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9 Commits
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0e0a294ece
Author | SHA1 | Date |
---|---|---|
Rysertio | 0e0a294ece | |
Rysertio | 08621ab489 | |
Rysertio | c690a9e083 | |
Rysertio | 17fdac54f4 | |
Rysertio | 808fd83e6e | |
Rysertio | 6b2517604e | |
Rysertio | 73ca24c36b | |
Rysertio | 563504af1b | |
Rysertio | ed335c9e01 |
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@ -1,54 +1,3 @@
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# ---> C
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# Prerequisites
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*.d
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# Object files
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*.o
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*.ko
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*.obj
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*.elf
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# Linker output
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*.ilk
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*.map
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*.exp
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# Precompiled Headers
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*.gch
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*.pch
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# Libraries
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*.lib
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*.a
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*.la
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*.lo
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# Shared objects (inc. Windows DLLs)
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*.dll
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*.so
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*.so.*
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*.dylib
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# Executables
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*.exe
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*.out
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*.app
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*.i*86
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*.x86_64
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*.hex
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# Debug files
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*.dSYM/
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*.su
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*.idb
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*.pdb
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# Kernel Module Compile Results
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*.mod*
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*.cmd
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.tmp_versions/
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modules.order
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Module.symvers
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Mkfile.old
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dkms.conf
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build/*
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src/*.d
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src/*.o
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@ -0,0 +1,20 @@
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TARGET ?= build/rts_game
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SRC_DIRS ?= ./src
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SRCS := $(shell find $(SRC_DIRS) -name *.cpp -or -name *.c -or -name *.s)
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OBJS := $(addsuffix .o,$(basename $(SRCS)))
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DEPS := $(OBJS:.o=.d)
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INC_DIRS := $(shell find $(SRC_DIRS) -type d)
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INC_FLAGS := $(addprefix -I,$(INC_DIRS))
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CPPFLAGS ?= $(INC_FLAGS) -MMD -MP
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$(TARGET): $(OBJS)
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$(CC) $(LDFLAGS) $(OBJS) -o $@ $(LOADLIBES) $(LDLIBS) -lSDL2
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.PHONY: clean
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clean:
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$(RM) $(TARGET) $(OBJS) $(DEPS)
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-include $(DEPS)
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@ -0,0 +1,175 @@
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<<<<<<< HEAD
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<<<<<<< HEAD
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#pragma once
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=======
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>>>>>>> 8e3d2ca (add game structure)
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=======
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#pragma once
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>>>>>>> 08f4a9f (draw function added)
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#include <stdbool.h>
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#define MAX_UNITS 100
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#define MAX_BUILDINGS 50
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#define MAX_PLAYERS 2
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<<<<<<< HEAD
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<<<<<<< HEAD
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#define MAX_MISSIONS 10
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#define MAX_RESOURCES 50
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#define MAP_SIZE 100
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typedef struct Player {
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=======
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typedef struct {
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>>>>>>> 8e3d2ca (add game structure)
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=======
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#define MAX_MISSIONS 10
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#define MAX_RESOURCES 50
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#define MAP_SIZE 100
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typedef struct Player {
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>>>>>>> 0125c62 (update gamestructure)
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int playerID;
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char playerName[50];
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int gold;
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int xp;
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} Player;
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<<<<<<< HEAD
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<<<<<<< HEAD
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typedef struct Unit {
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=======
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typedef struct {
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>>>>>>> 8e3d2ca (add game structure)
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=======
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typedef struct Unit {
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>>>>>>> 0125c62 (update gamestructure)
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int unitID;
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int playerID;
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int x, y; // Position
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int health;
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} Unit;
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<<<<<<< HEAD
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<<<<<<< HEAD
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typedef struct Building {
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=======
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typedef struct {
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>>>>>>> 8e3d2ca (add game structure)
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=======
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typedef struct Building {
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>>>>>>> 0125c62 (update gamestructure)
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int buildingID;
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int playerID;
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int x, y; // Position
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bool isConstructed;
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int health;
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} Building;
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<<<<<<< HEAD
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<<<<<<< HEAD
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typedef struct Map {
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=======
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typedef struct {
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>>>>>>> 8e3d2ca (add game structure)
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=======
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typedef struct Map {
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>>>>>>> 0125c62 (update gamestructure)
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int mapID;
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char mapName[50];
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int mapWidth;
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int mapHeight;
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<<<<<<< HEAD
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<<<<<<< HEAD
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<<<<<<< HEAD
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int tileData[MAP_SIZE][MAP_SIZE]; // 2D array for map tile indices
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=======
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int tileData[MAX_MAP_WIDTH][MAX_MAP_HEIGHT];
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>>>>>>> 8e3d2ca (add game structure)
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=======
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int tileData[MAP_SIZE][MAP_SIZE]; // Assuming 2D array for resource coordinates
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>>>>>>> 0125c62 (update gamestructure)
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=======
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int tileData[MAP_SIZE][MAP_SIZE]; // 2D array for map tile indices
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>>>>>>> 08f4a9f (draw function added)
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int playerStartingPositions[MAX_PLAYERS][2]; // [x, y] coordinates for each player
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int resourceLocations[MAX_RESOURCES][2]; // [x, y] coordinates for each resource
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} Map;
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<<<<<<< HEAD
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<<<<<<< HEAD
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typedef struct Mission {
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=======
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typedef struct {
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>>>>>>> 8e3d2ca (add game structure)
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=======
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typedef struct Mission {
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>>>>>>> 0125c62 (update gamestructure)
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int missionID;
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char missionName[50];
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char missionDescription[100];
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bool isCompleted;
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char objectives[5][100]; // Array of objectives with a maximum of 5 objectives
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int experienceReward;
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int goldReward;
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int timeLimit; // Time limit for completing the mission (in seconds)
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bool hasSpecialConditions; // Flag indicating whether the mission has special conditions
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} Mission;
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<<<<<<< HEAD
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<<<<<<< HEAD
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typedef struct GameData {
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=======
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typedef struct {
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>>>>>>> 8e3d2ca (add game structure)
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=======
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typedef struct GameData {
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>>>>>>> 0125c62 (update gamestructure)
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Player players[MAX_PLAYERS];
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Unit units[MAX_UNITS];
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Building buildings[MAX_BUILDINGS];
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Map currentMap;
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Mission missions[MAX_MISSIONS];
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<<<<<<< HEAD
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<<<<<<< HEAD
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||||
=======
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>>>>>>> 4b87dcb (ui)
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int mapx, mapy;
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} GameData;
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// Structure representing building data
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typedef struct {
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int buildingID;
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int maxHealth;
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char name[50];
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int x, y, w, h; // sprite position
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int cost;
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} BuildingData;
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// Structure representing unit data
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typedef struct {
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int unitID;
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int x, y, w, h; // sprite position
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int maxHealth;
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char name[50]; // Name of the unit
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int range; // Type of attack (Melee, Ranged, Magic)
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int damage; // Damage dealt by the unit
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int lineOfSight; // Line of sight (LOS) of the unit
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int cost; // Resource cost to create the unit
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} UnitData;
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typedef struct {
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GameData data;
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BuildingData buildings[100];
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UnitData units[100];
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<<<<<<< HEAD
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} Game;
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=======
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} GameData;
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>>>>>>> 8e3d2ca (add game structure)
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=======
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} Game;
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>>>>>>> 4b87dcb (ui)
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@ -0,0 +1,82 @@
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#include <SDL2/SDL.h>
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#include "draw.h"
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#include "data.h"
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// Function to draw the game data onto the screen
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void drawGameData(SDL_Renderer *renderer, const GameData *gameData, SDL_Texture *tileTexture, SDL_Texture *unitTexture, SDL_Texture *buildingTexture) {
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// Clear the screen
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
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SDL_RenderClear(renderer);
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// Draw the map tiles
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for (int i = 0; i < gameData->currentMap.mapWidth; i++) {
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for (int j = 0; j < gameData->currentMap.mapHeight; j++) {
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int tileIndex = gameData->currentMap.tileData[i][j];
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// Calculate destination rectangle for the tile
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SDL_Rect destRect = {i * TILE_SIZE, j * TILE_SIZE, TILE_SIZE, TILE_SIZE};
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// Render the tile texture
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SDL_RenderCopy(renderer, tileTexture, NULL, &destRect);
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}
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}
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// Draw units
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for (int i = 0; i < MAX_UNITS; i++) {
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// Check if the unit exists (you may have a different condition)
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if (gameData->units[i].unitID != -1) {
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// Calculate destination rectangle for the unit
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SDL_Rect destRect = {gameData->units[i].x, gameData->units[i].y, TILE_SIZE, TILE_SIZE};
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// Render the unit texture
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SDL_RenderCopy(renderer, unitTexture, NULL, &destRect);
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}
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}
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// Draw buildings
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for (int i = 0; i < MAX_BUILDINGS; i++) {
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// Check if the building exists (you may have a different condition)
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if (gameData->buildings[i].buildingID != -1) {
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// Calculate destination rectangle for the building
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SDL_Rect destRect = {gameData->buildings[i].x, gameData->buildings[i].y, TILE_SIZE, TILE_SIZE};
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// Render the building texture
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SDL_RenderCopy(renderer, buildingTexture, NULL, &destRect);
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}
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}
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// Present the rendered frame
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SDL_RenderPresent(renderer);
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<<<<<<< HEAD
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<<<<<<< HEAD
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||||
=======
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>>>>>>> 4b87dcb (ui)
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}
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void drawMinimap(SDL_Renderer *renderer, const Map *map, int minimapX, int minimapY, int minimapSize) {
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// Calculate the size of each minimap tile
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int tileSizeX = minimapSize / map->mapWidth;
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int tileSizeY = minimapSize / map->mapHeight;
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// Iterate through each map tile and draw a simplified representation on the minimap
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for (int i = 0; i < map->mapWidth; i++) {
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for (int j = 0; j < map->mapHeight; j++) {
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SDL_Rect minimapTileRect = {minimapX + i * tileSizeX, minimapY + j * tileSizeY, tileSizeX, tileSizeY};
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// Set color based on the type of tile (for example, green for grass, blue for water, etc.)
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SDL_SetRenderDrawColor(renderer, 0, 255, 0, 255); // Example: Green color for grass tiles
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// Fill the minimap tile
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SDL_RenderFillRect(renderer, &minimapTileRect);
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}
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}
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// Draw borders for the minimap
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SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
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SDL_Rect minimapBorderRect = {minimapX, minimapY, minimapSize, minimapSize};
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SDL_RenderDrawRect(renderer, &minimapBorderRect);
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<<<<<<< HEAD
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=======
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>>>>>>> 6abc1cd (draw function)
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=======
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>>>>>>> 4b87dcb (ui)
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}
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@ -0,0 +1,27 @@
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#ifndef DRAW_H
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#define DRAW_H
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#include <SDL2/SDL.h>
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// Define the size of your tiles in pixels
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#define TILE_SIZE 32
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#include "data.h"
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|
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// Function prototype for drawing game data
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void drawGameData(SDL_Renderer *renderer, const GameData *gameData, SDL_Texture *tileTexture, SDL_Texture *unitTexture, SDL_Texture *buildingTexture);
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|
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#endif /* DRAW_H */
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#define MAP_SIZE 96
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#ifndef DRAW_H
|
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#define DRAW_H
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|
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#include <SDL2/SDL.h>
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|
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// Define the size of your tiles in pixels
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#define TILE_SIZE 32
|
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#include "data.h"
|
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|
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// Function prototype for drawing game data
|
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void drawGameData(SDL_Renderer *renderer, const GameData *gameData, SDL_Texture *tileTexture, SDL_Texture *unitTexture, SDL_Texture *buildingTexture);
|
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|
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#endif /* DRAW_H */
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@ -0,0 +1,60 @@
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#include <SDL2/SDL.h>
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#include <stdbool.h>
|
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#include "data.h"
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#include "draw.h"
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#include "input.h"
|
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#include "ui.h"
|
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|
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const int SCREEN_WIDTH = 800;
|
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const int SCREEN_HEIGHT = 600;
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|
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int main(int argc, char* argv[]) {
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SDL_Init(SDL_INIT_VIDEO);
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SDL_Window* window = SDL_CreateWindow("RTS Game", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
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SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_SHOWN);
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SDL_Renderer* renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
|
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|
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// Main loop flag
|
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bool quit = false;
|
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SDL_Event event;
|
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|
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while (!quit) {
|
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// Event handling
|
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while (SDL_PollEvent(&event) != 0) {
|
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if (event.type == SDL_QUIT) {
|
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quit = true;
|
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}
|
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// Handle other events such as key presses, mouse input, etc.
|
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}
|
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|
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// Update game state
|
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updateGameState(); // You need to define this function to update the game state
|
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|
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// Clear the screen
|
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
|
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SDL_RenderClear(renderer);
|
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|
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// Render game objects
|
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renderGame(renderer); // You need to define this function to render the game
|
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|
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// Update the screen
|
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SDL_RenderPresent(renderer);
|
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|
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// Cap the frame rate
|
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SDL_Delay(16); // Cap to approximately 60 frames per second
|
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}
|
||||
|
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// Clean up and exit
|
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SDL_DestroyRenderer(renderer);
|
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SDL_DestroyWindow(window);
|
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SDL_Quit();
|
||||
|
||||
// Destroy window and renderer
|
||||
SDL_DestroyRenderer(renderer);
|
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SDL_DestroyWindow(window);
|
||||
|
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// Quit SDL subsystems
|
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SDL_Quit();
|
||||
|
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return 0;
|
||||
}
|
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@ -0,0 +1,77 @@
|
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#include "ui.h"
|
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#include <stdbool.h>
|
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#include <SDL2/SDL.h>
|
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|
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bool isPointInsideRect(int x, int y, SDL_Rect rect) {
|
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return (x >= rect.x && x <= rect.x + rect.w && y >= rect.y && y <= rect.y + rect.h);
|
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}
|
||||
|
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void handleButtonClick(SDL_Event *event, Button *button) {
|
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int mouseX, mouseY;
|
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SDL_GetMouseState(&mouseX, &mouseY);
|
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|
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if (event->type == SDL_MOUSEBUTTONDOWN && event->button.button == SDL_BUTTON_LEFT) {
|
||||
// Check if the mouse click is inside the button
|
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if (isPointInsideRect(mouseX, mouseY, (SDL_Rect){button->x, button->y, button->w, button->h})) {
|
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button->clicked = true;
|
||||
}
|
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} else if (event->type == SDL_MOUSEBUTTONUP && event->button.button == SDL_BUTTON_LEFT) {
|
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if (isPointInsideRect(mouseX, mouseY, (SDL_Rect){button->x, button->y, button->w, button->h})) {
|
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if (button->clicked && button->onClick != NULL) {
|
||||
button->onClick(); // Call the associated function
|
||||
}
|
||||
}
|
||||
button->clicked = false;
|
||||
}
|
||||
}
|
||||
|
||||
void handleButtonEvents(SDL_Event *event, Button buttons[], int numButtons) {
|
||||
for (int i = 0; i < numButtons; i++) {
|
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handleButtonClick(event, &buttons[i]);
|
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}
|
||||
<<<<<<< HEAD
|
||||
<<<<<<< HEAD
|
||||
=======
|
||||
>>>>>>> 4b87dcb (ui)
|
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}
|
||||
|
||||
void drawButtons(SDL_Renderer *renderer, Button buttons[], int numButtons, TTF_Font *font) {
|
||||
SDL_Color textColor = {255, 255, 255}; // White color for text
|
||||
|
||||
// Clear the renderer
|
||||
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
|
||||
SDL_RenderClear(renderer);
|
||||
|
||||
// Loop through each button and draw it
|
||||
for (int i = 0; i < numButtons; ++i) {
|
||||
SDL_Rect rect = {buttons[i].x, buttons[i].y, buttons[i].w, buttons[i].h};
|
||||
|
||||
// Set button color based on whether it's clicked or not
|
||||
if (buttons[i].clicked) {
|
||||
SDL_SetRenderDrawColor(renderer, 0, 255, 0, 255); // Green if clicked
|
||||
} else {
|
||||
SDL_SetRenderDrawColor(renderer, 255, 0, 0, 255); // Red if not clicked
|
||||
}
|
||||
SDL_RenderFillRect(renderer, &rect);
|
||||
|
||||
// Render button text
|
||||
SDL_Surface* surfaceMessage = TTF_RenderText_Solid(font, buttons[i].text, textColor);
|
||||
SDL_Texture* message = SDL_CreateTextureFromSurface(renderer, surfaceMessage);
|
||||
int text_width, text_height;
|
||||
SDL_QueryTexture(message, NULL, NULL, &text_width, &text_height);
|
||||
SDL_Rect textRect = {buttons[i].x + (buttons[i].w - text_width) / 2, buttons[i].y + (buttons[i].h - text_height) / 2, text_width, text_height};
|
||||
SDL_RenderCopy(renderer, message, NULL, &textRect);
|
||||
|
||||
SDL_FreeSurface(surfaceMessage);
|
||||
SDL_DestroyTexture(message);
|
||||
}
|
||||
|
||||
// Present renderer
|
||||
SDL_RenderPresent(renderer);
|
||||
}
|
||||
<<<<<<< HEAD
|
||||
=======
|
||||
}
|
||||
>>>>>>> 206ed0e (basic ui controls)
|
||||
=======
|
||||
>>>>>>> 4b87dcb (ui)
|
|
@ -0,0 +1,35 @@
|
|||
#ifndef UI_H
|
||||
#define UI_H
|
||||
|
||||
#include <stdbool.h>
|
||||
#include <SDL2/SDL.h>
|
||||
|
||||
// Structure representing a button
|
||||
typedef struct {
|
||||
int x, y, w, h;
|
||||
bool clicked;
|
||||
void (*onClick)();
|
||||
<<<<<<< HEAD
|
||||
<<<<<<< HEAD
|
||||
char text[50];
|
||||
=======
|
||||
>>>>>>> 206ed0e (basic ui controls)
|
||||
=======
|
||||
char text[50];
|
||||
>>>>>>> 4b87dcb (ui)
|
||||
} Button;
|
||||
|
||||
// Function prototypes
|
||||
bool isPointInsideRect(int x, int y, SDL_Rect rect);
|
||||
void handleButtonClick(SDL_Event *event, Button *button);
|
||||
void handleButtonEvents(SDL_Event *event, Button buttons[], int numButtons);
|
||||
<<<<<<< HEAD
|
||||
<<<<<<< HEAD
|
||||
void drawButtons(SDL_Renderer *renderer, Button buttons[], int numButtons, TTF_Font *font);
|
||||
=======
|
||||
>>>>>>> 206ed0e (basic ui controls)
|
||||
=======
|
||||
void drawButtons(SDL_Renderer *renderer, Button buttons[], int numButtons, TTF_Font *font);
|
||||
>>>>>>> 4b87dcb (ui)
|
||||
|
||||
#endif /* UI_H */
|
Loading…
Reference in New Issue