2021-01-24 19:22:48 +01:00
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const ray = @cImport({
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@cInclude("raylib.h");
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});
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2021-01-26 17:44:40 +01:00
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const std = @import("std");
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const assert = std.debug.assert;
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const format = std.fmt.format;
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2021-01-27 14:12:44 +01:00
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const log = std.log.default.debug;
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2021-01-26 17:44:40 +01:00
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const Level = @import("level.zig");
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const Vec2 = @import("vec2.zig");
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2021-01-27 17:23:45 +01:00
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const movement = @import("movement.zig");
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2021-01-24 19:22:48 +01:00
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2021-01-26 13:10:16 +01:00
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pub fn main() !void {
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// Create allocator
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2021-01-26 23:38:41 +01:00
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var arena = std.heap.ArenaAllocator.init(std.heap.page_allocator);
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defer arena.deinit();
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const allocator = &arena.allocator;
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2021-01-24 19:22:48 +01:00
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2021-01-26 17:44:40 +01:00
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// Create window.
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2021-01-24 19:22:48 +01:00
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ray.SetConfigFlags(ray.FLAG_WINDOW_RESIZABLE);
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2021-01-26 13:10:16 +01:00
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ray.InitWindow(640, 480, "KBLE");
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2021-01-24 19:22:48 +01:00
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defer ray.CloseWindow();
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2021-01-26 17:44:40 +01:00
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// Limit FPS for performance.
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2021-01-24 19:22:48 +01:00
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ray.SetTargetFPS(60);
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2021-01-27 14:12:44 +01:00
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// Create level.
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2021-01-26 13:10:16 +01:00
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var level: Level = try Level.init(allocator, 128, 128);
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defer level.deinit(allocator);
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2021-01-27 14:12:44 +01:00
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// Create camera.
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2021-01-26 17:44:40 +01:00
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var camera: Vec2 = Vec2.init(0, 0);
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2021-01-27 14:12:44 +01:00
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// Create input buffer (ASCII).
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const input_buffer_len = 256;
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var input_buffer: [input_buffer_len]u32 = undefined;
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comptime {
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var i: u16 = 0;
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while (i < input_buffer_len) : (i += 1) {
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input_buffer[i] = 0;
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}
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}
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var input_cursor: u16 = 0;
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2021-01-26 13:10:16 +01:00
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while (!ray.WindowShouldClose()) {
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2021-01-27 14:12:44 +01:00
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// Get keyboard input.
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var key = ray.GetCharPressed();
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// Check if more characters have been pressed.
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while (key != 0) {
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// Add key to buffer.
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input_buffer[input_cursor] = @intCast(u32, key);
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input_cursor += 1;
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// Avoid writing out of memory.
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if (input_cursor >= input_buffer_len)
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input_cursor = input_buffer_len - 1;
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key = ray.GetCharPressed();
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}
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2021-01-27 17:23:45 +01:00
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// Process buffer content.
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// Read the buffer backwards. This is placeholder logic.
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while (input_cursor > 0) {
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input_cursor -= 1;
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const action = input_buffer[input_cursor];
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switch (action) {
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'h' => movement.move_left(&camera, 1),
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'j' => {},
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'k' => {},
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'l' => movement.move_right(&camera, 1),
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else => log("No action mapped to this key.", .{}),
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}
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}
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2021-01-24 19:22:48 +01:00
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ray.BeginDrawing();
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defer ray.EndDrawing();
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2021-01-26 17:44:40 +01:00
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ray.ClearBackground(ray.BLACK);
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level.draw(camera);
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ray.DrawFPS(0, 0);
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2021-01-24 19:22:48 +01:00
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}
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}
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