top-down-shooter/topdown.odin

164 lines
4.0 KiB
Odin

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()
}