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-rw-r--r--Makefile4
-rw-r--r--assets.h4
-rw-r--r--main.c161
-rw-r--r--world.c181
-rw-r--r--world.h21
5 files changed, 227 insertions, 144 deletions
diff --git a/Makefile b/Makefile
index 82d6bdc..5a718b4 100644
--- a/Makefile
+++ b/Makefile
@@ -1,3 +1,3 @@
-tuxtown: main.c
- gcc -ggdb -Wall -Wextra -lraylib -lm -o tuxtown main.c
+tuxtown: main.c assets.h world.c world.h
+ gcc -ggdb -Wall -Wextra -lraylib -lm -o tuxtown main.c world.c
diff --git a/assets.h b/assets.h
index 419795b..d5de588 100644
--- a/assets.h
+++ b/assets.h
@@ -45,12 +45,16 @@ enum Asset {
ASSET_LEN
};
+#ifdef ASSET_IMPLEMENTATION
Model assets[ASSET_LEN];
#define AS_ARRAY(name) assets[name] = LoadModel(ASSET_PATH #name ".obj");
void LoadModels() {
ASSETS(AS_ARRAY)
}
+#else
+extern Model assets[];
+#endif
#endif /* ASSETS_H */
diff --git a/main.c b/main.c
index d543571..606f575 100644
--- a/main.c
+++ b/main.c
@@ -25,63 +25,9 @@
#include <rcamera.h>
#include <stddef.h>
+#define ASSET_IMPLEMENTATION
#include "assets.h"
-
-#define MIN(a,b) (((a)<(b))?(a):(b))
-#define MAX(a,b) (((a)>(b))?(a):(b))
-#define CLAMP2(val, min, max) MIN(max, MAX(min, val))
-#define CLAMP(val, min, max) ((val) < (min) ? (min) : ((val) > (max) ? (max) : (val)))
-#define LROT(v,n) ((v << n) | (v >> (sizeof(v)*8 - n)))
-#define RROT(v,n) ((v >> n) | (v << (sizeof(v)*8 - n)))
-
-#define MAP_SIZE 64
-
-struct ModelDirection {
- enum Asset asset;
- unsigned char pattern;
-};
-
-void generate_river(Color *map_data, int previous) {
- int x = previous % MAP_SIZE, y = previous / MAP_SIZE;
- if (x == 0 || x == MAP_SIZE -1 || y == 0 || y == MAP_SIZE -1) return;
-
- int local_minimum_map_i = previous;
- int local_minimum_val = 255;
- int gradients[4][2] = {{0,-1},{-1,0},{0,1},{1,0}};
- for (int gradient_i = 0; gradient_i < 4; gradient_i++) {
- int dx = CLAMP(x + gradients[gradient_i][0], 0, MAP_SIZE - 1);
- int dy = CLAMP(y + gradients[gradient_i][1], 0, MAP_SIZE - 1);
- int i = dy * MAP_SIZE + dx;
- if (i == previous || map_data[i].r == 1) continue;
- if (map_data[i].b < local_minimum_val) {
- local_minimum_map_i = i;
- local_minimum_val = map_data[i].b;
- }
- }
- if (local_minimum_val == 255) return;
- map_data[local_minimum_map_i].r = 1;
- generate_river(map_data, local_minimum_map_i);
-}
-
-void select_river_tile(Color *map_data, struct ModelDirection *rivers, int x, int y, size_t *river_i, size_t *direction) {
-
- int surrounding[8][2] = {{-1,-1},{0,-1},{1,-1},{1,0},{1,1},{0,1},{-1,1},{-1,0}};
- unsigned char river_tile = 0;
- for (int surrounding_i = 0; surrounding_i < 8; surrounding_i++) {
- int dx = CLAMP(x + surrounding[surrounding_i][0], 0, MAP_SIZE - 1);
- int dy = CLAMP(y + surrounding[surrounding_i][1], 0, MAP_SIZE - 1);
- if (map_data[dy * MAP_SIZE + dx].r)
- river_tile |= 1 << (7 - surrounding_i);
- }
- for (*river_i = 0; *river_i < 11; (*river_i)++) {
- for (*direction = 0; *direction < 4; (*direction)++) {
- if ((rivers[*river_i].pattern & RROT(river_tile, 2 * *direction)) == rivers[*river_i].pattern) {
- return;
- }
- }
- }
-}
-
+#include "world.h"
int main(void) {
const int screenWidth = 800;
@@ -99,66 +45,25 @@ int main(void) {
Vector3 player_pos = (Vector3) {0.f, 0.f, 0.f};
- struct ModelDirection rivers[] = {
- /* 0b12345678
- * 1 | 2 | 3
- * 8 | | 4
- * 7 | 6 | 5
- */
- { .pattern = 0b11111111, .asset = ground_riverOpen },
- // edge
- { .pattern = 0b11011111, .asset = ground_riverCornerSmall },
- { .pattern = 0b01011111, .asset = ground_riverSideOpen },
- { .pattern = 0b11110001, .asset = ground_riverSide },
- { .pattern = 0b01010101, .asset = ground_riverCross },
- { .pattern = 0b01010001, .asset = ground_riverSplit },
- // STRAIGHT
- { .pattern = 0b01000100, .asset = ground_riverStraight },
- // corner
- { .pattern = 0b11000001, .asset = ground_riverCorner },
- // L SHAPE
- { .pattern = 0b01000001, .asset = ground_riverBend },
- // closed
- { .pattern = 0b01000000, .asset = ground_riverEndClosed },
- { .pattern = 0b00000000, .asset = ground_riverTile },
- };
- enum Asset ground = ground_grass;
- enum Asset cliff = cliff_top_rock;
enum Asset tree = tree_oak;
enum Asset house = tent_detailedOpen;
Vector3 position = {0};
- Image map = GenImagePerlinNoise(MAP_SIZE, MAP_SIZE, 0, 0, 1.f);
- Texture2D map_texture = LoadTextureFromImage(map);
- Color *map_data = LoadImageColors(map);
- size_t global_minimum_map_i;
- size_t global_minimum_val = 255;
-
- for (size_t i = 0; i < MAP_SIZE * MAP_SIZE; i++) {
- int x = i % MAP_SIZE, y = i / MAP_SIZE;
- Color c = map_data[i];
- if (c.r < global_minimum_val) {
- global_minimum_map_i = i;
- global_minimum_val = map_data[i].b;
- }
- map_data[i] = (Color) {
- .r = 0,
- .g = MAX(0, c.g - 64) / 32,
- .b = c.b,
- .a = 255
- };
- }
-
- map_data[global_minimum_map_i].r = 1;
- generate_river(map_data, global_minimum_map_i);
- generate_river(map_data, global_minimum_map_i);
LoadModels();
-
-#define NUM_TREES MAP_SIZE * MAP_SIZE / 100
- int *trees_x = LoadRandomSequence(NUM_TREES, -MAP_SIZE / 2, MAP_SIZE / 2);
- int *trees_y = LoadRandomSequence(NUM_TREES, - MAP_SIZE / 2, MAP_SIZE / 2);
+
+ struct World world_terrain = {
+ .floor = assets[ground_grass],
+ .wall = assets[cliff_top_rock],
+ .size = 32
+ };
+
+ gen_terrain(&world_terrain);
+
+ // #define NUM_TREES MAP_SIZE * MAP_SIZE / 100
+ // int *trees_x = LoadRandomSequence(NUM_TREES, -MAP_SIZE / 2, MAP_SIZE / 2);
+ // int *trees_y = LoadRandomSequence(NUM_TREES, - MAP_SIZE / 2, MAP_SIZE / 2);
// SetTargetFPS(60);
DisableCursor();
@@ -183,38 +88,10 @@ int main(void) {
BeginDrawing();
ClearBackground(RAYWHITE);
BeginMode3D(camera);
- for (int i = 0; i < MAP_SIZE * MAP_SIZE; i++) {
- int x = i % MAP_SIZE, y = i / MAP_SIZE;
- int gradients[4][2] = {{0,-1},{-1,0},{0,1},{1,0}};
- for (int gradient_i = 0; gradient_i < 4; gradient_i++) {
- int dx = CLAMP(x + gradients[gradient_i][0], 0, MAP_SIZE - 1);
- int dy = CLAMP(y + gradients[gradient_i][1], 0, MAP_SIZE - 1);
- for (int height = map_data[i].g; height < map_data[dy * MAP_SIZE + dx].g; height++) {
- DrawModelEx(assets[cliff],
- (Vector3){
- .x = MAP_SIZE * (x / (float) MAP_SIZE - 0.5f),
- .y = height,
- .z = MAP_SIZE * (y / (float) MAP_SIZE - 0.5f)
- },
- (Vector3) {0, 1, 0}, gradient_i * 90.f, (Vector3) {1,1,1}, WHITE);
- }
- }
- size_t river_i, direction;
- if (map_data[i].r) {
- select_river_tile(map_data, rivers, x, y, &river_i, &direction);
- }
- DrawModelEx(assets[map_data[i].r ? rivers[river_i].asset : ground],
- (Vector3){
- .x = MAP_SIZE * (x / (float) MAP_SIZE - 0.5f),
- .y = map_data[i].g, //- (map_gradient_magnitude_data[i].g < 2),
- .z = MAP_SIZE * (y / (float) MAP_SIZE - 0.5f)
- } , (Vector3) {0,1,0}, map_data[i].r ? direction * 90.f: 0,
- (Vector3) {1,1,1},
- WHITE);
- }
- for (int tree_i = 0; tree_i < NUM_TREES; tree_i++) {
- DrawModel(assets[tree], (Vector3) {trees_x[tree_i], 0, trees_y[tree_i]}, 1.f, WHITE);
- }
+ draw_world(&world_terrain);
+ // for (int tree_i = 0; tree_i < NUM_TREES; tree_i++) {
+ // DrawModel(assets[tree], (Vector3) {trees_x[tree_i], 0, trees_y[tree_i]}, 1.f, WHITE);
+ // }
DrawModel(assets[house], (Vector3) {-1, 0, 0}, 1.f, WHITE);
DrawGrid(20, 10.0f);
Vector3 capsule_top = player_pos;
@@ -222,7 +99,7 @@ int main(void) {
DrawCapsule(Vector3Add(player_pos, (Vector3){0,.1f,0}), capsule_top, .1f, 8, 8, BLUE);
EndMode3D();
DrawText("Congrats! You created your first window!", 190, 200, 20, LIGHTGRAY);
- DrawTexture(map_texture, 0, 0, WHITE);
+ DrawTexture(world_terrain.map_texture, 0, 0, WHITE);
EndDrawing();
}
diff --git a/world.c b/world.c
new file mode 100644
index 0000000..3b7c6ba
--- /dev/null
+++ b/world.c
@@ -0,0 +1,181 @@
+/*
+ * Tux-Town is a chill life-simulation game.
+ * Copyright (C) 2025 orangerot <me@orangerot.dev>
+ *
+ * This program is free software: you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation, either version 3 of the License, or
+ * (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program. If not, see <https://www.gnu.org/licenses/>.
+ */
+
+#include <raylib.h>
+#include <stddef.h>
+
+#include "assets.h"
+#include "world.h"
+
+#define MIN(a,b) (((a)<(b))?(a):(b))
+#define MAX(a,b) (((a)>(b))?(a):(b))
+#define CLAMP2(val, min, max) MIN(max, MAX(min, val))
+#define CLAMP(val, min, max) ((val) < (min) ? (min) : ((val) > (max) ? (max) : (val)))
+#define LROT(v,n) ((v << n) | (v >> (sizeof(v)*8 - n)))
+#define RROT(v,n) ((v >> n) | (v << (sizeof(v)*8 - n)))
+
+#define MAP_SIZE 64
+
+struct ModelDirection {
+ enum Asset asset;
+ unsigned char pattern;
+};
+
+struct ModelDirection rivers[] = {
+ /* 0b12345678
+ * 1 | 2 | 3
+ * 8 | | 4
+ * 7 | 6 | 5
+ */
+ { .pattern = 0b11111111, .asset = ground_riverOpen },
+ // edge
+ { .pattern = 0b11011111, .asset = ground_riverCornerSmall },
+ { .pattern = 0b01011111, .asset = ground_riverSideOpen },
+ { .pattern = 0b11110001, .asset = ground_riverSide },
+ { .pattern = 0b01010101, .asset = ground_riverCross },
+ { .pattern = 0b01010001, .asset = ground_riverSplit },
+ // STRAIGHT
+ { .pattern = 0b01000100, .asset = ground_riverStraight },
+ // corner
+ { .pattern = 0b11000001, .asset = ground_riverCorner },
+ // L SHAPE
+ { .pattern = 0b01000001, .asset = ground_riverBend },
+ // closed
+ { .pattern = 0b01000000, .asset = ground_riverEndClosed },
+ { .pattern = 0b00000000, .asset = ground_riverTile },
+};
+
+void generate_river(struct World *world, int previous) {
+ Color *map_data = world->map_data;
+ int map_size = world->size;
+
+ int x = previous % map_size, y = previous / map_size;
+ if (x == 0 || x == map_size -1 || y == 0 || y == map_size -1) return;
+
+ int local_minimum_map_i = previous;
+ int local_minimum_val = 255;
+ int gradients[4][2] = {{0,-1},{-1,0},{0,1},{1,0}};
+ for (int gradient_i = 0; gradient_i < 4; gradient_i++) {
+ int dx = CLAMP(x + gradients[gradient_i][0], 0, map_size - 1);
+ int dy = CLAMP(y + gradients[gradient_i][1], 0, map_size - 1);
+ int i = dy * map_size + dx;
+ if (i == previous || map_data[i].r == 1) continue;
+ if (map_data[i].b < local_minimum_val) {
+ local_minimum_map_i = i;
+ local_minimum_val = map_data[i].b;
+ }
+ }
+ if (local_minimum_val == 255) return;
+ map_data[local_minimum_map_i].r = 1;
+ generate_river(world, local_minimum_map_i);
+}
+
+void select_river_tile(struct World *world, int x, int y, size_t *river_i, size_t *direction) {
+ Color *map_data = world->map_data;
+ int map_size = world->size;
+
+ int surrounding[8][2] = {{-1,-1},{0,-1},{1,-1},{1,0},{1,1},{0,1},{-1,1},{-1,0}};
+ unsigned char river_tile = 0;
+ for (int surrounding_i = 0; surrounding_i < 8; surrounding_i++) {
+ int dx = CLAMP(x + surrounding[surrounding_i][0], 0, map_size - 1);
+ int dy = CLAMP(y + surrounding[surrounding_i][1], 0, map_size - 1);
+ if (map_data[dy * map_size + dx].r)
+ river_tile |= 1 << (7 - surrounding_i);
+ }
+ for (*river_i = 0; *river_i < 11; (*river_i)++) {
+ for (*direction = 0; *direction < 4; (*direction)++) {
+ if ((rivers[*river_i].pattern & RROT(river_tile, 2 * *direction)) == rivers[*river_i].pattern) {
+ return;
+ }
+ }
+ }
+}
+
+
+void gen_terrain(struct World *world) {
+ int map_size = world->size;
+ size_t global_minimum_map_i;
+ size_t global_minimum_val = 255;
+
+ world->map = GenImagePerlinNoise(map_size, map_size, 0, 0, 1.f);
+ world->map_texture = LoadTextureFromImage(world->map);
+ world->map_data = LoadImageColors(world->map);
+
+ for (size_t i = 0; i < map_size * map_size; i++) {
+ int x = i % map_size, y = i / map_size;
+ Color c = world->map_data[i];
+ if (c.r < global_minimum_val) {
+ global_minimum_map_i = i;
+ global_minimum_val = world->map_data[i].b;
+ }
+ world->map_data[i] = (Color) {
+ .r = 0,
+ .g = MAX(0, c.g - 64) / 32,
+ .b = c.b,
+ .a = 255
+ };
+ }
+
+ world->map_data[global_minimum_map_i].r = 1;
+ generate_river(world, global_minimum_map_i);
+ generate_river(world, global_minimum_map_i);
+}
+
+// void gen_room() {
+//
+// }
+//
+// void unload_world() {}
+
+void draw_world(struct World *world) {
+ int map_size = world->size;
+ Color *map_data = world->map_data;
+ Model wall = world->wall;
+ Model ground = world->floor;
+
+ for (int i = 0; i < map_size * map_size; i++) {
+ int x = i % map_size, y = i / map_size;
+ int gradients[4][2] = {{0,-1},{-1,0},{0,1},{1,0}};
+ for (int gradient_i = 0; gradient_i < 4; gradient_i++) {
+ int dx = CLAMP(x + gradients[gradient_i][0], 0, map_size - 1);
+ int dy = CLAMP(y + gradients[gradient_i][1], 0, map_size - 1);
+ for (int height = map_data[i].g; height < map_data[dy * map_size + dx].g; height++) {
+ DrawModelEx(wall,
+ (Vector3){
+ .x = map_size * (x / (float) map_size - 0.5f),
+ .y = height,
+ .z = map_size * (y / (float) map_size - 0.5f)
+ },
+ (Vector3) {0, 1, 0}, gradient_i * 90.f, (Vector3) {1,1,1}, WHITE);
+ }
+ }
+ size_t river_i, direction;
+ if (map_data[i].r) {
+ select_river_tile(world, x, y, &river_i, &direction);
+ }
+ DrawModelEx(map_data[i].r ? assets[rivers[river_i].asset] : ground,
+ (Vector3){
+ .x = map_size * (x / (float) map_size - 0.5f),
+ .y = map_data[i].g, //- (map_gradient_magnitude_data[i].g < 2),
+ .z = map_size * (y / (float) map_size - 0.5f)
+ } , (Vector3) {0,1,0}, map_data[i].r ? direction * 90.f: 0,
+ (Vector3) {1,1,1},
+ WHITE);
+ }
+}
+
diff --git a/world.h b/world.h
new file mode 100644
index 0000000..2740887
--- /dev/null
+++ b/world.h
@@ -0,0 +1,21 @@
+#include <raylib.h>
+#include "assets.h"
+#include <stddef.h>
+
+#ifndef WORLD_H
+#define WORLD_H
+
+struct World {
+ Image map;
+ Texture map_texture;
+ Color *map_data;
+ size_t size;
+ Model floor;
+ Model wall;
+ struct Decoration {} decoration[256];
+};
+
+void gen_terrain(struct World *world);
+void draw_world(struct World *world);
+#endif
+