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#include "raylib.h"
#include "stdio.h"
#include "sprite.h"
#include "raymath.h"
int main(){
InitWindow(800, 450, "basic window");
Texture2D texture;
struct Sprite sprites[100];
int destX = 0;
int destY = 0;
int clicked = 0;
int pressed = 0;
Vector2 rectStart = {0,0};
texture = LoadTexture("amulet.png");
int j = 0;
struct Sprite cursor = {&texture, 450, 225};
Camera2D camera = { 0 };
camera.target = (Vector2){400, 225};
camera.rotation = 0.0f;
camera.zoom = 1.0f;
addSprite(sprites, &j, &texture, cursor.x + camera.target.x, cursor.y + camera.target.y);
SetTargetFPS(60);
while(!WindowShouldClose()){
BeginDrawing();
ClearBackground(RAYWHITE);
BeginMode2D(camera);
int i;
int length = sizeof(sprites)/sizeof(sprites[0]);
for(i=0; i < j; i++){
DrawTexture(*sprites[i].texture, sprites[i].x, sprites[i].y, WHITE);
}
EndMode2D();
DrawTexture(*cursor.texture, cursor.x, cursor.y, WHITE);
cursor.x = GetMousePosition().x - texture.width / 2;
cursor.y = GetMousePosition().y - texture.height / 2;
/*
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)){
printf("Klick\n");
addSprite(sprites, &j, &texture, cursor.x + camera.target.x, cursor.y + camera.target.y);
}
*/
if(IsMouseButtonPressed(MOUSE_BUTTON_LEFT)){
if(pressed == 0){
rectStart.x = cursor.x;
rectStart.y = cursor.y;
pressed = 1;
}
}
if(pressed){
float width = GetMousePosition().x - rectStart.x;
float height = GetMousePosition().y - rectStart.y;
DrawRectangleLines(rectStart.x, rectStart.y, width, height, GREEN);
}
if(IsMouseButtonReleased(MOUSE_BUTTON_LEFT)){
pressed = 0;
}
if(IsMouseButtonPressed(MOUSE_BUTTON_RIGHT)){
clicked = 1;
destX = cursor.x + camera.target.x;
destY = cursor.y + camera.target.y;
}
if(IsKeyDown(KEY_W)){
camera.target.y -= 100.0f * GetFrameTime();
}
if(IsKeyDown(KEY_S)){
camera.target.y += 100.0f * GetFrameTime();
}
if(IsKeyDown(KEY_D)){
camera.target.x += 100.0f * GetFrameTime();
}
if(IsKeyDown(KEY_A)){
camera.target.x -= 100.0f * GetFrameTime();
}
if(clicked){
Vector2 movement = {destX - sprites->x, destY - sprites->y};
if(Vector2Length(movement) < 10.0f){
clicked = false;
}
movement = Vector2Normalize(movement);
movement = Vector2Scale(movement, 10);
sprites->x += movement.x;
sprites->y += movement.y;
}
EndDrawing();
}
CloseWindow();
return 0;
}