top-down: Basic movement with mouse reticle
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.gitignore
vendored
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.gitignore
vendored
@ -1 +1,2 @@
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/assetsviewer
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/assetsviewer
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/topdown
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BIN
Assets/reticle.png
Normal file
BIN
Assets/reticle.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 868 B |
@ -47,10 +47,11 @@ init_state :: proc() -> ^AppState {
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for path in state.image_paths {
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for path in state.image_paths {
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path := strings.clone_to_cstring(path)
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path := strings.clone_to_cstring(path)
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defer delete(path)
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img := rl.LoadImage(path)
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img := rl.LoadImage(path)
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defer rl.UnloadImage(img)
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tex := rl.LoadTextureFromImage(img)
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tex := rl.LoadTextureFromImage(img)
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append(&state.textures, tex)
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append(&state.textures, tex)
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rl.UnloadImage(img)
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}
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}
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set_sprite_info(&state)
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set_sprite_info(&state)
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49
topdown.odin
49
topdown.odin
@ -7,33 +7,77 @@ import "core:fmt"
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Vec2 :: [2]f32
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Vec2 :: [2]f32
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Rect :: rl.Rectangle
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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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SCREEN_WIDTH : i32 = 1000
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SCREEN_WIDTH : i32 = 1000
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SCREEN_HEIGHT : i32 = 800
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SCREEN_HEIGHT : i32 = 800
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BW := f32(SCREEN_WIDTH)
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BW := f32(SCREEN_WIDTH)
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BH := f32(SCREEN_HEIGHT)
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BH := f32(SCREEN_HEIGHT)
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Soldier :: struct {
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position: Vec2,
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velocity: Vec2,
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}
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GameState :: struct {
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GameState :: struct {
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dt: f32,
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dt: f32,
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keymap: map[string]Key,
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reticle: Tex,
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idle: Tex,
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run: Tex,
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player: Soldier,
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}
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}
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init_state :: proc() -> ^GameState {
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init_state :: proc() -> ^GameState {
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state := GameState {}
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idle := rl.LoadImage("./Assets/Enemies/Jungle&City variant/Assault Soldier/idle.png")
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defer rl.UnloadImage(idle)
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run := rl.LoadImage("./Assets/Enemies/Jungle&City variant/Assault Soldier/walk.png")
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defer rl.UnloadImage(run)
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reticle := rl.LoadImage("Assets/reticle.png")
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defer rl.UnloadImage(reticle)
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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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reticle = rl.LoadTextureFromImage(reticle),
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idle = rl.LoadTextureFromImage(idle),
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run = rl.LoadTextureFromImage(run),
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keymap = keymap
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}
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return new_clone(state)
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return new_clone(state)
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}
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}
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player_input :: proc(s: ^GameState) {
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player_input :: proc(s: ^GameState) {
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horizontal := rl.IsKeyDown(s.keymap["Left"]) ? -1 : rl.IsKeyDown(s.keymap["Right"]) ? 1 : 0
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vertical := rl.IsKeyDown(s.keymap["Up"]) ? -1 : rl.IsKeyDown(s.keymap["Down"]) ? 1 : 0
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dir := rl.Vector2Normalize({f32(horizontal), f32(vertical)})
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s.player.position += dir * (250 * s.dt)
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}
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}
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update :: proc(s: ^GameState) {
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update :: proc(s: ^GameState) {
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}
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}
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draw2d :: proc(s: ^GameState) {
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draw2d :: proc(s: ^GameState) {
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pos := rl.GetMousePosition() - {f32(s.reticle.width) / 2, f32(s.reticle.height) / 2}
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// rl.DrawTextureEx(s.idle, s.player.position, 0, 4, rl.WHITE)
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w :f32 = 16
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src := Rect{0, 0, pos.x < s.player.position.x ? -w + 1 : w, w}
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dst := Rect{s.player.position.x, s.player.position.y, w * 4, w * 4}
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rl.DrawTexturePro(s.idle, src, dst, {0,0}, 0, rl.WHITE)
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rl.DrawTextureV(s.reticle, pos, rl.WHITE);
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}
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}
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main :: proc() {
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main :: proc() {
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rl.SetTraceLogLevel(.ERROR)
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rl.SetTraceLogLevel(.ERROR)
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rl.InitWindow(SCREEN_WIDTH, SCREEN_HEIGHT, "Asteroids")
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rl.InitWindow(SCREEN_WIDTH, SCREEN_HEIGHT, "Asteroids")
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rl.HideCursor()
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rl.SetTargetFPS(60)
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rl.SetTargetFPS(60)
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state := init_state()
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state := init_state()
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@ -47,12 +91,13 @@ main :: proc() {
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update(state)
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update(state)
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rl.BeginDrawing()
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rl.BeginDrawing()
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rl.ClearBackground(rl.BLACK)
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rl.ClearBackground(rl.RAYWHITE)
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draw2d(state)
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draw2d(state)
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rl.EndDrawing()
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rl.EndDrawing()
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}
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}
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rl.UnloadTexture(state.reticle)
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rl.CloseWindow()
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rl.CloseWindow()
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}
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}
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