package asteroids import rl "vendor:raylib" import "core:math" import "core:fmt" Vec2 :: [2]f32 Rect :: rl.Rectangle SCREEN_WIDTH : i32 = 1000 SCREEN_HEIGHT : i32 = 800 BW := f32(SCREEN_WIDTH) BH := f32(SCREEN_HEIGHT) SCALE: f32 = 0.37 SHIP_W: f32 = 70 * SCALE SHIP_H: f32 = 100 * SCALE THRUST_SPEED : f32 = 2.3 ANGULAR_SPEED : f32 = 0.045 BULLET_SPEED : f32 = 7.5 BULLET_RADIUS : f32 = 5 Bullet :: struct { pos: Vec2, vel: Vec2, } Asteroid :: struct { rect: Rect, vel: Vec2, rot: f32, } Player :: struct { pos: Vec2, points: [4]Vec2, angle: f32, vel: Vec2 } PlayerSpinningPart :: struct { points: [2]Vec2, rotation_speed: f32, vel: Vec2, } Death :: struct { flying_parts: [4]PlayerSpinningPart } PlayerState :: union #no_nil { Player, Death, } GameState :: struct { dt: f32, player_state: PlayerState, bullets: [dynamic]Bullet, asteroids: [dynamic]Asteroid, bullet_pop_idxs: [dynamic]int, asteroid_pop_idxs: [dynamic]int, } update_ship_shape :: proc(p : ^Player) { p.points[0] = rl.Vector2Rotate({ SHIP_H*0.5, 0}, p.angle) + p.pos p.points[1] = rl.Vector2Rotate({-SHIP_H*0.5, -SHIP_W*0.5}, p.angle) + p.pos p.points[2] = rl.Vector2Rotate({-SHIP_H*0.5*0.5, 0}, p.angle) + p.pos p.points[3] = rl.Vector2Rotate({-SHIP_H*0.5, SHIP_W*0.5}, p.angle) + p.pos } swap_n_pop :: proc(bullets: ^[dynamic]$T, idx: int) { last := len(bullets) - 1 if last == 0 { clear(bullets) } else { bullets[last], bullets[idx] = bullets[idx], bullets[last] pop(bullets) } } init_game :: proc() -> ^GameState { start_pos := Vec2{BW / 2 - SHIP_W / 2, BH / 2 - SHIP_H / 2} state := GameState { dt = rl.GetFrameTime(), player_state = Player { pos = start_pos, angle = -math.PI / 2, }, bullets = make([dynamic]Bullet, 0, 64), asteroids = make([dynamic]Asteroid, 0, 64), asteroid_pop_idxs = make([dynamic]int, 0, 64), bullet_pop_idxs = make([dynamic]int, 0, 64), } get_rand_angle :: proc(min: i32, max: i32) -> f32 { return f32(rl.GetRandomValue(min, max)) * rl.DEG2RAD } for i := 0; i < 5; i += 1 { rand_angle := get_rand_angle(-50, 50) rand_pos := Vec2{ f32(rl.GetRandomValue(0, i32(BW))), -50 } rand_size := f32(rl.GetRandomValue(25, 60)) rand_vy := f32(rl.GetRandomValue(1, 2)) * 0.5 asteroid := Asteroid { rect = {rand_pos.x,rand_pos.y,rand_size,rand_size}, vel = Vec2{rand_angle, rand_vy} * 50, rot = 0, } append(&state.asteroids, asteroid) } return new_clone(state) } player_input :: proc(s: ^GameState) { switch &player in s.player_state { case Player: if rl.IsKeyDown(.D) { player.angle += ANGULAR_SPEED } if rl.IsKeyDown(.A) { player.angle -= ANGULAR_SPEED } if rl.IsKeyDown(.W) { player.vel.x += math.cos(player.angle) player.vel.y += math.sin(player.angle) } if rl.IsKeyPressed(.SPACE) { b_vel := Vec2{ math.cos(player.angle) , math.sin(player.angle) } * BULLET_SPEED append(&s.bullets, Bullet{player.points[0], b_vel}) } case Death: if rl.IsKeyDown(.ENTER) { // restart game } } } update :: proc(s: ^GameState) { switch &player in s.player_state { case Player: update_ship_shape(&player) player.pos += player.vel * (THRUST_SPEED * s.dt) ship_collision := false for i := 0; i < len(s.asteroids); i += 1 { s.asteroids[i].rect.x += s.asteroids[i].vel.x * s.dt s.asteroids[i].rect.y += s.asteroids[i].vel.y * s.dt for j := 0; j < len(player.points); j += 1 { if rl.CheckCollisionPointRec(player.points[j], s.asteroids[i].rect) { ship_collision = true } } } 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(&s.bullet_pop_idxs, i) } 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) { append(&s.bullet_pop_idxs, i) append(&s.asteroid_pop_idxs, j) } } } bpi_len := len(s.bullet_pop_idxs) for i := 0; i < bpi_len; i += 1 { swap_n_pop(&s.bullets, s.bullet_pop_idxs[i]) } if bpi_len > 0 { clear(&s.bullet_pop_idxs) } api_len := len(s.asteroid_pop_idxs) for i := 0; i < api_len; i += 1 { swap_n_pop(&s.asteroids, s.asteroid_pop_idxs[i]) } if bpi_len > 0 { clear(&s.asteroid_pop_idxs) } if ship_collision { // Randomize everything s.player_state = Death { } } else { if player.pos.x + SHIP_W < 0 { player.pos.x = BW + SHIP_W} if player.pos.x - SHIP_W > BW { player.pos.x = -SHIP_W} if player.pos.y + SHIP_H < 0 { player.pos.y = BH + SHIP_H} if player.pos.y - SHIP_H > BH { player.pos.y = -SHIP_H} } case Death: } } draw2d :: proc(s: ^GameState) { switch &player in s.player_state { case Player: // Draw ship rl.DrawLineEx(player.points[0], player.points[1], 1, rl.WHITE) rl.DrawLineEx(player.points[1], player.points[2], 1, rl.WHITE) rl.DrawLineEx(player.points[2], player.points[3], 1, rl.WHITE) rl.DrawLineEx(player.points[3], player.points[0], 1, rl.WHITE) case Death: } for i := 0; i < len(s.asteroids); i += 1 { rl.DrawRectangleLinesEx(s.asteroids[i].rect, 1, rl.WHITE) } for i := 0; i < len(s.bullets); i += 1 { rl.DrawCircleLinesV(s.bullets[i].pos, BULLET_RADIUS, rl.WHITE) } } main :: proc() { rl.SetTraceLogLevel(.ERROR) rl.InitWindow(SCREEN_WIDTH, SCREEN_HEIGHT, "Asteroids") rl.SetTargetFPS(60) state := init_game() for !rl.WindowShouldClose() { state.dt = rl.GetFrameTime() player_input(state) update(state) rl.BeginDrawing() rl.ClearBackground(rl.BLACK) draw2d(state) rl.EndDrawing() } rl.CloseWindow() }