diff --git a/assets/Credits and License.txt b/assets/Credits and License.txt deleted file mode 100644 index 3485399..0000000 --- a/assets/Credits and License.txt +++ /dev/null @@ -1,23 +0,0 @@ - - - Platformer Characters 1 - - by Kenney Vleugels (Kenney.nl) - - ------------------------------ - - License (Creative Commons Zero, CC0) - http://creativecommons.org/publicdomain/zero/1.0/ - - You may use these assets in personal and commercial projects. - Credit (Kenney or www.kenney.nl) would be nice but is not mandatory. - - ------------------------------ - - Donate: http://support.kenney.nl - Request: http://request.kenney.nl - - Follow on Twitter for updates: - @KenneyNL - - Credit "Kenney.nl" or "www.kenney.nl" diff --git a/assets/Evil Wizard/Evil Wizard.png b/assets/Evil Wizard/Evil Wizard.png new file mode 100644 index 0000000..e66f35a Binary files /dev/null and b/assets/Evil Wizard/Evil Wizard.png differ diff --git a/assets/Evil Wizard/License.txt b/assets/Evil Wizard/License.txt new file mode 100644 index 0000000..dfaabbb --- /dev/null +++ b/assets/Evil Wizard/License.txt @@ -0,0 +1,2 @@ +This pack - Evil Wizard 2 Asset Pack is Creative Commons Zero (CC-0). +Can be used in commercial and non-commercial projects. \ No newline at end of file diff --git a/assets/Evil Wizard/Sprites/Attack1.png b/assets/Evil Wizard/Sprites/Attack1.png new file mode 100644 index 0000000..f159b98 Binary files /dev/null and b/assets/Evil Wizard/Sprites/Attack1.png differ diff --git a/assets/Evil Wizard/Sprites/Attack2.png b/assets/Evil Wizard/Sprites/Attack2.png new file mode 100644 index 0000000..d3fe455 Binary files /dev/null and b/assets/Evil Wizard/Sprites/Attack2.png differ diff --git a/assets/Evil Wizard/Sprites/Death.png b/assets/Evil Wizard/Sprites/Death.png new file mode 100644 index 0000000..34d159d Binary files /dev/null and b/assets/Evil Wizard/Sprites/Death.png differ diff --git a/assets/Evil Wizard/Sprites/Fall.png b/assets/Evil Wizard/Sprites/Fall.png new file mode 100644 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dd6e6fc..0000000 Binary files a/assets/PNG/Zombie/zombie_tilesheet.png and /dev/null differ diff --git a/assets/Preview.png b/assets/Preview.png deleted file mode 100644 index 9dac2fe..0000000 Binary files a/assets/Preview.png and /dev/null differ diff --git a/lesson#27 - Player movement and animation/ourGame/.gitignore b/lesson#27 - Player movement and animation/ourGame/.gitignore new file mode 100644 index 0000000..b2c8b49 --- /dev/null +++ b/lesson#27 - Player movement and animation/ourGame/.gitignore @@ -0,0 +1,15 @@ +.dub +docs.json +__dummy.html +docs/ +/ourgame +ourgame.so +ourgame.dylib +ourgame.dll +ourgame.a +ourgame.lib +ourgame-test-* +*.exe +*.o +*.obj +*.lst diff --git a/lesson#27 - Player movement and animation/ourGame/dub.json b/lesson#27 - Player movement and animation/ourGame/dub.json new file mode 100644 index 0000000..54b8fac --- /dev/null +++ b/lesson#27 - Player movement and animation/ourGame/dub.json @@ -0,0 +1,59 @@ +{ + "authors": [ + "rillki" + ], + "configurations": [ + { + "lflags": [ + "-framework", + "IOKit", + "-framework", + "Cocoa", + "-framework", + "OpenGL" + ], + "libs": [ + "raylib" + ], + "name": "osx-app", + "platforms": [ + "osx" + ], + "targetType": "executable" + }, + { + "libs": [ + "raylib", + "GL", + "m", + "pthread", + "dl", + "rt", + "X11" + ], + "name": "linux-app", + "platforms": [ + "linux" + ], + "targetType": "executable" + }, + { + "libs": [ + "raylib" + ], + "name": "windows-app", + "platforms": [ + "windows" + ], + "targetType": "executable" + } + ], + "copyright": "Copyright © 2021, rillki", + "dependencies": { + "raylib-d": "~>4.5.0" + }, + "description": "D/Raylib minimal setup", + "license": "no license", + "name": "d-raylib-project-template", + "targetPath": "bin" +} \ No newline at end of file diff --git a/lesson#27 - Player movement and animation/ourGame/dub.selections.json b/lesson#27 - Player movement and animation/ourGame/dub.selections.json new file mode 100644 index 0000000..c36eb2e --- /dev/null +++ b/lesson#27 - Player movement and animation/ourGame/dub.selections.json @@ -0,0 +1,10 @@ +{ + "fileVersion": 1, + "versions": { + "ddmp": "0.0.1-0.dev.3", + "fluent-asserts": "0.13.3", + "libdparse": "0.14.0", + "raylib-d": "4.5.0", + "stdx-allocator": "2.77.5" + } +} diff --git a/lesson#27 - Player movement and animation/ourGame/raylib.dll b/lesson#27 - Player movement and animation/ourGame/raylib.dll new file mode 100644 index 0000000..df58566 Binary files /dev/null and b/lesson#27 - Player movement and animation/ourGame/raylib.dll differ diff --git a/lesson#27 - Player movement and animation/ourGame/raylib.lib b/lesson#27 - Player movement and animation/ourGame/raylib.lib new file mode 100644 index 0000000..d454613 Binary files /dev/null and b/lesson#27 - Player movement and animation/ourGame/raylib.lib differ diff --git a/lesson#27 - Player movement and animation/ourGame/source/app.d b/lesson#27 - Player movement and animation/ourGame/source/app.d new file mode 100644 index 0000000..90244f2 --- /dev/null +++ b/lesson#27 - Player movement and animation/ourGame/source/app.d @@ -0,0 +1,47 @@ +module app; + +import game.data; +import game.gstatemanager; +import game.menu; +import game.play; + +void main() { + validateRaylibBinding(); + + // init + InitWindow(windowWidth, windowHeight, "Mission X"); + scope(exit) { CloseWindow(); } + + // set frames per second + SetTargetFPS(60); + + // declaring and initializing menu and play states + Menu menu = new Menu(); + Play play = new Play(); + + // init GStateManager + GStateManager.getInstance.setState(GameState.MainMenu); + GStateManager.getInstance.add(menu, GameState.MainMenu); + GStateManager.getInstance.add(play, GameState.Play); + GStateManager.getInstance.add(null, GameState.Exit); + + // game loop + while(!WindowShouldClose() && GStateManager.getInstance.getState != GameState.Exit) { + GStateManager.getInstance.execute(); + } +} + + + + + + + + + + + + + + + diff --git a/lesson#27 - Player movement and animation/ourGame/source/game/animation.d b/lesson#27 - Player movement and animation/ourGame/source/game/animation.d new file mode 100644 index 0000000..cdfba37 --- /dev/null +++ b/lesson#27 - Player movement and animation/ourGame/source/game/animation.d @@ -0,0 +1,62 @@ +module game.animation; + +import raylib; + +struct Animation { + private { + Texture2D texture; + Rectangle[] rectFrames; + int numFrames; + int currentFrame; + float frameTimeSecs; + float frameTimeSecsLeft; + bool isActive; + } + + this(const ref Texture2D texture, const int numFrames, const int numVerticalFrames, const float frameTimeSecs, const int row = 1) { + this.texture = texture; + this.numFrames = numFrames; + this.frameTimeSecs = frameTimeSecs; + this.frameTimeSecsLeft = frameTimeSecs; + this.currentFrame = 0; + this.isActive = true; + + // create rectangle frames + immutable frameWidth = texture.width / numFrames; + immutable frameHeight = texture.height / numVerticalFrames; + foreach(i; 0 .. numFrames) { + this.rectFrames ~= Rectangle(i * frameWidth, (row - 1) * frameHeight, frameWidth, frameHeight); + } + } + + void start() { + isActive = true; + } + + void stop() { + isActive = false; + } + + void reset() { + currentFrame = 0; + frameTimeSecsLeft = frameTimeSecs; + } + + void update() { + if(!isActive) { + return; + } + + frameTimeSecsLeft -= GetFrameTime(); + if(frameTimeSecsLeft < 0) { + frameTimeSecsLeft += frameTimeSecs; + currentFrame = (currentFrame + 1) % numFrames; + } + } + + void draw(const Vector2 position) { + DrawTextureRec(texture, rectFrames[currentFrame], position, Colors.WHITE); + } +} + + diff --git a/lesson#27 - Player movement and animation/ourGame/source/game/animationmanager.d b/lesson#27 - Player movement and animation/ourGame/source/game/animationmanager.d new file mode 100644 index 0000000..b63793d --- /dev/null +++ b/lesson#27 - Player movement and animation/ourGame/source/game/animationmanager.d @@ -0,0 +1,29 @@ +module game.animationmanager; + +import raylib; +import game.animation; + +struct AnimationManager { + private Animation[KeyboardKey] animations; + private KeyboardKey lastKey; + + void addAnimation(KeyboardKey key, Animation animation) { + animations[key] = animation; + lastKey = key; + } + + void update(KeyboardKey key) { + if(key in animations) { + animations[key].start(); + animations[key].update(); + lastKey = key; + } else { + animations[lastKey].stop(); + animations[lastKey].reset(); + } + } + + void draw(const Vector2 position) { + animations[lastKey].draw(position); + } +} \ No newline at end of file diff --git a/lesson#27 - Player movement and animation/ourGame/source/game/data.d b/lesson#27 - Player movement and animation/ourGame/source/game/data.d new file mode 100644 index 0000000..2c5e484 --- /dev/null +++ b/lesson#27 - Player movement and animation/ourGame/source/game/data.d @@ -0,0 +1,54 @@ +module game.data; + +// mostly used libraries +public import raylib; +public import std.stdio: writeln, write; + +// window dimensions +immutable windowWidth = 720; +immutable windowHeight = 640; + +// Game states +enum GameState { + MainMenu, + Play, + Exit +} + +// state interface +interface IState { + void run(); +} + +// entity interface +class Entity { + Texture2D texture; + Rectangle frame; + Vector2 position; + + this(const ref Texture2D texture, const Rectangle frame, const Vector2 Position) { + this.texture = texture; + this.frame = frame; + this.position = position; + } + + void move(const float x, const float y) { + position.x += x; + position.y += y; + } + + void draw() { + DrawTextureRec(texture, frame, position, Colors.WHITE); + } + + abstract void update(); + abstract void processEvents(); +} + + + + + + + + diff --git a/lesson#27 - Player movement and animation/ourGame/source/game/gstatemanager.d b/lesson#27 - Player movement and animation/ourGame/source/game/gstatemanager.d new file mode 100644 index 0000000..47bfa2a --- /dev/null +++ b/lesson#27 - Player movement and animation/ourGame/source/game/gstatemanager.d @@ -0,0 +1,55 @@ +module game.gstatemanager; + +import game.data; + +class GStateManager { + // private class instance + private static GStateManager instance; + + // IState interface + private IState[GameState] state; + + // current game state + private GameState currGameState; + + // private constructor + private this() { } + + // return the instance; create the instance, if it wasn't created yet + static GStateManager getInstance() { + if(instance is null) { + instance = new GStateManager(); + } + + return instance; + } + + // add game state + void add(IState state, GameState gs) { + this.state[gs] = state; + } + + // remove game state + void remove(GameState gs) { + this.state.remove(gs); + } + + // set game state + void setState(GameState gs) { + currGameState = gs; + } + + // return the current game state + GameState getState() { + return currGameState; + } + + // execute the current game state code + void execute() { + if(state is null) { + return; + } + + state[currGameState].run(); + } +} diff --git a/lesson#27 - Player movement and animation/ourGame/source/game/menu.d b/lesson#27 - Player movement and animation/ourGame/source/game/menu.d new file mode 100644 index 0000000..9fbc5a3 --- /dev/null +++ b/lesson#27 - Player movement and animation/ourGame/source/game/menu.d @@ -0,0 +1,34 @@ +module game.menu; + +import game.data; +import game.gstatemanager; + +class Menu: IState { + this() {} + + // inherited from IState interface + void run() { + update(); + processEvents(); + render(); + } + + void update() {} + + void processEvents() { + if(IsKeyPressed(KeyboardKey.KEY_P)) { + GStateManager.getInstance.setState(GameState.Play); + } + } + + void render() { + // enable drawing + BeginDrawing(); scope(exit) { EndDrawing(); } + + // clear background + ClearBackground(Colors.GREEN); + + // draw + // ... + } +} diff --git a/lesson#27 - Player movement and animation/ourGame/source/game/play.d b/lesson#27 - Player movement and animation/ourGame/source/game/play.d new file mode 100644 index 0000000..efa2cb9 --- /dev/null +++ b/lesson#27 - Player movement and animation/ourGame/source/game/play.d @@ -0,0 +1,56 @@ +module game.play; + +import game.data; +import game.gstatemanager; +import game.player; + +import std.file: getcwd; +import std.path: buildPath; +import std.string: toStringz; + +class Play: IState { + // variables + private { + Texture2D texPlayer; + Player player; + } + + this() { + texPlayer = LoadTexture(getcwd.buildPath("../../assets/Evil Wizard/Evil Wizard.png").toStringz); + player = new Player(texPlayer, Rectangle(0, 0, 80, 110), Vector2(0, 0), 5); + } + + ~this() { + UnloadTexture(texPlayer); + } + + // inherited from IState interface + void run() { + update(); + processEvents(); + render(); + } + + void update() { + player.update(); + } + + void processEvents() { + if(IsKeyPressed(KeyboardKey.KEY_M)) { + GStateManager.getInstance.setState(GameState.MainMenu); + } + + player.processEvents(); + } + + void render() { + // enable drawing + BeginDrawing(); scope(exit) { EndDrawing(); } + + // clear background + ClearBackground(Colors.YELLOW); + + // draw + player.draw(); + } +} diff --git a/lesson#27 - Player movement and animation/ourGame/source/game/player.d b/lesson#27 - Player movement and animation/ourGame/source/game/player.d new file mode 100644 index 0000000..72b3f42 --- /dev/null +++ b/lesson#27 - Player movement and animation/ourGame/source/game/player.d @@ -0,0 +1,54 @@ +module game.player; + +import game.data; +import game.animation; +import game.animationmanager; + +class Player: Entity { + private int playerSpeed; + private AnimationManager animation; + + this(const ref Texture2D texture, const Rectangle frame, const Vector2 position, const int playerSpeed) { + super(texture, frame, position); + this.playerSpeed = playerSpeed; + + animation = AnimationManager(); + animation.addAnimation(KeyboardKey.KEY_NULL, Animation(texture, 8, 3, 0.1f, 1)); + animation.addAnimation(KeyboardKey.KEY_W, Animation(texture, 8, 3, 0.1f, 3)); + animation.addAnimation(KeyboardKey.KEY_S, Animation(texture, 8, 3, 0.1f, 2)); + animation.addAnimation(KeyboardKey.KEY_A, Animation(texture, 8, 3, 0.1f, 2)); + animation.addAnimation(KeyboardKey.KEY_D, Animation(texture, 8, 3, 0.1f, 3)); + } + + override void update() {} + + override void processEvents() { + if(IsKeyDown(KeyboardKey.KEY_W)) { + move(0, -playerSpeed); + animation.update(KeyboardKey.KEY_W); + } else if(IsKeyDown(KeyboardKey.KEY_S)) { + move(0, playerSpeed); + animation.update(KeyboardKey.KEY_S); + } else if(IsKeyDown(KeyboardKey.KEY_A)) { + move(-playerSpeed, 0); + animation.update(KeyboardKey.KEY_A); + } else if(IsKeyDown(KeyboardKey.KEY_D)) { + move(playerSpeed, 0); + animation.update(KeyboardKey.KEY_D); + } else { + animation.update(KeyboardKey.KEY_NULL); + } + } + + override void draw() { + animation.draw(position); + } +} + + + + + + + +