move combat screen to separate file
This commit is contained in:
parent
9d62e0eb2f
commit
365c7a0163
444
src/combat_screen.zig
Normal file
444
src/combat_screen.zig
Normal file
@ -0,0 +1,444 @@
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const std = @import("std");
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const Allocator = std.mem.Allocator;
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const Assets = @import("./assets.zig");
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const Engine = @import("./engine/root.zig");
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const Nanoseconds = Engine.Nanoseconds;
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const Vec2 = Engine.Vec2;
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const Rect = Engine.Math.Rect;
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const Range = Engine.Math.Range;
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const rgb = Engine.Math.rgb;
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const rgba = Engine.Math.rgba;
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const CombatScreen = @This();
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const RNGState = std.Random.DefaultPrng;
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const Kinetic = struct {
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pos: Vec2 = .zero,
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vel: Vec2 = .zero,
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acc: Vec2 = .zero,
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const UpdateOptions = struct {
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max_speed: ?f32 = null,
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friction: ?f32 = null,
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};
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pub fn update(self: *Kinetic, dt: f32, opts: UpdateOptions) void {
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self.vel = self.vel.add(self.acc.multiplyScalar(dt));
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if (opts.max_speed) |max_speed| {
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self.vel = self.vel.limitLength(max_speed);
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}
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if (opts.friction) |friction| {
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const friction_force = std.math.pow(f32, 1 - friction, dt);
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self.vel = self.vel.multiplyScalar(friction_force);
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}
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self.pos = self.pos.add(self.vel.multiplyScalar(dt));
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}
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};
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const Player = struct {
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kinetic: Kinetic = .{},
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money: u32 = 0,
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health: u32 = 0,
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max_health: u32 = 0,
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last_shot_at: ?Nanoseconds = null,
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invincible_until: ?Nanoseconds = null,
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pub fn getRect(self: Player) Rect {
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return getCenteredRect(self.kinetic.pos, 16);
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}
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};
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const Bullet = struct {
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kinetic: Kinetic,
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size: f32 = 5,
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dir: Vec2,
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speed: f32,
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dead: bool = false
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};
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const Enemy = struct {
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kinetic: Kinetic,
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speed: f32,
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size: f32,
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dead: bool = false
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};
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const Wave = struct {
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started_at: Nanoseconds,
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duration: Nanoseconds,
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enemies_spawned: u32,
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total_enemies: u32,
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const Info = struct {
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enemies: u32,
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duration_s: u32,
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starts_at_s: u32,
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};
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};
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const Pickup = struct {
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const Kind = enum {
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money
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};
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pos: Vec2,
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kind: Kind,
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};
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const world_size = Vec2.init(20 * 16, 15 * 16);
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const invincibility_duration_s = 0.5;
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const pickup_spawn_duration_s = Range.init(1, 5);
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const wave_infos = [_]Wave.Info{
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.{
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.enemies = 10,
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.duration_s = 10,
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.starts_at_s = 0
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}
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};
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gpa: Allocator,
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assets: *Assets,
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rng: RNGState,
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player: Player = .{},
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bullets: std.ArrayList(Bullet) = .empty,
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enemies: std.ArrayList(Enemy) = .empty,
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pickups: std.ArrayList(Pickup) = .empty,
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next_pickup_spawn_at: Nanoseconds,
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wave_timer: Nanoseconds = 0,
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waves: std.ArrayList(Wave) = .empty,
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spawned_waves: std.ArrayList(usize) = .empty,
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pub fn init(gpa: Allocator, seed: u64, assets: *Assets) CombatScreen {
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var rng = RNGState.init(seed);
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const next_pickup_spawn_at_s = pickup_spawn_duration_s.random(rng.random());
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const next_pickup_spawn_at: Nanoseconds = @intFromFloat(next_pickup_spawn_at_s * std.time.ns_per_s);
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return CombatScreen{
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.gpa = gpa,
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.assets = assets,
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.next_pickup_spawn_at = next_pickup_spawn_at,
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.player = .{
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.kinetic = .{
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.pos = .init(50, 50),
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},
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.health = 3,
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.max_health = 3
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},
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.rng = rng
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};
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}
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pub fn deinit(self: *CombatScreen) void {
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self.bullets.deinit(self.gpa);
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self.enemies.deinit(self.gpa);
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self.waves.deinit(self.gpa);
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self.pickups.deinit(self.gpa);
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self.spawned_waves.deinit(self.gpa);
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}
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pub fn spawnEnemy(self: *CombatScreen) !void {
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const spawn_area_margin = 20;
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const spawn_area_size = 10;
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const top_spawn_area = (Rect{
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.pos = .init(0, -spawn_area_size - spawn_area_margin),
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.size = .init(world_size.x, spawn_area_size)
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}).growX(spawn_area_size);
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const bottom_spawn_area = (Rect{
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.pos = .init(0, world_size.y + spawn_area_margin),
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.size = .init(world_size.x, spawn_area_size)
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}).growX(spawn_area_size);
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const left_spawn_area = (Rect{
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.pos = .init(-spawn_area_margin-spawn_area_size, 0),
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.size = .init(spawn_area_size, world_size.y)
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}).growY(spawn_area_size);
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const right_spawn_area = (Rect{
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.pos = .init(world_size.x + spawn_area_margin, 0),
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.size = .init(spawn_area_size, world_size.y)
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}).growY(spawn_area_size);
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const spawn_areas = [_]Rect{
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top_spawn_area,
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bottom_spawn_area,
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left_spawn_area,
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right_spawn_area
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};
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const rand = self.rng.random();
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const spawn_area = spawn_areas[rand.uintLessThan(usize, spawn_areas.len)];
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const pos = Vec2.initRandomRect(rand, spawn_area);
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try self.enemies.append(self.gpa, .{
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.kinetic = .{ .pos = pos },
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.speed = 10,
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.size = 20
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});
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}
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pub fn spawnPickup(self: *CombatScreen) !void {
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const margin = 10;
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const spawn_area = (Rect{ .pos = .zero, .size = world_size }).grow(-margin);
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const pos = Vec2.initRandomRect(self.rng.random(), spawn_area);
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try self.pickups.append(self.gpa, Pickup{
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.pos = pos,
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.kind = .money
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});
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}
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pub fn tick(self: *CombatScreen, frame: *Engine.Frame) !void {
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const dt = frame.deltaTime();
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self.wave_timer += frame.dt_ns;
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const wave_timer_s = @divFloor(self.wave_timer, std.time.ns_per_s);
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for (0.., wave_infos) |i, wave_info| {
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if (std.mem.indexOfScalar(usize, self.spawned_waves.items, i) != null) {
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continue;
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}
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if (wave_info.starts_at_s > wave_timer_s) {
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continue;
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}
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try self.spawned_waves.append(self.gpa, i);
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try self.waves.append(self.gpa, .{
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.started_at = self.wave_timer,
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.duration = @as(u64, wave_info.duration_s) * std.time.ns_per_s,
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.enemies_spawned = 0,
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.total_enemies = wave_info.enemies
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});
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}
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{
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var index: usize = 0;
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while (index < self.waves.items.len) {
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var wave_complete = false;
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const wave = &self.waves.items[index];
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const wave_time_passed: f32 = @floatFromInt(self.wave_timer - wave.started_at);
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const wave_duration: f32 = @floatFromInt(wave.duration);
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const percent_complete = std.math.clamp(wave_time_passed / wave_duration, 0, 1);
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const wave_total_enemies: f32 = @floatFromInt(wave.total_enemies);
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const expected_enemies: u32 = @intFromFloat(wave_total_enemies * percent_complete);
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while (wave.enemies_spawned < expected_enemies) {
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try self.spawnEnemy();
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wave.enemies_spawned += 1;
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}
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if (wave.enemies_spawned == wave.total_enemies) {
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wave_complete = true;
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}
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if (wave_complete) {
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_ = self.waves.swapRemove(index);
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} else {
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index += 1;
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}
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}
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}
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if (self.wave_timer >= self.next_pickup_spawn_at) {
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const next_pickup_spawn_at_s = pickup_spawn_duration_s.random(self.rng.random());
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const next_pickup_spawn_at: Nanoseconds = @intFromFloat(next_pickup_spawn_at_s * std.time.ns_per_s);
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self.next_pickup_spawn_at = self.wave_timer + next_pickup_spawn_at;
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try self.spawnPickup();
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}
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frame.graphics.canvas_size = world_size;
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frame.drawRectangle(.{
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.rect = .init(0, 0, world_size.x, world_size.y),
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.color = rgb(20, 20, 20)
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});
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var dir = Vec2.init(0, 0);
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if (frame.isKeyDown(.W)) {
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dir.y -= 1;
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}
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if (frame.isKeyDown(.S)) {
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dir.y += 1;
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}
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if (frame.isKeyDown(.A)) {
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dir.x -= 1;
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}
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if (frame.isKeyDown(.D)) {
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dir.x += 1;
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}
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dir = dir.normalized();
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const acceleration = 1500;
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self.player.kinetic.acc = dir.multiplyScalar(acceleration);
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self.player.kinetic.update(dt, .{
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.friction = 0.99988,
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.max_speed = 400
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});
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if (frame.input.mouse_position) |mouse| {
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const cursor_size = Vec2.init(10, 10);
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frame.drawRectangle(.{
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.rect = .{
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.pos = mouse.sub(cursor_size.divideScalar(2)),
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.size = cursor_size,
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},
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.color = rgba(255, 200, 200, 0.5)
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});
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const bullet_dir = mouse.sub(self.player.kinetic.pos).normalized();
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var cooldown_complete = true;
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if (self.player.last_shot_at) |last_shot_at| {
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const cooldown_ns = std.time.ns_per_ms * 500;
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cooldown_complete = frame.time_ns > last_shot_at + cooldown_ns;
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}
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if (frame.isMouseDown(.left) and cooldown_complete) {
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self.player.last_shot_at = frame.time_ns;
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try self.bullets.append(self.gpa, .{
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.kinetic = .{
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.pos = self.player.kinetic.pos,
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},
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.dir = bullet_dir,
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.speed = 50
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});
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}
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}
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frame.drawRectangle(.{
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.rect = self.player.getRect(),
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.color = rgb(255, 255, 255)
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});
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for (self.bullets.items) |*bullet| {
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bullet.kinetic.vel = bullet.dir.multiplyScalar(bullet.speed);
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bullet.kinetic.update(dt, .{});
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const bullet_rect = getCenteredRect(bullet.kinetic.pos, bullet.size);
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for (self.enemies.items) |*enemy| {
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const enemy_rect = getCenteredRect(enemy.kinetic.pos, enemy.size);
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if (enemy_rect.hasOverlap(bullet_rect)) {
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enemy.dead = true;
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bullet.dead = true;
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}
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}
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frame.drawRectangle(.{
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.rect = bullet_rect,
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.color = rgb(200, 20, 255)
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});
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}
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for (self.enemies.items) |*enemy| {
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const dir_to_player = self.player.kinetic.pos.sub(enemy.kinetic.pos).normalized();
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enemy.kinetic.vel = dir_to_player.multiplyScalar(50);
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enemy.kinetic.update(dt, .{});
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const enemy_rect = getCenteredRect(enemy.kinetic.pos, enemy.size);
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if (enemy_rect.hasOverlap(self.player.getRect())) {
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var is_invincible = false;
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if (self.player.invincible_until) |invincible_until| {
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is_invincible = frame.time_ns < invincible_until;
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}
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if (self.player.health > 0 and !is_invincible) {
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self.player.health -= 1;
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var invincible_until = frame.time_ns;
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invincible_until += @as(Nanoseconds, @intFromFloat(invincibility_duration_s * std.time.ns_per_s));
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self.player.invincible_until = invincible_until;
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}
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}
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frame.drawRectangle(.{
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.rect = enemy_rect,
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.color = rgb(20, 200, 20)
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});
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}
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{
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var index: usize = 0;
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while (index < self.pickups.items.len) {
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var destroy: bool = false;
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const pickup = self.pickups.items[index];
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const pickup_rect = Rect.initCentered(pickup.pos.x, pickup.pos.y, 10, 10);
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if (pickup_rect.hasOverlap(self.player.getRect())) {
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switch (pickup.kind) {
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.money => {
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self.player.money += 1;
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}
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}
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destroy = true;
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}
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frame.drawRectangle(.{
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.rect = pickup_rect,
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.color = rgb(20, 20, 200)
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});
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if (destroy) {
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_ = self.pickups.swapRemove(index);
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} else {
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index += 1;
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}
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}
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}
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{
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var i: usize = 0;
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while (i < self.bullets.items.len) {
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if (self.bullets.items[i].dead) {
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_ = self.bullets.swapRemove(i);
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} else {
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i += 1;
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}
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}
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}
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{
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var i: usize = 0;
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while (i < self.enemies.items.len) {
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if (self.enemies.items[i].dead) {
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_ = self.enemies.swapRemove(i);
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} else {
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i += 1;
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}
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}
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}
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const text_opts = Engine.Frame.DrawTextOptions{
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.font = self.assets.font_id.get(.regular)
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};
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frame.drawTextFormat(.init(10, 10), text_opts, "{d:02}:{d:02}", .{
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@divFloor(wave_timer_s, 60),
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@mod(wave_timer_s, 60)
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});
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frame.drawTextFormat(.init(10, 30), text_opts, "{d}", .{ self.player.money });
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frame.drawTextFormat(.init(10, 50), text_opts, "{d}/{d}", .{ self.player.health, self.player.max_health });
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}
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fn getCenteredRect(pos: Vec2, size: f32) Rect {
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return .{
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.pos = pos.sub(Vec2.init(size, size).multiplyScalar(0.5)),
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.size = .init(size, size),
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};
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}
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433
src/game.zig
433
src/game.zig
@ -25,450 +25,47 @@ const Sprite = Engine.Graphics.Sprite;
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const RaycastTileIterator = @import("./raycast_tile_iterator.zig");
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const CombatScreen = @import("./combat_screen.zig");
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const Game = @This();
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const world_size = Vec2.init(20 * 16, 15 * 16);
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const RNGState = std.Random.DefaultPrng;
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const Kinetic = struct {
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pos: Vec2 = .zero,
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vel: Vec2 = .zero,
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acc: Vec2 = .zero,
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const UpdateOptions = struct {
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max_speed: ?f32 = null,
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friction: ?f32 = null,
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};
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pub fn update(self: *Kinetic, dt: f32, opts: UpdateOptions) void {
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self.vel = self.vel.add(self.acc.multiplyScalar(dt));
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if (opts.max_speed) |max_speed| {
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self.vel = self.vel.limitLength(max_speed);
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}
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if (opts.friction) |friction| {
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const friction_force = std.math.pow(f32, 1 - friction, dt);
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self.vel = self.vel.multiplyScalar(friction_force);
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}
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self.pos = self.pos.add(self.vel.multiplyScalar(dt));
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}
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};
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const Player = struct {
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kinetic: Kinetic = .{},
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money: u32 = 0,
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health: u32 = 0,
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||||
max_health: u32 = 0,
|
||||
last_shot_at: ?Nanoseconds = null,
|
||||
invincible_until: ?Nanoseconds = null,
|
||||
|
||||
pub fn getRect(self: Player) Rect {
|
||||
return getCenteredRect(self.kinetic.pos, 16);
|
||||
}
|
||||
};
|
||||
|
||||
const Bullet = struct {
|
||||
kinetic: Kinetic,
|
||||
size: f32 = 5,
|
||||
dir: Vec2,
|
||||
speed: f32,
|
||||
|
||||
dead: bool = false
|
||||
};
|
||||
|
||||
const Enemy = struct {
|
||||
kinetic: Kinetic,
|
||||
speed: f32,
|
||||
size: f32,
|
||||
|
||||
dead: bool = false
|
||||
};
|
||||
|
||||
const Wave = struct {
|
||||
started_at: Nanoseconds,
|
||||
duration: Nanoseconds,
|
||||
enemies_spawned: u32,
|
||||
total_enemies: u32,
|
||||
|
||||
const Info = struct {
|
||||
enemies: u32,
|
||||
duration_s: u32,
|
||||
starts_at_s: u32,
|
||||
};
|
||||
};
|
||||
|
||||
const Pickup = struct {
|
||||
const Kind = enum {
|
||||
money
|
||||
};
|
||||
|
||||
pos: Vec2,
|
||||
kind: Kind,
|
||||
};
|
||||
|
||||
const invincibility_duration_s = 0.5;
|
||||
const pickup_spawn_duration_s = Range.init(1, 5);
|
||||
const wave_infos = [_]Wave.Info{
|
||||
.{
|
||||
.enemies = 10,
|
||||
.duration_s = 10,
|
||||
.starts_at_s = 0
|
||||
}
|
||||
};
|
||||
|
||||
arena: std.heap.ArenaAllocator,
|
||||
gpa: Allocator,
|
||||
rng: RNGState,
|
||||
assets: *Assets,
|
||||
|
||||
player: Player = .{},
|
||||
bullets: std.ArrayList(Bullet) = .empty,
|
||||
enemies: std.ArrayList(Enemy) = .empty,
|
||||
|
||||
pickups: std.ArrayList(Pickup) = .empty,
|
||||
next_pickup_spawn_at: Nanoseconds,
|
||||
|
||||
wave_timer: Nanoseconds = 0,
|
||||
|
||||
waves: std.ArrayList(Wave) = .empty,
|
||||
spawned_waves: std.ArrayList(usize) = .empty,
|
||||
combat_screen: CombatScreen,
|
||||
|
||||
pub fn init(gpa: Allocator, seed: u64, assets: *Assets) !Game {
|
||||
var arena = std.heap.ArenaAllocator.init(gpa);
|
||||
errdefer arena.deinit();
|
||||
|
||||
var rng = RNGState.init(seed);
|
||||
|
||||
const next_pickup_spawn_at_s = pickup_spawn_duration_s.random(rng.random());
|
||||
const next_pickup_spawn_at: Nanoseconds = @intFromFloat(next_pickup_spawn_at_s * std.time.ns_per_s);
|
||||
|
||||
return Game{
|
||||
.arena = arena,
|
||||
.gpa = gpa,
|
||||
.assets = assets,
|
||||
.next_pickup_spawn_at = next_pickup_spawn_at,
|
||||
.player = .{
|
||||
.kinetic = .{
|
||||
.pos = .init(50, 50),
|
||||
},
|
||||
.health = 3,
|
||||
.max_health = 3
|
||||
},
|
||||
.rng = rng
|
||||
|
||||
.combat_screen = .init(gpa, seed, assets),
|
||||
};
|
||||
}
|
||||
|
||||
pub fn deinit(self: *Game) void {
|
||||
self.arena.deinit();
|
||||
self.bullets.deinit(self.gpa);
|
||||
self.enemies.deinit(self.gpa);
|
||||
self.waves.deinit(self.gpa);
|
||||
self.pickups.deinit(self.gpa);
|
||||
self.spawned_waves.deinit(self.gpa);
|
||||
self.combat_screen.deinit();
|
||||
}
|
||||
|
||||
fn getCenteredRect(pos: Vec2, size: f32) Rect {
|
||||
return .{
|
||||
.pos = pos.sub(Vec2.init(size, size).multiplyScalar(0.5)),
|
||||
.size = .init(size, size),
|
||||
};
|
||||
}
|
||||
|
||||
fn spawnEnemy(self: *Game) !void {
|
||||
const spawn_area_margin = 20;
|
||||
const spawn_area_size = 10;
|
||||
|
||||
const top_spawn_area = (Rect{
|
||||
.pos = .init(0, -spawn_area_size - spawn_area_margin),
|
||||
.size = .init(world_size.x, spawn_area_size)
|
||||
}).growX(spawn_area_size);
|
||||
|
||||
const bottom_spawn_area = (Rect{
|
||||
.pos = .init(0, world_size.y + spawn_area_margin),
|
||||
.size = .init(world_size.x, spawn_area_size)
|
||||
}).growX(spawn_area_size);
|
||||
|
||||
const left_spawn_area = (Rect{
|
||||
.pos = .init(-spawn_area_margin-spawn_area_size, 0),
|
||||
.size = .init(spawn_area_size, world_size.y)
|
||||
}).growY(spawn_area_size);
|
||||
|
||||
const right_spawn_area = (Rect{
|
||||
.pos = .init(world_size.x + spawn_area_margin, 0),
|
||||
.size = .init(spawn_area_size, world_size.y)
|
||||
}).growY(spawn_area_size);
|
||||
|
||||
const spawn_areas = [_]Rect{
|
||||
top_spawn_area,
|
||||
bottom_spawn_area,
|
||||
left_spawn_area,
|
||||
right_spawn_area
|
||||
};
|
||||
|
||||
const rand = self.rng.random();
|
||||
const spawn_area = spawn_areas[rand.uintLessThan(usize, spawn_areas.len)];
|
||||
const pos = Vec2.initRandomRect(rand, spawn_area);
|
||||
|
||||
try self.enemies.append(self.gpa, .{
|
||||
.kinetic = .{ .pos = pos },
|
||||
.speed = 10,
|
||||
.size = 20
|
||||
});
|
||||
}
|
||||
|
||||
fn spawnPickup(self: *Game) !void {
|
||||
const margin = 10;
|
||||
const spawn_area = (Rect{ .pos = .zero, .size = world_size }).grow(-margin);
|
||||
const pos = Vec2.initRandomRect(self.rng.random(), spawn_area);
|
||||
|
||||
try self.pickups.append(self.gpa, Pickup{
|
||||
.pos = pos,
|
||||
.kind = .money
|
||||
});
|
||||
}
|
||||
|
||||
pub fn tick(self: *Game, frame: *Engine.Frame) !void {
|
||||
const dt = frame.deltaTime();
|
||||
|
||||
self.wave_timer += frame.dt_ns;
|
||||
const wave_timer_s = @divFloor(self.wave_timer, std.time.ns_per_s);
|
||||
|
||||
for (0.., wave_infos) |i, wave_info| {
|
||||
if (std.mem.indexOfScalar(usize, self.spawned_waves.items, i) != null) {
|
||||
continue;
|
||||
}
|
||||
|
||||
if (wave_info.starts_at_s > wave_timer_s) {
|
||||
continue;
|
||||
}
|
||||
|
||||
try self.spawned_waves.append(self.gpa, i);
|
||||
try self.waves.append(self.gpa, .{
|
||||
.started_at = self.wave_timer,
|
||||
.duration = @as(u64, wave_info.duration_s) * std.time.ns_per_s,
|
||||
.enemies_spawned = 0,
|
||||
.total_enemies = wave_info.enemies
|
||||
});
|
||||
if (frame.isKeyPressed(.ESCAPE)) {
|
||||
sapp.requestQuit();
|
||||
}
|
||||
|
||||
{
|
||||
var index: usize = 0;
|
||||
while (index < self.waves.items.len) {
|
||||
var wave_complete = false;
|
||||
const wave = &self.waves.items[index];
|
||||
|
||||
const wave_time_passed: f32 = @floatFromInt(self.wave_timer - wave.started_at);
|
||||
const wave_duration: f32 = @floatFromInt(wave.duration);
|
||||
const percent_complete = std.math.clamp(wave_time_passed / wave_duration, 0, 1);
|
||||
const wave_total_enemies: f32 = @floatFromInt(wave.total_enemies);
|
||||
const expected_enemies: u32 = @intFromFloat(wave_total_enemies * percent_complete);
|
||||
|
||||
while (wave.enemies_spawned < expected_enemies) {
|
||||
try self.spawnEnemy();
|
||||
wave.enemies_spawned += 1;
|
||||
}
|
||||
|
||||
if (wave.enemies_spawned == wave.total_enemies) {
|
||||
wave_complete = true;
|
||||
}
|
||||
|
||||
if (wave_complete) {
|
||||
_ = self.waves.swapRemove(index);
|
||||
} else {
|
||||
index += 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (self.wave_timer >= self.next_pickup_spawn_at) {
|
||||
const next_pickup_spawn_at_s = pickup_spawn_duration_s.random(self.rng.random());
|
||||
const next_pickup_spawn_at: Nanoseconds = @intFromFloat(next_pickup_spawn_at_s * std.time.ns_per_s);
|
||||
self.next_pickup_spawn_at = self.wave_timer + next_pickup_spawn_at;
|
||||
try self.spawnPickup();
|
||||
}
|
||||
|
||||
frame.graphics.canvas_size = world_size;
|
||||
|
||||
if (frame.isKeyPressed(.F3)) {
|
||||
frame.show_debug = !frame.show_debug;
|
||||
}
|
||||
|
||||
if (frame.isKeyPressed(.ESCAPE)) {
|
||||
sapp.requestQuit();
|
||||
}
|
||||
|
||||
frame.drawRectangle(.{
|
||||
.rect = .init(0, 0, world_size.x, world_size.y),
|
||||
.color = rgb(20, 20, 20)
|
||||
});
|
||||
|
||||
var dir = Vec2.init(0, 0);
|
||||
if (frame.isKeyDown(.W)) {
|
||||
dir.y -= 1;
|
||||
}
|
||||
if (frame.isKeyDown(.S)) {
|
||||
dir.y += 1;
|
||||
}
|
||||
if (frame.isKeyDown(.A)) {
|
||||
dir.x -= 1;
|
||||
}
|
||||
if (frame.isKeyDown(.D)) {
|
||||
dir.x += 1;
|
||||
}
|
||||
dir = dir.normalized();
|
||||
|
||||
const acceleration = 1500;
|
||||
|
||||
self.player.kinetic.acc = dir.multiplyScalar(acceleration);
|
||||
self.player.kinetic.update(dt, .{
|
||||
.friction = 0.99988,
|
||||
.max_speed = 400
|
||||
});
|
||||
|
||||
if (frame.input.mouse_position) |mouse| {
|
||||
const cursor_size = Vec2.init(10, 10);
|
||||
frame.drawRectangle(.{
|
||||
.rect = .{
|
||||
.pos = mouse.sub(cursor_size.divideScalar(2)),
|
||||
.size = cursor_size,
|
||||
},
|
||||
.color = rgba(255, 200, 200, 0.5)
|
||||
});
|
||||
|
||||
const bullet_dir = mouse.sub(self.player.kinetic.pos).normalized();
|
||||
|
||||
var cooldown_complete = true;
|
||||
if (self.player.last_shot_at) |last_shot_at| {
|
||||
const cooldown_ns = std.time.ns_per_ms * 500;
|
||||
cooldown_complete = frame.time_ns > last_shot_at + cooldown_ns;
|
||||
}
|
||||
|
||||
if (frame.isMouseDown(.left) and cooldown_complete) {
|
||||
self.player.last_shot_at = frame.time_ns;
|
||||
try self.bullets.append(self.gpa, .{
|
||||
.kinetic = .{
|
||||
.pos = self.player.kinetic.pos,
|
||||
},
|
||||
.dir = bullet_dir,
|
||||
.speed = 50
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
frame.drawRectangle(.{
|
||||
.rect = self.player.getRect(),
|
||||
.color = rgb(255, 255, 255)
|
||||
});
|
||||
|
||||
for (self.bullets.items) |*bullet| {
|
||||
bullet.kinetic.vel = bullet.dir.multiplyScalar(bullet.speed);
|
||||
bullet.kinetic.update(dt, .{});
|
||||
|
||||
const bullet_rect = getCenteredRect(bullet.kinetic.pos, bullet.size);
|
||||
|
||||
for (self.enemies.items) |*enemy| {
|
||||
const enemy_rect = getCenteredRect(enemy.kinetic.pos, enemy.size);
|
||||
if (enemy_rect.hasOverlap(bullet_rect)) {
|
||||
enemy.dead = true;
|
||||
bullet.dead = true;
|
||||
}
|
||||
}
|
||||
|
||||
frame.drawRectangle(.{
|
||||
.rect = bullet_rect,
|
||||
.color = rgb(200, 20, 255)
|
||||
});
|
||||
}
|
||||
|
||||
for (self.enemies.items) |*enemy| {
|
||||
const dir_to_player = self.player.kinetic.pos.sub(enemy.kinetic.pos).normalized();
|
||||
enemy.kinetic.vel = dir_to_player.multiplyScalar(50);
|
||||
enemy.kinetic.update(dt, .{});
|
||||
|
||||
const enemy_rect = getCenteredRect(enemy.kinetic.pos, enemy.size);
|
||||
|
||||
if (enemy_rect.hasOverlap(self.player.getRect())) {
|
||||
var is_invincible = false;
|
||||
if (self.player.invincible_until) |invincible_until| {
|
||||
is_invincible = frame.time_ns < invincible_until;
|
||||
}
|
||||
|
||||
if (self.player.health > 0 and !is_invincible) {
|
||||
self.player.health -= 1;
|
||||
|
||||
var invincible_until = frame.time_ns;
|
||||
invincible_until += @as(Nanoseconds, @intFromFloat(invincibility_duration_s * std.time.ns_per_s));
|
||||
self.player.invincible_until = invincible_until;
|
||||
}
|
||||
}
|
||||
|
||||
frame.drawRectangle(.{
|
||||
.rect = enemy_rect,
|
||||
.color = rgb(20, 200, 20)
|
||||
});
|
||||
}
|
||||
|
||||
{
|
||||
var index: usize = 0;
|
||||
while (index < self.pickups.items.len) {
|
||||
var destroy: bool = false;
|
||||
const pickup = self.pickups.items[index];
|
||||
|
||||
const pickup_rect = Rect.initCentered(pickup.pos.x, pickup.pos.y, 10, 10);
|
||||
|
||||
if (pickup_rect.hasOverlap(self.player.getRect())) {
|
||||
switch (pickup.kind) {
|
||||
.money => {
|
||||
self.player.money += 1;
|
||||
}
|
||||
}
|
||||
destroy = true;
|
||||
}
|
||||
|
||||
frame.drawRectangle(.{
|
||||
.rect = pickup_rect,
|
||||
.color = rgb(20, 20, 200)
|
||||
});
|
||||
|
||||
if (destroy) {
|
||||
_ = self.pickups.swapRemove(index);
|
||||
} else {
|
||||
index += 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
{
|
||||
var i: usize = 0;
|
||||
while (i < self.bullets.items.len) {
|
||||
if (self.bullets.items[i].dead) {
|
||||
_ = self.bullets.swapRemove(i);
|
||||
} else {
|
||||
i += 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
{
|
||||
var i: usize = 0;
|
||||
while (i < self.enemies.items.len) {
|
||||
if (self.enemies.items[i].dead) {
|
||||
_ = self.enemies.swapRemove(i);
|
||||
} else {
|
||||
i += 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
const text_opts = Engine.Frame.DrawTextOptions{
|
||||
.font = self.assets.font_id.get(.regular)
|
||||
};
|
||||
frame.drawTextFormat(.init(10, 10), text_opts, "{d:02}:{d:02}", .{
|
||||
@divFloor(wave_timer_s, 60),
|
||||
@mod(wave_timer_s, 60)
|
||||
});
|
||||
|
||||
frame.drawTextFormat(.init(10, 30), text_opts, "{d}", .{ self.player.money });
|
||||
frame.drawTextFormat(.init(10, 50), text_opts, "{d}/{d}", .{ self.player.health, self.player.max_health });
|
||||
try self.combat_screen.tick(frame);
|
||||
}
|
||||
|
||||
pub fn debug(self: *Game) !void {
|
||||
@ -482,13 +79,15 @@ pub fn debug(self: *Game) !void {
|
||||
defer imgui.endWindow();
|
||||
|
||||
if (imgui.button("Spawn enemy")) {
|
||||
try self.spawnEnemy();
|
||||
try self.combat_screen.spawnEnemy();
|
||||
}
|
||||
|
||||
const time_left_til_pickup = self.next_pickup_spawn_at - self.wave_timer;
|
||||
const screen = &self.combat_screen;
|
||||
|
||||
imgui.textFmt("Waves: {}\n", .{self.waves.items.len});
|
||||
imgui.textFmt("Bullets: {}\n", .{self.bullets.items.len});
|
||||
imgui.textFmt("Enemies: {}\n", .{self.enemies.items.len});
|
||||
const time_left_til_pickup = screen.next_pickup_spawn_at - screen.wave_timer;
|
||||
|
||||
imgui.textFmt("Waves: {}\n", .{screen.waves.items.len});
|
||||
imgui.textFmt("Bullets: {}\n", .{screen.bullets.items.len});
|
||||
imgui.textFmt("Enemies: {}\n", .{screen.enemies.items.len});
|
||||
imgui.textFmt("Time until next pickup: {d:.2}s\n", .{@as(f32, @floatFromInt(time_left_til_pickup)) / std.time.ns_per_s});
|
||||
}
|
||||
|
||||
Loading…
Reference in New Issue
Block a user