Added initial files.

This commit is contained in:
jussi
2022-02-18 18:27:10 +02:00
parent 345cc1d5aa
commit 6e4fdd3b3a
53 changed files with 27310 additions and 0 deletions

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local pos = { 2, 0.5, 6 }
local speed = 5.0
local camera = -1
local texture = -1
local mesh = -1
local textureSize = { 128, 128 }
local res = { 384, 216 }
local winSize = RL_GetWindowSize()
local winScale = 5
local framebuffer = -1
local TILE_SIZE = 32
local COLOR_WHITE = { 255, 255, 255 }
local FLOOR = 1
local CEILING = 2
local WALL_N = 3
local WALL_S = 4
local WALL_W = 5
local WALL_E = 6
local sprites = {
{ pos = { 0.5, 0.5 }, tile = { 0, 1 }, dis = 0, size = 0.7 },
{ pos = { 3.5, 0.5 }, tile = { 0, 1 }, dis = 0, size = 0.7 },
}
local function getTexCoords( x, y )
return {
{ x * TILE_SIZE / textureSize[1], y * TILE_SIZE / textureSize[2] },
{ x * TILE_SIZE / textureSize[1], ( y * TILE_SIZE + TILE_SIZE ) / textureSize[2] },
{ ( x * TILE_SIZE + TILE_SIZE ) / textureSize[1], ( y * TILE_SIZE + TILE_SIZE ) / textureSize[2] },
{ ( x * TILE_SIZE + TILE_SIZE ) / textureSize[1], y * TILE_SIZE / textureSize[2] },
}
end
local function getTileVer( x, y, type )
local types = {
{ { 0, 0, 0 }, { 0, 0, 1 }, { 1, 0, 1 }, { 1, 0, 0 } }, -- Floor.
{ { 1, 1, 0 }, { 1, 1, 1 }, { 0, 1, 1 }, { 0, 1, 0 } }, -- Ceiling.
{ { 0, 1, 0 }, { 0, 0, 0 }, { 1, 0, 0 }, { 1, 1, 0 } }, -- Wall North.
{ { 1, 1, 1 }, { 1, 0, 1 }, { 0, 0, 1 }, { 0, 1, 1 } }, -- Wall South.
{ { 0, 1, 1 }, { 0, 0, 1 }, { 0, 0, 0 }, { 0, 1, 0 } }, -- Wall West.
{ { 1, 1, 0 }, { 1, 0, 0 }, { 1, 0, 1 }, { 1, 1, 1 } }, -- Wall East.
}
local verts = types[ type ]
for i = 1, 4 do
verts[i][1] = verts[i][1] + x
verts[i][3] = verts[i][3] + y
end
return verts
end
function drawSprites()
for _, sprite in ipairs( sprites ) do
sprite.dis = RL_Vector2Distance( { pos[1], pos[3] }, { sprite.pos[1], sprite.pos[2] } )
end
table.sort( sprites, function( a, b ) return a.dis > b.dis end )
for _, sprite in ipairs( sprites ) do
RL_DrawBillboardRec( camera, texture, { sprite.tile[1] * TILE_SIZE, sprite.tile[2] * TILE_SIZE, TILE_SIZE, TILE_SIZE },
{ sprite.pos[1], 0.5 * sprite.size, sprite.pos[2] }, { sprite.size, sprite.size }, COLOR_WHITE )
end
end
function init()
local monitor = 0
local mPos = RL_GetMonitorPosition( monitor )
local mSize = RL_GetMonitorSize( monitor )
-- RL_SetWindowSize( { 1920, 1080 } )
winSize = { res[1] * winScale, res[2] * winScale }
-- winSize = { 1920, 1080 }
RL_SetWindowSize( winSize )
RL_SetExitKey( KEY_ESCAPE )
-- framebuffer = RL_LoadRenderTexture( res )
RL_SetWindowState( FLAG_WINDOW_RESIZABLE )
RL_SetWindowPosition( { mPos[1] + mSize[1] / 2 - winSize[1] / 2, mPos[2] + mSize[2] / 2 - winSize[2] / 2 } )
texture = RL_LoadTexture( RL_GetBasePath().."../resources/images/tiles.png" )
camera = RL_CreateCamera3D()
mesh = RL_GenMeshCube( { 1, 2, 1 } )
RL_SetCamera3DPosition( camera, pos )
RL_SetCamera3DTarget( camera, { 0, 0, 0 } )
RL_SetCamera3DUp( camera, { 0, 1, 0 } )
RL_SetCamera3DMode( camera, CAMERA_FIRST_PERSON )
-- RL_SetCamera3DMode( camera, CAMERA_ORBITAL )
-- for x = 0, 3 do
-- for y = 0, 9 do
-- table.insert( sprites, { pos = { x + 0.5, y + 0.5 + 1 }, tile = { 1, 1 }, dis = 0, size = 0.8 } )
-- end
-- end
table.insert( sprites, { pos = { 2.5, 2.5 }, tile = { 1, 1 }, dis = 0, size = 0.8 } )
-- for x = 0, 1 do
-- for y = 0, 1 do
-- table.insert( sprites, { pos = { 1.25 + x * 0.5, 2.25 + y * 0.5 }, tile = { 3, 0 }, dis = 0, size = 0.6 } )
-- end
-- end
table.insert( sprites, { pos = { 1.5, 3.5 }, tile = { 3, 1 }, dis = 0, size = 0.5 } )
table.insert( sprites, { pos = { 0.5, 3.5 }, tile = { 3, 0 }, dis = 0, size = 0.7 } )
end
function process( delta )
-- RL_SetCamera3DPosition( camera, pos )
end
function draw()
RL_UpdateCamera3D( camera )
pos = RL_GetCamera3DPosition( camera )
-- RL_BeginTextureMode( framebuffer )
RL_ClearBackground( { 100, 150, 150 } )
RL_BeginMode3D( camera )
-- Floor and ceiling.
for x = 0, 3 do
for y = 0, 10 do
RL_DrawQuad3DTexture( texture, getTileVer( x, y, FLOOR ), getTexCoords( 1, 0 ), COLOR_WHITE )
RL_DrawQuad3DTexture( texture, getTileVer( x, y, CEILING ), getTexCoords( 2, 0 ), COLOR_WHITE )
end
end
-- Walls.
RL_DrawQuad3DTexture( texture, getTileVer( 0, 0, WALL_N ), getTexCoords( 0, 0 ), COLOR_WHITE )
RL_DrawQuad3DTexture( texture, getTileVer( 1, 0, WALL_N ), getTexCoords( 0, 2 ), COLOR_WHITE )
RL_DrawQuad3DTexture( texture, getTileVer( 2, 0, WALL_N ), getTexCoords( 2, 2 ), COLOR_WHITE )
RL_DrawQuad3DTexture( texture, getTileVer( 3, 0, WALL_N ), getTexCoords( 0, 0 ), COLOR_WHITE )
for x = 0, 3 do
RL_DrawQuad3DTexture( texture, getTileVer( x, 10, WALL_S ), getTexCoords( 0, 0 ), COLOR_WHITE )
end
for y = 0, 10 do
RL_DrawQuad3DTexture( texture, getTileVer( 0, y, WALL_W ), getTexCoords( 0, 0 ), COLOR_WHITE )
RL_DrawQuad3DTexture( texture, getTileVer( 3, y, WALL_E ), getTexCoords( 0, 0 ), COLOR_WHITE )
end
drawSprites()
RL_EndMode3D()
-- RL_EndTextureMode()
-- RL_SetTextureSource( TEXTURE_SOURCE_RENDER_TEXTURE )
-- RL_DrawTexturePro( framebuffer, { 0, 0, res[1], -res[2] }, { 0, 0, winSize[1], winSize[2] }, { 0, 0 }, 0.0, COLOR_WHITE )
-- RL_SetTextureSource( TEXTURE_SOURCE_TEXTURE )
end

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local windowOpen = true
local toggled = false
local checkbox = false
local textBoxText = "Edit"
local textBoxActive = false
local spinnerValue = 3
local spinnerActive = false
local spinnerValueRange = { 0, 10 }
local sliderValue = 5.0
local sliderValueRange = { 0.0, 10.0 }
local scrollbarValue = 0.0
local dropdownValue = 0
local dropdownActive = false
function init()
local monitor = 0
local mPos = RL_GetMonitorPosition( monitor )
local mSize = RL_GetMonitorSize( monitor )
local winSize = RL_GetWindowSize()
RL_GuiSetFont( 0 )
RL_SetWindowState( FLAG_WINDOW_RESIZABLE )
RL_SetWindowPosition( { mPos[1] + mSize[1] / 2 - winSize[1] / 2, mPos[2] + mSize[2] / 2 - winSize[2] / 2 } )
end
function process( delta )
end
function draw()
RL_ClearBackground( { 50, 20, 75 } )
if RL_GuiButton( { 112, 16, 96, 32 }, "Button" ) then
print( "Button pressed!" )
end
if windowOpen and RL_GuiWindowBox( { 300, 16, 200, 320 }, "Window" ) then
windowOpen = false
end
RL_GuiPanel( { 60, 260, 100, 100 } )
toggled = RL_GuiToggle( { 200, 260, 64, 32 }, "Toggle", toggled )
checkbox = RL_GuiCheckBox( { 200, 300, 16, 16 }, "CheckBox", checkbox )
local textBoxToggle = false
textBoxToggle, textBoxText = RL_GuiTextBox( { 32, 400, 120, 32 }, textBoxText, 32, textBoxActive )
-- textBoxToggle, textBoxText = RL_GuiTextBoxMulti( { 32, 400, 120, 64 }, textBoxText, 120, textBoxActive )
if textBoxToggle then
textBoxActive = not textBoxActive
end
local spinnerToggle = false
spinnerToggle, spinnerValue = RL_GuiSpinner( { 64, 450, 96, 32 }, "Value", spinnerValue, spinnerValueRange[1], spinnerValueRange[2], spinnerActive )
-- spinnerToggle, spinnerValue = RL_GuiValueBox( { 64, 450, 96, 32 }, "Value", spinnerValue, spinnerValueRange[1], spinnerValueRange[2], spinnerActive )
if spinnerToggle then
spinnerActive = not spinnerActive
end
sliderValue = RL_GuiSliderBar( { 64, 510, 96, 32 }, "min", "max", sliderValue, sliderValueRange[1], sliderValueRange[2] )
scrollbarValue = RL_GuiScrollBar( { 64, 550, 130, 32 }, scrollbarValue, 0, 10 )
local dropdownToggle = false
dropdownToggle, dropdownValue = RL_GuiDropdownBox( { 2, 2, 96, 16 }, "Cat\nDog\nMonkey", dropdownValue, dropdownActive )
if dropdownToggle then
dropdownActive = not dropdownActive
end
end

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local monitor = 0
local texture = -1
local image = -1
local catImage = -1
function init()
local mPos = RL_GetMonitorPosition( monitor )
local mSize = RL_GetMonitorSize( monitor )
local winSize = RL_GetWindowSize()
RL_SetWindowState( FLAG_WINDOW_RESIZABLE )
RL_SetWindowPosition( { mPos[1] + mSize[1] / 2 - winSize[1] / 2, mPos[2] + mSize[2] / 2 - winSize[2] / 2 } )
image = RL_GenImageColor( winSize[1], winSize[2], WHITE )
catImage = RL_LoadImage( RL_GetBasePath().."../resources/images/cat.png" )
RL_ImageClearBackground( image, { 150, 60, 100 } )
RL_ImageDrawPixel( image, { 32, 32 }, WHITE )
RL_ImageDrawLine( image, { 32, 45 }, { 100, 60 }, GREEN )
RL_ImageDrawCircle( image, { 64, 32 }, 16, BLUE )
RL_ImageDrawRectangle( image, { 120, 64, 32, 64 }, BLUE )
RL_ImageDrawRectangleLines( image, { 160, 64, 32, 64 }, 2.0, BLUE )
RL_ImageDraw( image, catImage, { 143, 25, 230, 250 }, { 200, 200, 230, 250 }, WHITE )
RL_ImageDrawTextEx( image, 0, "Hello", { 300, 32 }, 48.0, 1.0, WHITE )
texture = RL_LoadTextureFromImage( image )
end
function draw()
RL_ClearBackground( { 100, 150, 100 } )
RL_DrawTexture( texture, { 0, 0 }, WHITE )
end

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local tex = -1
local pos = { 32, 32 }
local speed = 60.0
local sound = -1
local monitor = 0
local mPos = RL_GetMonitorPosition( monitor )
local mSize = RL_GetMonitorSize( monitor )
local framebuffer = -1
local res = { 320, 180 }
local scale = 5
local winSize = { res[1] * scale, res[2] * scale }
function init()
RL_SetWindowState( FLAG_WINDOW_RESIZABLE )
RL_SetWindowPosition( { mPos[1] + mSize[1] / 2 - winSize[1] / 2, mPos[2] + mSize[2] / 2 - winSize[2] / 2 } )
RL_SetWindowSize( winSize )
tex = RL_LoadTexture( RL_GetBasePath().."../resources/images/cat.png" )
-- Create framebuffer.
framebuffer = RL_LoadRenderTexture( res )
end
function process( delta )
if RL_IsKeyDown( KEY_RIGHT ) then
pos[1] = pos[1] + delta * speed
elseif RL_IsKeyDown( KEY_LEFT ) then
pos[1] = pos[1] - delta * speed
end
if RL_IsKeyDown( KEY_UP ) then
pos[2] = pos[2] - delta * speed
elseif RL_IsKeyDown( KEY_DOWN ) then
pos[2] = pos[2] + delta * speed
end
if RL_IsWindowResized() then
winSize = RL_GetWindowSize()
end
end
function draw()
RL_ClearBackground( { 0, 0, 0 } )
RL_BeginTextureMode( framebuffer )
RL_ClearBackground( { 100, 150, 100 } )
RL_DrawPixel( { 100, 100 }, { 255, 50, 100 } )
RL_DrawLine( { 120, 100 }, { 140, 150 }, 2.4, { 255, 150, 255 } )
RL_DrawRectangle( { 200, 120, 40, 50 }, { 100, 170, 255 } )
RL_DrawTexturePro( tex, { 166, 138, 128, 128 }, { pos[1], pos[2], 128, 128 }, { 16, 16 }, 0.0, WHITE )
RL_DrawText( 0, "Cat MIAU!!", { 16, 32 }, 10, 1, { 255, 180, 155 } )
RL_EndTextureMode()
RL_SetTextureSource( TEXTURE_SOURCE_RENDER_TEXTURE )
RL_DrawTexturePro( framebuffer, { 0, 0, res[1], -res[2] }, { 0, 0, winSize[1], winSize[2] }, { 0, 0 }, 0.0, { 255, 255, 255 } )
RL_SetTextureSource( TEXTURE_SOURCE_TEXTURE )
end

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local camera = -1
local sphereMesh = -1
local ray = { { 0.5, 0, 4 }, { 0.1, 0, -1 } }
local function setupWindow()
local monitor = 0
local mPos = RL_GetMonitorPosition( monitor )
local mSize = RL_GetMonitorSize( monitor )
local winSize = RL_GetWindowSize()
RL_SetWindowState( FLAG_WINDOW_RESIZABLE )
RL_SetWindowPosition( { mPos[1] + mSize[1] / 2 - winSize[1] / 2, mPos[2] + mSize[2] / 2 - winSize[2] / 2 } )
end
function init()
setupWindow()
camera = RL_CreateCamera3D()
RL_SetCamera3DPosition( camera, { 0, 2, 4 } )
RL_SetCamera3DTarget( camera, { 0, 0, 0 } )
RL_SetCamera3DUp( camera, { 0, 2, 0 } )
RL_SetCamera3DMode( camera, CAMERA_FREE )
sphereMesh = RL_GenMeshSphere( 1.0, 8, 10 )
-- local rayCol = RL_GetRayCollisionSphere( { { 0.5, 0, 4 }, { 0, 0, -1 } }, { 0, 0, 0 }, 1.0 )
local rayCol = RL_GetRayCollisionMesh( ray, sphereMesh, RL_MatrixIdentity() )
if rayCol ~= nil and rayCol.hit then
print( "hit", rayCol.hit )
print( "distance", rayCol.distance )
print( "point", rayCol.point[1], rayCol.point[2], rayCol.point[3] )
print( "normal", rayCol.normal[1], rayCol.normal[2], rayCol.normal[3] )
end
end
function draw()
RL_ClearBackground( { 100, 150, 100 } )
RL_UpdateCamera3D( camera )
RL_BeginMode3D( camera )
RL_DrawGrid( 8, 1 )
RL_DrawRay( ray, { 255, 100, 100 } )
RL_DrawMesh( sphereMesh, 0, RL_MatrixIdentity() )
RL_EndMode3D()
end

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Resource Author Licence Source
tiles.png Chris Hamons (maintainer) CC0 https://opengameart.org/content/dungeon-crawl-32x32-tiles
apple.png Jussi Viitala CC0
grass.png Jussi Viitala CC0
snake.png Jussi Viitala CC0

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#version 100
precision mediump float;
// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
varying vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
uniform vec4 colDiffuse;
uniform float secondes;
uniform vec2 size;
uniform float freqX;
uniform float freqY;
uniform float ampX;
uniform float ampY;
uniform float speedX;
uniform float speedY;
void main() {
float pixelWidth = 1.0 / size.x;
float pixelHeight = 1.0 / size.y;
float aspect = pixelHeight / pixelWidth;
float boxLeft = 0.0;
float boxTop = 0.0;
vec2 p = fragTexCoord;
p.x += cos((fragTexCoord.y - boxTop) * freqX / ( pixelWidth * 750.0) + (secondes * speedX)) * ampX * pixelWidth;
p.y += sin((fragTexCoord.x - boxLeft) * freqY * aspect / ( pixelHeight * 750.0) + (secondes * speedY)) * ampY * pixelHeight;
gl_FragColor = texture2D(texture0, p)*colDiffuse*fragColor;
}

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#version 330
// Input vertex attributes (from vertex shader)
in vec2 fragTexCoord;
in vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// Output fragment color
out vec4 finalColor;
uniform float secondes;
uniform vec2 size;
uniform float freqX;
uniform float freqY;
uniform float ampX;
uniform float ampY;
uniform float speedX;
uniform float speedY;
void main() {
float pixelWidth = 1.0 / size.x;
float pixelHeight = 1.0 / size.y;
float aspect = pixelHeight / pixelWidth;
float boxLeft = 0.0;
float boxTop = 0.0;
vec2 p = fragTexCoord;
p.x += cos((fragTexCoord.y - boxTop) * freqX / ( pixelWidth * 750.0) + (secondes * speedX)) * ampX * pixelWidth;
p.y += sin((fragTexCoord.x - boxLeft) * freqY * aspect / ( pixelHeight * 750.0) + (secondes * speedY)) * ampY * pixelHeight;
finalColor = texture(texture0, p)*colDiffuse*fragColor;
}

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local monitor = 0
local shader = -1
local texture = -1
local textureSize
local GLSL_VERSION = "330" -- PLATFORM_DESKTOP
-- local GLSL_VERSION = "100" -- PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
local secondsLoc
function init()
local mPos = RL_GetMonitorPosition( monitor )
local mSize = RL_GetMonitorSize( monitor )
local winSize = RL_GetWindowSize()
RL_SetWindowState( FLAG_WINDOW_RESIZABLE )
RL_SetWindowPosition( { mPos[1] + mSize[1] / 2 - winSize[1] / 2, mPos[2] + mSize[2] / 2 - winSize[2] / 2 } )
texture = RL_LoadTexture( RL_GetBasePath().."../resources/images/cat.png" )
textureSize = RL_GetTextureSize( texture )
shader = RL_LoadShader( nil, RL_GetBasePath().."../resources/shaders/glsl"..GLSL_VERSION.."/wave.fs" )
secondsLoc = RL_GetShaderLocation( shader, "secondes" )
local sizeLoc = RL_GetShaderLocation( shader, "size" )
local freqXLoc = RL_GetShaderLocation( shader, "freqX" )
local freqYLoc = RL_GetShaderLocation( shader, "freqY" )
local ampXLoc = RL_GetShaderLocation( shader, "ampX" )
local ampYLoc = RL_GetShaderLocation( shader, "ampY" )
local speedXLoc = RL_GetShaderLocation( shader, "speedX" )
local speedYLoc = RL_GetShaderLocation( shader, "speedY" )
local freqX = 25.0
local freqY = 25.0
local ampX = 5.0
local ampY = 5.0
local speedX = 8.0
local speedY = 8.0
RL_SetShaderValue( shader, sizeLoc, textureSize, SHADER_UNIFORM_VEC2 )
RL_SetShaderValue( shader, freqXLoc, { freqX }, SHADER_UNIFORM_FLOAT )
RL_SetShaderValue( shader, freqYLoc, { freqY }, SHADER_UNIFORM_FLOAT )
RL_SetShaderValue( shader, ampXLoc, { ampX }, SHADER_UNIFORM_FLOAT )
RL_SetShaderValue( shader, ampYLoc, { ampY }, SHADER_UNIFORM_FLOAT )
RL_SetShaderValue( shader, speedXLoc, { speedX }, SHADER_UNIFORM_FLOAT )
RL_SetShaderValue( shader, speedYLoc, { speedY }, SHADER_UNIFORM_FLOAT )
end
local seconds = 0.0
function draw()
seconds = seconds + RL_GetFrameTime();
RL_SetShaderValue( shader, secondsLoc, { seconds }, SHADER_UNIFORM_FLOAT );
RL_ClearBackground( { 100, 150, 100 } )
RL_BeginShaderMode( shader )
RL_DrawTexture( texture, { 0, 0 }, WHITE );
RL_EndShaderMode()
end

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-- Defines
local RESOLUTION = { 128, 128 }
local TILE_SIZE = 8
local LEVEL_SIZE = RESOLUTION[1] / TILE_SIZE
local STATE = { TITLE = 0, GAME = 1, OVER = 2 } -- Enum wannabe.
-- Resources
local framebuffer = -1
local monitor = 0
local monitorPos = RL_GetMonitorPosition( monitor )
local monitorSize = RL_GetMonitorSize( monitor )
local winScale = 6
local winSize = { RESOLUTION[1] * winScale, RESOLUTION[2] * winScale }
local gameState = STATE.GAME
local grassTexture = -1
local snakeTexture = -1
local appleTexture = -1
local gameSpeed = 7.0
local moveTimer = 1.0
local snake = {}
local applePos = {}
local function setSnake()
snake = {
heading = { 1, 0 },
control = { 1, 0 },
headPos = { LEVEL_SIZE / 2, LEVEL_SIZE / 2 },
segments = {},
grow = 2,
}
end
local function vector2IsEqual( v1, v2 )
return v1[1] == v2[1] and v1[2] == v2[2]
end
local function addSegment()
-- If first segment, grow from head and otherwise from tail. New segments are inserted firts.
if #snake.segments == 0 then
table.insert( snake.segments, 1, { pos = snake.headPos, heading = snake.heading } )
else
table.insert( snake.segments, 1, { pos = snake.segments[ #snake.segments ].pos,
heading = snake.segments[ #snake.segments ].heading } )
end
end
local function setApplePos()
applePos = { math.random( 0, LEVEL_SIZE - 1 ), math.random( 0, LEVEL_SIZE - 1 ) }
local search = true
while search do
search = false
applePos = { math.random( 0, LEVEL_SIZE - 1 ), math.random( 0, LEVEL_SIZE - 1 ) }
for _, seg in ipairs( snake.segments ) do
search = vector2IsEqual( applePos, seg.pos )
if search then
break
end
end
end
end
-- Init.
function init()
RL_SetWindowState( FLAG_WINDOW_RESIZABLE )
RL_SetWindowSize( winSize )
RL_SetWindowPosition( { monitorPos[1] + monitorSize[1] / 2 - winSize[1] / 2, monitorPos[2] + monitorSize[2] / 2 - winSize[2] / 2 } )
RL_SetWindowTitle( "Snake" )
RL_SetWindowIcon( RL_LoadImage( RL_GetBasePath().."../resources/images/apple.png" ) )
framebuffer = RL_LoadRenderTexture( RESOLUTION )
grassTexture = RL_LoadTexture( RL_GetBasePath().."../resources/images/grass.png" )
snakeTexture = RL_LoadTexture( RL_GetBasePath().."../resources/images/snake.png" )
appleTexture = RL_LoadTexture( RL_GetBasePath().."../resources/images/apple.png" )
setSnake()
setApplePos()
end
-- Process.
local function moveSnake()
-- Check if snake has eaten and should grow.
if 0 < snake.grow then
addSegment()
snake.grow = snake.grow - 1
end
-- Move body.
for i, seg in ipairs( snake.segments ) do
if i < #snake.segments then
seg.pos = snake.segments[ i+1 ].pos
seg.heading = snake.segments[ i+1 ].heading
else
seg.pos = snake.headPos
seg.heading = snake.heading
end
end
-- Move head.
snake.heading = { snake.control[1], snake.control[2] }
snake.headPos = { snake.headPos[1] + snake.heading[1], snake.headPos[2] + snake.heading[2] }
-- Check appple eating.
if vector2IsEqual( snake.headPos, applePos ) then
snake.grow = snake.grow + 1
setApplePos()
end
-- Check if hit to body.
for _, seg in ipairs( snake.segments ) do
if vector2IsEqual( snake.headPos, seg.pos ) then
gameState = STATE.OVER
end
end
-- Check if outside or level.
if snake.headPos[1] < 0 or LEVEL_SIZE <= snake.headPos[1] or snake.headPos[2] < 0 or LEVEL_SIZE <= snake.headPos[2] then
gameState = STATE.OVER
end
moveTimer = moveTimer + 1.0
end
function process( delta )
if gameState == STATE.GAME then -- Run game.
-- Controls.
if RL_IsKeyPressed( KEY_RIGHT ) and 0 <= snake.heading[1] then
snake.control = { 1, 0 }
elseif RL_IsKeyPressed( KEY_LEFT ) and snake.heading[1] <= 0 then
snake.control = { -1, 0 }
elseif RL_IsKeyPressed( KEY_DOWN ) and 0 <= snake.heading[2] then
snake.control = { 0, 1 }
elseif RL_IsKeyPressed( KEY_UP ) and snake.heading[2] <= 0 then
snake.control = { 0, -1 }
end
moveTimer = moveTimer - gameSpeed * delta
if moveTimer <= 0.0 then
moveSnake()
end
elseif gameState == STATE.OVER and RL_IsKeyPressed( KEY_ENTER ) then -- Reset game.
setSnake()
setApplePos()
gameState = STATE.GAME
end
end
-- Drawing.
local function drawGrass()
for y = 0, LEVEL_SIZE - 1 do
for x = 0, LEVEL_SIZE - 1 do
RL_DrawTexture( grassTexture, { x * TILE_SIZE, y * TILE_SIZE }, WHITE )
end
end
end
--[[ Check if next segment is on left side. There are more mathematically elegant solution to this, but there is
only four possibilities so we can just check them all. ]]--
local function onLeft( this, next )
return ( vector2IsEqual( this, { 0, -1 } ) and vector2IsEqual( next, { -1, 0 } ) )
or ( vector2IsEqual( this, { -1, 0 } ) and vector2IsEqual( next, { 0, 1 } ) )
or ( vector2IsEqual( this, { 0, 1 } ) and vector2IsEqual( next, { 1, 0 } ) )
or ( vector2IsEqual( this, { 1, 0 } ) and vector2IsEqual( next, { 0, -1 } ) )
end
local function drawSnake()
for i, seg in ipairs( snake.segments ) do
local angle = math.deg( RL_Vector2Angle( { 0, 0 }, seg.heading ) )
local source = { 16, 0, 8, 8 }
if i == 1 then -- Tail segment. Yes tail is actually the 'first' segment.
source[1] = 8
if 1 < #snake.segments then
angle = math.deg( RL_Vector2Angle( { 0, 0 }, snake.segments[ 2 ].heading ) )
end
elseif i < #snake.segments and not vector2IsEqual( seg.heading, snake.segments[ i+1 ].heading ) then -- Turned middle segments.
source[1] = 0
-- Mirror turned segment to other way.
if onLeft( seg.heading, snake.segments[ i+1 ].heading ) then
source[4] = -8
end
elseif i == #snake.segments and not vector2IsEqual( seg.heading, snake.heading ) then -- Turned segment before head.
source[1] = 0
if onLeft( seg.heading, snake.heading ) then
source[4] = -8
end
end
-- Notice that we set the origin to center { 4, 4 } that acts as pivot point. We also have to adjust our dest position by 4.
RL_DrawTexturePro( snakeTexture, source, { seg.pos[1] * TILE_SIZE + 4, seg.pos[2] * TILE_SIZE + 4, 8, 8 }, { 4, 4 }, angle, WHITE )
end
-- Let's draw the head last to keep it on top.
local angle = math.deg( RL_Vector2Angle( { 0, 0 }, snake.heading ) )
RL_DrawTexturePro( snakeTexture, { 24, 0, 8, 8 }, { snake.headPos[1] * TILE_SIZE + 4, snake.headPos[2] * TILE_SIZE + 4, 8, 8 }, { 4, 4 }, angle, WHITE )
end
local function drawApple()
RL_DrawTexture( appleTexture, { applePos[1] * TILE_SIZE, applePos[2] * TILE_SIZE }, WHITE )
end
function draw()
-- Clear the window to black.
RL_ClearBackground( BLACK )
-- Draw to framebuffer.
RL_BeginTextureMode( framebuffer )
RL_ClearBackground( BLACK )
drawGrass()
drawSnake()
drawApple()
RL_EndTextureMode()
-- Draw framebuffer to window.
RL_SetTextureSource( TEXTURE_SOURCE_RENDER_TEXTURE )
RL_DrawTexturePro( framebuffer, { 0, 0, RESOLUTION[1], -RESOLUTION[2] }, { 0, 0, winSize[1], winSize[2] }, { 0, 0 }, 0.0, WHITE )
RL_SetTextureSource( TEXTURE_SOURCE_TEXTURE )
end