Collision detection and generic swap n' pop

This commit is contained in:
Joseph Ferano 2024-08-25 11:28:33 +07:00
parent abb87c2449
commit 6d9dbfc5f8

View File

@ -7,8 +7,8 @@ import "core:fmt"
Vec2 :: [2]f32 Vec2 :: [2]f32
Rect :: rl.Rectangle Rect :: rl.Rectangle
SCREEN_WIDTH : i32 = 1280 SCREEN_WIDTH : i32 = 1000
SCREEN_HEIGHT : i32 = 720 SCREEN_HEIGHT : i32 = 800
SCALE: f32 = 0.5 SCALE: f32 = 0.5
SHIP_W: f32 = 70 * SCALE SHIP_W: f32 = 70 * SCALE
@ -18,6 +18,7 @@ THRUST_SPEED : f32 = 0.03
ANGULAR_SPEED : f32 = 2.5 ANGULAR_SPEED : f32 = 2.5
BULLET_SPEED : f32 = 0.05 BULLET_SPEED : f32 = 0.05
BULLET_RADIUS : f32 = 5
Bullet :: struct { Bullet :: struct {
pos: Vec2, pos: Vec2,
@ -39,13 +40,6 @@ GameState :: struct {
asteroids: [dynamic]Asteroid, asteroids: [dynamic]Asteroid,
} }
rotate_vec2 :: proc(v : Vec2, angle: f32) -> Vec2 {
return {
v.x * math.cos(angle) - v.y * math.sin(angle),
v.x * math.sin(angle) + v.y * math.cos(angle),
}
}
get_ship_shape :: proc(s : GameState) -> (Vec2, Vec2, Vec2, Vec2) { get_ship_shape :: proc(s : GameState) -> (Vec2, Vec2, Vec2, Vec2) {
v1 := rl.Vector2Rotate({ SHIP_H*0.5, 0}, s.ship_angle) + s.ship_pos v1 := rl.Vector2Rotate({ SHIP_H*0.5, 0}, s.ship_angle) + s.ship_pos
v2 := rl.Vector2Rotate({-SHIP_H*0.5, -SHIP_W*0.5}, s.ship_angle) + s.ship_pos v2 := rl.Vector2Rotate({-SHIP_H*0.5, -SHIP_W*0.5}, s.ship_angle) + s.ship_pos
@ -54,7 +48,7 @@ get_ship_shape :: proc(s : GameState) -> (Vec2, Vec2, Vec2, Vec2) {
return v1, v2, v3, v4 return v1, v2, v3, v4
} }
swap_n_pop :: proc(bullets: ^[dynamic]Bullet, idx: int) { swap_n_pop :: proc(bullets: ^[dynamic]$T, idx: int) {
last := len(bullets) - 1 last := len(bullets) - 1
if last == 0 { if last == 0 {
clear(bullets) clear(bullets)
@ -82,6 +76,7 @@ main :: proc() {
bh := f32(SCREEN_HEIGHT) bh := f32(SCREEN_HEIGHT)
bullet_pop_idxs := make([dynamic]int, 0, 64) bullet_pop_idxs := make([dynamic]int, 0, 64)
asteroid_pop_idxs := make([dynamic]int, 0, 64)
get_rand_angle :: proc(min: i32, max: i32) -> f32 { get_rand_angle :: proc(min: i32, max: i32) -> f32 {
return f32(rl.GetRandomValue(min, max)) * rl.DEG2RAD return f32(rl.GetRandomValue(min, max)) * rl.DEG2RAD
@ -89,8 +84,7 @@ main :: proc() {
for i := 0; i < 5; i += 1 { for i := 0; i < 5; i += 1 {
rand_angle := get_rand_angle(-50, 50) rand_angle := get_rand_angle(-50, 50)
fmt.println(rand_angle) rand_pos := Vec2{ f32(rl.GetRandomValue(0, i32(bw))), -50 }
rand_pos := Vec2{ f32(rl.GetRandomValue(0, i32(bw))), 50 }
rand_size := f32(rl.GetRandomValue(25, 60)) rand_size := f32(rl.GetRandomValue(25, 60))
rand_vy := f32(rl.GetRandomValue(1, 2)) * 0.5 rand_vy := f32(rl.GetRandomValue(1, 2)) * 0.5
asteroid := Asteroid { asteroid := Asteroid {
@ -134,6 +128,13 @@ main :: proc() {
append(&bullet_pop_idxs, i) append(&bullet_pop_idxs, i)
} }
s.bullets[i].pos += s.bullets[i].vel s.bullets[i].pos += s.bullets[i].vel
for j := 0; j < len(s.asteroids); j += 1 {
if rl.CheckCollisionCircleRec(s.bullets[i].pos, BULLET_RADIUS, s.asteroids[j].rect) {
fmt.println(s.bullets[i], s.asteroids[j])
append(&bullet_pop_idxs, i)
append(&asteroid_pop_idxs, j)
}
}
} }
bpi_len := len(bullet_pop_idxs) bpi_len := len(bullet_pop_idxs)
@ -143,6 +144,13 @@ main :: proc() {
if bpi_len > 0 { if bpi_len > 0 {
clear(&bullet_pop_idxs) clear(&bullet_pop_idxs)
} }
api_len := len(asteroid_pop_idxs)
for i := 0; i < api_len; i += 1 {
swap_n_pop(&s.asteroids, asteroid_pop_idxs[i])
}
if bpi_len > 0 {
clear(&asteroid_pop_idxs)
}
if s.ship_pos.x + SHIP_W < 0 { s.ship_pos.x = bw + SHIP_W} if s.ship_pos.x + SHIP_W < 0 { s.ship_pos.x = bw + SHIP_W}
@ -164,7 +172,7 @@ main :: proc() {
} }
for i := 0; i < len(s.bullets); i += 1 { for i := 0; i < len(s.bullets); i += 1 {
rl.DrawCircleLinesV(s.bullets[i].pos, 5, rl.WHITE) rl.DrawCircleLinesV(s.bullets[i].pos, BULLET_RADIUS, rl.WHITE)
} }
rl.EndDrawing() rl.EndDrawing()