Fire bullets, move the character independent of where it's looking
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parent
8b9cbda9b6
commit
a4c336e337
78
game.odin
78
game.odin
@ -12,20 +12,21 @@ Tex :: rl.Texture
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Key :: rl.KeyboardKey
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Color :: rl.Color
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SCREEN_WIDTH : i32 = 1000
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SCREEN_HEIGHT : i32 = 800
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SCREEN_WIDTH : i32 = 1600
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SCREEN_HEIGHT : i32 = 1000
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BW := f32(SCREEN_WIDTH)
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BH := f32(SCREEN_HEIGHT)
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BULLET_SPEED : f32 = 7.5
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BULLET_RADIUS : f32 = 5
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BULLET_SPEED : f32 = 30.5
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BULLET_RADIUS: f32 = 2
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ANGULAR_SPEED : f32 = 0.045
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THRUST_SPEED : f32 = 2.3
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WEAPON_ROF: f32 = 0.08
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ANGULAR_SPEED: f32 = 0.045
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THRUST_SPEED: f32 = 2.3
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Player :: struct {
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pos: Vec2,
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points: [4]Vec2,
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angle: f32,
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vel: Vec2
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}
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@ -36,10 +37,11 @@ Bullet :: struct {
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}
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GameState :: struct {
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dt: f32,
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keymap: map[string]Key,
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player: Player,
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bullets: [dynamic]Bullet,
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dt: f32,
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keymap: map[string]Key,
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player: Player,
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bullets: [dynamic]Bullet,
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weapon: f32,
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}
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init_state :: proc() -> ^GameState {
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@ -59,37 +61,40 @@ init_state :: proc() -> ^GameState {
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return cloned
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}
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get_rand_angle :: proc(min: i32, max: i32) -> f32 { return f32(rl.GetRandomValue(min, max)) * rl.DEG2RAD }
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player_input :: proc(using s: ^GameState) {
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speed :f32 = 1.5
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if rl.IsKeyDown(.D) {
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theta := player.angle + math.PI / 2
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player.vel.x += math.cos(theta) * speed
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player.vel.y += math.sin(theta) * speed
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}
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if rl.IsKeyDown(.A) {
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theta := player.angle - math.PI / 2
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player.vel.x += math.cos(theta) * speed
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player.vel.y += math.sin(theta) * speed
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}
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if rl.IsKeyDown(.W) {
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player.vel.x += math.cos(player.angle) * speed
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player.vel.y += math.sin(player.angle) * speed
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}
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if rl.IsKeyDown(.S) {
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player.vel.x += math.cos(-player.angle) * speed
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player.vel.y += math.sin(-player.angle) * speed
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}
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if rl.IsKeyPressed(.SPACE) {
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b_vel := Vec2{ math.cos(player.angle) , math.sin(player.angle) } * BULLET_SPEED
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append(&s.bullets, Bullet{player.points[0], b_vel})
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horizontal: f32
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vertical: f32
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if rl.IsKeyDown(.D) { horizontal = 1 }
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if rl.IsKeyDown(.A) { horizontal = -1 }
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if rl.IsKeyDown(.W) { vertical = -1 }
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if rl.IsKeyDown(.S) { vertical = 1 }
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speed :f32 = 600
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player.vel += rl.Vector2Normalize(Vec2{horizontal, vertical}) * (speed * dt)
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if rl.IsMouseButtonDown(rl.MouseButton.LEFT) && weapon >= WEAPON_ROF {
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angle := player.angle - get_rand_angle(0, 10) + (5 * rl.DEG2RAD)
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b_vel := Vec2{ math.cos(angle) , math.sin(angle) } * BULLET_SPEED
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append(&s.bullets, Bullet{player.pos, b_vel})
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weapon = 0
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}
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}
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update :: proc(using s: ^GameState) {
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player.vel *= 0.97
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player.vel *= 0.9
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player.pos += player.vel * (THRUST_SPEED * s.dt)
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m_pos, p_pos := rl.GetMousePosition(), player.pos
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player.angle = math.atan2(m_pos.y - p_pos.y, m_pos.x - p_pos.x)
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for i := len(s.bullets) - 1; i >= 0; i -= 1 {
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if ( s.bullets[i].pos.x < 0 || s.bullets[i].pos.x > BW
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|| s.bullets[i].pos.y < 0 || s.bullets[i].pos.y > BH) {
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unordered_remove(&s.bullets, i)
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continue
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}
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s.bullets[i].pos += s.bullets[i].vel
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}
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weapon += dt
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}
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draw :: proc(using s: ^GameState) {
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@ -103,6 +108,11 @@ draw :: proc(using s: ^GameState) {
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color := Color{255, 0, 0, 172}
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rl.DrawRectangleRoundedLines(reticle_rect, 0.2, 5, 5, color)
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rl.DrawCircleV(m_pos, 3, color)
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// Draw Bullets
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for i := 0; i < len(s.bullets); i += 1 {
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rl.DrawLineV(s.bullets[i].pos, s.bullets[i].pos - s.bullets[i].vel, rl.BLACK)
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}
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}
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main :: proc() {
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