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6 commits
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| e1c91b791c | |||
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| 799e5ad9eb |
8 changed files with 131 additions and 76 deletions
26
README.md
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26
README.md
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@ -0,0 +1,26 @@
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# Space Invaders
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## About
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This is a simple clone I wrote in a weekend using `odin-lang` and the available `raylib` bindings.
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# Software used
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* `Aseprite` for pixel art
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* `neovim` and the `ols` LSP
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* `make`
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# Building & running
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This should be buildable through the makefile on any platform (Windows, OSX & Linux) as long as you have the Odin compiler on hand.
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If the makefile is causing you trouble the project can be directly ran with (which creates a binary file as well):
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```bash
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odin run .
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```
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or compiled to a binary with a custom output directory & speed optimizations (although they are not needed at all):
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```bash
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odin build . -out:space_invaders.exe -o:speed
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```
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# Gallery
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17
game.odin
17
game.odin
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@ -54,8 +54,8 @@ setup_game :: proc(state: ^GameState) {
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using state
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player_pos = glm.vec2 {
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f32(screen_width) / (2 * camera.zoom),
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f32(screen_height) / camera.zoom - PLAYER_RECT.x,
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f32(screen_width) / 2,
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f32(screen_height) - PLAYER_RECT.x,
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}
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player_score = 0
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player_health = 3
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@ -101,14 +101,8 @@ update_game :: proc(state: ^GameState) {
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// update bullet frame idx
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if frame_counter % 10 == 0 {BULLET_FRAME_ANIM = (BULLET_FRAME_ANIM + 1) % len(BULLET_TO)}
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// Press enter to change to ENDING screen
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if (rl.IsKeyPressed(rl.KeyboardKey.ENTER)) {
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state.screen = .ENDING
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log.info("Updated screen enum", state.screen)
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}
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// Press space to change to fire
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if (rl.IsKeyPressed(rl.KeyboardKey.SPACE)) {
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if (rl.IsKeyPressed(rl.KeyboardKey.SPACE) || rl.IsKeyPressed(rl.KeyboardKey.ENTER)) {
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fire_bullet(&bullets, &bullet_index)
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}
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@ -147,6 +141,7 @@ update_game :: proc(state: ^GameState) {
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if game_over {
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screen = .ENDING
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log.info("Game over!", game_end)
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return
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}
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}
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@ -177,7 +172,7 @@ update_game :: proc(state: ^GameState) {
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corner_alien_pos :=
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shuffle_dir == .RIGHT ? aliens[ALIENS_PER_ROW - 1].position : aliens[0].position
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if corner_alien_pos.x <= SPRITE_CELL ||
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corner_alien_pos.x >= f32(screen_width / GLOBAL_SPRITE_SCALE) - SPRITE_CELL ||
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corner_alien_pos.x >= f32(screen_width) - SPRITE_CELL ||
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shuffle_dir == .DOWN {
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switch shuffle_dir {
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case .RIGHT:
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@ -373,7 +368,7 @@ draw_game :: proc(state: ^GameState) {
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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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f32(screen_width) - f32(hi * SPRITE),
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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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102
main.odin
102
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 +16,35 @@ 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: f32
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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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window_width: i32
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window_height: i32
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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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window_width = rl.GetScreenWidth()
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window_height = rl.GetScreenHeight()
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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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@ -82,12 +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(window_width) - (f32(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 +92,21 @@ main :: proc() {
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log.info(state.screen)
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setup(&state)
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rl.InitWindow(state.screen_width, state.screen_height, state.title)
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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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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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setup(&state)
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state.screen_width = 720
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state.screen_height = 520
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rl.SetWindowMinSize(state.screen_width, state.screen_height)
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target = rl.LoadRenderTexture(state.screen_width, state.screen_height)
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defer rl.UnloadRenderTexture(target)
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ratio = f32(window_height) / f32(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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@ -113,6 +114,11 @@ main :: proc() {
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log.info("Loaded images")
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for !rl.WindowShouldClose() {
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if rl.IsWindowResized() {
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window_width = rl.GetScreenWidth()
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window_height = rl.GetScreenHeight()
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ratio = f32(window_height) / f32(target.texture.height)
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}
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update(&state)
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draw(&state)
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}
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BIN
repo/in_game_screenshot.png
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BIN
repo/in_game_screenshot.png
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Binary file not shown.
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After Width: | Height: | Size: 32 KiB |
BIN
repo/start_game_screenshot.png
Normal file
BIN
repo/start_game_screenshot.png
Normal file
Binary file not shown.
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After Width: | Height: | Size: 30 KiB |
22
screens.odin
22
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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@ -51,27 +50,22 @@ draw_screen :: proc(state: ^GameState) {
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switch state.screen {
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case .TITLE:
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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.DrawRectangle(0, 0, state.screen_width, state.screen_height, rl.BLACK)
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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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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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{0, 0, LOGO_TO[1].x * 4, LOGO_TO[1].y * 4},
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{f32(-screen_width/4), f32(-screen_height/3)},
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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 / 2) - (size / 2),
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screen_height - 20,
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20,
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rl.DARKGREEN,
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)
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@ -9,22 +9,23 @@ 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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ALIENS :: ALIEN_ROWS * ALIENS_PER_ROW
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ALIEN_SIDE_STEP :: 20 * GLOBAL_SPRITE_SCALE
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ALIEN_RECT :: glm.vec2{SPRITE_CELL * GLOBAL_SPRITE_SCALE, SPRITE_CELL * GLOBAL_SPRITE_SCALE}
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ALIEN_RECT :: glm.vec2{SPRITE, SPRITE}
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// note: this multiplication by GLOBAL_SPRITE_SCALE is a hack, but it's a weekend project
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// so i won't bother refactoring it
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MAX_BULLETS :: 100
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BULLET_SPEED :: 240
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BULLET_RECT :: glm.vec2{SPRITE_CELL * GLOBAL_SPRITE_SCALE, SPRITE_CELL * GLOBAL_SPRITE_SCALE}
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BULLET_RECT :: glm.vec2{SPRITE, SPRITE}
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MAX_PLAYER_HEALTH :: 3
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PLAYER_SPEED :: 120
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PLAYER_RECT :: glm.vec2{SPRITE_CELL * GLOBAL_SPRITE_SCALE, SPRITE_CELL * GLOBAL_SPRITE_SCALE}
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PLAYER_RECT :: glm.vec2{SPRITE, SPRITE}
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// texture offset for ship
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SHIP_TO :: glm.vec2{0, 112}
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33
state.odin
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33
state.odin
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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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Loading…
Add table
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Reference in a new issue