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2 Commits
main ... dev

Author SHA1 Message Date
Jose
0220af27bc change convention: from allman to K&R. add: gravity component 2026-03-07 22:11:16 +01:00
Jose
f307470f56 restore: whole project 2026-03-05 15:11:09 +01:00
58 changed files with 1256 additions and 0 deletions

65
.vscode/c_cpp_properties.json vendored Normal file
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{
"configurations": [
{
"name": "Win32",
"includePath": [
"C:/raylib/raylib/src/**",
"${workspaceFolder}/**"
],
"defines": [
"_DEBUG",
"UNICODE",
"_UNICODE",
"GRAPHICS_API_OPENGL_33",
"PLATFORM_DESKTOP"
],
"compilerPath": "/usr/bin/gcc",
"cStandard": "c99",
"cppStandard": "c++14",
"intelliSenseMode": "gcc-x64"
},
{
"name": "Mac",
"includePath": [
"<path_to_raylib>/src/**",
"${workspaceFolder}/**"
],
"defines": [
"_DEBUG",
"UNICODE",
"_UNICODE",
"GRAPHICS_API_OPENGL_33",
"PLATFORM_DESKTOP"
],
"macFrameworkPath": [
"/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX.sdk/System/Library/Frameworks"
],
"compilerPath": "/usr/bin/clang",
"cStandard": "c11",
"cppStandard": "c++14",
"intelliSenseMode": "clang-x64"
},
{
"name": "Linux",
"includePath": [
"/usr/include",
"${workspaceFolder}/src",
"${workspaceFolder}/src/**",
"${workspaceFolder}/**"
],
"defines": [
"_DEBUG",
"UNICODE",
"_UNICODE",
"GRAPHICS_API_OPENGL_33",
"PLATFORM_DESKTOP"
],
"compilerPath": "/usr/bin/clang",
"cStandard": "c11",
"cppStandard": "c++14",
"intelliSenseMode": "clang-x64"
}
],
"version": 4
}

37
.vscode/launch.json vendored Normal file
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{
"version": "0.2.0",
"configurations": [
{
"name": "Debug",
"type": "cppdbg",
"request": "launch",
"program": "${workspaceFolder}/build/pns",
"args": [],
"stopAtEntry": false,
"cwd": "${workspaceFolder}",
"environment": [],
"externalConsole": false,
"MIMode": "gdb",
"linux": {
"miDebuggerPath": "/usr/bin/gdb"
},
"preLaunchTask": "build debug"
},
{
"name": "Run",
"type": "cppdbg",
"request": "launch",
"program": "${workspaceFolder}/build/pns",
"args": [],
"stopAtEntry": false,
"cwd": "${workspaceFolder}",
"environment": [],
"externalConsole": false,
"MIMode": "gdb",
"linux": {
"miDebuggerPath": "/usr/bin/gdb"
},
"preLaunchTask": "build release"
}
]
}

11
.vscode/settings.json vendored Normal file
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{
"files.exclude": {
"**/.git": true,
"**/.svn": true,
"**/.hg": true,
"**/CVS": true,
"**/.DS_Store": true,
"**/*.o": true,
"**/*.exe": true,
}
}

35
.vscode/tasks.json vendored Normal file
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{
"version": "2.0.0",
"tasks": [
{
"label": "build debug",
"type": "process",
"command": "make",
"args": [],
"group": {
"kind": "build",
"isDefault": false
},
"problemMatcher": [
"$gcc"
]
},
{
"label": "build release",
"type": "process",
"command": "make",
"args": [],
"problemMatcher": [
"$gcc"
]
},
{
"label": "clean",
"type": "process",
"command": "make",
"args": [
"clean"
]
}
]
}

45
Makefile Normal file
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# Compiler
CC = gcc
# Build mode
BUILD_MODE ?= RELEASE
INCLUDE_DIRS := $(shell find src -type d)
ifeq ($(BUILD_MODE),DEBUG)
CFLAGS = -Wall -Wextra -std=c11 $(addprefix -I,$(INCLUDE_DIRS)) -g -O0
else
CFLAGS = -Wall -Wextra -std=c11 $(addprefix -I,$(INCLUDE_DIRS)) -O2
endif
# Linker flags
LDFLAGS = -lraylib -lGL -lm -lpthread -ldl -lrt -lX11
# Carpeta de build
BUILD_DIR = build
# Target final
TARGET = $(BUILD_DIR)/pns
# Fuentes y objetos
SRC = $(shell find src -name "*.c")
OBJ = $(patsubst src/%.c,$(BUILD_DIR)/%.o,$(SRC))
# Phony targets
.PHONY: all clean
# Target por defecto
all: $(TARGET)
# Linking
$(TARGET): $(OBJ)
$(CC) $(OBJ) -o $@ $(LDFLAGS)
# Compilación de objetos
# mkdir -p crea la carpeta automáticamente si no existe
$(BUILD_DIR)/%.o: src/%.c
mkdir -p $(dir $@)
$(CC) $(CFLAGS) -c $< -o $@
# Limpiar todo
clean:
rm -rf $(BUILD_DIR)

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Makefile.Android Normal file
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#**************************************************************************************************
#
# raylib makefile for Android project (APK building)
#
# Copyright (c) 2017 Ramon Santamaria (@raysan5)
#
# This software is provided "as-is", without any express or implied warranty. In no event
# will the authors be held liable for any damages arising from the use of this software.
#
# Permission is granted to anyone to use this software for any purpose, including commercial
# applications, and to alter it and redistribute it freely, subject to the following restrictions:
#
# 1. The origin of this software must not be misrepresented; you must not claim that you
# wrote the original software. If you use this software in a product, an acknowledgment
# in the product documentation would be appreciated but is not required.
#
# 2. Altered source versions must be plainly marked as such, and must not be misrepresented
# as being the original software.
#
# 3. This notice may not be removed or altered from any source distribution.
#
#**************************************************************************************************
# Define required raylib variables
PLATFORM ?= PLATFORM_ANDROID
RAYLIB_PATH ?= ..\..
# Define Android architecture (armeabi-v7a, arm64-v8a, x86, x86-64) and API version
ANDROID_ARCH ?= ARM
ANDROID_API_VERSION = 21
ifeq ($(ANDROID_ARCH),ARM)
ANDROID_ARCH_NAME = armeabi-v7a
endif
ifeq ($(ANDROID_ARCH),ARM64)
ANDROID_ARCH_NAME = arm64-v8a
endif
# Required path variables
# NOTE: JAVA_HOME must be set to JDK
JAVA_HOME ?= C:/JavaJDK
ANDROID_HOME = C:/android-sdk
ANDROID_TOOLCHAIN = C:/android_toolchain_$(ANDROID_ARCH)_API$(ANDROID_API_VERSION)
ANDROID_BUILD_TOOLS = $(ANDROID_HOME)/build-tools/28.0.1
ANDROID_PLATFORM_TOOLS = $(ANDROID_HOME)/platform-tools
# Android project configuration variables
PROJECT_NAME ?= punk_n_spray
PROJECT_LIBRARY_NAME ?= main
PROJECT_BUILD_PATH ?= android.$(PROJECT_NAME)
PROJECT_RESOURCES_PATH ?= resources
PROJECT_SOURCE_FILES ?= raylib_game.c
# Some source files are placed in directories, when compiling to some
# output directory other than source, that directory must pre-exist.
# Here we get a list of required folders that need to be created on
# code output folder $(PROJECT_BUILD_PATH)\obj to avoid GCC errors.
PROJECT_SOURCE_DIRS = $(sort $(dir $(PROJECT_SOURCE_FILES)))
# Android app configuration variables
APP_LABEL_NAME ?= rGame
APP_COMPANY_NAME ?= raylib
APP_PRODUCT_NAME ?= rgame
APP_VERSION_CODE ?= 1
APP_VERSION_NAME ?= 1.0
APP_ICON_LDPI ?= $(RAYLIB_PATH)\logo\raylib_36x36.png
APP_ICON_MDPI ?= $(RAYLIB_PATH)\logo\raylib_48x48.png
APP_ICON_HDPI ?= $(RAYLIB_PATH)\logo\raylib_72x72.png
APP_SCREEN_ORIENTATION ?= landscape
APP_KEYSTORE_PASS ?= raylib
# Library type used for raylib: STATIC (.a) or SHARED (.so/.dll)
RAYLIB_LIBTYPE ?= STATIC
# Library path for libraylib.a/libraylib.so
RAYLIB_LIB_PATH = $(RAYLIB_PATH)\src
# Shared libs must be added to APK if required
# NOTE: Generated NativeLoader.java automatically load those libraries
ifeq ($(RAYLIB_LIBTYPE),SHARED)
PROJECT_SHARED_LIBS = lib/$(ANDROID_ARCH_NAME)/libraylib.so
endif
# Compiler and archiver
# NOTE: GCC is being deprecated in Android NDK r16
ifeq ($(ANDROID_ARCH),ARM)
CC = $(ANDROID_TOOLCHAIN)/bin/arm-linux-androideabi-clang
AR = $(ANDROID_TOOLCHAIN)/bin/arm-linux-androideabi-ar
endif
ifeq ($(ANDROID_ARCH),ARM64)
CC = $(ANDROID_TOOLCHAIN)/bin/aarch64-linux-android-clang
AR = $(ANDROID_TOOLCHAIN)/bin/aarch64-linux-android-ar
endif
# Compiler flags for arquitecture
ifeq ($(ANDROID_ARCH),ARM)
CFLAGS = -std=c99 -march=armv7-a -mfloat-abi=softfp -mfpu=vfpv3-d16
endif
ifeq ($(ANDROID_ARCH),ARM64)
CFLAGS = -std=c99 -mfix-cortex-a53-835769
endif
# Compilation functions attributes options
CFLAGS += -ffunction-sections -funwind-tables -fstack-protector-strong -fPIC
# Compiler options for the linker
CFLAGS += -Wall -Wa,--noexecstack -Wformat -Werror=format-security -no-canonical-prefixes
# Preprocessor macro definitions
CFLAGS += -DANDROID -DPLATFORM_ANDROID -D__ANDROID_API__=$(ANDROID_API_VERSION)
# Paths containing required header files
INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external/android/native_app_glue
# Linker options
LDFLAGS = -Wl,-soname,lib$(PROJECT_LIBRARY_NAME).so -Wl,--exclude-libs,libatomic.a
LDFLAGS += -Wl,--build-id -Wl,--no-undefined -Wl,-z,noexecstack -Wl,-z,relro -Wl,-z,now -Wl,--warn-shared-textrel -Wl,--fatal-warnings
# Force linking of library module to define symbol
LDFLAGS += -u ANativeActivity_onCreate
# Library paths containing required libs
LDFLAGS += -L. -L$(PROJECT_BUILD_PATH)/obj -L$(PROJECT_BUILD_PATH)/lib/$(ANDROID_ARCH_NAME) -L$(ANDROID_TOOLCHAIN)\sysroot\usr\lib
# Define any libraries to link into executable
# if you want to link libraries (libname.so or libname.a), use the -lname
LDLIBS = -lm -lc -lraylib -llog -landroid -lEGL -lGLESv2 -lOpenSLES -ldl
# Generate target objects list from PROJECT_SOURCE_FILES
OBJS = $(patsubst %.c, $(PROJECT_BUILD_PATH)/obj/%.o, $(PROJECT_SOURCE_FILES))
# Android APK building process... some steps required...
# NOTE: typing 'make' will invoke the default target entry called 'all',
all: create_temp_project_dirs \
copy_project_required_libs \
copy_project_resources \
generate_loader_script \
generate_android_manifest \
generate_apk_keystore \
config_project_package \
compile_project_code \
compile_project_class \
compile_project_class_dex \
create_project_apk_package \
sign_project_apk_package \
zipalign_project_apk_package
# Create required temp directories for APK building
create_temp_project_dirs:
if not exist $(PROJECT_BUILD_PATH) mkdir $(PROJECT_BUILD_PATH)
if not exist $(PROJECT_BUILD_PATH)\obj mkdir $(PROJECT_BUILD_PATH)\obj
if not exist $(PROJECT_BUILD_PATH)\src mkdir $(PROJECT_BUILD_PATH)\src
if not exist $(PROJECT_BUILD_PATH)\src\com mkdir $(PROJECT_BUILD_PATH)\src\com
if not exist $(PROJECT_BUILD_PATH)\src\com\$(APP_COMPANY_NAME) mkdir $(PROJECT_BUILD_PATH)\src\com\$(APP_COMPANY_NAME)
if not exist $(PROJECT_BUILD_PATH)\src\com\$(APP_COMPANY_NAME)\$(APP_PRODUCT_NAME) mkdir $(PROJECT_BUILD_PATH)\src\com\$(APP_COMPANY_NAME)\$(APP_PRODUCT_NAME)
if not exist $(PROJECT_BUILD_PATH)\lib mkdir $(PROJECT_BUILD_PATH)\lib
if not exist $(PROJECT_BUILD_PATH)\lib\$(ANDROID_ARCH_NAME) mkdir $(PROJECT_BUILD_PATH)\lib\$(ANDROID_ARCH_NAME)
if not exist $(PROJECT_BUILD_PATH)\bin mkdir $(PROJECT_BUILD_PATH)\bin
if not exist $(PROJECT_BUILD_PATH)\res mkdir $(PROJECT_BUILD_PATH)\res
if not exist $(PROJECT_BUILD_PATH)\res\drawable-ldpi mkdir $(PROJECT_BUILD_PATH)\res\drawable-ldpi
if not exist $(PROJECT_BUILD_PATH)\res\drawable-mdpi mkdir $(PROJECT_BUILD_PATH)\res\drawable-mdpi
if not exist $(PROJECT_BUILD_PATH)\res\drawable-hdpi mkdir $(PROJECT_BUILD_PATH)\res\drawable-hdpi
if not exist $(PROJECT_BUILD_PATH)\res\values mkdir $(PROJECT_BUILD_PATH)\res\values
if not exist $(PROJECT_BUILD_PATH)\assets mkdir $(PROJECT_BUILD_PATH)\assets
if not exist $(PROJECT_BUILD_PATH)\assets\$(PROJECT_RESOURCES_PATH) mkdir $(PROJECT_BUILD_PATH)\assets\$(PROJECT_RESOURCES_PATH)
if not exist $(PROJECT_BUILD_PATH)\obj\screens mkdir $(PROJECT_BUILD_PATH)\obj\screens
$(foreach dir, $(PROJECT_SOURCE_DIRS), $(call create_dir, $(dir)))
define create_dir
if not exist $(PROJECT_BUILD_PATH)\obj\$(1) mkdir $(PROJECT_BUILD_PATH)\obj\$(1)
endef
# Copy required shared libs for integration into APK
# NOTE: If using shared libs they are loaded by generated NativeLoader.java
copy_project_required_libs:
ifeq ($(RAYLIB_LIBTYPE),SHARED)
copy /Y $(RAYLIB_LIB_PATH)\libraylib.so $(PROJECT_BUILD_PATH)\lib\$(ANDROID_ARCH_NAME)\libraylib.so
endif
ifeq ($(RAYLIB_LIBTYPE),STATIC)
copy /Y $(RAYLIB_LIB_PATH)\libraylib.a $(PROJECT_BUILD_PATH)\lib\$(ANDROID_ARCH_NAME)\libraylib.a
endif
# Copy project required resources: strings.xml, icon.png, assets
# NOTE: Required strings.xml is generated and game resources are copied to assets folder
# TODO: Review xcopy usage, it can not be found in some systems!
copy_project_resources:
copy $(APP_ICON_LDPI) $(PROJECT_BUILD_PATH)\res\drawable-ldpi\icon.png /Y
copy $(APP_ICON_MDPI) $(PROJECT_BUILD_PATH)\res\drawable-mdpi\icon.png /Y
copy $(APP_ICON_HDPI) $(PROJECT_BUILD_PATH)\res\drawable-hdpi\icon.png /Y
@echo ^<?xml version="1.0" encoding="utf-8"^?^> > $(PROJECT_BUILD_PATH)/res/values/strings.xml
@echo ^<resources^>^<string name="app_name"^>$(APP_LABEL_NAME)^</string^>^</resources^> >> $(PROJECT_BUILD_PATH)/res/values/strings.xml
if exist $(PROJECT_RESOURCES_PATH) C:\Windows\System32\xcopy $(PROJECT_RESOURCES_PATH) $(PROJECT_BUILD_PATH)\assets\$(PROJECT_RESOURCES_PATH) /Y /E /F
# Generate NativeLoader.java to load required shared libraries
# NOTE: Probably not the bet way to generate this file... but it works.
generate_loader_script:
@echo package com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME); > $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
@echo. >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
@echo public class NativeLoader extends android.app.NativeActivity { >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
@echo static { >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
ifeq ($(RAYLIB_LIBTYPE),SHARED)
@echo System.loadLibrary("raylib"); >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
endif
@echo System.loadLibrary("$(PROJECT_LIBRARY_NAME)"); >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
@echo } >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
@echo } >> $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
# Generate AndroidManifest.xml with all the required options
# NOTE: Probably not the bet way to generate this file... but it works.
generate_android_manifest:
@echo ^<?xml version="1.0" encoding="utf-8"^?^> > $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo ^<manifest xmlns:android="http://schemas.android.com/apk/res/android" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo package="com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME)" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo android:versionCode="$(APP_VERSION_CODE)" android:versionName="$(APP_VERSION_NAME)" ^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo ^<uses-sdk android:minSdkVersion="$(ANDROID_API_VERSION)" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo ^<uses-feature android:glEsVersion="0x00020000" android:required="true" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo ^<application android:allowBackup="false" android:label="@string/app_name" android:icon="@drawable/icon" ^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo ^<activity android:name="com.$(APP_COMPANY_NAME).$(APP_PRODUCT_NAME).NativeLoader" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo android:theme="@android:style/Theme.NoTitleBar.Fullscreen" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo android:configChanges="orientation|keyboardHidden|screenSize" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo android:screenOrientation="$(APP_SCREEN_ORIENTATION)" android:launchMode="singleTask" >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo android:clearTaskOnLaunch="true"^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo ^<meta-data android:name="android.app.lib_name" android:value="$(PROJECT_LIBRARY_NAME)" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo ^<intent-filter^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo ^<action android:name="android.intent.action.MAIN" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo ^<category android:name="android.intent.category.LAUNCHER" /^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo ^</intent-filter^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo ^</activity^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo ^</application^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
@echo ^</manifest^> >> $(PROJECT_BUILD_PATH)/AndroidManifest.xml
# Generate storekey for APK signing: $(PROJECT_NAME).keystore
# NOTE: Configure here your Distinguished Names (-dname) if required!
generate_apk_keystore:
if not exist $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore $(JAVA_HOME)/bin/keytool -genkeypair -validity 1000 -dname "CN=$(APP_COMPANY_NAME),O=Android,C=ES" -keystore $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore -storepass $(APP_KEYSTORE_PASS) -keypass $(APP_KEYSTORE_PASS) -alias $(PROJECT_NAME)Key -keyalg RSA
# Config project package and resource using AndroidManifest.xml and res/values/strings.xml
# NOTE: Generates resources file: src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/R.java
config_project_package:
$(ANDROID_BUILD_TOOLS)/aapt package -f -m -S $(PROJECT_BUILD_PATH)/res -J $(PROJECT_BUILD_PATH)/src -M $(PROJECT_BUILD_PATH)/AndroidManifest.xml -I $(ANDROID_HOME)/platforms/android-$(ANDROID_API_VERSION)/android.jar
# Compile native_app_glue code as static library: obj/libnative_app_glue.a
compile_native_app_glue:
$(CC) -c $(RAYLIB_PATH)/src/external/android/native_app_glue/android_native_app_glue.c -o $(PROJECT_BUILD_PATH)/obj/native_app_glue.o $(CFLAGS)
$(AR) rcs $(PROJECT_BUILD_PATH)/obj/libnative_app_glue.a $(PROJECT_BUILD_PATH)/obj/native_app_glue.o
# Compile project code into a shared library: lib/lib$(PROJECT_LIBRARY_NAME).so
compile_project_code: $(OBJS)
$(CC) -o $(PROJECT_BUILD_PATH)/lib/$(ANDROID_ARCH_NAME)/lib$(PROJECT_LIBRARY_NAME).so $(OBJS) -shared $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS)
# Compile all .c files required into object (.o) files
# NOTE: Those files will be linked into a shared library
$(PROJECT_BUILD_PATH)/obj/%.o:%.c
$(CC) -c $^ -o $@ $(INCLUDE_PATHS) $(CFLAGS) --sysroot=$(ANDROID_TOOLCHAIN)/sysroot
# Compile project .java code into .class (Java bytecode)
compile_project_class:
$(JAVA_HOME)/bin/javac -verbose -source 1.7 -target 1.7 -d $(PROJECT_BUILD_PATH)/obj -bootclasspath $(JAVA_HOME)/jre/lib/rt.jar -classpath $(ANDROID_HOME)/platforms/android-$(ANDROID_API_VERSION)/android.jar;$(PROJECT_BUILD_PATH)/obj -sourcepath $(PROJECT_BUILD_PATH)/src $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/R.java $(PROJECT_BUILD_PATH)/src/com/$(APP_COMPANY_NAME)/$(APP_PRODUCT_NAME)/NativeLoader.java
# Compile .class files into Dalvik executable bytecode (.dex)
# NOTE: Since Android 5.0, Dalvik interpreter (JIT) has been replaced by ART (AOT)
compile_project_class_dex:
$(ANDROID_BUILD_TOOLS)/dx --verbose --dex --output=$(PROJECT_BUILD_PATH)/bin/classes.dex $(PROJECT_BUILD_PATH)/obj
# Create Android APK package: bin/$(PROJECT_NAME).unsigned.apk
# NOTE: Requires compiled classes.dex and lib$(PROJECT_LIBRARY_NAME).so
# NOTE: Use -A resources to define additional directory in which to find raw asset files
create_project_apk_package:
$(ANDROID_BUILD_TOOLS)/aapt package -f -M $(PROJECT_BUILD_PATH)/AndroidManifest.xml -S $(PROJECT_BUILD_PATH)/res -A $(PROJECT_BUILD_PATH)/assets -I $(ANDROID_HOME)/platforms/android-$(ANDROID_API_VERSION)/android.jar -F $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).unsigned.apk $(PROJECT_BUILD_PATH)/bin
cd $(PROJECT_BUILD_PATH) && $(ANDROID_BUILD_TOOLS)/aapt add bin/$(PROJECT_NAME).unsigned.apk lib/$(ANDROID_ARCH_NAME)/lib$(PROJECT_LIBRARY_NAME).so $(PROJECT_SHARED_LIBS)
# Create signed APK package using generated Key: bin/$(PROJECT_NAME).signed.apk
sign_project_apk_package:
$(JAVA_HOME)/bin/jarsigner -keystore $(PROJECT_BUILD_PATH)/$(PROJECT_NAME).keystore -storepass $(APP_KEYSTORE_PASS) -keypass $(APP_KEYSTORE_PASS) -signedjar $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).signed.apk $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).unsigned.apk $(PROJECT_NAME)Key
# Create zip-aligned APK package: $(PROJECT_NAME).apk
zipalign_project_apk_package:
$(ANDROID_BUILD_TOOLS)/zipalign -f 4 $(PROJECT_BUILD_PATH)/bin/$(PROJECT_NAME).signed.apk $(PROJECT_NAME).apk
# Install $(PROJECT_NAME).apk to default emulator/device
# NOTE: Use -e (emulator) or -d (device) parameters if required
install:
$(ANDROID_PLATFORM_TOOLS)/adb install --abi $(ANDROID_ARCH_NAME) -rds $(PROJECT_NAME).apk
# Check supported ABI for the device (armeabi-v7a, arm64-v8a, x86, x86_64)
check_device_abi:
$(ANDROID_PLATFORM_TOOLS)/adb shell getprop ro.product.cpu.abi
# Monitorize output log coming from device, only raylib tag
logcat:
$(ANDROID_PLATFORM_TOOLS)/adb logcat -c
$(ANDROID_PLATFORM_TOOLS)/adb logcat raylib:V *:S
# Install and monitorize $(PROJECT_NAME).apk to default emulator/device
deploy:
$(ANDROID_PLATFORM_TOOLS)/adb install -r $(PROJECT_NAME).apk
$(ANDROID_PLATFORM_TOOLS)/adb logcat -c
$(ANDROID_PLATFORM_TOOLS)/adb logcat raylib:V *:S
#$(ANDROID_PLATFORM_TOOLS)/adb logcat *:W
# Clean everything
clean:
del $(PROJECT_BUILD_PATH)\ */f /s /q
rmdir $(PROJECT_BUILD_PATH) /s /q
@echo Cleaning done

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{
"folders": [
{
"path": "."
}
],
"settings": {
"files.associations": {
"raylib.h": "c",
"math.h": "c",
"blocks.h": "c",
"stdio.h": "c",
"*.m": "c"
}
}
}

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18
src/components/collider.h Normal file
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#ifndef COLLIDER_H
#define COLLIDER_H
#include "raylib.h"
#include "entity.h"
typedef struct {
float width;
float height;
bool isTrigger;
} Collider;
typedef struct {
EntityId id;
Collider collider;
} ColliderComponent;
#endif

12
src/components/gravity.h Normal file
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#ifndef GRAVITY_H
#define GRAVITY_H
#include "raylib.h"
#include "entity.h"
typedef struct {
EntityId id;
int a;
} GravityComponent;
#endif

16
src/components/input.h Normal file
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#ifndef INPUT_H
#define INPUT_H
#include "raylib.h"
#include "entity.h"
typedef struct {
bool up, down, left, right;
} Input;
typedef struct {
EntityId id;
Input input;
} InputComponent;
#endif

12
src/components/movement.h Normal file
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#ifndef MOVEMENT_H
#define MOVEMENT_H
#include "raylib.h"
#include <stdbool.h>
typedef struct {
Vector2 direction;
bool running;
} MovementIntent;
#endif

12
src/components/position.h Normal file
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#ifndef POSITION_H
#define POSITION_H
#include "raylib.h"
#include "entity.h"
typedef struct {
EntityId id;
Vector2 position;
} PositionComponent;
#endif

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#ifndef RENDERABLE_H
#define RENDERABLE_H
#include "raylib.h"
#include "entity.h"
typedef struct {
Texture2D texture;
Rectangle source;
Vector2 origin;
float scale;
} Renderable;
typedef struct {
EntityId id;
Renderable renderable;
} RenderableComponent;
#endif

26
src/components/sprite.h Normal file
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#ifndef SPRITE_H
#define SPRITE_H
#include "raylib.h"
typedef struct {
Texture2D texture;
int frameCount;
int currentFrame;
float frameTime;
float elapsedTime;
Rectangle source;
float scale;
Vector2 origin;
float rotation;
} Animation;
typedef struct {
Animation *animations;
Animation *mirroredAnimations;
int animationCount;
int currentAnimation;
Animation *currentAnimationPtr;
} SpriteComponent;
#endif

12
src/components/velocity.h Normal file
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#ifndef VELOCITY_H
#define VELOCITY_H
#include "raylib.h"
#include "entity.h"
typedef struct {
EntityId id;
Vector2 velocity;
} VelocityComponent;
#endif

99
src/core/game.c Normal file
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#include "game.h"
#define MAX_ENTITIES 100
typedef struct {
Camera2D camera;
bool running;
int score;
int level;
} GameState;
static GameState game;
int entityCount = 0;
Entity *entities = NULL;
InputComponent *inputs = NULL;
PositionComponent *positions = NULL;
VelocityComponent *velocities = NULL;
MovementIntent *intents = NULL;
SpriteComponent *sprites = NULL;
Result InitGame(void) {
game.camera = (Camera2D){0};
game.running = true;
game.score = 0;
if (InitGameWindow() != RESULT_OK)
return RESULT_FAIL;
game.camera.target = (Vector2){0, 0};
game.camera.offset = (Vector2){400, 300};
game.camera.zoom = 1.0f;
SetTargetFPS(60);
int id = AddEntity();
InitPlayer(id, entities, positions, velocities, inputs,
sprites, WIDTH / 2, HEIGHT / 2);
return RESULT_OK;
}
int AddEntity(void) {
int id = entityCount;
entities = realloc(entities, sizeof(Entity) * (entityCount + 1));
inputs = realloc(inputs, sizeof(InputComponent) * (entityCount + 1));
positions = realloc(positions, sizeof(PositionComponent) * (entityCount + 1));
velocities = realloc(velocities, sizeof(VelocityComponent) * (entityCount + 1));
intents = realloc(intents, sizeof(MovementIntent) * (entityCount + 1));
sprites = realloc(sprites, sizeof(SpriteComponent) * (entityCount + 1));
entities[id].id = id;
entities[id].components = 0;
inputs[id].id = id; inputs[id].input = (Input){0};
positions[id].id = id; positions[id].position = (Vector2){0,0};
velocities[id].id = id; velocities[id].velocity = (Vector2){0,0};
intents[id].direction = (Vector2){0,0}; intents[id].running = false;
entityCount++;
return id;
}
void UpdateGame(float dt) {
HandleWindowEvents();
InputSystemUpdate(entities, inputs, entityCount);
IntentSystemUpdate(entities, inputs, intents, entityCount);
MovementSystemUpdate(entities, positions, velocities, intents, entityCount, dt);
AnimationSystemUpdate(entities, sprites, intents, entityCount, dt);
}
void DrawGame(void) {
BeginDrawing();
ClearBackground(RAYWHITE);
RenderSystemDraw(entities, positions, sprites, entityCount);
EndDrawing();
}
void UnloadGame(void) {
for (int i = 0; i < entityCount; i++) {
if (entities[i].components & COMP_RENDERABLE) {
SpriteComponent *s = &sprites[i];
for (int a = 0; a < s->animationCount; a++)
UnloadTexture(s->animations[a].texture);
UnloadTexture(s->mirroredAnimations[i].texture);
free(s->animations);
free(s->mirroredAnimations);
}
}
free(entities);
free(inputs);
free(positions);
free(velocities);
free(intents);
free(sprites);
}

28
src/core/game.h Normal file
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#ifndef GAME_H
#define GAME_H
#include "raylib.h"
#include <stdbool.h>
#include "window.h"
#include "result.h"
#include "entity.h"
#include "player.h"
#include "input.h"
#include "movement.h"
#include "sprite.h"
#include "input_system.h"
#include "intent_system.h"
#include "movement_system.h"
#include "animation_system.h"
#include "render_system.h"
Result InitGame(void);
int AddEntity(void);
void UpdateGame(float dt);
void DrawGame(void);
void UnloadGame(void);
#endif

12
src/core/result.h Normal file
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#ifndef RESULT_H
#define RESULT_H
typedef enum {
RESULT_OK = 0,
RESULT_FAIL,
RESULT_INVALID_ARGUMENT,
RESULT_INIT_FAILED,
RESULT_NOT_FOUND
} Result;
#endif

80
src/core/window.c Normal file
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#include "window.h"
const char *TITLE = "Punk n' Spray";
const int WIDTH = 900;
const int HEIGHT = 600;
Result InitGameWindow(void) {
SetConfigFlags(FLAG_WINDOW_HIGHDPI);
InitWindow(WIDTH, HEIGHT, TITLE);
if (!IsWindowReady())
return RESULT_INIT_FAILED;
return RESULT_OK;
}
void HandleWindowEvents() {
if (IsKeyPressed(KEY_F11))
{
int display = GetCurrentMonitor();
if (IsWindowFullscreen())
{
SetWindowSize(WIDTH, HEIGHT);
}
else
{
SetWindowSize(GetMonitorWidth(display), GetMonitorHeight(display));
}
ToggleFullscreen();
}
}
void ShowSplashScreen(void) {
Image logoImg = LoadImage("resources/images/PunkNSpray.png");
Image miarmaImg = LoadImage("resources/images/Miarma.png");
ImageResize(&miarmaImg, 64, 64);
Texture2D logo = LoadTextureFromImage(logoImg);
Texture2D miarma = LoadTextureFromImage(miarmaImg);
UnloadImage(logoImg);
UnloadImage(miarmaImg);
Font font = LoadFontEx("resources/fonts/CyberpunkRegular.ttf", 24, NULL, 0);
float timer = 0.0f;
const float duration = 3.0f;
while (timer < duration && !WindowShouldClose()) {
BeginDrawing();
ClearBackground(WHITE);
// logo juego centrado
int logoX = (WIDTH - logo.width) / 2;
int logoY = (HEIGHT - logo.height) / 2 - 40;
DrawTexture(logo, logoX, logoY, WHITE);
// texto centrado encima del logo
const char *text = "Desarrollado por";
int textWidth = MeasureText(text, 24);
int textX = (WIDTH - textWidth) / 2 - 20;
int textY = logoY + logo.height - 30;
DrawTextEx(font, text, (Vector2){(float)textX, (float)textY},
(float)font.baseSize, 2, BLACK);
// logo miarma centrado debajo del texto
int miarmaX = (WIDTH - miarma.width) / 2;
int miarmaY = textY + 20;
DrawTexture(miarma, miarmaX, miarmaY, WHITE);
timer += GetFrameTime();
EndDrawing();
}
UnloadTexture(logo);
UnloadTexture(miarma);
UnloadFont(font);
}

16
src/core/window.h Normal file
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#ifndef WINDOW_H
#define WINDOW_H
#include "result.h"
#include "raylib.h"
#include <stdlib.h>
extern const char *TITLE;
extern const int WIDTH;
extern const int HEIGHT;
Result InitGameWindow(void);
void HandleWindowEvents(void);
void ShowSplashScreen(void);
#endif

0
src/entities/entity.c Normal file
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19
src/entities/entity.h Normal file
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#ifndef ENTITY_H
#define ENTITY_H
#include <stdint.h>
typedef int EntityId;
typedef struct {
EntityId id;
uint32_t components;
} Entity;
#define COMP_POSITION 0x01
#define COMP_VELOCITY 0x02
#define COMP_INPUT 0x03
#define COMP_COLLIDER 0x04
#define COMP_RENDERABLE 0x05
#endif

54
src/entities/player.c Normal file
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#include "player.h"
void InitPlayer(int id, Entity *entities, PositionComponent *positions,
VelocityComponent *velocities, InputComponent *inputs,
SpriteComponent *sprites, float x, float y)
{
Entity *player = &entities[id];
positions[id].position = (Vector2){x, y};
velocities[id].velocity = (Vector2){0,0};
inputs[id].input = (Input){0};
SpriteComponent *s = &sprites[id];
s->animationCount = 3;
s->currentAnimation = 0;
s->animations = malloc(sizeof(Animation) * s->animationCount);
// idle
s->animations[0].texture = LoadTexture("resources/textures/idle_48x48.png");
s->animations[0].frameCount = 10;
s->animations[0].currentFrame = 0;
s->animations[0].frameTime = 0.15f;
s->animations[0].elapsedTime = 0;
s->animations[0].source = (Rectangle){0, 0, s->animations[0].texture.width / s->animations[0].frameCount, s->animations[0].texture.height};
s->animations[0].origin = (Vector2){s->animations[0].source.width / 2, s->animations[0].source.height / 2};
s->animations[0].rotation = 0;
s->animations[0].scale = 1.0f;
// walk
s->animations[1].texture = LoadTexture("resources/textures/walk_48x48.png");
s->animations[1].frameCount = 8;
s->animations[1].currentFrame = 0;
s->animations[1].frameTime = 0.1f;
s->animations[1].elapsedTime = 0;
s->animations[1].source = (Rectangle){0, 0, s->animations[1].texture.width / s->animations[1].frameCount, s->animations[1].texture.height};
s->animations[1].origin = (Vector2){s->animations[1].source.width / 2, s->animations[1].source.height / 2};
s->animations[1].rotation = 0;
s->animations[1].scale = 1.0f;
// run
s->animations[2].texture = LoadTexture("resources/textures/run_48x48.png");
s->animations[2].frameCount = 8;
s->animations[2].currentFrame = 0;
s->animations[2].frameTime = 0.08f;
s->animations[2].elapsedTime = 0;
s->animations[2].source = (Rectangle){0, 0, s->animations[2].texture.width / s->animations[2].frameCount, s->animations[2].texture.height};
s->animations[2].origin = (Vector2){s->animations[2].source.width / 2, s->animations[2].source.height / 2};
s->animations[2].rotation = 0;
s->animations[2].scale = 1.0f;
s->mirroredAnimations = MirrorAnimations(s->animations, s->animationCount);
player->components = COMP_POSITION | COMP_VELOCITY | COMP_INPUT | COMP_RENDERABLE;
}

17
src/entities/player.h Normal file
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#ifndef PLAYER_H
#define PLAYER_H
#include "position.h"
#include "velocity.h"
#include "raylib.h"
#include "input.h"
#include "entity.h"
#include "sprite.h"
#include "stdlib.h"
#include "animation_util.h"
void InitPlayer(int id, Entity *entities, PositionComponent *positions,
VelocityComponent *velocities, InputComponent *inputs,
SpriteComponent *sprites, float x, float y);
#endif

0
src/level/level.c Normal file
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src/level/level.h Normal file
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#ifndef LEVEL_H
#define LEVEL_H
#endif

19
src/main.c Normal file
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#include "core/result.h"
#include "raylib.h"
#include "core/game.h"
int main() {
InitGame();
ShowSplashScreen();
while (!WindowShouldClose()) {
float dt = GetFrameTime();
UpdateGame(dt);
DrawGame();
}
UnloadGame();
CloseWindow();
return RESULT_OK;
}

9
src/math/vector.c Normal file
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#include "vector.h"
void NormalizeVector(Vector2 *vector) {
float m = sqrtf(vector->x * vector->x + vector->y * vector->y);
if (m > 0.0001f)
*vector = (Vector2){ vector->x / m, vector->y / m };
else
*vector = (Vector2){ 0, 0 };
}

9
src/math/vector.h Normal file
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#ifndef VECTOR_H
#define VECTOR_H
#include "raylib.h"
#include "math.h"
void NormalizeVector(Vector2 *vector);
#endif

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#include "animation_system.h"
void AnimationSystemUpdate(Entity *entities,
SpriteComponent *sprites,
MovementIntent *intents,
size_t count,
float dt) {
for (size_t i = 0; i < count; i++) {
if (!(entities[i].components & COMP_RENDERABLE))
continue;
SpriteComponent *s = &sprites[i];
Animation *animToDraw = (intents[i].direction.x < 0) ? &s->mirroredAnimations[s->currentAnimation] : &s->animations[s->currentAnimation];
int newAnim = 0;
if (intents[i].direction.x != 0 || intents[i].direction.y != 0)
newAnim = intents[i].running ? 2 : 1;
if (s->currentAnimation != newAnim) {
s->currentAnimation = newAnim;
s->animations[newAnim].currentFrame = 0;
s->animations[newAnim].elapsedTime = 0;
s->mirroredAnimations[newAnim].currentFrame = 0;
s->mirroredAnimations[newAnim].elapsedTime = 0;
}
// Actualizar frame
animToDraw->elapsedTime += dt;
if (animToDraw->elapsedTime >= animToDraw->frameTime) {
animToDraw->currentFrame = (animToDraw->currentFrame + 1) % animToDraw->frameCount;
animToDraw->elapsedTime = 0;
}
// Actualizar source rectangle
animToDraw->source.x = animToDraw->currentFrame * (animToDraw->texture.width / animToDraw->frameCount);
animToDraw->source.y = 0;
animToDraw->source.width = animToDraw->texture.width / animToDraw->frameCount;
animToDraw->source.height = animToDraw->texture.height;
s->currentAnimationPtr = animToDraw;
}
}

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#ifndef ANIMATION_SYSTEM_H
#define ANIMATION_SYSTEM_H
#include "raylib.h"
#include "sprite.h"
#include "entity.h"
#include "stdlib.h"
#include "movement.h"
void AnimationSystemUpdate(Entity *entities,
SpriteComponent *sprites,
MovementIntent *intents,
size_t count,
float dt);
#endif

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#include "input_system.h"
void InputSystemUpdate(Entity *entities,
InputComponent *inputs,
size_t count) {
for (size_t i = 0; i < count; i++)
{
if (!(entities[i].components & COMP_INPUT))
continue;
inputs[i].input.up = IsKeyDown(KEY_W);
inputs[i].input.down = IsKeyDown(KEY_S);
inputs[i].input.left = IsKeyDown(KEY_A);
inputs[i].input.right = IsKeyDown(KEY_D);
}
}

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#ifndef INPUT_SYSTEM_H
#define INPUT_SYSTEM_H
#include <stdlib.h>
#include "raylib.h"
#include "input.h"
#include "vector.h"
#include "entity.h"
void InputSystemUpdate(Entity *entities, InputComponent *inputs, size_t count);
#endif

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#include "intent_system.h"
void IntentSystemUpdate(Entity *entities,
InputComponent *inputs,
MovementIntent *intents,
size_t count) {
for (size_t i = 0; i < count; i++) {
if (!(entities[i].components & COMP_INPUT))
continue;
Vector2 dir = {0, 0};
if (inputs[i].input.up) dir.y -= 1;
if (inputs[i].input.down) dir.y += 1;
if (inputs[i].input.left) dir.x -= 1;
if (inputs[i].input.right) dir.x += 1;
if (fabsf(dir.x) > 0.0001f || fabsf(dir.y) > 0.0001f)
NormalizeVector(&dir);
intents[i].direction = dir;
intents[i].running = IsKeyDown(KEY_LEFT_SHIFT);
}
}

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#ifndef INTENT_SYSTEM_H
#define INTENT_SYSTEM_H
#include "entity.h"
#include "input.h"
#include <stdlib.h>
#include "raylib.h"
#include "movement.h"
#include "math.h"
#include "vector.h"
void IntentSystemUpdate(Entity *entities, InputComponent *inputs, MovementIntent *intents, size_t count);
#endif

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#include "movement_system.h"
void MovementSystemUpdate(Entity *entities,
PositionComponent *positions,
VelocityComponent *velocities,
MovementIntent *intents,
size_t count,
float dt) {
const float baseSpeed = 200.0f;
const float runMultiplier = 1.5f;
for (size_t i = 0; i < count; i++) {
if (!(entities[i].components & COMP_POSITION) ||
!(entities[i].components & COMP_VELOCITY))
continue;
Vector2 dir = intents[i].direction;
float speed = baseSpeed *
(intents[i].running ? runMultiplier : 1.0f);
velocities[i].velocity.x = dir.x * speed;
velocities[i].velocity.y = dir.y * speed;
positions[i].position.x += velocities[i].velocity.x * dt;
positions[i].position.y += velocities[i].velocity.y * dt;
}
}

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#ifndef MOVEMENT_SYSTEM_H
#define MOVEMENT_SYSTEM_H
#include <stdlib.h>
#include "raylib.h"
#include "position.h"
#include "velocity.h"
#include "movement.h"
#include "entity.h"
void MovementSystemUpdate(Entity *entities, PositionComponent *positions,
VelocityComponent *velocities, MovementIntent *intents, size_t count,
float dt);
#endif

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#include "physics_system.h"
void PhysicsSystemUpdate(Entity *entities,
size_t count,
float dt) {
for(size_t i = 0; i < count; i++) {
}
}

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#ifndef PHYSICS_SYSTEM_H
#define PHYSICS_SYSTEM_H
#include "raylib.h"
#include "entity.h"
#include <stdlib.h>
void PhysicsSystemUpdate(Entity *entities, size_t count, float dt);
#endif

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#include "render_system.h"
void RenderSystemDraw(Entity *entities, PositionComponent *positions, SpriteComponent *sprites, size_t count) {
for (size_t i = 0; i < count; i++) {
if (!(entities[i].components & COMP_POSITION))
continue;
Vector2 pos = positions[i].position;
if (entities[i].components & COMP_RENDERABLE) {
SpriteComponent *s = &sprites[i];
DrawTextureRec(
s->currentAnimationPtr->texture,
s->currentAnimationPtr->source,
pos,
WHITE);
} else {
DrawRectangle(pos.x, pos.y, 32, 32, RED);
}
}
}

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#ifndef RENDER_SYSTEM_H
#define RENDER_SYSTEM_H
#include <stdlib.h>
#include "raylib.h"
#include "position.h"
#include "entity.h"
#include "sprite.h"
void RenderSystemDraw(Entity *entities, PositionComponent *positions, SpriteComponent *sprites, size_t count);
#endif

22
src/util/animation_util.c Normal file
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#include "animation_util.h"
Animation *MirrorAnimations(Animation *originalAnimations, int count) {
if (!originalAnimations || count <= 0) return NULL;
Animation *mirrored = malloc(sizeof(Animation) * count);
if (!mirrored) return NULL;
for (int i = 0; i < count; i++) {
mirrored[i] = originalAnimations[i];
mirrored[i].currentFrame = 0;
mirrored[i].elapsedTime = 0;
// mirror
Image img = LoadImageFromTexture(originalAnimations[i].texture);
ImageFlipHorizontal(&img);
mirrored[i].texture = LoadTextureFromImage(img);
UnloadImage(img);
}
return mirrored;
}

11
src/util/animation_util.h Normal file
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#ifndef ANIMATION_UTIL_H
#define ANIMATION_UTIL_H
#include "sprite.h"
#include "raylib.h"
#include <stdlib.h>
#include <string.h>
Animation *MirrorAnimations(Animation *originalAnimations, int count);
#endif