init, working screens from raylib screens example and basic bullets mechanics
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game.odin
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117
game.odin
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package space_invaders
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import "core:c"
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import "core:log"
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import glm "core:math/linalg/glsl"
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import rl "vendor:raylib"
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GLOBAL_SPRITE_SCALE :: 2
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ALIEN_ROWS :: 5
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ALIENS_PER_ROW :: 11
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ALIENS :: ALIEN_ROWS * ALIENS_PER_ROW
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ALIEN_SIDE_STEP :: 20 * GLOBAL_SPRITE_SCALE
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ALIEN_RECT :: glm.ivec2{16 * GLOBAL_SPRITE_SCALE, 16 * GLOBAL_SPRITE_SCALE}
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MAX_BULLETS :: 100
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BULLET_SPEED :: 240
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BULLET_RECT :: glm.ivec2{16 * GLOBAL_SPRITE_SCALE, 16 * GLOBAL_SPRITE_SCALE}
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MAX_PLAYER_HEALTH :: 3
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PLAYER_SPEED :: 40
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PLAYER_RECT :: glm.ivec2{16 * GLOBAL_SPRITE_SCALE, 16 * GLOBAL_SPRITE_SCALE}
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Alien :: struct {
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alive: bool,
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position: glm.vec2,
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id: int,
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}
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Bullet :: struct {
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alive: bool,
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position: glm.vec2,
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}
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setup_game :: proc(state: ^GameState) {
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using state
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player_pos = glm.vec2{f32(screen_width / 2), f32(screen_height - PLAYER_RECT.x)}
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// setup the initial positions of the aliens
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for row in 0 ..< ALIEN_ROWS {
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for alien in 0 ..< ALIENS_PER_ROW {
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aliens[(row * ALIENS_PER_ROW) + alien].position = glm.vec2 {
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f32((alien + 1) * int(ALIEN_RECT.x + 10)),
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f32((row + 1) * int(ALIEN_RECT.x + 10)),
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}
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}
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}
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}
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update_game :: proc(state: ^GameState) {
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using state
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// If we're entering the game screen then we need to setup initial state of the game variables
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if last_frame_screen != .GAMEPLAY {
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setup_game(state)
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log.info("Done setting up game")
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}
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// Press enter to change to ENDING screen
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if (rl.IsKeyPressed(rl.KeyboardKey.ENTER)) {
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state.screen = .ENDING
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log.info("Updated screen enum", state.screen)
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}
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// Press space to change to fire
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if (rl.IsKeyPressed(rl.KeyboardKey.SPACE)) {
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log.info("FIRE!")
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bullet := &bullets[bullet_index]
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bullet.alive = true
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bullet.position = player_pos
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bullet.position.y = bullet.position.y - f32((PLAYER_RECT.y / 2) + BULLET_RECT.y / 2)
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}
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if (rl.IsKeyDown(rl.KeyboardKey.RIGHT)) {
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player_pos.x = player_pos.x + f32(PLAYER_SPEED * delta_time)
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}
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if (rl.IsKeyDown(rl.KeyboardKey.LEFT)) {
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player_pos.x = player_pos.x - f32(PLAYER_SPEED * delta_time)
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}
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// movement update
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{
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for &bullet in bullets {
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if bullet.alive {
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bullet.position.y = bullet.position.y - f32(BULLET_SPEED * delta_time)
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}
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}
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}
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}
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draw_game :: proc(state: ^GameState) {
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using state
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rl.DrawRectangle(0, 0, state.screen_width, state.screen_height, rl.BLACK)
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// rl.DrawText("GAMEPLAY SCREEN", 20, 20, 40, rl.MAROON)
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// rl.DrawText("PRESS ENTER or TAP to JUMP to ENDING SCREEN", 130, 220, 20, rl.MAROON)
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rl.DrawCircle(c.int(player_pos.x), c.int(player_pos.y), f32(PLAYER_RECT.x / 2), rl.RED)
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for row in 0 ..< ALIEN_ROWS {
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for alien in 0 ..< ALIENS_PER_ROW {
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alien := &aliens[(row * ALIENS_PER_ROW) + alien]
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rl.DrawCircle(
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c.int(alien.position.x),
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c.int(alien.position.y),
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f32(ALIEN_RECT.x / 2),
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rl.YELLOW,
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)
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}
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}
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for &bullet in bullets {
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if !bullet.alive { continue }
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rl.DrawCircle(c.int(bullet.position.x), c.int(bullet.position.y), f32(BULLET_RECT.x / 2), rl.WHITE)
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}
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// rl.DrawText("GAMEPLAY SCREEN", 20, 20, 40, rl.MAROON)
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}
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