added different scaling, breaking change
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8bc4572ae3
commit
799e5ad9eb
4 changed files with 92 additions and 57 deletions
94
main.odin
94
main.odin
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@ -6,9 +6,6 @@ import glm "core:math/linalg/glsl"
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import rl "vendor:raylib"
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// orignal resolution of space invaders
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// 256 x 224 px
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TEXTURE_ATLAS_PATH :: "./assets/texture_atlas.png"
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DEBUG_MODE :: false
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@ -19,55 +16,36 @@ GameEndType :: enum {
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AliensReachedPlayer,
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}
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GameState :: struct {
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// window
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target_fps: c.int,
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title: cstring,
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screen_width: c.int,
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screen_height: c.int,
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// frame stats
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frame_counter: int,
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current_frame_time: f64,
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last_frame_time: f64,
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delta_time: f64,
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// game vars
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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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bullet_index: int,
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player_last_time_fired: f64,
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player_pos: glm.vec2,
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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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ratio: i32
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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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zoom = GLOBAL_SPRITE_SCALE,
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}
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// orignal resolution of space invaders: 256 x 224 px
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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 * 2
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screen_height = 600 * 2
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title = "Space Invaders (raylib+odin-lang edition)"
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monitor := rl.GetCurrentMonitor()
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screen_width = rl.GetMonitorWidth(monitor)
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screen_height = rl.GetMonitorHeight(monitor)
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current_frame_time = rl.GetTime()
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previous_screen = .TITLE
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screen = .TITLE
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rl.SetTargetFPS(target_fps)
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if !ODIN_DEBUG {
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rl.SetExitKey(nil)
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} else {
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log.info("Built with Odin compiler version: ", ODIN_VERSION)
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}
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}
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update :: proc(state: ^GameState) {
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@ -81,13 +59,31 @@ update :: proc(state: ^GameState) {
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update_screen(state)
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}
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target: rl.RenderTexture2D
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draw :: proc(state: ^GameState) {
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rl.BeginTextureMode(target)
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{
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draw_screen(state)
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}
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rl.EndTextureMode()
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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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{
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rl.ClearBackground(rl.RAYWHITE)
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rl.DrawTexturePro(
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target.texture,
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{0, 0, f32(target.texture.width), f32(-target.texture.height)},
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{
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f32((state.screen_width - (target.texture.width * ratio)) / 2),
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0,
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f32(target.texture.width * ratio),
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f32(target.texture.height * ratio),
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},
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{0, 0},
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0,
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rl.WHITE,
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)
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}
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rl.EndDrawing()
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}
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@ -96,16 +92,18 @@ main :: proc() {
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log.info(state.screen)
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rl.InitWindow(1200, 720, "title")
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defer rl.CloseWindow()
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rl.RestoreWindow()
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rl.SetWindowState({.WINDOW_RESIZABLE, .WINDOW_MAXIMIZED})
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setup(&state)
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rl.InitWindow(state.screen_width, state.screen_height, state.title)
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defer rl.CloseWindow()
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if !ODIN_DEBUG {
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rl.SetExitKey(nil)
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} else {
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log.info("Built with Odin compiler version: ", ODIN_VERSION)
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}
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width: i32 = 720;height: i32 = 520
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target = rl.LoadRenderTexture(width, height)
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defer rl.UnloadRenderTexture(target)
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ratio = i32(state.screen_height / target.texture.height)
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texture_atlas_image = rl.LoadImage(TEXTURE_ATLAS_PATH)
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texture_atlas = rl.LoadTextureFromImage(texture_atlas_image)
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21
screens.odin
21
screens.odin
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@ -9,7 +9,6 @@ GameScreen :: enum {
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ENDING,
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}
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update_screen :: proc(state: ^GameState) {
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using state
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@ -53,25 +52,29 @@ draw_screen :: proc(state: ^GameState) {
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{
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rl.DrawRectangle(0, 0, state.screen_width, state.screen_height, rl.WHITE)
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rl.DrawCircle(0, 0, 20, rl.RED)
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rl.DrawTexturePro(
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texture_atlas,
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{LOGO_TO[0].x, LOGO_TO[0].y, LOGO_TO[1].x, LOGO_TO[1].y},
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{
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f32(screen_width / GLOBAL_SPRITE_SCALE) / 2,
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f32(screen_height / GLOBAL_SPRITE_SCALE) / 2,
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f32(screen_width / GLOBAL_SPRITE_SCALE),
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f32(screen_height / GLOBAL_SPRITE_SCALE),
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LOGO_TO[1].x * 4,
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LOGO_TO[1].y * 4,
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},
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{LOGO_TO[1].x * 2, LOGO_TO[1].y * 2},
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{
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f32(screen_width / GLOBAL_SPRITE_SCALE),
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f32(screen_height / GLOBAL_SPRITE_SCALE),
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},
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0,
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rl.GREEN,
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)
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text : cstring = "PRESS ENTER TO START GAME"
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size := rl.MeasureText(text, 20)
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rl.DrawText(
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text: cstring = "PRESS ENTER TO START GAME"
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size := rl.MeasureText(text, 20)
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rl.DrawText(
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text,
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(screen_width/4) - (size/2),
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(screen_height / 2)- 20,
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(screen_width / 4) - (size / 2),
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(screen_height / 2) - 20,
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20,
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rl.DARKGREEN,
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)
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@ -9,6 +9,7 @@ LOGO_TO :: [2]glm.vec2{{0, 0}, {128-(SPRITE_CELL * 2), SPRITE_CELL * 2}}
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GLOBAL_SPRITE_SCALE :: 2
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SPRITE_CELL :: 16
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SPRITE :: SPRITE_CELL * GLOBAL_SPRITE_SCALE
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ALIEN_ROWS :: 5
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ALIENS_PER_ROW :: 11
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33
state.odin
Normal file
33
state.odin
Normal file
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@ -0,0 +1,33 @@
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package space_invaders
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import "core:c"
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import glm "core:math/linalg/glsl"
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GameState :: struct {
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// window
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target_fps: c.int,
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title: cstring,
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screen_width: c.int,
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screen_height: c.int,
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// frame stats
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frame_counter: int,
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current_frame_time: f64,
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last_frame_time: f64,
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delta_time: f64,
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// game vars
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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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bullet_index: int,
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player_last_time_fired: f64,
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player_pos: glm.vec2,
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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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