gaming-pads/boids.odin

134 lines
3.1 KiB
Odin

package boids
import rl "vendor:raylib"
import "core:math"
import "core:math/rand"
import "core:fmt"
Vec2 :: [2]f32
Rect :: rl.Rectangle
Img :: rl.Image
Tex :: rl.Texture
Key :: rl.KeyboardKey
Color :: rl.Color
SCREEN_WIDTH : i32 = 1600
SCREEN_HEIGHT : i32 = 1000
BW := f32(SCREEN_WIDTH)
BH := f32(SCREEN_HEIGHT)
BOID_W :f32 = 15
BOID_H :f32 = 30
Boid :: struct {
pos: Vec2,
angle: f32,
accel: Vec2,
vel: Vec2
}
GameState :: struct {
dt: f32,
keymap: map[string]Key,
follow_point: Maybe(Vec2),
boids: [dynamic]Boid,
}
init_state :: proc() -> ^GameState {
keymap := make(map[string]Key)
keymap["Left"] = .A
keymap["Right"] = .D
keymap["Up"] = .W
keymap["Down"] = .S
state := GameState {
keymap = keymap,
}
boid := Boid {
pos = {100, 100},
}
append(&state.boids, boid)
cloned := new_clone(state)
return cloned
}
get_rand_angle :: proc(min: i32, max: i32) -> f32 { return f32(rl.GetRandomValue(min, max)) * rl.DEG2RAD }
get_boid_shape :: proc(boid: Boid, points: ^[4]Vec2) {
points[0] = rl.Vector2Rotate({ BOID_H*0.5, 0}, boid.angle) + boid.pos
points[1] = rl.Vector2Rotate({-BOID_H*0.5, -BOID_W*0.5}, boid.angle) + boid.pos
points[2] = rl.Vector2Rotate({-BOID_H*0.5*0.5, 0}, boid.angle) + boid.pos
points[3] = rl.Vector2Rotate({-BOID_H*0.5, BOID_W*0.5}, boid.angle) + boid.pos
}
player_input :: proc(using s: ^GameState) {
horizontal: f32
vertical: f32
if rl.IsKeyDown(s.keymap["Right"]) { horizontal = 1 }
if rl.IsKeyDown(s.keymap["Left"]) { horizontal = -1 }
if rl.IsKeyDown(s.keymap["Up"]) { vertical = -1 }
if rl.IsKeyDown(s.keymap["Down"]) { vertical = 1 }
if rl.IsMouseButtonPressed(rl.MouseButton.LEFT) {
follow_point = rl.GetMousePosition()
}
}
update :: proc(using s: ^GameState) {
if fpoint, ok := follow_point.?; ok {
for &boid in boids {
desired := fpoint - boid.pos
desired = rl.Vector2ClampValue(desired, 10, 10)
steer := desired - boid.vel
steer = rl.Vector2ClampValue(steer, 0, 0.3)
boid.vel += steer
boid.angle = math.atan2(boid.vel.y, boid.vel.x)
boid.pos += boid.vel
}
}
}
draw :: proc(using s: ^GameState) {
boid_shape := [4]Vec2{}
for boid in boids {
get_boid_shape(boid, &boid_shape)
rl.DrawLineEx(boid_shape[0], boid_shape[1], 2, rl.BLACK)
rl.DrawLineEx(boid_shape[1], boid_shape[2], 2, rl.BLACK)
rl.DrawLineEx(boid_shape[2], boid_shape[3], 2, rl.BLACK)
rl.DrawLineEx(boid_shape[3], boid_shape[0], 2, rl.BLACK)
}
}
main :: proc() {
rl.SetTraceLogLevel(.ERROR)
rl.InitWindow(SCREEN_WIDTH, SCREEN_HEIGHT, "Boids")
rl.SetTargetFPS(60)
// rl.DisableCursor()
state := init_state()
defer {
delete(state.boids)
free(state)
}
for !rl.WindowShouldClose() {
state.dt = rl.GetFrameTime()
player_input(state)
update(state)
rl.BeginDrawing()
rl.ClearBackground(rl.WHITE)
draw(state)
rl.EndDrawing()
}
rl.CloseWindow()
}