init, working screens from raylib screens example and basic bullets mechanics

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Stefan Stefanov 2024-02-09 19:09:37 +02:00
commit 178cf92f44
3 changed files with 301 additions and 0 deletions

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package space_invaders
import "core:c"
import "core:log"
import glm "core:math/linalg/glsl"
import rl "vendor:raylib"
// orignal resolution of space invaders
// 256 x 224 px
GameState :: struct {
// window
target_fps: c.int,
title: cstring,
screen_width: c.int,
screen_height: c.int,
// frame stats
frame_counter: int,
current_frame_time: f64,
last_frame_time: f64,
delta_time: f64,
// game vars
screen: GameScreen,
previous_screen: GameScreen,
last_frame_screen: GameScreen,
aliens: #soa[ALIENS]Alien,
bullets: #soa[MAX_BULLETS]Bullet,
bullet_index: int,
player_pos: glm.vec2,
player_health: c.int,
player_score: c.int,
}
state: GameState
setup :: proc(state: ^GameState) {
using state
target_fps = 60
screen_width = 800
screen_height = 600
title = "Space Invaders (raylib+odin-lang edition)"
current_frame_time = rl.GetTime()
previous_screen = .LOGO
screen = .GAMEPLAY
rl.SetTargetFPS(target_fps)
}
update :: proc(state: ^GameState) {
using state
frame_counter += 1
last_frame_time = current_frame_time
current_frame_time = rl.GetTime()
delta_time = current_frame_time - last_frame_time
update_screen(state)
}
draw :: proc(state: ^GameState) {
rl.BeginDrawing()
rl.ClearBackground(rl.RAYWHITE)
draw_screen(state)
rl.EndDrawing()
}
main :: proc() {
context.logger = log.create_console_logger()
log.info(state.screen)
setup(&state)
rl.InitWindow(state.screen_width, state.screen_height, state.title)
defer rl.CloseWindow()
for !rl.WindowShouldClose() {
update(&state)
draw(&state)
}
}