package space_invaders import glm "core:math/linalg/glsl" // TO -> texture offset // x,y, width, height 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, 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, SPRITE} MAX_PLAYER_HEALTH :: 3 PLAYER_SPEED :: 120 PLAYER_RECT :: glm.vec2{SPRITE, SPRITE} // texture offset for ship SHIP_TO :: glm.vec2{0, 112} HEART_TO :: glm.vec2{16, 112} BULLET_TO := [2]glm.vec2{{0, 80}, {16, 80}} BULLET_FRAME_ANIM := 0 // texture atlas offset for aliens (x,y), height & width is implied by SPRITE_CELL ALIENS_TO := [AlienKind]glm.vec2 { .ORANGE = {0, 128 - (SPRITE_CELL * 2)}, .GREEN = {SPRITE_CELL * 1, 128 - (SPRITE_CELL * 2)}, .YELLOW = {SPRITE_CELL * 2, 128 - (SPRITE_CELL * 2)}, .RED = {SPRITE_CELL * 3, 128 - (SPRITE_CELL * 2)}, } ALIEN_DEATH_FRAMES :: 4 // texture atlas offset for aliens' death frames (x,y), height & width is implied by SPRITE_CELL ALIEN_DEATH_ANIMATION_TO := [ALIEN_DEATH_FRAMES]glm.vec2 { {0, 128 - (SPRITE_CELL * 4)}, {SPRITE_CELL * 1, 128 - (SPRITE_CELL * 4)}, {SPRITE_CELL * 2, 128 - (SPRITE_CELL * 4)}, {SPRITE_CELL * 3, 128 - (SPRITE_CELL * 4)}, }