175 lines
4.7 KiB
Odin
175 lines
4.7 KiB
Odin
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()
|
|
}
|