working game loop, lacking alien shooting
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0aa534c4d1
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4 changed files with 194 additions and 76 deletions
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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