added logo to main screen and set up the game to start from the logo screen

This commit is contained in:
Stefan Stefanov 2024-02-10 16:09:04 +02:00
parent 31de4ca06c
commit 78af71a33a
5 changed files with 66 additions and 54 deletions

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@ -28,6 +28,7 @@ Alien :: struct {
death_animation_index: int,
position: glm.vec2,
id: AlienKind,
last_time_fired: f64,
}
Bullet :: struct {
@ -102,12 +103,7 @@ update_game :: proc(state: ^GameState) {
// Press space to change to fire
if (rl.IsKeyPressed(rl.KeyboardKey.SPACE)) {
bullet := &bullets[bullet_index];bullet_index = (bullet_index + 1) % MAX_BULLETS
bullet.alive = true
bullet.player_bullet = true
bullet.position = player_pos
bullet.position.y = bullet.position.y - ((PLAYER_RECT.y / 2) + BULLET_RECT.y / 2.0)
log.info("Fired bullet: ", bullet)
fire_bullet(state, shot_from_player = true)
}
if (rl.IsKeyDown(rl.KeyboardKey.RIGHT)) {
@ -149,6 +145,10 @@ update_game :: proc(state: ^GameState) {
}
}
// for alien_idx in 0..< ALIENS_PER_ROW {
//
// }
// Update bullets & aliens
{
for &bullet, bi in bullets {
@ -204,6 +204,17 @@ update_game :: proc(state: ^GameState) {
}
}
fire_bullet :: proc(state: ^GameState, shot_from_player := true) {
using state
bullet := &bullets[bullet_index];bullet_index = (bullet_index + 1) % MAX_BULLETS
bullet.alive = true
bullet.player_bullet = true
bullet.position = player_pos
bullet.position.y = bullet.position.y - ((PLAYER_RECT.y / 2) + BULLET_RECT.y / 2.0)
log.info("Fired bullet: ", bullet)
}
// Since I'm using a #soa array I can't directly modify the alien & bullet entities...
damage_alien :: proc(
state: ^GameState,

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@ -21,30 +21,31 @@ GameEndType :: enum {
GameState :: struct {
// window
target_fps: c.int,
title: cstring,
screen_width: c.int,
screen_height: c.int,
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,
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,
game_end: GameEndType,
reset_game: bool,
aliens: #soa[ALIENS]Alien,
bullets: #soa[MAX_BULLETS]Bullet,
bullet_index: int,
player_pos: glm.vec2,
player_health: c.int,
player_score: c.int,
player_high_score: c.int,
shuffle_dir: ShuffleDirection,
last_shuffle_dir: ShuffleDirection,
screen: GameScreen,
previous_screen: GameScreen,
last_frame_screen: GameScreen,
game_end: GameEndType,
reset_game: bool,
aliens: #soa[ALIENS]Alien,
bullets: #soa[MAX_BULLETS]Bullet,
bullet_index: int,
player_last_time_fired: f64,
player_pos: glm.vec2,
player_health: c.int,
player_score: c.int,
player_high_score: c.int,
shuffle_dir: ShuffleDirection,
last_shuffle_dir: ShuffleDirection,
}
state: GameState
@ -63,8 +64,8 @@ setup :: proc(state: ^GameState) {
title = "Space Invaders (raylib+odin-lang edition)"
current_frame_time = rl.GetTime()
previous_screen = .LOGO
screen = .GAMEPLAY
previous_screen = .TITLE
screen = .TITLE
rl.SetTargetFPS(target_fps)
}

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@ -4,7 +4,6 @@ import "core:log"
import rl "vendor:raylib"
GameScreen :: enum {
LOGO,
TITLE,
GAMEPLAY,
ENDING,
@ -15,15 +14,6 @@ update_screen :: proc(state: ^GameState) {
using state
switch screen {
case .LOGO:
{
// Wait for 2 seconds (120 frames) before jumping to TITLE screen
if (frame_counter > int(target_fps * 2)) {
previous_screen = screen
screen = .TITLE
log.info("Updated screen enum", screen)
}
}
case .TITLE:
{
// Press enter to change to GAMEPLAY screen
@ -56,24 +46,32 @@ update_screen :: proc(state: ^GameState) {
}
draw_screen :: proc(state: ^GameState) {
using state
{
switch state.screen {
case .LOGO:
{
// TODO: Draw LOGO screen here!
rl.DrawText("SPACE INVADERS", 220, 220, 40, rl.GREEN)
rl.DrawText("WAIT for 2 SECONDS...", 290, 400, 20, rl.GRAY)
}
case .TITLE:
{
// TODO: Draw TITLE screen here!
rl.DrawRectangle(0, 0, state.screen_width, state.screen_height, rl.GREEN)
rl.DrawText("TITLE SCREEN", 20, 20, 40, rl.DARKGREEN)
rl.DrawText(
"PRESS ENTER or TAP to JUMP to GAMEPLAY SCREEN",
120,
220,
rl.DrawRectangle(0, 0, state.screen_width, state.screen_height, rl.WHITE)
rl.DrawTexturePro(
texture_atlas,
{LOGO_TO[0].x, LOGO_TO[0].y, LOGO_TO[1].x, LOGO_TO[1].y},
{
f32(screen_width / GLOBAL_SPRITE_SCALE) / 2,
f32(screen_height / GLOBAL_SPRITE_SCALE) / 2,
LOGO_TO[1].x * 4,
LOGO_TO[1].y * 4,
},
{LOGO_TO[1].x * 2, LOGO_TO[1].y * 2},
0,
rl.GREEN,
)
text : cstring = "PRESS ENTER TO START GAME"
size := rl.MeasureText(text, 20)
rl.DrawText(
text,
(screen_width/4) - (size/2),
(screen_height / 2)- 20,
20,
rl.DARKGREEN,
)

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@ -2,6 +2,8 @@ package space_invaders
import glm "core:math/linalg/glsl"
LOGO_TO :: [2]glm.vec2{{0, 0}, {128-(SPRITE_CELL * 2), SPRITE_CELL * 2}}
GLOBAL_SPRITE_SCALE :: 2
SPRITE_CELL :: 16