top-down-shooter/topdown.odin

104 lines
2.5 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)
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()
}