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203 lines
7.6 KiB
203 lines
7.6 KiB
#include "inputHandler.h"
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#include "raylib.h"
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#include "../sprite.h"
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#include "../IsometricMap/isometricMap.h"
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#include <stdio.h>
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#include <stdlib.h>
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#include <math.h>
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#include "../List/list.h"
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#include "../IsometricMap/tile.h"
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#include "../game.h"
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void DrawRect(Vector2 rectStart, Vector2 *mousePosition){
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float width = GetMousePosition().x - rectStart.x;
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float height = GetMousePosition().y - rectStart.y;
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rectStart = GetRectangle(rectStart);
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DrawRectangleLines(rectStart.x, rectStart.y, abs(width), abs(height), GREEN);
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}
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Vector2 GetRectangle(Vector2 rectStart){
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float width = GetMousePosition().x - rectStart.x;
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float height = GetMousePosition().y - rectStart.y;
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if(width < 0 && height >= 0){
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width *= -1;
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rectStart.x -= width;
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}
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else if(height < 0 && width >= 0){
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height *= -1;
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rectStart.y -= height;
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}
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else if(height < 0 && width < 0){
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height *= -1;
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width *= -1;
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rectStart.x -= width;
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rectStart.y -= height;
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}
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return rectStart;
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}
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void mouseInput(Game *game){
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InputHandler *inputHandler = game->inputHandler;
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List *sprites = game->sprites;
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Camera2D *camera = game->camera;
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IsometricMap **layers = game->layers;
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Texture2D *texture = game->worker +4;
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inputHandler->cursorPos.x = GetMousePosition().x;
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inputHandler->cursorPos.y = GetMousePosition().y;
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// bissl Kamera Zoom
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float maxZoom = 5.0f;
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float minZoom = 0.2f;
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if(IsKeyPressed(KEY_I)){
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if(camera->zoom < maxZoom){
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camera->zoom += 0.2f;
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}
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}
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if(IsKeyPressed(KEY_K)){
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if(camera->zoom > minZoom){
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camera->zoom -= 0.2f;
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}
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}
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// resetting last selected Tile to grass texture
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if(inputHandler->selectedLayer != -1){
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IsometricMapChangeTextureIdOfTile(layers, (int) inputHandler->cursorWorldTile.x, (int) inputHandler->cursorWorldTile.y, inputHandler->selectedLayer, 0);
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}
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// hardcoded layer amount
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int n = 9;
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for(n = 9; n >= 0 ; n--){
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if(layers[n] != 0){
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float tileWidthHalf = layers[n]->tileTextures[0].width / 2;
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float tileHeightQuarter = layers[n]->tileTextures[0].height / 4;
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int mouseAdjustmentX = -tileWidthHalf;
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int mouseAdjustmentY = -tileHeightQuarter + (tileHeightQuarter * layers[n]->layer);
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// Updating inputHandler->cursorWorldPos Vector2D
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IsometricMapProject(layers[n], camera,
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(inputHandler->cursorPos.x / camera->zoom) + mouseAdjustmentX,
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(inputHandler->cursorPos.y / camera->zoom) + mouseAdjustmentY,
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&inputHandler->cursorWorldPos);
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/*N I C E*/ Tile *selectedTile = IsometricMapGetTileFromWorldCoordinates(layers, inputHandler->cursorWorldPos.x, inputHandler->cursorWorldPos.y, n);
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if(selectedTile != 0){
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inputHandler->cursorWorldTile.x = selectedTile->x;
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inputHandler->cursorWorldTile.y = selectedTile->y;
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inputHandler->selectedLayer = n;
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// setting currently selected tile to tower
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IsometricMapChangeTextureIdOfTile(layers, inputHandler->cursorWorldTile.x, inputHandler->cursorWorldTile.y, n, 1);
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break;
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}
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}
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}
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if(IsMouseButtonPressed(MOUSE_BUTTON_LEFT)){
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if(inputHandler->pressed == 0){
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inputHandler->rectStart.x = GetMousePosition().x;
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inputHandler->rectStart.y = GetMousePosition().y;
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inputHandler->pressed = 1;
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// Cursorsprite is changed to "down"
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inputHandler->cursorSprite->texture = (inputHandler->cursorTextures) + 1;
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}
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}
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if(inputHandler->pressed){
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DrawRect(inputHandler->rectStart, &(inputHandler->cursorPos));
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}
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if(IsMouseButtonReleased(MOUSE_BUTTON_LEFT)){
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inputHandler->pressed = 0;
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// Cursorsprite is changed back to normal
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inputHandler->cursorSprite->texture = (inputHandler->cursorTextures);
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float width = GetMousePosition().x - inputHandler->rectStart.x;
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float height = GetMousePosition().y - inputHandler->rectStart.y;
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// Add Sprite
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if(abs(width) + abs(height) < 20){
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int maxWidth = (game->layers[0]->width) * game->layers[0]->textureWidth;
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int maxHeight = (game->layers[0]->height) * game->layers[0]->textureHeight;
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if(inputHandler->cursorWorldPos.x < 0){ printf("OutOfBoundsDestination Spawn\n");}
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else if(inputHandler->cursorWorldPos.y < 0){ printf("OutOfBoundsDestination Spawn\n");}
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else if(inputHandler->cursorWorldPos.x > maxWidth){ printf("OutOfBoundsDestination Spawn\n");}
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else if(inputHandler->cursorWorldPos.y > maxHeight){ printf("OutOfBoundsDestination Spawn\n");}
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else {
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ListInsertBack(sprites, SpriteCreate(game->textures, 1, inputHandler->cursorWorldPos.x, inputHandler->cursorWorldPos.y));
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//ListInsertSorted(sprites, SpriteCreate(game->textures, 1, inputHandler->cursorWorldPos.x, inputHandler->cursorWorldPos.y));
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}
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} else{
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// Berechnung, welche Sprites ausgewählt wurden
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Vector2 rect = GetRectangle(inputHandler->rectStart);
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width = abs(width);
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height = abs(height);
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float deltaX;
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float deltaY;
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Node *current = sprites->head;
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while (current != 0){
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Vector2 currPos = {current->data->x + current->data->texture->width, current->data->y + current->data->texture->height/2};
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IsometricMapUnproject(layers, camera, currPos.x, currPos.y, current->data->z, &currPos);
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deltaX = currPos.x - camera->target.x - (rect.x + camera->target.x);
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deltaY = currPos.y - camera->target.y - (rect.y + camera->target.y);
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if(deltaX > 0 && deltaX < width && deltaY > 0 && deltaY < height){
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current->data->selected = 1;
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}
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else{
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current->data->selected = 0;
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}
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current = current->next;
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}
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}
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}
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if(IsMouseButtonPressed(MOUSE_BUTTON_RIGHT)){
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Node *current = sprites->head;
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while (current != 0){
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if(current->data->selected){
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current->data->hasDestination = 1;
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float destX = inputHandler->cursorWorldPos.x;
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float destY = inputHandler->cursorWorldPos.y;
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int maxWidth = (game->layers[0]->width-1) * game->layers[0]->textureWidth;
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int maxHeight = (game->layers[0]->height-1) * game->layers[0]->textureHeight;
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if(destX < 0){ printf("OutOfBoundsDestination\n"); goto skip; }
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if(destY < 0){ printf("OutOfBoundsDestination\n"); goto skip; }
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if(destX > maxWidth){ printf("OutOfBoundsDestination\n"); goto skip; }
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if(destY > maxHeight){ printf("OutOfBoundsDestination\n"); goto skip; }
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current->data->destX = destX;
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current->data->destY = destY;
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}
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skip: current = current->next;
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}
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}
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}
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void keyboardInput(InputHandler *inputHandler, Camera2D *camera){
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float camSpeed = 1000.0f;
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if(IsKeyDown(KEY_W)){
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(*camera).target.y -= camSpeed * GetFrameTime();
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}
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if(IsKeyDown(KEY_S)){
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(*camera).target.y += camSpeed * GetFrameTime();
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}
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if(IsKeyDown(KEY_D)){
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(*camera).target.x += camSpeed * GetFrameTime();
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}
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if(IsKeyDown(KEY_A)){
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(*camera).target.x -= camSpeed * GetFrameTime();
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}
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} |