working game loop, lacking alien shooting
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0aa534c4d1
commit
19bff3176d
4 changed files with 194 additions and 76 deletions
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Before Width: | Height: | Size: 688 B After Width: | Height: | Size: 690 B |
236
game.odin
236
game.odin
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@ -28,6 +28,14 @@ SHIP_TO :: glm.vec2{0, 112}
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BULLET_TO := [2]glm.vec2{{0, 80}, {16, 80}}
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BULLET_FRAME_ANIM := 0
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ShuffleDirection :: enum {
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RIGHT,
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LEFT,
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DOWN,
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}
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STEP_MULTIPLIER_DEFAULT :: 10.0
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step_multiplier := STEP_MULTIPLIER_DEFAULT
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AlienKind :: enum {
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ORANGE,
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GREEN,
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@ -50,16 +58,12 @@ Alien :: struct {
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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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alive: bool,
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player_bullet: bool,
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position: glm.vec2,
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}
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collideAABB :: proc(
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a_rect: glm.vec2,
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a_pos: ^glm.vec2,
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b_rect: glm.vec2,
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b_pos: ^glm.vec2,
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) -> bool {
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collideAABB :: proc(a_rect: glm.vec2, a_pos: glm.vec2, b_rect: glm.vec2, b_pos: glm.vec2) -> bool {
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return(
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a_pos.x < b_pos.x + f32(b_rect.x / 2) &&
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a_pos.x + f32(a_rect.x / 2) > b_pos.x &&
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@ -70,7 +74,15 @@ collideAABB :: proc(
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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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player_pos = glm.vec2 {
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f32(screen_width) / (2 * camera.zoom),
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f32(screen_height) / camera.zoom - PLAYER_RECT.x,
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}
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player_score = 0
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player_health = 3
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step_multiplier = STEP_MULTIPLIER_DEFAULT
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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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@ -81,14 +93,13 @@ setup_game :: proc(state: ^GameState) {
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f32((row + 1) * int(ALIEN_RECT.x + 10)),
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}
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alien_ptr.alive = true
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alien_ptr.id = row % 2 == 0 ? .ORANGE : .GREEN
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}
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}
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// aliens[ALIENS - 1].alive = true
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if player_score > player_high_score {
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player_high_score = player_score
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}
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player_score = 0
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reset_game = false
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}
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@ -96,72 +107,155 @@ setup_game :: proc(state: ^GameState) {
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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 || reset_game {
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setup_game(state)
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log.info("Done setting up game")
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// Poll for keyboard commands (input)
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{
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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 || reset_game {
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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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// update bullet frame idx
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if frame_counter % 10 == 0 {BULLET_FRAME_ANIM = (BULLET_FRAME_ANIM + 1) % len(BULLET_TO)}
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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];bullet_index = (bullet_index + 1) % MAX_BULLETS
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bullet.alive = true
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bullet.player_bullet = true
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bullet.position = player_pos
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bullet.position.y = bullet.position.y - ((PLAYER_RECT.y / 2) + BULLET_RECT.y / 2.0)
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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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}
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// update bullet frame idx
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if frame_counter % 10 == 0 { BULLET_FRAME_ANIM = (BULLET_FRAME_ANIM + 1) % len(BULLET_TO) }
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// Check ending scenarios
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{
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game_over := false
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if player_health <= 0 {
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game_over = true
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game_end = .PlayerDied
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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];bullet_index = (bullet_index + 1) % MAX_BULLETS
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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 - ((PLAYER_RECT.y / 2) + BULLET_RECT.y / 2.0)
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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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all_aliens_dead := true
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for &alien in aliens {
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if !alien.alive {continue}
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all_aliens_dead = false
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}
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if all_aliens_dead {
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screen = .ENDING
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}
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// movement update
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for &bullet in bullets {
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if !bullet.alive {continue}
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bullet.position.y = bullet.position.y - f32(BULLET_SPEED * delta_time)
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}
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for &bullet in bullets {
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if !bullet.alive {continue}
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all_aliens_dead := true
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for &alien in aliens {
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if !alien.alive {continue}
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if collideAABB(ALIEN_RECT, &alien.position, BULLET_RECT, &bullet.position) {
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bullet.alive = false
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alien.alive = false
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player_score += 10
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log.info("HIT 'EM HARD")
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if alien.alive {
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all_aliens_dead = false
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if alien.position.y + ALIEN_RECT.y >= player_pos.y {
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game_end = .AliensReachedPlayer
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game_over = true
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break
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}
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}
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}
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if all_aliens_dead && !game_over {
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game_over = true
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game_end = .AllAliensKilled
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}
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if game_over {
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screen = .ENDING
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return
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}
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}
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// Update bullets & aliens
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{
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for &bullet, bi in bullets {
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if !bullet.alive {continue}
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// Update bullet pos first
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bullet.position.y -= f32(BULLET_SPEED * delta_time)
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}
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corner_alien_pos :=
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shuffle_dir == .RIGHT ? aliens[ALIENS_PER_ROW - 1].position : aliens[0].position
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if corner_alien_pos.x <= SPRITE_CELL ||
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corner_alien_pos.x >= f32(screen_width / GLOBAL_SPRITE_SCALE) - SPRITE_CELL ||
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shuffle_dir == .DOWN {
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switch shuffle_dir {
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case .RIGHT:
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fallthrough
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case .LEFT:
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{
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last_shuffle_dir = shuffle_dir
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shuffle_dir = .DOWN
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}
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case .DOWN:
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{
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step_multiplier += 1.0
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shuffle_dir = last_shuffle_dir == .RIGHT ? .LEFT : .RIGHT
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last_shuffle_dir = .DOWN
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}
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}
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}
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shuffle_step_size: f64 = f64(SPRITE_CELL / 2) * delta_time * step_multiplier
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alien_vel: f64 = shuffle_dir == .RIGHT ? shuffle_step_size : -shuffle_step_size
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for &alien, ai in aliens {
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// Update alien pos first
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if shuffle_dir != .DOWN {
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alien.position.x += f32(alien_vel)
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} else {
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alien.position.y += ALIEN_RECT.y
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}
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// We will update the positions regardless if it's dead or not
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// but only check collisions if the alien is alive
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if !alien.alive {continue}
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for &bullet, bi in bullets {
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if !bullet.alive {continue}
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// Collision check bullet
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if collideAABB(ALIEN_RECT, alien.position, BULLET_RECT, bullet.position) {
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bullet, alien = damage_alien(state, bullets[bi], aliens[ai])
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}
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}
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}
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}
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}
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// ship_sprite_cell_offset := rl.Rectangle{SHIP_TO.x, SHIP_TO.y, SPRITE_CELL, SPRITE_CELL}
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// bullet_sprite_cell_offset := rl.Rectangle{BULLET_TO.x, BULLET_TO.y, SPRITE_CELL, SPRITE_CELL}
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// Since I'm using a #soa array I can't directly modify the alien & bullet entities...
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damage_alien :: proc(
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state: ^GameState,
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bullet_in: Bullet,
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alien_in: Alien,
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) -> (
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bullet: Bullet,
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alien: Alien,
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) {
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using state
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bullet = bullet_in
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alien = alien_in
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bullet.alive = false
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alien.alive = false
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// Count score or take player health depending whose bullet it is
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player_score += 10
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log.info("HIT 'EM HARD")
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return
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}
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damage_player :: proc(state: ^GameState, bullet_in: Bullet) -> (bullet: Bullet) {
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using state
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bullet = bullet_in
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bullet.alive = false
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player_health -= 1
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return
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}
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draw_game :: proc(state: ^GameState) {
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using state
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@ -199,7 +293,12 @@ draw_game :: proc(state: ^GameState) {
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if !bullet.alive {continue}
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rl.DrawTexturePro(
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texture_atlas,
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{BULLET_TO[BULLET_FRAME_ANIM].x, BULLET_TO[BULLET_FRAME_ANIM].y, SPRITE_CELL, SPRITE_CELL},
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{
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BULLET_TO[BULLET_FRAME_ANIM].x,
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BULLET_TO[BULLET_FRAME_ANIM].y,
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SPRITE_CELL,
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SPRITE_CELL,
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},
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{bullet.position.x, bullet.position.y, BULLET_RECT.x, BULLET_RECT.y},
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{SPRITE_CELL, SPRITE_CELL},
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0,
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@ -238,7 +337,6 @@ draw_game :: proc(state: ^GameState) {
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)
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}
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rl.DrawText(rl.TextFormat("Score: %d", player_score), 130, 220, 20, rl.MAROON)
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rl.DrawText(rl.TextFormat("Score: %d", player_score), 20, 0, 20, rl.WHITE)
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// rl.DrawText("GAMEPLAY SCREEN", 20, 20, 40, rl.MAROON)
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}
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24
main.odin
24
main.odin
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@ -11,8 +11,13 @@ import rl "vendor:raylib"
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TEXTURE_ATLAS_PATH :: "./assets/texture_atlas.png"
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DEBUG_MODE :: true
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DEBUG_MODE :: false
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GameEndType :: enum {
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AllAliensKilled,
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PlayerDied,
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AliensReachedPlayer,
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}
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GameState :: struct {
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// window
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@ -29,6 +34,7 @@ GameState :: struct {
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screen: GameScreen,
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previous_screen: GameScreen,
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last_frame_screen: GameScreen,
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game_end: GameEndType,
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reset_game: bool,
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aliens: #soa[ALIENS]Alien,
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bullets: #soa[MAX_BULLETS]Bullet,
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@ -37,17 +43,23 @@ GameState :: struct {
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player_health: c.int,
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player_score: c.int,
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player_high_score: c.int,
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shuffle_dir: ShuffleDirection,
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last_shuffle_dir: ShuffleDirection,
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}
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state: GameState
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texture_atlas_image : rl.Image
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texture_atlas : rl.Texture2D
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texture_atlas_image: rl.Image
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texture_atlas: rl.Texture2D
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camera := rl.Camera2D {
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zoom = 2,
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}
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setup :: proc(state: ^GameState) {
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using state
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target_fps = 60
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screen_width = 800
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screen_height = 600
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screen_width = 800 * 2
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screen_height = 600 * 2
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title = "Space Invaders (raylib+odin-lang edition)"
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current_frame_time = rl.GetTime()
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@ -72,7 +84,9 @@ update :: proc(state: ^GameState) {
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draw :: proc(state: ^GameState) {
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rl.BeginDrawing()
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rl.ClearBackground(rl.RAYWHITE)
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rl.BeginMode2D(camera)
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draw_screen(state)
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rl.EndMode2D()
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rl.EndDrawing()
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}
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10
screens.odin
10
screens.odin
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@ -92,9 +92,15 @@ draw_screen :: proc(state: ^GameState) {
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}
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draw_ending_screen :: proc(state: ^GameState) {
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using state
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using state
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// TODO: Draw ENDING screen here!
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rl.DrawRectangle(0, 0, state.screen_width, state.screen_height, rl.BLACK)
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rl.DrawText("Game End", 20, 20, 40, rl.WHITE)
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rl.DrawText(rl.TextFormat("Player score: %d\nHighscore: %d", player_score, player_high_score), 120, 220, 20, rl.WHITE)
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rl.DrawText(
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rl.TextFormat("Player score: %d\nHighscore: %d", player_score, player_high_score),
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120,
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220,
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20,
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rl.WHITE,
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)
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}
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