ui
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parent
617d86276a
commit
91b851acd6
8 changed files with 204 additions and 8 deletions
34
soup/main.c
34
soup/main.c
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@ -76,6 +76,8 @@ int suic_main(void) {
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float pitch = 0.000000;
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float mouse_sensitivity = 0.003000;
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int fps_meter_visible = 1;
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char** inventory = suic_alloc_array(NULL, sizeof(char*), 3, (char*[]){suic_alloc_array(NULL, sizeof(char), 6, "Sword"), suic_alloc_array(NULL, sizeof(char), 7, "Shield"), suic_alloc_array(NULL, sizeof(char), 7, "Potion")});
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bool inventory_open = false;
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float cube1_x = 0.000000;
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float cube1_y = 0.000000;
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float cube1_z = 0.000000;
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@ -168,6 +170,15 @@ int suic_main(void) {
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if ((suic_is_key_pressed(KEY_F3) != 0)) {
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suic_show_fps_meter((suic_vec2){ .x = 10.000000, .y = 10.000000 });
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fps_meter_visible = 1;
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}
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if ((suic_is_key_pressed(KEY_I) != 0)) {
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if (inventory_open) {
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inventory_open = false;
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suic_disable_cursor();
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} else {
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inventory_open = true;
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suic_enable_cursor();
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}
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}
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camera_x = (player_x + (forward_x * 0.500000));
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camera_y = (player_y + 0.900000);
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@ -194,6 +205,29 @@ int suic_main(void) {
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suic_draw_cube_wires(0.000000, 0.000000, 0.000000, 0.800000, 1.600000, 0.800000, 0, 0, 0, 255);
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suic_rl_pop_matrix();
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suic_end_mode3d();
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suic_draw_text(suic_alloc_array(NULL, sizeof(char), 2, "N"), 1260, 20, 20, 255, 255, 255, 255);
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suic_draw_line(1270, 40, 1270, 60, 255, 255, 255, 255);
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suic_draw_rectangle(1100, 20, 150, 150, 0, 0, 0, 128);
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suic_draw_rectangle_lines(1100, 20, 150, 150, 255, 255, 255, 128);
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int minimap_center_x = 1175;
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int minimap_center_y = 95;
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suic_draw_circle(minimap_center_x, minimap_center_y, 3.000000, 255, 255, 0, 128);
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if (inventory_open) {
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suic_draw_rectangle(200, 100, 400, 300, 0, 0, 0, 200);
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suic_draw_text(suic_alloc_array(NULL, sizeof(char), 10, "Inventory"), 220, 120, 24, 255, 255, 255, 255);
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suic_draw_text(suic_alloc_array(NULL, sizeof(char), 6, "Sword"), 220, 160, 18, 200, 200, 200, 255);
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suic_draw_text(suic_alloc_array(NULL, sizeof(char), 7, "Shield"), 220, 190, 18, 200, 200, 200, 255);
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suic_draw_text(suic_alloc_array(NULL, sizeof(char), 7, "Potion"), 220, 220, 18, 200, 200, 200, 255);
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suic_draw_text(suic_alloc_array(NULL, sizeof(char), 17, "Press I to close"), 220, 350, 16, 150, 150, 150, 255);
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}
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suic_draw_rectangle(20, 680, 200, 20, 255, 0, 0, 128);
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suic_draw_rectangle(20, 680, 150, 20, 0, 255, 0, 128);
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int screen_width = 1280;
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int screen_height = 720;
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int crosshair_x = (screen_width / 2);
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int crosshair_y = (screen_height / 2);
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suic_draw_line((crosshair_x - 10), crosshair_y, (crosshair_x + 10), crosshair_y, 255, 255, 255, 255);
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suic_draw_line(crosshair_x, (crosshair_y - 10), crosshair_x, (crosshair_y + 10), 255, 255, 255, 255);
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suic_end_drawing();
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}
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suic_ode_geom_destroy(cube3_geom);
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BIN
soup/main.o
BIN
soup/main.o
Binary file not shown.
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@ -100,6 +100,10 @@ fn main() -> int do
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# FPS meter toggle
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let mut fps_meter_visible = 1
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# Inventory system
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let mut inventory = ["Sword", "Shield", "Potion"] # Array of item names
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let mut inventory_open = false # Whether inventory UI is open
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# Cube position variables
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let mut cube1_x = 0.0
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@ -235,6 +239,17 @@ fn main() -> int do
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fps_meter_visible = 1
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end
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# Toggle inventory with I key
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if is_key_pressed(KEY_I) != 0 do
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if inventory_open do
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inventory_open = false
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disable_cursor() # Hide cursor when inventory is closed
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end else do
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inventory_open = true
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enable_cursor() # Show cursor when inventory is open
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end
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end
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# Direction vectors are updated above
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# Camera follows player (at eye position, slightly in front)
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@ -280,7 +295,51 @@ fn main() -> int do
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rl_pop_matrix()
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end_mode3d()
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# 2D UI Rendering
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# Direction indicator (compass)
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draw_text("N", 1260, 20, 20, 255, 255, 255, 255)
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draw_line(1270, 40, 1270, 60, 255, 255, 255, 255) # North indicator line
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# Simple minimap (top-right corner)
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draw_rectangle(1100, 20, 150, 150, 0, 0, 0, 128) # Semi-transparent background
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draw_rectangle_lines(1100, 20, 150, 150, 255, 255, 255, 128) # Border
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# Player position on minimap (center)
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let minimap_center_x = 1175
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let minimap_center_y = 95
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draw_circle(minimap_center_x, minimap_center_y, 3.0, 255, 255, 0, 128) # Yellow dot for player
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# Inventory UI (when open)
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if inventory_open do
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# Semi-transparent background
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draw_rectangle(200, 100, 400, 300, 0, 0, 0, 200)
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# Title
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draw_text("Inventory", 220, 120, 24, 255, 255, 255, 255)
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# Inventory items (hardcoded for now)
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draw_text("Sword", 220, 160, 18, 200, 200, 200, 255)
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draw_text("Shield", 220, 190, 18, 200, 200, 200, 255)
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draw_text("Potion", 220, 220, 18, 200, 200, 200, 255)
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# Instructions
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draw_text("Press I to close", 220, 350, 16, 150, 150, 150, 255)
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end
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# HUD elements (always visible)
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# Health bar
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draw_rectangle(20, 680, 200, 20, 255, 0, 0, 128) # Red background
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draw_rectangle(20, 680, 150, 20, 0, 255, 0, 128) # Green fill (75% health)
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# Crosshair
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let screen_width = 1280
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let screen_height = 720
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let crosshair_x = screen_width / 2
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let crosshair_y = screen_height / 2
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draw_line(crosshair_x - 10, crosshair_y, crosshair_x + 10, crosshair_y, 255, 255, 255, 255)
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draw_line(crosshair_x, crosshair_y - 10, crosshair_x, crosshair_y + 10, 255, 255, 255, 255)
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end_drawing()
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end
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