package topdown 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 SCREEN_WIDTH : i32 = 1000 SCREEN_HEIGHT : i32 = 800 BW := f32(SCREEN_WIDTH) BH := f32(SCREEN_HEIGHT) IdleState :: struct {} MovingState :: struct { velocity: Vec2, } SoldierState :: union #no_nil { IdleState, MovingState, } Soldier :: struct { position: Vec2, state: SoldierState, anim_player: SpriteAnimationPlayer, } GameState :: struct { dt: f32, keymap: map[string]Key, reticle: Tex, idle: Tex, run: Tex, soldier: Soldier, animations: [dynamic]SpriteAnimation, } init_state :: proc() -> ^GameState { idle := rl.LoadImage("./Assets/Enemies/Jungle&City variant/Assault Soldier/idle.png") defer rl.UnloadImage(idle) run := rl.LoadImage("./Assets/Enemies/Jungle&City variant/Assault Soldier/walk.png") defer rl.UnloadImage(run) reticle := rl.LoadImage("Assets/reticle.png") defer rl.UnloadImage(reticle) keymap := make(map[string]Key) keymap["Left"] = .A keymap["Right"] = .D keymap["Up"] = .W keymap["Down"] = .S animations := make([dynamic]SpriteAnimation) idle_anim := SpriteAnimation { speed = 1 / 2.0, width = 16, height = 16, total_width = 32, row = 0, loop = true, total_frames = 2, } run_anim := SpriteAnimation { speed = 1 / 9.0, width = 16, height = 16, total_width = 64, row = 0, loop = true, total_frames = 4, } append(&animations, idle_anim) append(&animations, run_anim) soldier := Soldier { position = {100, 100}, anim_player = SpriteAnimationPlayer{}, } anim_player_start(&soldier.anim_player, &animations[0]) state := GameState { reticle = rl.LoadTextureFromImage(reticle), idle = rl.LoadTextureFromImage(idle), run = rl.LoadTextureFromImage(run), keymap = keymap, soldier = soldier, animations = animations } cloned := new_clone(state) return cloned } player_input :: proc(s: ^GameState) { horizontal := rl.IsKeyDown(s.keymap["Left"]) ? -1 : rl.IsKeyDown(s.keymap["Right"]) ? 1 : 0 vertical := rl.IsKeyDown(s.keymap["Up"]) ? -1 : rl.IsKeyDown(s.keymap["Down"]) ? 1 : 0 moving := horizontal != 0 || vertical != 0 if moving { dir := rl.Vector2Normalize({f32(horizontal), f32(vertical)}) velocity := dir * (250 * s.dt) moving_state := MovingState { velocity = velocity } if _, ok := s.soldier.state.(IdleState); ok { anim_player_start(&s.soldier.anim_player, &s.animations[1]) } s.soldier.state = moving_state s.soldier.position += velocity } else if _, ok := s.soldier.state.(MovingState); ok { anim_player_start(&s.soldier.anim_player, &s.animations[0]) s.soldier.state = IdleState {} } } update :: proc(s: ^GameState) { anim_player_tick(&s.soldier.anim_player) } draw2d :: proc(s: ^GameState) { mpos := rl.GetMousePosition() - {f32(s.reticle.width) / 2, f32(s.reticle.height) / 2} // rl.DrawTextureEx(s.idle, s.player.position, 0, 4, rl.WHITE) flip := mpos.x < s.soldier.position.x sprite :Tex if _, ok := s.soldier.state.(IdleState); ok { sprite = s.idle } else { sprite = s.run } draw_sprite(sprite, &s.soldier.anim_player, s.soldier.position, 4, flip) rl.DrawTextureV(s.reticle, mpos, rl.WHITE); } main :: proc() { rl.SetTraceLogLevel(.ERROR) rl.InitWindow(SCREEN_WIDTH, SCREEN_HEIGHT, "Asteroids") rl.HideCursor() rl.SetTargetFPS(60) state := init_state() defer free(state) for !rl.WindowShouldClose() { state.dt = rl.GetFrameTime() player_input(state) update(state) rl.BeginDrawing() rl.ClearBackground(rl.RAYWHITE) draw2d(state) rl.EndDrawing() } rl.UnloadTexture(state.reticle) rl.CloseWindow() }