asteroids-odin/game.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()
}