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) Soldier :: struct { position: Vec2, velocity: Vec2, } GameState :: struct { dt: f32, keymap: map[string]Key, reticle: Tex, idle: Tex, run: Tex, player: Soldier, } 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 state := GameState { reticle = rl.LoadTextureFromImage(reticle), idle = rl.LoadTextureFromImage(idle), run = rl.LoadTextureFromImage(run), keymap = keymap } return new_clone(state) } 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 dir := rl.Vector2Normalize({f32(horizontal), f32(vertical)}) s.player.position += dir * (250 * s.dt) } update :: proc(s: ^GameState) { } draw2d :: proc(s: ^GameState) { pos := rl.GetMousePosition() - {f32(s.reticle.width) / 2, f32(s.reticle.height) / 2} // rl.DrawTextureEx(s.idle, s.player.position, 0, 4, rl.WHITE) w :f32 = 16 src := Rect{0, 0, pos.x < s.player.position.x ? -w + 1 : w, w} dst := Rect{s.player.position.x, s.player.position.y, w * 4, w * 4} rl.DrawTexturePro(s.idle, src, dst, {0,0}, 0, rl.WHITE) rl.DrawTextureV(s.reticle, pos, 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() }