odin-space-invaders/game.odin

237 lines
5.6 KiB
Odin

package space_invaders
import "core:c"
import "core:log"
import glm "core:math/linalg/glsl"
import rl "vendor:raylib"
GLOBAL_SPRITE_SCALE :: 2
SPRITE_CELL :: 16
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_CELL * GLOBAL_SPRITE_SCALE, SPRITE_CELL * GLOBAL_SPRITE_SCALE}
MAX_BULLETS :: 100
BULLET_SPEED :: 240
BULLET_RECT :: glm.vec2{SPRITE_CELL * GLOBAL_SPRITE_SCALE, SPRITE_CELL * GLOBAL_SPRITE_SCALE}
MAX_PLAYER_HEALTH :: 3
PLAYER_SPEED :: 120
PLAYER_RECT :: glm.vec2{SPRITE_CELL * GLOBAL_SPRITE_SCALE, SPRITE_CELL * GLOBAL_SPRITE_SCALE}
// texture offset for ship
SHIP_TO :: glm.vec2{0, 112}
BULLET_TO :: glm.vec2{32, 112}
AlienKind :: enum {
ORANGE,
GREEN,
YELLOW,
RED,
}
// texture atlas offset for aliens
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 :: struct {
alive: bool,
position: glm.vec2,
id: AlienKind,
}
Bullet :: struct {
alive: bool,
position: glm.vec2,
}
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}
// 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
}
}
// aliens[ALIENS - 1].alive = true
if player_score > player_high_score {
player_high_score = player_score
}
player_score = 0
reset_game = false
}
update_game :: proc(state: ^GameState) {
using state
// 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")
}
// 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
if (rl.IsKeyPressed(rl.KeyboardKey.SPACE)) {
log.info("FIRE!")
bullet := &bullets[bullet_index];bullet_index = (bullet_index + 1) % MAX_BULLETS
bullet.alive = true
bullet.position = player_pos
bullet.position.y = bullet.position.y - ((PLAYER_RECT.y / 2) + BULLET_RECT.y / 2.0)
}
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)
}
all_aliens_dead := true
for &alien in aliens {
if !alien.alive {continue}
all_aliens_dead = false
}
if all_aliens_dead {
screen = .ENDING
}
// movement update
for &bullet in bullets {
if !bullet.alive {continue}
bullet.position.y = bullet.position.y - f32(BULLET_SPEED * delta_time)
}
for &bullet in bullets {
if !bullet.alive {continue}
for &alien in aliens {
if !alien.alive {continue}
if collideAABB(ALIEN_RECT, &alien.position, BULLET_RECT, &bullet.position) {
bullet.alive = false
alien.alive = false
player_score += 10
log.info("HIT 'EM HARD")
}
}
}
}
ship_sprite_cell_offset := rl.Rectangle{SHIP_TO.x, SHIP_TO.y, SPRITE_CELL, SPRITE_CELL}
bullet_sprite_cell_offset := rl.Rectangle{BULLET_TO.x, BULLET_TO.y, SPRITE_CELL, SPRITE_CELL}
draw_game :: proc(state: ^GameState) {
using state
rl.DrawRectangle(0, 0, state.screen_width, state.screen_height, rl.BLACK)
rl.DrawTexturePro(
texture_atlas,
ship_sprite_cell_offset,
{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 {continue}
rl.DrawTexturePro(
texture_atlas,
{ALIENS_TO[alien.id].x, ALIENS_TO[alien.id].y, SPRITE_CELL, SPRITE_CELL},
{alien.position.x, alien.position.y, SPRITE_CELL, SPRITE_CELL},
{SPRITE_CELL, SPRITE_CELL},
0,
rl.WHITE,
)
// rl.DrawCircle(
// c.int(alien.position.x),
// c.int(alien.position.y),
// f32(ALIEN_RECT.x / 2),
// rl.YELLOW,
// )
}
for &bullet in bullets {
if !bullet.alive {continue}
rl.DrawCircle(
c.int(bullet.position.x),
c.int(bullet.position.y),
f32(BULLET_RECT.x / 2),
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 {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), 130, 220, 20, rl.MAROON)
// rl.DrawText("GAMEPLAY SCREEN", 20, 20, 40, rl.MAROON)
}