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