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6 commits

8 changed files with 131 additions and 76 deletions

26
README.md Normal file
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@ -0,0 +1,26 @@
# Space Invaders
## About
This is a simple clone I wrote in a weekend using `odin-lang` and the available `raylib` bindings.
# Software used
* `Aseprite` for pixel art
* `neovim` and the `ols` LSP
* `make`
# Building & running
This should be buildable through the makefile on any platform (Windows, OSX & Linux) as long as you have the Odin compiler on hand.
If the makefile is causing you trouble the project can be directly ran with (which creates a binary file as well):
```bash
odin run .
```
or compiled to a binary with a custom output directory & speed optimizations (although they are not needed at all):
```bash
odin build . -out:space_invaders.exe -o:speed
```
# Gallery
![Space Invaders Start Game Screen](https://git.stefanstefanov.eu/bersk/odin-space-invaders/raw/commit/fd0cb31206a526aefe8be0cbf391e7f446c86afe/repo/start_game_screenshot.png)
![In Game Screen](https://git.stefanstefanov.eu/bersk/odin-space-invaders/raw/commit/fd0cb31206a526aefe8be0cbf391e7f446c86afe/repo/in_game_screenshot.png)

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@ -54,8 +54,8 @@ setup_game :: proc(state: ^GameState) {
using state
player_pos = glm.vec2 {
f32(screen_width) / (2 * camera.zoom),
f32(screen_height) / camera.zoom - PLAYER_RECT.x,
f32(screen_width) / 2,
f32(screen_height) - PLAYER_RECT.x,
}
player_score = 0
player_health = 3
@ -101,14 +101,8 @@ update_game :: proc(state: ^GameState) {
// update bullet frame idx
if frame_counter % 10 == 0 {BULLET_FRAME_ANIM = (BULLET_FRAME_ANIM + 1) % len(BULLET_TO)}
// Press enter to change to ENDING screen
if (rl.IsKeyPressed(rl.KeyboardKey.ENTER)) {
state.screen = .ENDING
log.info("Updated screen enum", state.screen)
}
// Press space to change to fire
if (rl.IsKeyPressed(rl.KeyboardKey.SPACE)) {
if (rl.IsKeyPressed(rl.KeyboardKey.SPACE) || rl.IsKeyPressed(rl.KeyboardKey.ENTER)) {
fire_bullet(&bullets, &bullet_index)
}
@ -147,6 +141,7 @@ update_game :: proc(state: ^GameState) {
if game_over {
screen = .ENDING
log.info("Game over!", game_end)
return
}
}
@ -177,7 +172,7 @@ update_game :: proc(state: ^GameState) {
corner_alien_pos :=
shuffle_dir == .RIGHT ? aliens[ALIENS_PER_ROW - 1].position : aliens[0].position
if corner_alien_pos.x <= SPRITE_CELL ||
corner_alien_pos.x >= f32(screen_width / GLOBAL_SPRITE_SCALE) - SPRITE_CELL ||
corner_alien_pos.x >= f32(screen_width) - SPRITE_CELL ||
shuffle_dir == .DOWN {
switch shuffle_dir {
case .RIGHT:
@ -373,7 +368,7 @@ draw_game :: proc(state: ^GameState) {
texture_atlas,
{HEART_TO.x, HEART_TO.y, SPRITE_CELL, SPRITE_CELL},
{
f32(screen_width / GLOBAL_SPRITE_SCALE) - f32(hi * SPRITE_CELL * GLOBAL_SPRITE_SCALE),
f32(screen_width) - f32(hi * SPRITE),
0,
f32(PLAYER_RECT.x),
f32(PLAYER_RECT.y),

102
main.odin
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@ -6,9 +6,6 @@ import glm "core:math/linalg/glsl"
import rl "vendor:raylib"
// orignal resolution of space invaders
// 256 x 224 px
TEXTURE_ATLAS_PATH :: "./assets/texture_atlas.png"
DEBUG_MODE :: false
@ -19,55 +16,35 @@ GameEndType :: enum {
AliensReachedPlayer,
}
GameState :: struct {
// window
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,
// 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_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
ratio: f32
texture_atlas_image: rl.Image
texture_atlas: rl.Texture2D
camera := rl.Camera2D {
zoom = 2,
}
window_width: i32
window_height: i32
// orignal resolution of space invaders: 256 x 224 px
setup :: proc(state: ^GameState) {
using state
target_fps = 60
screen_width = 800 * 2
screen_height = 600 * 2
title = "Space Invaders (raylib+odin-lang edition)"
// monitor := rl.GetCurrentMonitor()
window_width = rl.GetScreenWidth()
window_height = rl.GetScreenHeight()
current_frame_time = rl.GetTime()
previous_screen = .TITLE
screen = .TITLE
rl.SetTargetFPS(target_fps)
if !ODIN_DEBUG {
rl.SetExitKey(nil)
} else {
log.info("Built with Odin compiler version: ", ODIN_VERSION)
}
}
update :: proc(state: ^GameState) {
@ -82,12 +59,31 @@ update :: proc(state: ^GameState) {
update_screen(state)
}
target: rl.RenderTexture2D
draw :: proc(state: ^GameState) {
rl.BeginTextureMode(target)
{
draw_screen(state)
}
rl.EndTextureMode()
rl.BeginDrawing()
rl.ClearBackground(rl.RAYWHITE)
rl.BeginMode2D(camera)
draw_screen(state)
rl.EndMode2D()
{
rl.ClearBackground(rl.RAYWHITE)
rl.DrawTexturePro(
target.texture,
{0, 0, f32(target.texture.width), f32(-target.texture.height)},
{
(f32(window_width) - (f32(target.texture.width) * ratio)) / 2,
0,
f32(target.texture.width) * ratio,
f32(target.texture.height) * ratio,
},
{0, 0},
0,
rl.WHITE,
)
}
rl.EndDrawing()
}
@ -96,16 +92,21 @@ main :: proc() {
log.info(state.screen)
setup(&state)
rl.InitWindow(state.screen_width, state.screen_height, state.title)
rl.InitWindow(1200, 720, "title")
defer rl.CloseWindow()
rl.RestoreWindow()
rl.SetWindowState({.WINDOW_RESIZABLE, .WINDOW_MAXIMIZED})
if !ODIN_DEBUG {
rl.SetExitKey(nil)
} else {
log.info("Built with Odin compiler version: ", ODIN_VERSION)
}
setup(&state)
state.screen_width = 720
state.screen_height = 520
rl.SetWindowMinSize(state.screen_width, state.screen_height)
target = rl.LoadRenderTexture(state.screen_width, state.screen_height)
defer rl.UnloadRenderTexture(target)
ratio = f32(window_height) / f32(target.texture.height)
texture_atlas_image = rl.LoadImage(TEXTURE_ATLAS_PATH)
texture_atlas = rl.LoadTextureFromImage(texture_atlas_image)
@ -113,6 +114,11 @@ main :: proc() {
log.info("Loaded images")
for !rl.WindowShouldClose() {
if rl.IsWindowResized() {
window_width = rl.GetScreenWidth()
window_height = rl.GetScreenHeight()
ratio = f32(window_height) / f32(target.texture.height)
}
update(&state)
draw(&state)
}

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@ -9,7 +9,6 @@ GameScreen :: enum {
ENDING,
}
update_screen :: proc(state: ^GameState) {
using state
@ -51,27 +50,22 @@ draw_screen :: proc(state: ^GameState) {
switch state.screen {
case .TITLE:
{
rl.DrawRectangle(0, 0, state.screen_width, state.screen_height, rl.WHITE)
rl.DrawRectangle(0, 0, state.screen_width, state.screen_height, rl.BLACK)
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, 0, LOGO_TO[1].x * 4, LOGO_TO[1].y * 4},
{f32(-screen_width/4), f32(-screen_height/3)},
0,
rl.GREEN,
)
text : cstring = "PRESS ENTER TO START GAME"
size := rl.MeasureText(text, 20)
rl.DrawText(
text: cstring = "PRESS ENTER TO START GAME"
size := rl.MeasureText(text, 20)
rl.DrawText(
text,
(screen_width/4) - (size/2),
(screen_height / 2)- 20,
(screen_width / 2) - (size / 2),
screen_height - 20,
20,
rl.DARKGREEN,
)

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@ -9,22 +9,23 @@ LOGO_TO :: [2]glm.vec2{{0, 0}, {128-(SPRITE_CELL * 2), SPRITE_CELL * 2}}
GLOBAL_SPRITE_SCALE :: 2
SPRITE_CELL :: 16
SPRITE :: SPRITE_CELL * GLOBAL_SPRITE_SCALE
ALIEN_ROWS :: 5
ALIENS_PER_ROW :: 11
ALIENS :: ALIEN_ROWS * ALIENS_PER_ROW
ALIEN_SIDE_STEP :: 20 * GLOBAL_SPRITE_SCALE
ALIEN_RECT :: glm.vec2{SPRITE_CELL * GLOBAL_SPRITE_SCALE, SPRITE_CELL * GLOBAL_SPRITE_SCALE}
ALIEN_RECT :: glm.vec2{SPRITE, SPRITE}
// note: this multiplication by GLOBAL_SPRITE_SCALE is a hack, but it's a weekend project
// so i won't bother refactoring it
MAX_BULLETS :: 100
BULLET_SPEED :: 240
BULLET_RECT :: glm.vec2{SPRITE_CELL * GLOBAL_SPRITE_SCALE, SPRITE_CELL * GLOBAL_SPRITE_SCALE}
BULLET_RECT :: glm.vec2{SPRITE, SPRITE}
MAX_PLAYER_HEALTH :: 3
PLAYER_SPEED :: 120
PLAYER_RECT :: glm.vec2{SPRITE_CELL * GLOBAL_SPRITE_SCALE, SPRITE_CELL * GLOBAL_SPRITE_SCALE}
PLAYER_RECT :: glm.vec2{SPRITE, SPRITE}
// texture offset for ship
SHIP_TO :: glm.vec2{0, 112}

33
state.odin Normal file
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@ -0,0 +1,33 @@
package space_invaders
import "core:c"
import glm "core:math/linalg/glsl"
GameState :: struct {
// window
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,
// 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_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,
}