Adding asteroids

This commit is contained in:
Joseph Ferano 2024-08-25 10:51:51 +07:00
parent 11af775673
commit f175f08445

View File

@ -4,6 +4,9 @@ import rl "vendor:raylib"
import "core:math" import "core:math"
import "core:fmt" import "core:fmt"
Vec2 :: [2]f32
Rect :: [4]f32
SCREEN_WIDTH : i32 = 1280 SCREEN_WIDTH : i32 = 1280
SCREEN_HEIGHT : i32 = 720 SCREEN_HEIGHT : i32 = 720
@ -14,13 +17,27 @@ SHIP_H: f32 = 100 * SCALE
THRUST_SPEED : f32 = 0.03 THRUST_SPEED : f32 = 0.03
ANGULAR_SPEED : f32 = 2.5 ANGULAR_SPEED : f32 = 2.5
Vec2 :: [2]f32 BULLET_SPEED : f32 = 0.05
Bullet :: struct {
pos: Vec2,
vel: Vec2,
}
Asteroid :: struct {
pos: Vec2,
vel: Vec2,
size: Rect,
rot: f32,
}
GameState :: struct { GameState :: struct {
dt: f32,
ship_pos: Vec2, ship_pos: Vec2,
ship_angle: f32, ship_angle: f32,
ship_vel: Vec2, ship_vel: Vec2,
dt: f32, bullets: [dynamic]Bullet,
asteroids: [dynamic]Asteroid,
} }
rotate_vec2 :: proc(v : Vec2, angle: f32) -> Vec2 { rotate_vec2 :: proc(v : Vec2, angle: f32) -> Vec2 {
@ -31,25 +48,57 @@ rotate_vec2 :: proc(v : Vec2, angle: f32) -> Vec2 {
} }
get_ship_shape :: proc(s : GameState) -> (Vec2, Vec2, Vec2, Vec2) { get_ship_shape :: proc(s : GameState) -> (Vec2, Vec2, Vec2, Vec2) {
v1 := rotate_vec2({ 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 := rotate_vec2({-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
v3 := rotate_vec2({-SHIP_H*0.5*0.5, 0}, s.ship_angle) + s.ship_pos v3 := rl.Vector2Rotate({-SHIP_H*0.5*0.5, 0}, s.ship_angle) + s.ship_pos
v4 := rotate_vec2({-SHIP_H*0.5, SHIP_W*0.5}, s.ship_angle) + s.ship_pos v4 := rl.Vector2Rotate({-SHIP_H*0.5, SHIP_W*0.5}, s.ship_angle) + s.ship_pos
return v1, v2, v3, v4 return v1, v2, v3, v4
} }
swap_n_pop :: proc(bullets: ^[dynamic]Bullet, idx: int) {
last := len(bullets) - 1
if last == 0 {
clear(bullets)
} else {
bullets[last], bullets[idx] = bullets[idx], bullets[last]
pop(bullets)
}
}
main :: proc() { main :: proc() {
rl.SetTraceLogLevel(.ERROR) rl.SetTraceLogLevel(.ERROR)
rl.InitWindow(SCREEN_WIDTH, SCREEN_HEIGHT, "Asteroids") rl.InitWindow(SCREEN_WIDTH, SCREEN_HEIGHT, "Asteroids")
s := GameState{{0,0}, -math.PI / 2, {0,0}, rl.GetFrameTime()} s := GameState{
rl.GetFrameTime(),
{0,0},
-math.PI / 2,
{0,0},
make([dynamic]Bullet, 0, 64),
make([dynamic]Asteroid, 0, 64),
}
s.ship_pos = {600, 350} s.ship_pos = {600, 350}
bw := f32(SCREEN_WIDTH) bw := f32(SCREEN_WIDTH)
bh := f32(SCREEN_HEIGHT) bh := f32(SCREEN_HEIGHT)
bullet_pop_idxs := make([dynamic]int, 0, 64)
for i := 0; i < 5; i += 1 {
asteroid := Asteroid {
pos = {f32(rl.GetRandomValue(0, i32(bw))),-10},
vel = {f32(rl.GetRandomValue(0, i32(bw))), f32(rl.GetRandomValue(0, i32(bw)))},
size = {0,0,0,0},
rot = 0,
}
append(&s.asteroids, asteroid)
}
for !rl.WindowShouldClose() { for !rl.WindowShouldClose() {
s.dt = rl.GetFrameTime() s.dt = rl.GetFrameTime()
v1, v2, v3, v4 := get_ship_shape(s)
if rl.IsKeyDown(.D) { if rl.IsKeyDown(.D) {
s.ship_angle += ANGULAR_SPEED * s.dt s.ship_angle += ANGULAR_SPEED * s.dt
} }
@ -60,25 +109,47 @@ main :: proc() {
s.ship_vel.x += math.cos(s.ship_angle) * THRUST_SPEED * s.dt s.ship_vel.x += math.cos(s.ship_angle) * THRUST_SPEED * s.dt
s.ship_vel.y += math.sin(s.ship_angle) * THRUST_SPEED * s.dt s.ship_vel.y += math.sin(s.ship_angle) * THRUST_SPEED * s.dt
} }
if rl.IsKeyPressed(.SPACE) {
b_vel := Vec2{ math.cos(s.ship_angle) , math.sin(s.ship_angle) } * BULLET_SPEED
append(&s.bullets, Bullet{v1,b_vel})
}
s.ship_pos += s.ship_vel * (5000 * s.dt) s.ship_pos += s.ship_vel * (5000 * s.dt)
for i := 0; i < len(s.bullets); i += 1 {
s.bullets[i].pos += s.bullets[i].vel
}
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}
if s.ship_pos.x - SHIP_W > bw { s.ship_pos.x = SHIP_W} if s.ship_pos.x - SHIP_W > bw { s.ship_pos.x = -SHIP_W}
if s.ship_pos.y + < 0 { s.ship_pos.y = bh} if s.ship_pos.y + SHIP_H < 0 { s.ship_pos.y = bh + SHIP_H}
if s.ship_pos.y > bh { s.ship_pos.y = 0} if s.ship_pos.y - SHIP_H > bh { s.ship_pos.y = -SHIP_H}
rl.BeginDrawing() rl.BeginDrawing()
rl.ClearBackground(rl.BLACK) rl.ClearBackground(rl.BLACK)
// Draw ship // Draw ship
v1, v2, v3, v4 := get_ship_shape(s)
rl.DrawLineEx(v1, v2, 1, rl.WHITE) rl.DrawLineEx(v1, v2, 1, rl.WHITE)
rl.DrawLineEx(v2, v3, 1, rl.WHITE) rl.DrawLineEx(v2, v3, 1, rl.WHITE)
rl.DrawLineEx(v3, v4, 1, rl.WHITE) rl.DrawLineEx(v3, v4, 1, rl.WHITE)
rl.DrawLineEx(v4, v1, 1, rl.WHITE) rl.DrawLineEx(v4, v1, 1, rl.WHITE)
for i := 0; i < len(s.bullets); i += 1 {
if ( s.bullets[i].pos.x < 0 || s.bullets[i].pos.x > bw
|| s.bullets[i].pos.y < 0 || s.bullets[i].pos.y > bh) {
append(&bullet_pop_idxs, i)
}
rl.DrawCircleLinesV(s.bullets[i].pos, 5, rl.WHITE)
}
bpi_len := len(bullet_pop_idxs)
for i := 0; i < bpi_len; i += 1 {
swap_n_pop(&s.bullets, bullet_pop_idxs[i])
}
if bpi_len > 0 {
clear(&bullet_pop_idxs)
}
rl.EndDrawing() rl.EndDrawing()
} }