linkLibC();
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exe_unit_tests.linkLibCpp();
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exe_unit_tests.addIncludePath(.{ .path = "./library" });
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exe_unit_tests.root_module.addImport("raylib", raylib);
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exe_unit_tests.root_module.addImport("raylib-math", raylib_math);
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// exe.root_module.addImport("raylib-gui", raylib_gui);
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exe_unit_tests.root_module.addImport("rlgl", rlgl);
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const run_exe_unit_tests = b.addRunArtifact(exe_unit_tests);
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// Similar to creating the run step earlier, this exposes a `test` step to
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// the `zig build --help` menu, providing a way for the user to request
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// running the unit tests.
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const test_step = b.step("test", "Run unit tests");
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test_step.dependOn(&run_lib_unit_tests.step);
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test_step.dependOn(&run_exe_unit_tests.step);
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}
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@ -1,13 +1,21 @@
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.{
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.name = "mysim",
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// This is the default name used by packages depending on this one. For
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// example, when a user runs `zig fetch --save <url>`, this field is used
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// as the key in the `dependencies` table. Although the user can choose a
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// different name, most users will stick with this provided value.
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//
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// It is redundant to include "zig" in this name because it is already
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// within the Zig package namespace.
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.name = "mysimulation",
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// This is a [Semantic Version](https://semver.org/).
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// In a future version of Zig it will be used for package deduplication.
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.version = "0.1.101",
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.version = "0.0.0",
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// This field is optional.
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// This is currently advisory only; Zig does not yet do anything
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// with this value.
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.minimum_zig_version = "0.11.0",
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//.minimum_zig_version = "0.11.0",
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// This field is optional.
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// Each dependency must either provide a `url` and `hash`, or a `path`.
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@ -16,24 +24,15 @@
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// internet connectivity.
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.dependencies = .{
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.@"raylib-zig" = .{
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.url = "https://github.com/tonytins/raylib-zig/archive/refs/tags/v5.1.104-dev.tar.gz",
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.hash = "12209530dc7475f8095a729a46082093578911b74d1cfde28802954fe23de1be411c",
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},
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.clap = .{
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.url = "https://github.com/Hejsil/zig-clap/archive/refs/tags/0.8.0.tar.gz",
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.hash = "1220949d4e88864579067b6d4cdad6476c6176f27e782782c2c39b7f2c4817a10efb",
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.url = "git+https://github.com/Not-Nik/raylib-zig?ref=devel#4d452b2bcd0157199d07c70d79d4f84e6f8bd659",
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.hash = "1220c531f8d0bfbc18944b6084916c520834a951520a8c033fc576fef8b240ee0fc2",
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},
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},
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.paths = .{
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// This makes *all* files, recursively, included in this package. It is generally
|
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// better to explicitly list the files and directories instead, to insure that
|
||||
// fetching from tarballs, file system paths, and version control all result
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// in the same contents hash.
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"",
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"build.zig",
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"build.zig.zon",
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"src",
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// For example...
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//"build.zig",
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//"build.zig.zon",
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//"src",
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//"LICENSE",
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//"README.md",
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},
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|
|
236
src/main.zig
236
src/main.zig
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@ -1,234 +1,32 @@
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const std = @import("std");
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const rl = @import("raylib");
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const world = @import("world.zig");
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const nso = @import("niotso.zig");
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const clap = @import("clap");
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const dbg = std.debug;
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const GameScreen = enum {
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login,
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cas, // Create-A-Sim
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map, // city screen
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lot, // world view
|
||||
};
|
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|
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//We start that NorthWest so it is easy to determine the flip
|
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const CardinalDirection = enum {
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NorthWest, // 0, sprite 1
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NorthEast, // 1, sprite 1 flip
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||||
SouthEast, // 2, sprite 2
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||||
SouthWest, // 3, sprite 2 flip
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||||
};
|
||||
|
||||
const Rotations = enum {
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left, // 0
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||||
right, // 1
|
||||
};
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const RotationManager = struct {
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Direction: CardinalDirection,
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pub fn init(self: RotationManager) RotationManager {
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return self;
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}
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pub fn rotate(self: *RotationManager, rotation: Rotations) void {
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//rotate the direction by 90 degrees
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var direction_index = @as(i8, @intFromEnum(self.Direction));
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switch (rotation) {
|
||||
.left => {
|
||||
direction_index = direction_index - 1;
|
||||
},
|
||||
.right => {
|
||||
direction_index = direction_index + 1;
|
||||
},
|
||||
}
|
||||
// Circle around if out of bounds
|
||||
if (direction_index < 0) {
|
||||
self.Direction = CardinalDirection.SouthWest;
|
||||
} else if (direction_index > 3) {
|
||||
self.Direction = CardinalDirection.NorthWest;
|
||||
} else {
|
||||
self.Direction = @as(CardinalDirection, @enumFromInt(direction_index));
|
||||
}
|
||||
//Result
|
||||
dbg.print("Orientation: {any}\n", .{self.Direction});
|
||||
}
|
||||
};
|
||||
|
||||
/// Still in the proof of concept phase, don't mind the mess
|
||||
pub fn main() anyerror!void {
|
||||
const screen_width = 800;
|
||||
const screen_height = 600;
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const screenWidth = 800;
|
||||
const screenHeight = 450;
|
||||
|
||||
rl.initWindow(screen_width, screen_height, "My Simulation");
|
||||
defer rl.closeWindow();
|
||||
rl.initWindow(screenWidth, screenHeight, "raylib-zig [core] example - basic window");
|
||||
defer rl.closeWindow(); // Close window and OpenGL context
|
||||
|
||||
var current_screen: GameScreen = .login;
|
||||
var frame_counter: i32 = 0;
|
||||
|
||||
// NOTE: jip
|
||||
// I don't think we can get away with using the built-in camera
|
||||
// We need pixel perfect isometric camera
|
||||
var lot_camera = rl.Camera3D{
|
||||
.position = rl.Vector3.init(-90.0, 20.0, 90.0),
|
||||
.target = rl.Vector3.init(0, 0.0, 0),
|
||||
.up = rl.Vector3.init(0, 1.0, 0),
|
||||
.fovy = 10,
|
||||
.projection = rl.CameraProjection.camera_orthographic,
|
||||
};
|
||||
|
||||
var city_camera = rl.Camera3D{
|
||||
.position = rl.Vector3.init(18.0, 21.0, 18),
|
||||
.target = rl.Vector3.init(0, 0, 0),
|
||||
.up = rl.Vector3.init(0, 1.0, 0),
|
||||
.fovy = 45,
|
||||
.projection = rl.CameraProjection.camera_perspective,
|
||||
};
|
||||
|
||||
const floorLevel = rl.Vector3.init(0.0, 0.0, 0.0);
|
||||
const itemStatic = rl.Vector3.init(0.0, 1.0, 0.0);
|
||||
const itemStaticSize = rl.Vector2.init(2.0, 2.0);
|
||||
|
||||
var rotation_manager = RotationManager.init(.{
|
||||
.Direction = CardinalDirection.SouthEast,
|
||||
});
|
||||
|
||||
rl.setTargetFPS(60);
|
||||
|
||||
const logo = rl.Texture.init("resources/logo.png");
|
||||
const splash = rl.Texture.init("resources/tsosplash.png");
|
||||
const chair1 = rl.Texture.init("resources/items/dorm/chair/chair_1.png");
|
||||
const chair1_rect = rl.Rectangle.init(0, 0, @as(f32, @floatFromInt(-chair1.width)), @as(f32, @floatFromInt(chair1.height)));
|
||||
const chair2 = rl.Texture.init("resources/items/dorm/chair/chair_2.png");
|
||||
const chair2_rect = rl.Rectangle.init(0, 0, @as(f32, @floatFromInt(-chair2.width)), @as(f32, @floatFromInt(chair2.height)));
|
||||
const city = rl.loadImage("resources/cities/city_0100/elevation.png");
|
||||
// const city_texture = rl.Texture.init("resources/cities/city_0100/vertexcolor.png");
|
||||
// TODO: figure out a better way to unload all images and textures.
|
||||
defer {
|
||||
rl.unloadTexture(splash);
|
||||
rl.unloadTexture(logo);
|
||||
rl.unloadTexture(chair1);
|
||||
rl.unloadTexture(chair2);
|
||||
rl.unloadImage(city);
|
||||
}
|
||||
|
||||
const mesh = rl.genMeshHeightmap(city, rl.Vector3.init(16, 8, 16));
|
||||
const model = rl.loadModelFromMesh(mesh);
|
||||
|
||||
// model.materials[0].maps[rl.MATERIAL_MAP_DIFFUSE].texture = city_texture;
|
||||
|
||||
while (!rl.windowShouldClose()) {
|
||||
rl.setTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!rl.windowShouldClose()) { // Detect window close button or ESC key
|
||||
// Update
|
||||
// ------------------
|
||||
switch (current_screen) {
|
||||
// Skip straight to lot view until city server is complete
|
||||
.login => {
|
||||
frame_counter += 1;
|
||||
|
||||
if (frame_counter > 120) current_screen = .lot;
|
||||
},
|
||||
// TODO: Write CAS (Create-A-Sim) screen
|
||||
.cas => {},
|
||||
.map => {},
|
||||
.lot => {
|
||||
const zoom_increment = 5;
|
||||
// rotate with keyboard
|
||||
if (rl.isKeyPressed(rl.KeyboardKey.key_s)) {
|
||||
if (lot_camera.fovy == 10) {
|
||||
lot_camera.fovy += zoom_increment;
|
||||
}
|
||||
|
||||
dbg.print("Zoom level: {d}\n", .{
|
||||
lot_camera.fovy,
|
||||
});
|
||||
} else if (rl.isKeyPressed(rl.KeyboardKey.key_w)) {
|
||||
if (lot_camera.fovy == 15) {
|
||||
lot_camera.fovy -= zoom_increment;
|
||||
}
|
||||
|
||||
dbg.print("Zoom level: {d}\n", .{
|
||||
lot_camera.fovy,
|
||||
});
|
||||
}
|
||||
// roate with scrollwheel
|
||||
const mouse_wheel_y = std.math.clamp(-rl.getMouseWheelMove(), -1, 1) * zoom_increment;
|
||||
if (mouse_wheel_y != 0) {
|
||||
const zoom_min = 10;
|
||||
const zoom_max = 25;
|
||||
lot_camera.fovy = std.math.clamp(lot_camera.fovy + mouse_wheel_y, zoom_min, zoom_max);
|
||||
dbg.print("Zoom level: {d}\n", .{
|
||||
lot_camera.fovy,
|
||||
});
|
||||
}
|
||||
if (rl.isKeyPressed(rl.KeyboardKey.key_a)) {
|
||||
lot_camera.position = rl.Vector3.init(-90.0, 20.0, 90.0);
|
||||
rotation_manager.rotate(Rotations.left);
|
||||
dbg.print("rotate left\n", .{});
|
||||
} else if (rl.isKeyPressed(rl.KeyboardKey.key_d)) {
|
||||
lot_camera.position = rl.Vector3.init(90.0, 20.0, 90.0);
|
||||
rotation_manager.rotate(Rotations.right);
|
||||
dbg.print("rotate right\n", .{});
|
||||
}
|
||||
|
||||
// camera.update(rl.CameraMode.camera_custom);
|
||||
},
|
||||
}
|
||||
// ------------------
|
||||
//----------------------------------------------------------------------------------
|
||||
// TODO: Update your variables here
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
rl.beginDrawing();
|
||||
defer rl.endDrawing();
|
||||
|
||||
switch (current_screen) {
|
||||
// Mockup loading screen, skips straight to world
|
||||
.login => {
|
||||
// Splash screen
|
||||
rl.drawTexture(splash, 0, 0, rl.Color.white);
|
||||
rl.drawTexture(logo, screen_width / 2.0 - 240, 30, rl.Color.white);
|
||||
rl.clearBackground(rl.Color.white);
|
||||
|
||||
// Loading text
|
||||
rl.drawText("Reticulating splines...", 20, screen_height - 30, 20, rl.Color.white);
|
||||
},
|
||||
// Skip this for now
|
||||
.cas => {},
|
||||
.map => {
|
||||
rl.clearBackground(rl.Color.sky_blue);
|
||||
|
||||
city_camera.begin();
|
||||
defer city_camera.end();
|
||||
|
||||
rl.drawModel(model, floorLevel, 1.0, rl.Color.green);
|
||||
},
|
||||
// Low view (i.e. world)
|
||||
.lot => {
|
||||
rl.clearBackground(rl.Color.sky_blue);
|
||||
|
||||
lot_camera.begin();
|
||||
defer lot_camera.end();
|
||||
|
||||
rl.drawPlane(floorLevel, rl.Vector2.init(64, 64), rl.Color.dark_green);
|
||||
switch (rotation_manager.Direction) {
|
||||
.NorthWest => {
|
||||
rl.drawBillboardRec(lot_camera, chair1, chair1_rect, itemStatic, itemStaticSize, rl.Color.white);
|
||||
},
|
||||
.NorthEast => {
|
||||
rl.drawBillboard(lot_camera, chair1, itemStatic, 2.0, rl.Color.white);
|
||||
},
|
||||
.SouthEast => {
|
||||
rl.drawBillboard(lot_camera, chair2, itemStatic, 2.0, rl.Color.white);
|
||||
},
|
||||
.SouthWest => {
|
||||
rl.drawBillboardRec(lot_camera, chair2, chair2_rect, itemStatic, itemStaticSize, rl.Color.white);
|
||||
},
|
||||
}
|
||||
|
||||
// rl.drawGrid(64, 1.0);
|
||||
},
|
||||
}
|
||||
|
||||
rl.drawFPS(10, 10);
|
||||
rl.drawText("Congrats! You created your first window!", 190, 200, 20, rl.Color.light_gray);
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
}
|
||||
|
|
10
src/root.zig
Normal file
10
src/root.zig
Normal file
|
@ -0,0 +1,10 @@
|
|||
const std = @import("std");
|
||||
const testing = std.testing;
|
||||
|
||||
export fn add(a: i32, b: i32) i32 {
|
||||
return a + b;
|
||||
}
|
||||
|
||||
test "basic add functionality" {
|
||||
try testing.expect(add(3, 7) == 10);
|
||||
}
|
Loading…
Add table
Reference in a new issue