125 lines
2.3 KiB
Odin
125 lines
2.3 KiB
Odin
package main
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import "core:fmt"
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import rl "vendor:raylib"
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Graphics :: union {
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GfxNone,
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GfxCircle,
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GfxRect,
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GfxRing,
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GfxCircleLines,
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GfxAnimatedSprite,
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GfxTexture,
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}
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GfxNone :: struct {}
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GfxCircle :: struct {
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pos: rl.Vector2,
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radius: f32,
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color: rl.Color,
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}
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GfxRect :: struct {
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pos: rl.Vector2,
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size: rl.Vector2,
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color: rl.Color,
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}
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GfxRing :: struct {
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pos: rl.Vector2,
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inner_radius: f32,
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outer_radius: f32,
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color: rl.Color,
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}
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GfxCircleLines :: struct {
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pos: rl.Vector2,
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radius: f32,
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color: rl.Color,
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}
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GfxTexture :: struct {}
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GfxAnimatedSprite :: struct {
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pos: rl.Vector2,
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rect: rl.Rectangle,
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tex: ^rl.Texture2D,
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frame: u32,
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speed: f32,
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current_time: f32,
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}
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PlayerTexFiles :: enum {
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IDLE,
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RUN,
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RUN_ATTACK,
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WALK,
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WALK_ATTACK,
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ATTACK,
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}
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GraphicsAssetStore :: struct {
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playerTex: map[PlayerTexFiles]rl.Texture2D,
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}
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gfx_get :: proc(g: ^GraphicsAssetStore, f: PlayerTexFiles) -> ^rl.Texture2D {
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return &g.playerTex[f]
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}
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gfx_init :: proc() -> GraphicsAssetStore {
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st := GraphicsAssetStore{}
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st.playerTex = make(map[PlayerTexFiles]rl.Texture2D)
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st.playerTex[.IDLE] = rl.LoadTexture("assets/3rdparty/player_idle.png")
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return st
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}
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gfx_free :: proc(g: GraphicsAssetStore) {
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for _, tex in g.playerTex {
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rl.UnloadTexture(tex)
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}
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delete(g.playerTex)
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}
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gfx_draw :: proc(pos: rl.Vector2, g: ^Graphics) {
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#partial switch &v in g {
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case GfxCircle:
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rl.DrawCircleV(pos + v.pos, v.radius, v.color)
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case GfxRect:
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rl.DrawRectangleV(pos - v.size / 2 + v.pos, v.size, v.color)
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case GfxRing:
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rl.DrawRing(pos + v.pos, v.inner_radius, v.outer_radius, 0, 360, 0, v.color)
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case GfxCircleLines:
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rl.DrawCircleLinesV(pos + v.pos, v.radius, v.color)
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case GfxAnimatedSprite:
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fmt.println(pos.x, pos.y)
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//TODO: Count from L to R row-wize
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v.rect.x = v.rect.width * f32(v.frame)
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v.rect.y = v.rect.height * f32(v.frame)
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rl.DrawTexturePro(
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v.tex^,
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v.rect,
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rl.Rectangle {
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pos.x - v.rect.width * 3 / 2,
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pos.y - v.rect.height * 3 / 2,
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v.rect.width * 3,
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v.rect.height * 3,
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},
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rl.Vector2{0, 0},
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0,
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rl.WHITE,
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)
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v.current_time += rl.GetFrameTime()
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if v.current_time > v.speed {
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v.current_time = v.current_time - v.speed
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v.frame += 1
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}
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// rl.DrawTextureRec(v.tex, v.rect, rl.Vector2{pos.x, pos.y}, rl.Color{})
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}
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}
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