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8 changed files with 76 additions and 131 deletions

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@ -1,26 +0,0 @@
# 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 using state
player_pos = glm.vec2 { player_pos = glm.vec2 {
f32(screen_width) / 2, f32(screen_width) / (2 * camera.zoom),
f32(screen_height) - PLAYER_RECT.x, f32(screen_height) / camera.zoom - PLAYER_RECT.x,
} }
player_score = 0 player_score = 0
player_health = 3 player_health = 3
@ -101,8 +101,14 @@ update_game :: proc(state: ^GameState) {
// update bullet frame idx // update bullet frame idx
if frame_counter % 10 == 0 {BULLET_FRAME_ANIM = (BULLET_FRAME_ANIM + 1) % len(BULLET_TO)} 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 // Press space to change to fire
if (rl.IsKeyPressed(rl.KeyboardKey.SPACE) || rl.IsKeyPressed(rl.KeyboardKey.ENTER)) { if (rl.IsKeyPressed(rl.KeyboardKey.SPACE)) {
fire_bullet(&bullets, &bullet_index) fire_bullet(&bullets, &bullet_index)
} }
@ -141,7 +147,6 @@ update_game :: proc(state: ^GameState) {
if game_over { if game_over {
screen = .ENDING screen = .ENDING
log.info("Game over!", game_end)
return return
} }
} }
@ -172,7 +177,7 @@ update_game :: proc(state: ^GameState) {
corner_alien_pos := corner_alien_pos :=
shuffle_dir == .RIGHT ? aliens[ALIENS_PER_ROW - 1].position : aliens[0].position shuffle_dir == .RIGHT ? aliens[ALIENS_PER_ROW - 1].position : aliens[0].position
if corner_alien_pos.x <= SPRITE_CELL || if corner_alien_pos.x <= SPRITE_CELL ||
corner_alien_pos.x >= f32(screen_width) - SPRITE_CELL || corner_alien_pos.x >= f32(screen_width / GLOBAL_SPRITE_SCALE) - SPRITE_CELL ||
shuffle_dir == .DOWN { shuffle_dir == .DOWN {
switch shuffle_dir { switch shuffle_dir {
case .RIGHT: case .RIGHT:
@ -368,7 +373,7 @@ draw_game :: proc(state: ^GameState) {
texture_atlas, texture_atlas,
{HEART_TO.x, HEART_TO.y, SPRITE_CELL, SPRITE_CELL}, {HEART_TO.x, HEART_TO.y, SPRITE_CELL, SPRITE_CELL},
{ {
f32(screen_width) - f32(hi * SPRITE), f32(screen_width / GLOBAL_SPRITE_SCALE) - f32(hi * SPRITE_CELL * GLOBAL_SPRITE_SCALE),
0, 0,
f32(PLAYER_RECT.x), f32(PLAYER_RECT.x),
f32(PLAYER_RECT.y), f32(PLAYER_RECT.y),

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

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

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

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@ -1,33 +0,0 @@
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,
}