odin-space-invaders/sprites.odin

51 lines
1.5 KiB
Odin

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)},
}