odin-space-invaders/game.odin

383 lines
9 KiB
Odin

package space_invaders
import "core:c"
import "core:log"
import glm "core:math/linalg/glsl"
import "core:math/rand"
import "core:time"
import rl "vendor:raylib"
ShuffleDirection :: enum {
RIGHT,
LEFT,
DOWN,
}
STEP_MULTIPLIER_DEFAULT :: 10.0
step_multiplier := STEP_MULTIPLIER_DEFAULT
AlienKind :: enum {
ORANGE,
GREEN,
YELLOW,
RED,
}
Alien :: struct {
alive: bool,
playing_death_animation: bool,
death_animation_index: int,
position: glm.vec2,
id: AlienKind,
last_time_fired: f64,
}
Bullet :: struct {
alive: bool,
player_bullet: bool,
position: glm.vec2,
}
rng := rand.Rand{}
collideAABB :: proc(a_rect: glm.vec2, a_pos: glm.vec2, b_rect: glm.vec2, b_pos: glm.vec2) -> bool {
return(
a_pos.x < b_pos.x + f32(b_rect.x / 2) &&
a_pos.x + f32(a_rect.x / 2) > b_pos.x &&
a_pos.y < b_pos.y + f32(b_rect.y / 2) &&
a_pos.y + f32(a_rect.y / 2) > b_pos.y \
)
}
setup_game :: proc(state: ^GameState) {
using state
player_pos = glm.vec2 {
f32(screen_width) / 2,
f32(screen_height) - PLAYER_RECT.x,
}
player_score = 0
player_health = 3
step_multiplier = STEP_MULTIPLIER_DEFAULT
// setup the initial positions of the aliens
for row in 0 ..< ALIEN_ROWS {
for alien in 0 ..< ALIENS_PER_ROW {
alien_ptr := &aliens[(row * ALIENS_PER_ROW) + alien]
alien_ptr.position = glm.vec2 {
f32((alien + 1) * int(ALIEN_RECT.x + 10)),
f32((row + 1) * int(ALIEN_RECT.x + 10)),
}
alien_ptr.alive = true
alien_ptr.id = transmute(AlienKind)(row % 4)
}
}
for &bullet in bullets {
bullet.alive = false
}
if player_score > player_high_score {
player_high_score = player_score
}
reset_game = false
}
update_game :: proc(state: ^GameState) {
using state
rand.init(&rng, transmute(u64)time.time_to_unix_nano(time.now()))
// Poll for keyboard commands (input)
{
// If we're entering the game screen then we need to setup initial state of the game variables
if last_frame_screen != .GAMEPLAY || reset_game {
setup_game(state)
log.info("Done setting up game")
}
// update bullet frame idx
if frame_counter % 10 == 0 {BULLET_FRAME_ANIM = (BULLET_FRAME_ANIM + 1) % len(BULLET_TO)}
// Press space to change to fire
if (rl.IsKeyPressed(rl.KeyboardKey.SPACE) || rl.IsKeyPressed(rl.KeyboardKey.ENTER)) {
fire_bullet(&bullets, &bullet_index)
}
if (rl.IsKeyDown(rl.KeyboardKey.RIGHT)) {
player_pos.x = player_pos.x + f32(PLAYER_SPEED * delta_time)
}
if (rl.IsKeyDown(rl.KeyboardKey.LEFT)) {
player_pos.x = player_pos.x - f32(PLAYER_SPEED * delta_time)
}
}
// Check ending scenarios
{
game_over := false
if player_health <= 0 {
game_over = true
game_end = .PlayerDied
}
all_aliens_dead := true
for &alien in aliens {
if alien.alive {
all_aliens_dead = false
if alien.position.y + ALIEN_RECT.y >= player_pos.y {
game_end = .AliensReachedPlayer
game_over = true
break
}
}
}
if all_aliens_dead && !game_over {
game_over = true
game_end = .AllAliensKilled
}
if game_over {
screen = .ENDING
log.info("Game over!", game_end)
return
}
}
// Go over the aliens on the bottom of the column & roll rng
// to shoot a bullet towards the player
for alien_idx in 0 ..< ALIENS_PER_ROW {
result := rand.uint32(&rng)
for row := ALIEN_ROWS - 1; row >= 0; row -= 1 {
alien := aliens[(row * ALIENS_PER_ROW) + alien_idx]
if alien.alive {
if result % 6 == 0 && frame_counter % int(target_fps * 1) == 0 {
fire_bullet(&bullets, &bullet_index, false, &alien)
}
break
}
}
}
// Update bullets & aliens
{
for &bullet, bi in bullets {
if !bullet.alive {continue}
// Update bullet pos first
bullet_dir: f32 = bullet.player_bullet ? -1 : 1
bullet.position.y += f32(BULLET_SPEED * delta_time) * bullet_dir
}
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) - SPRITE_CELL ||
shuffle_dir == .DOWN {
switch shuffle_dir {
case .RIGHT:
fallthrough
case .LEFT:
{
last_shuffle_dir = shuffle_dir
shuffle_dir = .DOWN
}
case .DOWN:
{
step_multiplier += 1.0
shuffle_dir = last_shuffle_dir == .RIGHT ? .LEFT : .RIGHT
last_shuffle_dir = .DOWN
}
}
}
shuffle_step_size: f64 = f64(SPRITE_CELL / 2) * delta_time * step_multiplier
alien_vel: f64 = shuffle_dir == .RIGHT ? shuffle_step_size : -shuffle_step_size
for &alien, ai in aliens {
// Update alien pos first
if shuffle_dir != .DOWN {
alien.position.x += f32(alien_vel)
} else {
alien.position.y += ALIEN_RECT.y
}
// We will update the positions regardless if it's dead or not
// but only check collisions if the alien is alive
if !alien.alive {continue}
for &bullet, bi in bullets {
if !bullet.alive {continue}
// Collision check bullet
if bullet.player_bullet {
if collideAABB(ALIEN_RECT, alien.position, BULLET_RECT, bullet.position) {
bullet, alien = damage_alien(state, bullets[bi], aliens[ai])
}
} else {
if collideAABB(PLAYER_RECT, player_pos, BULLET_RECT, bullet.position) {
bullet = damage_player(state, bullets[bi])
}
}
}
}
}
}
fire_bullet :: proc(
bullets: ^#soa[MAX_BULLETS]Bullet,
bullet_index: ^int,
shot_from_player := true,
alien: ^Alien = nil,
) {
using state
bullet := &bullets[bullet_index];bullet_index = (bullet_index + 1) % MAX_BULLETS
bullet.alive = true
if shot_from_player {
bullet.player_bullet = true
bullet.position = player_pos
bullet.position.y = bullet.position.y - ((PLAYER_RECT.y / 2) + BULLET_RECT.y / 2)
} else if alien != nil {
bullet.player_bullet = false
bullet.position = alien.position
bullet.position.y = bullet.position.y + ((ALIEN_RECT.y / 2) + ALIEN_RECT.y / 2)
}
log.info("Fired bullet: ", bullet)
}
// Since I'm using a #soa array I can't directly modify the alien & bullet entities...I think?
damage_alien :: proc(
state: ^GameState,
bullet_in: Bullet,
alien_in: Alien,
) -> (
bullet: Bullet,
alien: Alien,
) {
using state
bullet = bullet_in
alien = alien_in
bullet.alive = false
alien.alive = false
alien.playing_death_animation = true
alien.death_animation_index = 0
// Count score or take player health depending whose bullet it is
player_score += 10
log.info("Hit alien: ", alien)
return
}
damage_player :: proc(state: ^GameState, bullet_in: Bullet) -> (bullet: Bullet) {
using state
bullet = bullet_in
bullet.alive = false
player_health -= 1
return
}
draw_game :: proc(state: ^GameState) {
using state
rl.DrawRectangle(0, 0, state.screen_width, state.screen_height, rl.BLACK)
rl.DrawTexturePro(
texture_atlas,
{SHIP_TO.x, SHIP_TO.y, SPRITE_CELL, SPRITE_CELL},
{player_pos.x, player_pos.y, f32(PLAYER_RECT.x), f32(PLAYER_RECT.y)},
{SPRITE_CELL, SPRITE_CELL},
0,
rl.WHITE,
)
for &alien in aliens {
if !alien.alive && !alien.playing_death_animation {continue}
alien_to := glm.vec2{ALIENS_TO[alien.id].x, ALIENS_TO[alien.id].y}
if alien.playing_death_animation {
if alien.death_animation_index < ALIEN_DEATH_FRAMES {
alien_to = ALIEN_DEATH_ANIMATION_TO[alien.death_animation_index]
if frame_counter % (int(target_fps) / 4) == 0 {
alien.death_animation_index += 1
}
} else {
alien.playing_death_animation = false
continue
}
}
rl.DrawTexturePro(
texture_atlas,
{alien_to.x, alien_to.y, SPRITE_CELL, SPRITE_CELL},
{alien.position.x, alien.position.y, ALIEN_RECT.x, ALIEN_RECT.y},
{SPRITE_CELL, SPRITE_CELL},
0,
rl.WHITE,
)
}
for &bullet in bullets {
if !bullet.alive {continue}
rl.DrawTexturePro(
texture_atlas,
{
BULLET_TO[BULLET_FRAME_ANIM].x,
BULLET_TO[BULLET_FRAME_ANIM].y,
SPRITE_CELL,
SPRITE_CELL,
},
{bullet.position.x, bullet.position.y, BULLET_RECT.x, BULLET_RECT.y},
{SPRITE_CELL, SPRITE_CELL},
0,
rl.WHITE,
)
}
if DEBUG_MODE {
for &bullet in bullets {
if !bullet.alive {continue}
rl.DrawRectangleLines(
c.int(bullet.position.x - (BULLET_RECT.x / 2)),
c.int(bullet.position.y - (BULLET_RECT.y / 2)),
c.int(BULLET_RECT.x),
c.int(BULLET_RECT.y),
rl.YELLOW,
)
}
for &alien in aliens {
if !alien.alive && !alien.playing_death_animation {continue}
rl.DrawRectangleLines(
c.int(alien.position.x - (ALIEN_RECT.x / 2)),
c.int(alien.position.y - (ALIEN_RECT.y / 2)),
c.int(ALIEN_RECT.x),
c.int(ALIEN_RECT.y),
rl.YELLOW,
)
}
rl.DrawRectangleLines(
c.int(player_pos.x - (PLAYER_RECT.x / 2)),
c.int(player_pos.y - (PLAYER_RECT.y / 2)),
c.int(PLAYER_RECT.x),
c.int(PLAYER_RECT.y),
rl.YELLOW,
)
}
rl.DrawText(rl.TextFormat("SCORE: %d", player_score), 20, 0, 20, rl.WHITE)
for heart, hi in 0..= player_health {
rl.DrawTexturePro(
texture_atlas,
{HEART_TO.x, HEART_TO.y, SPRITE_CELL, SPRITE_CELL},
{
f32(screen_width) - f32(hi * SPRITE),
0,
f32(PLAYER_RECT.x),
f32(PLAYER_RECT.y),
},
{0,0},
0,
rl.WHITE,
)
}
// rl.DrawText("GAMEPLAY SCREEN", 20, 20, 40, rl.MAROON)
}