add logo.ico

This commit is contained in:
Kaehvaman 2024-12-11 21:01:00 +04:00
parent b7ccb8ad21
commit f193f212a5
7 changed files with 398 additions and 356 deletions

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@ -124,12 +124,13 @@
<AdditionalIncludeDirectories>$(SolutionDir)\include</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>
<SubSystem>Windows</SubSystem>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalLibraryDirectories>$(SolutionDir)\lib</AdditionalLibraryDirectories>
<AdditionalDependencies>raylib.lib;winmm.lib;$(CoreLibraryDependencies);%(AdditionalDependencies)</AdditionalDependencies>
<EntryPointSymbol>mainCRTStartup</EntryPointSymbol>
</Link>
</ItemDefinitionGroup>
<ItemGroup>
@ -137,10 +138,18 @@
<ClInclude Include="..\include\raylib.h" />
<ClInclude Include="..\include\raymath.h" />
<ClInclude Include="..\include\resource_dir.h" />
<ClInclude Include="resource.h" />
<ClInclude Include="resource1.h" />
</ItemGroup>
<ItemGroup>
<ClCompile Include="..\src\main.c" />
</ItemGroup>
<ItemGroup>
<ResourceCompile Include="lab16 with raylib.rc" />
</ItemGroup>
<ItemGroup>
<Image Include="..\resources\logo.ico" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>

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@ -27,10 +27,26 @@
<ClInclude Include="..\include\resource_dir.h">
<Filter>Файлы заголовков</Filter>
</ClInclude>
<ClInclude Include="resource.h">
<Filter>Файлы заголовков</Filter>
</ClInclude>
<ClInclude Include="resource1.h">
<Filter>Файлы заголовков</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<ClCompile Include="..\src\main.c">
<Filter>Исходные файлы</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ResourceCompile Include="lab16 with raylib.rc">
<Filter>Файлы ресурсов</Filter>
</ResourceCompile>
</ItemGroup>
<ItemGroup>
<Image Include="..\resources\logo.ico">
<Filter>Файлы ресурсов</Filter>
</Image>
</ItemGroup>
</Project>

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@ -0,0 +1,16 @@
//{{NO_DEPENDENCIES}}
// Âêëþ÷àåìûé ôàéë, ñîçäàííûé â Microsoft Visual C++.
// Èñïîëüçóåòñÿ lab16 with raylib.rc
//
#define IDI_ICON1 101
// Next default values for new objects
//
#ifdef APSTUDIO_INVOKED
#ifndef APSTUDIO_READONLY_SYMBOLS
#define _APS_NEXT_RESOURCE_VALUE 102
#define _APS_NEXT_COMMAND_VALUE 40001
#define _APS_NEXT_CONTROL_VALUE 1001
#define _APS_NEXT_SYMED_VALUE 101
#endif
#endif

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@ -1,356 +1,356 @@
#define _CRT_SECURE_NO_WARNINGS
#include <stdio.h>
#include <iso646.h>
#include "raylib.h"
#include "raymath.h"
#define RAYGUI_IMPLEMENTATION
#include "raygui.h"
#include "resource_dir.h"
#define M 10
#define N 15
#define HEIGHT 50
#define WIDTH 50
#define VOFFSET 50
#define PUREBLUE (Color) { 0, 0, 255, 255 }
#define BLACKGRAY (Color) {30, 30, 30, 255}
#define VSGRAY (Color) {78, 201, 176, 255}
// Êîäû ÿ÷ååê:
// 0 - ñâîáîäíà
// 1 -
// 2 - ïðåïÿòñòâèå
// 3 - çîëîòî
int map[M][N] = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0},
{0, 0, 0, 3, 3, 3, 3, 0, 0, 0, 3, 3, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 3, 3, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 3, 3, 3, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 2, 0, 0, 2, 0},
{0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 2, 0, 0, 2, 0},
{0, 0, 0, 0, 0, 0, 2, 2, 2, 2, 2, 2, 2, 2, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
};
int player_x = 1;
int player_y = 1;
typedef enum obj_enum { empty = 0, wall = 2, gold = 3 } obj_enum;
// TODO: do something with "empty" object
#define INVENTORY_SIZE 4
int inventory[INVENTORY_SIZE] = { 0, 0, 15, 0 };
obj_enum selected_element = gold;
typedef enum enum_ways { left, right, up, down } enum_ways;
void movePlayer(enum_ways move) {
switch (move) {
case left:
if ((player_x > 0) and map[player_y][player_x - 1] != wall) player_x -= 1;
break;
case right:
if ((player_x < N - 1) and map[player_y][player_x + 1] != wall) player_x += 1;
break;
case up:
if ((player_y > 0) and map[player_y - 1][player_x] != wall) player_y -= 1;
break;
case down:
if ((player_y < M - 1) and map[player_y + 1][player_x] != wall) player_y += 1;
break;
}
if (map[player_y][player_x] == gold) {
map[player_y][player_x] = empty;
inventory[gold]++;
}
}
void putElement(enum_ways way, obj_enum element) {
if (element != empty && inventory[element] == 0) return;
switch (way) {
case left:
if ((player_x > 0) and map[player_y][player_x - 1] == 0) {
map[player_y][player_x - 1] = element;
inventory[element]--;
}
break;
case right:
if ((player_x < N - 1) and map[player_y][player_x + 1] == 0) {
map[player_y][player_x + 1] = element;
inventory[element]--;
}
break;
case up:
if ((player_y > 0) and map[player_y - 1][player_x] == 0) {
map[player_y - 1][player_x] = element;
inventory[element]--;
}
break;
case down:
if ((player_y < M - 1) and map[player_y + 1][player_x] == 0) {
map[player_y + 1][player_x] = element;
inventory[element]--;
}
break;
}
}
void deathbeam(enum_ways way) {
for (int i = player_x + 1; i < N; i++) {
if (map[player_y][i] != empty) inventory[map[player_y][i]] += 1;
map[player_y][i] = 0;
}
}
void stomp(int r) {
for (int i = 0; i < M; i++) {
for (int j = 0; j < N; j++) {
if ((player_y - r <= i) && (i <= player_y + r) && (player_x - r <= j) && (j <= player_x + r) && map[i][j] == wall) {
inventory[wall] += 1;
map[i][j] = empty;
}
}
}
}
void midasHand(int m, int n) {
if (map[m][n] == wall) {
map[m][n] = gold;
if (m > 0) midasHand(m - 1, n);
if (n > 0) midasHand(m, n - 1);
if (m < M - 1) midasHand(m + 1, n);
if (n < N - 1) midasHand(m, n + 1);
}
}
void doMidashand() {
if ((player_y < M - 1) and map[player_y + 1][player_x] == wall) midasHand(player_y + 1, player_x);
if ((player_x < N - 1) and map[player_y][player_x + 1] == wall) midasHand(player_y, player_x + 1);
if ((player_y > 0) and map[player_y - 1][player_x] == wall) midasHand(player_y - 1, player_x);
if ((player_x > 0) and map[player_y][player_x - 1] == wall) midasHand(player_y, player_x - 1);
}
bool netToggle = false;
void drawNet() {
for (int i = 0; i <= N * WIDTH; i = i + WIDTH) {
DrawLine(i, 0, i, M * HEIGHT, BLACK);
}
for (int i = 0; i <= M * HEIGHT; i = i + HEIGHT) {
DrawLine(0, i, N * WIDTH, i, BLACK);
}
}
void drawMap() {
// Êîäû ÿ÷ååê:
// 0 - ñâîáîäíà
// 1 -
// 2 - ïðåïÿòñòâèå
// 3 - çîëîòî
Color colors[4] = { LIGHTGRAY, PUREBLUE, BLACK, YELLOW };
for (int i = 0; i < M; i++) {
for (int j = 0; j < N; j++) {
int x1 = j * WIDTH;
int y1 = i * HEIGHT;
DrawRectangle(x1, y1, WIDTH, HEIGHT, colors[map[i][j]]);
}
}
}
void drawPlayer() {
int x1 = player_x * WIDTH;
int y1 = player_y * HEIGHT;;
DrawRectangle(x1, y1, WIDTH, HEIGHT, PUREBLUE);
}
void drawBottomBar(Font font, float fontSize) {
DrawRectangle(0, HEIGHT * M, WIDTH * N, VOFFSET, BLACKGRAY);
static char gold_string[50];
static char wall_string[50];
static char help_string[] = "wasd - move player G - change item F5 - save\narrows - place item M - Midas hand F9 - load";
sprintf(gold_string, " gold = %d", inventory[gold]);
sprintf(wall_string, " wall = %d", inventory[wall]);
if (selected_element == gold) gold_string[0] = '>';
else if (selected_element == wall) wall_string[0] = '>';
Vector2 goldpos = { WIDTH / 4, HEIGHT * M };
Vector2 wallpos = { WIDTH / 4, HEIGHT * M + fontSize };
Vector2 helppos = { WIDTH * N - 550 , HEIGHT * M };
DrawTextEx(font, gold_string, goldpos, fontSize, 0, VSGRAY);
DrawTextEx(font, wall_string, wallpos, fontSize, 0, VSGRAY);
DrawTextEx(font, help_string, helppos, fontSize, 0, VSGRAY);
}
void save() {
FILE* fout = fopen("savefile.txt", "w");
if (fout == NULL) {
GuiMessageBox((Rectangle) { N * WIDTH / 2 - 50 , M*HEIGHT - 50, N * WIDTH / 2 + 50 , M*HEIGHT + 50,},
"Îøèáêà ñîõðàíåíèÿ",
"Íåâîçìîæíî ñîçäàòü ôàéë",
"Îê;Âûéòè");
return;
}
fprintf(fout, "%d %d\n", M, N);
for (int i = 0; i < M; i++) {
for (int j = 0; j < N; j++) {
fprintf(fout, "%d ", map[i][j]);
}
fprintf(fout, "\n");
}
for (int i = 0; i < INVENTORY_SIZE; i++) {
fprintf(fout, "%d ", inventory[i]);
}
fprintf(fout, "\n");
fprintf(fout, "%d %d %d\n", player_x, player_y, selected_element);
fclose(fout);
}
void load() {
FILE* fin = fopen("savefile.txt", "r");
if (fin == NULL) {
printf("error");
GuiMessageBox((Rectangle) { N* WIDTH / 2 - 50, M* HEIGHT - 50, N* WIDTH / 2 + 50, M* HEIGHT + 50, },
"Îøèáêà çàãðóçêè",
"Ôàéë íå íàéäåí\nÏîïðîáóéòå ñíà÷àëà ñîõðàíèòü èãðó",
"Îê;Âûéòè");
return;
}
int m, n;
fscanf_s(fin, "%d%d", &m, &n);
if (m != M || n != N) {
printf("error");
GuiMessageBox((Rectangle) { N* WIDTH / 2 - 50, M* HEIGHT - 50, N* WIDTH / 2 + 50, M* HEIGHT + 50, },
"Îøèáêà çàãðóçêè",
"Íåïðàâèëüíûé ðàçìåð êàðòû!\nÏðîâåðüòå öåëîñòíîñòü ñîõðàíåíèÿ",
"Îê;Âûéòè");
return;
}
for (int i = 0; i < m; i++) {
for (int j = 0; j < n; j++) {
fscanf_s(fin, "%d", &map[i][j]);
}
}
for (int i = 0; i < INVENTORY_SIZE; i++) {
fscanf_s(fin, "%d", &inventory[i]);
}
fscanf_s(fin, "%d%d%d", &player_x, &player_y, &selected_element);
fclose(fin);
}
void handleKeys() {
switch (GetKeyPressed())
{
case KEY_F5:
save();
break;
case KEY_F9:
load();
break;
case KEY_SPACE:
netToggle = !netToggle;
break;
case KEY_W:
movePlayer(up);
break;
case KEY_S:
movePlayer(down);
break;
case KEY_D:
movePlayer(right);
break;
case KEY_A:
movePlayer(left);
break;
case KEY_ONE:
stomp(1);
break;
case KEY_TWO:
stomp(2);
break;
case KEY_Z:
deathbeam(right);
break;
case KEY_M:
doMidashand();
break;
case KEY_G:
if (selected_element == gold) selected_element = wall;
else selected_element = gold;
break;
case KEY_LEFT:
putElement(left, selected_element);
break;
case KEY_RIGHT:
putElement(right, selected_element);
break;
case KEY_UP:
putElement(up, selected_element);
break;
case KEY_DOWN:
putElement(down, selected_element);
break;
}
}
int main() {
SetConfigFlags(FLAG_WINDOW_HIGHDPI);
InitWindow(N * WIDTH, M * HEIGHT + VOFFSET, "lab16 with raylib");
SetTargetFPS(60);
SearchAndSetResourceDir("resources");
//Font InconsolataRegular = LoadFontEx("Inconsolata-Regular.ttf", 24, NULL, 0);
Font InconsolataSemiBold = LoadFontEx("Inconsolata-SemiBold.ttf", 48, NULL, 0);
SetTextureFilter(InconsolataSemiBold.texture, TEXTURE_FILTER_BILINEAR);
//Font InconsolataBold = LoadFontEx("Inconsolata-Bold.ttf", 24, NULL, 0);
// game loop
while (!WindowShouldClose()) // run the loop untill the user presses ESCAPE or presses the Close button on the window
{
handleKeys();
// drawing
BeginDrawing();
// Setup the back buffer for drawing (clear color and depth buffers)
ClearBackground(WHITE);
drawMap();
drawPlayer();
drawBottomBar(InconsolataSemiBold, 24);
if (netToggle) {
drawNet();
}
// end the frame and get ready for the next one (display frame, poll input, etc...)
EndDrawing();
}
//UnloadFont(InconsolataRegular);
UnloadFont(InconsolataSemiBold);
//UnloadFont(InconsolataBold);
// destroy the window and cleanup the OpenGL context
CloseWindow();
return 0;
#define _CRT_SECURE_NO_WARNINGS
#include <stdio.h>
#include <iso646.h>
#include "raylib.h"
#include "raymath.h"
#define RAYGUI_IMPLEMENTATION
#include "raygui.h"
#include "resource_dir.h"
#define M 10
#define N 15
#define HEIGHT 50
#define WIDTH 50
#define VOFFSET 50
#define PUREBLUE (Color) { 0, 0, 255, 255 }
#define BLACKGRAY (Color) {30, 30, 30, 255}
#define VSGRAY (Color) {78, 201, 176, 255}
// Êîäû ÿ÷ååê:
// 0 - ñâîáîäíà
// 1 -
// 2 - ïðåïÿòñòâèå
// 3 - çîëîòî
int map[M][N] = {
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 0, 0},
{0, 0, 0, 3, 3, 3, 3, 0, 0, 0, 3, 3, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 3, 3, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 3, 3, 3, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 2, 0, 0, 2, 0},
{0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 2, 0, 0, 2, 0},
{0, 0, 0, 0, 0, 0, 2, 2, 2, 2, 2, 2, 2, 2, 0},
{0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0}
};
int player_x = 1;
int player_y = 1;
typedef enum obj_enum { empty = 0, wall = 2, gold = 3 } obj_enum;
// TODO: do something with "empty" object
#define INVENTORY_SIZE 4
int inventory[INVENTORY_SIZE] = { 0, 0, 15, 0 };
obj_enum selected_element = gold;
typedef enum enum_ways { left, right, up, down } enum_ways;
void movePlayer(enum_ways move) {
switch (move) {
case left:
if ((player_x > 0) and map[player_y][player_x - 1] != wall) player_x -= 1;
break;
case right:
if ((player_x < N - 1) and map[player_y][player_x + 1] != wall) player_x += 1;
break;
case up:
if ((player_y > 0) and map[player_y - 1][player_x] != wall) player_y -= 1;
break;
case down:
if ((player_y < M - 1) and map[player_y + 1][player_x] != wall) player_y += 1;
break;
}
if (map[player_y][player_x] == gold) {
map[player_y][player_x] = empty;
inventory[gold]++;
}
}
void putElement(enum_ways way, obj_enum element) {
if (element != empty && inventory[element] == 0) return;
switch (way) {
case left:
if ((player_x > 0) and map[player_y][player_x - 1] == 0) {
map[player_y][player_x - 1] = element;
inventory[element]--;
}
break;
case right:
if ((player_x < N - 1) and map[player_y][player_x + 1] == 0) {
map[player_y][player_x + 1] = element;
inventory[element]--;
}
break;
case up:
if ((player_y > 0) and map[player_y - 1][player_x] == 0) {
map[player_y - 1][player_x] = element;
inventory[element]--;
}
break;
case down:
if ((player_y < M - 1) and map[player_y + 1][player_x] == 0) {
map[player_y + 1][player_x] = element;
inventory[element]--;
}
break;
}
}
void deathbeam(enum_ways way) {
for (int i = player_x + 1; i < N; i++) {
if (map[player_y][i] != empty) inventory[map[player_y][i]] += 1;
map[player_y][i] = 0;
}
}
void stomp(int r) {
for (int i = 0; i < M; i++) {
for (int j = 0; j < N; j++) {
if ((player_y - r <= i) && (i <= player_y + r) && (player_x - r <= j) && (j <= player_x + r) && map[i][j] == wall) {
inventory[wall] += 1;
map[i][j] = empty;
}
}
}
}
void midasHand(int m, int n) {
if (map[m][n] == wall) {
map[m][n] = gold;
if (m > 0) midasHand(m - 1, n);
if (n > 0) midasHand(m, n - 1);
if (m < M - 1) midasHand(m + 1, n);
if (n < N - 1) midasHand(m, n + 1);
}
}
void doMidashand() {
if ((player_y < M - 1) and map[player_y + 1][player_x] == wall) midasHand(player_y + 1, player_x);
if ((player_x < N - 1) and map[player_y][player_x + 1] == wall) midasHand(player_y, player_x + 1);
if ((player_y > 0) and map[player_y - 1][player_x] == wall) midasHand(player_y - 1, player_x);
if ((player_x > 0) and map[player_y][player_x - 1] == wall) midasHand(player_y, player_x - 1);
}
bool netToggle = false;
void drawNet() {
for (int i = 0; i <= N * WIDTH; i = i + WIDTH) {
DrawLine(i, 0, i, M * HEIGHT, BLACK);
}
for (int i = 0; i <= M * HEIGHT; i = i + HEIGHT) {
DrawLine(0, i, N * WIDTH, i, BLACK);
}
}
void drawMap() {
// Êîäû ÿ÷ååê:
// 0 - ñâîáîäíà
// 1 -
// 2 - ïðåïÿòñòâèå
// 3 - çîëîòî
Color colors[4] = { LIGHTGRAY, PUREBLUE, BLACK, YELLOW };
for (int i = 0; i < M; i++) {
for (int j = 0; j < N; j++) {
int x1 = j * WIDTH;
int y1 = i * HEIGHT;
DrawRectangle(x1, y1, WIDTH, HEIGHT, colors[map[i][j]]);
}
}
}
void drawPlayer() {
int x1 = player_x * WIDTH;
int y1 = player_y * HEIGHT;;
DrawRectangle(x1, y1, WIDTH, HEIGHT, PUREBLUE);
}
void drawBottomBar(Font font, float fontSize) {
DrawRectangle(0, HEIGHT * M, WIDTH * N, VOFFSET, BLACKGRAY);
static char gold_string[50];
static char wall_string[50];
static char help_string[] = "wasd - move player G - change item F5 - save\narrows - place item M - Midas hand F9 - load";
sprintf(gold_string, " gold = %d", inventory[gold]);
sprintf(wall_string, " wall = %d", inventory[wall]);
if (selected_element == gold) gold_string[0] = '>';
else if (selected_element == wall) wall_string[0] = '>';
Vector2 goldpos = { WIDTH / 4, HEIGHT * M };
Vector2 wallpos = { WIDTH / 4, HEIGHT * M + fontSize };
Vector2 helppos = { WIDTH * N - 550 , HEIGHT * M };
DrawTextEx(font, gold_string, goldpos, fontSize, 0, VSGRAY);
DrawTextEx(font, wall_string, wallpos, fontSize, 0, VSGRAY);
DrawTextEx(font, help_string, helppos, fontSize, 0, VSGRAY);
}
void save() {
FILE* fout = fopen("savefile.txt", "w");
if (fout == NULL) {
GuiMessageBox((Rectangle) { N * WIDTH / 2 - 50 , M*HEIGHT - 50, N * WIDTH / 2 + 50 , M*HEIGHT + 50,},
"Îøèáêà ñîõðàíåíèÿ",
"Íåâîçìîæíî ñîçäàòü ôàéë",
"Îê;Âûéòè");
return;
}
fprintf(fout, "%d %d\n", M, N);
for (int i = 0; i < M; i++) {
for (int j = 0; j < N; j++) {
fprintf(fout, "%d ", map[i][j]);
}
fprintf(fout, "\n");
}
for (int i = 0; i < INVENTORY_SIZE; i++) {
fprintf(fout, "%d ", inventory[i]);
}
fprintf(fout, "\n");
fprintf(fout, "%d %d %d\n", player_x, player_y, selected_element);
fclose(fout);
}
void load() {
FILE* fin = fopen("savefile.txt", "r");
if (fin == NULL) {
printf("error");
GuiMessageBox((Rectangle) { N* WIDTH / 2 - 50, M* HEIGHT - 50, N* WIDTH / 2 + 50, M* HEIGHT + 50, },
"Îøèáêà çàãðóçêè",
"Ôàéë íå íàéäåí\nÏîïðîáóéòå ñíà÷àëà ñîõðàíèòü èãðó",
"Îê;Âûéòè");
return;
}
int m, n;
fscanf_s(fin, "%d%d", &m, &n);
if (m != M || n != N) {
printf("error");
GuiMessageBox((Rectangle) { N* WIDTH / 2 - 50, M* HEIGHT - 50, N* WIDTH / 2 + 50, M* HEIGHT + 50, },
"Îøèáêà çàãðóçêè",
"Íåïðàâèëüíûé ðàçìåð êàðòû!\nÏðîâåðüòå öåëîñòíîñòü ñîõðàíåíèÿ",
"Îê;Âûéòè");
return;
}
for (int i = 0; i < m; i++) {
for (int j = 0; j < n; j++) {
fscanf_s(fin, "%d", &map[i][j]);
}
}
for (int i = 0; i < INVENTORY_SIZE; i++) {
fscanf_s(fin, "%d", &inventory[i]);
}
fscanf_s(fin, "%d%d%d", &player_x, &player_y, &selected_element);
fclose(fin);
}
void handleKeys() {
switch (GetKeyPressed())
{
case KEY_F5:
save();
break;
case KEY_F9:
load();
break;
case KEY_SPACE:
netToggle = !netToggle;
break;
case KEY_W:
movePlayer(up);
break;
case KEY_S:
movePlayer(down);
break;
case KEY_D:
movePlayer(right);
break;
case KEY_A:
movePlayer(left);
break;
case KEY_ONE:
stomp(1);
break;
case KEY_TWO:
stomp(2);
break;
case KEY_Z:
deathbeam(right);
break;
case KEY_M:
doMidashand();
break;
case KEY_G:
if (selected_element == gold) selected_element = wall;
else selected_element = gold;
break;
case KEY_LEFT:
putElement(left, selected_element);
break;
case KEY_RIGHT:
putElement(right, selected_element);
break;
case KEY_UP:
putElement(up, selected_element);
break;
case KEY_DOWN:
putElement(down, selected_element);
break;
}
}
int main() {
//SetConfigFlags(FLAG_WINDOW_HIGHDPI);
InitWindow(N * WIDTH, M * HEIGHT + VOFFSET, "lab16 with raylib");
SetTargetFPS(60);
SearchAndSetResourceDir("resources");
//Font InconsolataRegular = LoadFontEx("Inconsolata-Regular.ttf", 24, NULL, 0);
Font InconsolataSemiBold = LoadFontEx("Inconsolata-SemiBold.ttf", 48, NULL, 0);
SetTextureFilter(InconsolataSemiBold.texture, TEXTURE_FILTER_BILINEAR);
//Font InconsolataBold = LoadFontEx("Inconsolata-Bold.ttf", 24, NULL, 0);
// game loop
while (!WindowShouldClose()) // run the loop untill the user presses ESCAPE or presses the Close button on the window
{
handleKeys();
// drawing
BeginDrawing();
// Setup the back buffer for drawing (clear color and depth buffers)
ClearBackground(WHITE);
drawMap();
drawPlayer();
drawBottomBar(InconsolataSemiBold, 24);
if (netToggle) {
drawNet();
}
// end the frame and get ready for the next one (display frame, poll input, etc...)
EndDrawing();
}
//UnloadFont(InconsolataRegular);
UnloadFont(InconsolataSemiBold);
//UnloadFont(InconsolataBold);
// destroy the window and cleanup the OpenGL context
CloseWindow();
return 0;
}

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raylib files/raylib.rc Normal file
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GLFW_ICON ICON "..\\resources\\logo.ico"