added health sprite to the game
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parent
d21ccf3dc8
commit
ec8ced3958
5 changed files with 37 additions and 13 deletions
13
Makefile
13
Makefile
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@ -3,6 +3,12 @@ REL_FOLDER=release_x64_win
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DEB_FOLDER=debug_x64_win
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BIN_FOLDER=./bin
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run: build
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${BIN_FOLDER}/${EXE}.exe
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run_rel: build_release
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${BIN_FOLDER}/${EXE}_rel.exe
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build: clean
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odin build . -out:${BIN_FOLDER}/${EXE}.exe -debug
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@ -19,10 +25,3 @@ package: build_release
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cp -r ./assets/ ${BIN_FOLDER}/${REL_FOLDER}/
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cp ${BIN_FOLDER}/${EXE}_rel.exe ${BIN_FOLDER}/${REL_FOLDER}/${EXE}.exe
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tar.exe -a -c -f ${BIN_FOLDER}/release_x64_win.zip ${BIN_FOLDER}/release_x64_win
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run: build
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${BIN_FOLDER}/${EXE}.exe
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run_rel: build_release
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${BIN_FOLDER}/${EXE}_rel.exe
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Binary file not shown.
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Before Width: | Height: | Size: 1.5 KiB After Width: | Height: | Size: 1.6 KiB |
34
game.odin
34
game.odin
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@ -155,10 +155,10 @@ update_game :: proc(state: ^GameState) {
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// to shoot a bullet towards the player
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for alien_idx in 0 ..< ALIENS_PER_ROW {
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result := rand.uint32(&rng)
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for row := ALIEN_ROWS-1; row >= 0; row -= 1 {
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for row := ALIEN_ROWS - 1; row >= 0; row -= 1 {
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alien := aliens[(row * ALIENS_PER_ROW) + alien_idx]
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if alien.alive {
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if result % 3 == 0 {
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if result % 6 == 0 && frame_counter % int(target_fps * 1) == 0 {
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fire_bullet(&bullets, &bullet_index, false, &alien)
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}
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break
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@ -171,7 +171,7 @@ update_game :: proc(state: ^GameState) {
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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_dir : f32 = bullet.player_bullet ? -1 : 1
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bullet_dir: f32 = bullet.player_bullet ? -1 : 1
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bullet.position.y += f32(BULLET_SPEED * delta_time) * bullet_dir
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}
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corner_alien_pos :=
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@ -213,8 +213,14 @@ update_game :: proc(state: ^GameState) {
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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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if bullet.player_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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} else {
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if collideAABB(PLAYER_RECT, player_pos, BULLET_RECT, bullet.position) {
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bullet = damage_player(state, bullets[bi])
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}
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}
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}
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}
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@ -361,6 +367,22 @@ 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), 20, 0, 20, rl.WHITE)
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rl.DrawText(rl.TextFormat("SCORE: %d", player_score), 20, 0, 20, rl.WHITE)
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for heart, hi in 0..= player_health {
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rl.DrawTexturePro(
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texture_atlas,
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{HEART_TO.x, HEART_TO.y, SPRITE_CELL, SPRITE_CELL},
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{
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f32(screen_width / GLOBAL_SPRITE_SCALE) - f32(hi * SPRITE_CELL * GLOBAL_SPRITE_SCALE),
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0,
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f32(PLAYER_RECT.x),
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f32(PLAYER_RECT.y),
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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.DrawText("GAMEPLAY SCREEN", 20, 20, 40, rl.MAROON)
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}
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@ -103,6 +103,8 @@ main :: proc() {
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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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texture_atlas_image = rl.LoadImage(TEXTURE_ATLAS_PATH)
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@ -28,6 +28,7 @@ PLAYER_RECT :: glm.vec2{SPRITE_CELL * GLOBAL_SPRITE_SCALE, SPRITE_CELL * GLOBAL_
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// texture offset for ship
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SHIP_TO :: glm.vec2{0, 112}
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HEART_TO :: glm.vec2{16, 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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