342 lines
8 KiB
Odin
342 lines
8 KiB
Odin
package space_invaders
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import "core:c"
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import "core:log"
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import glm "core:math/linalg/glsl"
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import rl "vendor:raylib"
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GLOBAL_SPRITE_SCALE :: 2
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SPRITE_CELL :: 16
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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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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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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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// texture offset for ship
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SHIP_TO :: glm.vec2{0, 112}
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BULLET_TO := [2]glm.vec2{{0, 80}, {16, 80}}
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BULLET_FRAME_ANIM := 0
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ShuffleDirection :: enum {
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RIGHT,
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LEFT,
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DOWN,
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}
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STEP_MULTIPLIER_DEFAULT :: 10.0
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step_multiplier := STEP_MULTIPLIER_DEFAULT
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AlienKind :: enum {
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ORANGE,
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GREEN,
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YELLOW,
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RED,
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}
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// texture atlas offset for aliens
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ALIENS_TO := [AlienKind]glm.vec2 {
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.ORANGE = {0, 128 - (SPRITE_CELL * 2)},
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.GREEN = {SPRITE_CELL * 1, 128 - (SPRITE_CELL * 2)},
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.YELLOW = {SPRITE_CELL * 2, 128 - (SPRITE_CELL * 2)},
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.RED = {SPRITE_CELL * 3, 128 - (SPRITE_CELL * 2)},
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}
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Alien :: struct {
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alive: bool,
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position: glm.vec2,
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id: AlienKind,
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}
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Bullet :: struct {
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alive: bool,
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player_bullet: bool,
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position: glm.vec2,
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}
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collideAABB :: proc(a_rect: glm.vec2, a_pos: glm.vec2, b_rect: glm.vec2, b_pos: glm.vec2) -> bool {
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return(
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a_pos.x < b_pos.x + f32(b_rect.x / 2) &&
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a_pos.x + f32(a_rect.x / 2) > b_pos.x &&
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a_pos.y < b_pos.y + f32(b_rect.y / 2) &&
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a_pos.y + f32(a_rect.y / 2) > b_pos.y \
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)
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}
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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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}
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player_score = 0
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player_health = 3
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step_multiplier = STEP_MULTIPLIER_DEFAULT
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// setup the initial positions of the aliens
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for row in 0 ..< ALIEN_ROWS {
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for alien in 0 ..< ALIENS_PER_ROW {
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alien_ptr := &aliens[(row * ALIENS_PER_ROW) + alien]
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alien_ptr.position = glm.vec2 {
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f32((alien + 1) * int(ALIEN_RECT.x + 10)),
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f32((row + 1) * int(ALIEN_RECT.x + 10)),
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}
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alien_ptr.alive = true
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alien_ptr.id = row % 2 == 0 ? .ORANGE : .GREEN
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}
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}
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if player_score > player_high_score {
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player_high_score = player_score
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}
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reset_game = false
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}
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update_game :: proc(state: ^GameState) {
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using state
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// Poll for keyboard commands (input)
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{
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// If we're entering the game screen then we need to setup initial state of the game variables
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if last_frame_screen != .GAMEPLAY || reset_game {
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setup_game(state)
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log.info("Done setting up game")
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}
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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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log.info("FIRE!")
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bullet := &bullets[bullet_index];bullet_index = (bullet_index + 1) % MAX_BULLETS
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bullet.alive = true
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bullet.player_bullet = true
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bullet.position = player_pos
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bullet.position.y = bullet.position.y - ((PLAYER_RECT.y / 2) + BULLET_RECT.y / 2.0)
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}
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if (rl.IsKeyDown(rl.KeyboardKey.RIGHT)) {
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player_pos.x = player_pos.x + f32(PLAYER_SPEED * delta_time)
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}
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if (rl.IsKeyDown(rl.KeyboardKey.LEFT)) {
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player_pos.x = player_pos.x - f32(PLAYER_SPEED * delta_time)
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}
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}
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// Check ending scenarios
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{
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game_over := false
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if player_health <= 0 {
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game_over = true
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game_end = .PlayerDied
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}
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all_aliens_dead := true
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for &alien in aliens {
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if alien.alive {
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all_aliens_dead = false
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if alien.position.y + ALIEN_RECT.y >= player_pos.y {
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game_end = .AliensReachedPlayer
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game_over = true
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break
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}
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}
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}
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if all_aliens_dead && !game_over {
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game_over = true
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game_end = .AllAliensKilled
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}
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if game_over {
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screen = .ENDING
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return
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}
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}
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// Update bullets & aliens
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{
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for &bullet, bi in bullets {
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if !bullet.alive {continue}
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// Update bullet pos first
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bullet.position.y -= f32(BULLET_SPEED * delta_time)
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}
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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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shuffle_dir == .DOWN {
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switch shuffle_dir {
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case .RIGHT:
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fallthrough
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case .LEFT:
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{
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last_shuffle_dir = shuffle_dir
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shuffle_dir = .DOWN
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}
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case .DOWN:
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{
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step_multiplier += 1.0
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shuffle_dir = last_shuffle_dir == .RIGHT ? .LEFT : .RIGHT
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last_shuffle_dir = .DOWN
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}
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}
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}
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shuffle_step_size: f64 = f64(SPRITE_CELL / 2) * delta_time * step_multiplier
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alien_vel: f64 = shuffle_dir == .RIGHT ? shuffle_step_size : -shuffle_step_size
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for &alien, ai in aliens {
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// Update alien pos first
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if shuffle_dir != .DOWN {
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alien.position.x += f32(alien_vel)
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} else {
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alien.position.y += ALIEN_RECT.y
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}
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// We will update the positions regardless if it's dead or not
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// but only check collisions if the alien is alive
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if !alien.alive {continue}
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for &bullet, bi in bullets {
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if !bullet.alive {continue}
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// Collision check bullet
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if collideAABB(ALIEN_RECT, alien.position, BULLET_RECT, bullet.position) {
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bullet, alien = damage_alien(state, bullets[bi], aliens[ai])
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}
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}
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}
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}
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}
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// Since I'm using a #soa array I can't directly modify the alien & bullet entities...
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damage_alien :: proc(
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state: ^GameState,
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bullet_in: Bullet,
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alien_in: Alien,
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) -> (
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bullet: Bullet,
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alien: Alien,
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) {
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using state
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bullet = bullet_in
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alien = alien_in
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bullet.alive = false
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alien.alive = false
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// Count score or take player health depending whose bullet it is
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player_score += 10
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log.info("HIT 'EM HARD")
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return
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}
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damage_player :: proc(state: ^GameState, bullet_in: Bullet) -> (bullet: Bullet) {
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using state
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bullet = bullet_in
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bullet.alive = false
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player_health -= 1
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return
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}
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draw_game :: proc(state: ^GameState) {
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using state
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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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{SHIP_TO.x, SHIP_TO.y, SPRITE_CELL, SPRITE_CELL},
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{player_pos.x, player_pos.y, f32(PLAYER_RECT.x), f32(PLAYER_RECT.y)},
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{SPRITE_CELL, SPRITE_CELL},
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0,
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rl.WHITE,
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)
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for alien in aliens {
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if !alien.alive {continue}
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rl.DrawTexturePro(
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texture_atlas,
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{ALIENS_TO[alien.id].x, ALIENS_TO[alien.id].y, SPRITE_CELL, SPRITE_CELL},
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{alien.position.x, alien.position.y, ALIEN_RECT.x, ALIEN_RECT.y},
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{SPRITE_CELL, SPRITE_CELL},
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0,
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rl.WHITE,
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)
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// rl.DrawCircle(
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// c.int(alien.position.x),
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// c.int(alien.position.y),
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// f32(ALIEN_RECT.x / 2),
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// rl.YELLOW,
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// )
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}
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for &bullet in bullets {
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if !bullet.alive {continue}
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rl.DrawTexturePro(
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texture_atlas,
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{
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BULLET_TO[BULLET_FRAME_ANIM].x,
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BULLET_TO[BULLET_FRAME_ANIM].y,
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SPRITE_CELL,
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SPRITE_CELL,
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},
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{bullet.position.x, bullet.position.y, BULLET_RECT.x, BULLET_RECT.y},
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{SPRITE_CELL, SPRITE_CELL},
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0,
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rl.WHITE,
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)
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}
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if DEBUG_MODE {
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for &bullet in bullets {
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if !bullet.alive {continue}
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rl.DrawRectangleLines(
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c.int(bullet.position.x - (BULLET_RECT.x / 2)),
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c.int(bullet.position.y - (BULLET_RECT.y / 2)),
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c.int(BULLET_RECT.x),
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c.int(BULLET_RECT.y),
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rl.YELLOW,
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)
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}
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for &alien in aliens {
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if !alien.alive {continue}
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rl.DrawRectangleLines(
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c.int(alien.position.x - (ALIEN_RECT.x / 2)),
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c.int(alien.position.y - (ALIEN_RECT.y / 2)),
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c.int(ALIEN_RECT.x),
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c.int(ALIEN_RECT.y),
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rl.YELLOW,
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)
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}
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rl.DrawRectangleLines(
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c.int(player_pos.x - (PLAYER_RECT.x / 2)),
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c.int(player_pos.y - (PLAYER_RECT.y / 2)),
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c.int(PLAYER_RECT.x),
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c.int(PLAYER_RECT.y),
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rl.YELLOW,
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)
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}
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rl.DrawText(rl.TextFormat("Score: %d", player_score), 20, 0, 20, rl.WHITE)
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// rl.DrawText("GAMEPLAY SCREEN", 20, 20, 40, rl.MAROON)
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}
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