summaryrefslogtreecommitdiff
path: root/src/main.zig
blob: 00bf7237e480335a2c0a9b52103f3720566d0583 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
const std = @import("std");
const rl = @import("raylib");
const assert = std.debug.assert;

const cell_size = 32;
const cells_width = 16.0;
const cells_height = 9.0;
const world_width = cells_width * cell_size;
const world_height = cells_height * cell_size;
const bg_color = rl.Color.init(0x20, 0x2e, 0x37, 0xFF);

var screenWidth: i32 = 1280;
var screenHeight: i32 = 720;

pub fn main() anyerror!void {
    // Initialization
    //--------------------------------------------------------------------------------------

    rl.initWindow(screenWidth, screenHeight, "Hackathon");
    defer rl.closeWindow(); // Close window and OpenGL context
    // rl.setWindowState(.{ .window_resizable = true });

    rl.setTargetFPS(60); // Set our game to run at 60 frames-per-second
    rl.setExitKey(.caps_lock);
    //--------------------------------------------------------------------------------------

    var game = Game.init();
    defer game.deinit();

    // Main game loop
    while (!rl.windowShouldClose()) { // Detect window close button or ESC key
        // Update
        //----------------------------------------------------------------------------------
        game.process();
        //----------------------------------------------------------------------------------

        // Draw
        //----------------------------------------------------------------------------------
        game.render();
        //----------------------------------------------------------------------------------
    }
}

const Cpu = struct {};

const Cell = union(enum) {
    none,
    socket,
    cpu: Cpu,
    ai,
    lane,
    color: rl.Color,

    fn isLaneConnected(self: Cell) bool {
        return switch (self) {
            .lane => true,
            .ai => true,
            else => false,
        };
    }
};

const Wave = struct {
    arena: std.heap.ArenaAllocator,
    map: [cells_height][cells_width]Cell = [_][cells_width]Cell{[_]Cell{.none} ** cells_width} ** cells_height,

    fn init() Wave {
        var wave = Wave{
            .arena = std.heap.ArenaAllocator.init(std.heap.page_allocator),
        };

        for (1..cells_height - 1) |y| {
            for (1..cells_width - 1) |x| {
                const isEven = (y + x) % 2 == 0;
                if (isEven) {
                    wave.map[y][x] = .{ .color = rl.Color.blue };
                } else {
                    wave.map[y][x] = .socket;
                }
            }
        }

        for (1..cells_width - 1) |x| {
            wave.map[cells_height - 2][x] = .lane;
        }

        return wave;
    }

    fn get(self: *Wave, x: usize, y: usize) Cell {
        if (x >= cells_width or y >= cells_height) {
            return .none;
        }
        return self.map[y][x];
    }
};

const Game = struct {
    global_arena: std.heap.ArenaAllocator,
    frame_arena: std.heap.ArenaAllocator,

    texture_map: std.AutoHashMap(Cell, rl.Texture2D),

    camera: rl.Camera2D,
    wave: Wave,

    fn init() Game {
        var global_arena = std.heap.ArenaAllocator.init(std.heap.page_allocator);
        const ga = global_arena.allocator();
        var texture_map = std.AutoHashMap(Cell, rl.Texture2D).init(ga);

        const lane = rl.loadTexture("assets/socket.png") catch unreachable;
        const socket = rl.loadTexture("assets/lane.png") catch unreachable;
        texture_map.put(.socket, lane) catch unreachable;
        texture_map.put(.lane, socket) catch unreachable;

        return .{
            .camera = .{
                .target = .{ .x = 128, .y = 128 },
                .offset = .{
                    .x = @as(f32, @floatFromInt(screenWidth)) / 2,
                    .y = @as(f32, @floatFromInt(screenHeight)) / 2,
                },
                .rotation = 0,
                .zoom = @as(f32, @floatFromInt(screenHeight)) / world_height,
            },
            .global_arena = global_arena,
            .frame_arena = std.heap.ArenaAllocator.init(std.heap.page_allocator),
            .wave = .init(),
            .texture_map = texture_map,
        };
    }

    fn deinit(self: *Game) void {
        self.global_arena.deinit();
        self.frame_arena.deinit();
    }

    fn frameStart(self: *Game) void {
        const reset_successful = self.frame_arena.reset(.retain_capacity);
        assert(reset_successful);
    }

    fn process(self: *Game) void {
        std.debug.print("Delta time: {d}\n", .{rl.getFrameTime()});

        self.updateCamera();
    }

    fn render(self: *Game) void {
        const a = self.frame_arena.allocator();
        const map = self.wave.map;
        const camera = self.camera;

        rl.beginDrawing();
        defer rl.endDrawing();

        rl.clearBackground(bg_color);

        {
            rl.beginMode2D(camera);
            defer rl.endMode2D();

            for (0..map.len) |y| {
                for (0..map[0].len) |x| {
                    drawCell(self, x, y);
                }
            }
        }

        rl.drawRectangle(
            10,
            10,
            @divTrunc(screenWidth, 5),
            @divTrunc(screenHeight, 5),
            rl.fade(rl.Color.white, 0.6),
        );
        rl.drawRectangleLines(
            10,
            10,
            @divTrunc(screenWidth, 5),
            @divTrunc(screenHeight, 5),
            rl.Color.black,
        );

        const font_size = @divTrunc(screenWidth, 80);

        const debug_info = std.fmt.allocPrintZ(
            a,
            \\FPS: {}
            \\Screen: {}x{}
            \\World: {}x{} ({})
        ,
            .{ rl.getFPS(), screenWidth, screenHeight, world_width, world_height, cell_size },
        ) catch return;
        rl.drawText(debug_info, 20, 20, font_size, .black);
    }

    fn updateCamera(self: *Game) void {
        screenWidth = rl.getScreenWidth();
        screenHeight = rl.getScreenHeight();

        self.camera.offset = .{
            .x = @as(f32, @floatFromInt(screenWidth)) / 2,
            .y = @as(f32, @floatFromInt(screenHeight)) / 2,
        };
        self.camera.target = .{
            .x = world_width / 2.0,
            .y = world_height / 2.0,
        };

        // Take the average between the ratios
        // This avoids "cheating" by changing the ratio to an extreme value
        // in order to see more terrain in a certain axis
        const width_ratio = @as(f32, @floatFromInt(screenWidth)) / world_width;
        const height_ratio = @as(f32, @floatFromInt(screenHeight)) / world_height;
        self.camera.zoom = (width_ratio + height_ratio) / 2;
    }

    fn drawCell(self: *Game, x: usize, y: usize) void {
        switch (self.wave.map[y][x]) {
            .none => return,
            .socket => {
                const texture = self.texture_map.get(.socket).?;
                rl.drawTexture(texture, @intCast(x * cell_size), @intCast(y * cell_size), rl.Color.white);
            },
            .lane => {
                const texture = self.texture_map.get(.lane).?;

                const lane_left = self.wave.get(x - 1, y).isLaneConnected();
                const lane_right = self.wave.get(x + 1, y).isLaneConnected();
                const lane_top = self.wave.get(x, y - 1).isLaneConnected();
                const lane_bottom = self.wave.get(x, y + 1).isLaneConnected();

                var offset: f32 = undefined;
                if (lane_top and lane_left) {
                    offset = 3;
                }
                // TODO(kyren): do the rest

                rl.drawTextureRec(
                    texture,
                    .{ .x = 0, .y = offset * cell_size, .width = cell_size, .height = cell_size },
                    .{ .x = @floatFromInt(x * cell_size), .y = @floatFromInt(y * cell_size) },
                    rl.Color.white,
                );
            },
            .cpu => {},
            .ai => {},
            .color => |color| {
                rl.drawRectangle(
                    @intCast(x * cell_size),
                    @intCast(y * cell_size),
                    cell_size,
                    cell_size,
                    color,
                );
            },
        }
    }
};