package asteroids import rl "vendor:raylib" import "core:math" import "core:fmt" Vec2 :: [2]f32 Rect :: rl.Rectangle SCREEN_WIDTH : i32 = 1280 SCREEN_HEIGHT : i32 = 720 SCALE: f32 = 0.5 SHIP_W: f32 = 70 * SCALE SHIP_H: f32 = 100 * SCALE THRUST_SPEED : f32 = 0.03 ANGULAR_SPEED : f32 = 2.5 BULLET_SPEED : f32 = 0.05 Bullet :: struct { pos: Vec2, vel: Vec2, } Asteroid :: struct { rect: Rect, vel: Vec2, rot: f32, } GameState :: struct { dt: f32, ship_pos: Vec2, ship_angle: f32, ship_vel: Vec2, bullets: [dynamic]Bullet, 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) { 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 v3 := rl.Vector2Rotate({-SHIP_H*0.5*0.5, 0}, 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 } 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() { rl.SetTraceLogLevel(.ERROR) rl.InitWindow(SCREEN_WIDTH, SCREEN_HEIGHT, "Asteroids") 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} bw := f32(SCREEN_WIDTH) bh := f32(SCREEN_HEIGHT) 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) fmt.println(rand_angle) 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} * 0.005, rot = 0, } append(&s.asteroids, asteroid) } for !rl.WindowShouldClose() { s.dt = rl.GetFrameTime() v1, v2, v3, v4 := get_ship_shape(s) if rl.IsKeyDown(.D) { s.ship_angle += ANGULAR_SPEED * s.dt } if rl.IsKeyDown(.A) { s.ship_angle -= ANGULAR_SPEED * s.dt } if rl.IsKeyDown(.W) { 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 } 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) for i := 0; i < len(s.asteroids); i += 1 { s.asteroids[i].rect.x += s.asteroids[i].vel.x s.asteroids[i].rect.y += s.asteroids[i].vel.y } 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) } s.bullets[i].pos += s.bullets[i].vel } 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) } 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.y + SHIP_H < 0 { s.ship_pos.y = bh + SHIP_H} if s.ship_pos.y - SHIP_H > bh { s.ship_pos.y = -SHIP_H} rl.BeginDrawing() rl.ClearBackground(rl.BLACK) // Draw ship rl.DrawLineEx(v1, v2, 1, rl.WHITE) rl.DrawLineEx(v2, v3, 1, rl.WHITE) rl.DrawLineEx(v3, v4, 1, rl.WHITE) rl.DrawLineEx(v4, v1, 1, rl.WHITE) 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, 5, rl.WHITE) } rl.EndDrawing() } rl.CloseWindow() }