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plug.c
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500 lines (427 loc) · 9.39 KB
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#include <stdio.h>
#include <stdlib.h>
#include <assert.h>
#include <string.h>
#include <raylib.h>
#include <raymath.h>
#include "nobuild.h"
typedef enum
{
TOP,
TOP_RIGHT,
TOP_LEFT,
BOTTOM,
BOTTOM_RIGHT,
BOTTOM_LEFT,
LEFT,
RIGHT
} Direction;
typedef enum
{
PLAYING,
PAUSED
} Sate;
typedef struct
{
int w;
int h;
Vector2 pos;
Vector2 rel_pos;
float speed;
Color color;
Direction dir;
int bullet_w;
int bullet_h;
float fire_rate;
float fire_speed;
float fire_damage;
double last_fired;
} Player;
typedef struct
{
int w;
int h;
Vector2 pos;
Vector2 rel_pos;
float speed;
Color color;
Direction dir;
float life;
float max_life;
} Enemy;
typedef struct
{
Enemy *data;
size_t length;
size_t capacity;
} Enemies;
typedef struct
{
int w;
int h;
Vector2 pos;
Vector2 rel_pos;
float speed;
Direction dir;
bool fire;
} Bullet;
typedef struct
{
Bullet *data;
size_t length;
size_t capacity;
} Bullets;
typedef struct
{
Player player;
Bullets bullets;
Enemies enemies;
Sate state;
int score;
} Plug;
Plug *p = NULL;
Vector2 get_vector(Direction dir)
{
switch (dir)
{
case TOP:
return (Vector2){0, -1};
case TOP_LEFT:
return Vector2Normalize((Vector2){-1, -1});
case TOP_RIGHT:
return Vector2Normalize((Vector2){1, -1});
case BOTTOM:
return (Vector2){0, 1};
case BOTTOM_LEFT:
return Vector2Normalize((Vector2){-1, 1});
case BOTTOM_RIGHT:
return Vector2Normalize((Vector2){1, 1});
break;
case LEFT:
return (Vector2){-1, 0};
break;
case RIGHT:
return (Vector2){1, 0};
default:
break;
}
}
Direction get_direction(Vector2 vec)
{
if (vec.x == 0 && vec.y == -1)
return TOP;
if (vec.x == -1 && vec.y == -1)
return TOP_LEFT;
if (vec.x == 1 && vec.y == -1)
return TOP_RIGHT;
if (vec.x == 0 && vec.y == 1)
return BOTTOM;
if (vec.x == -1 && vec.y == 1)
return BOTTOM_LEFT;
if (vec.x == 1 && vec.y == 1)
return BOTTOM_RIGHT;
if (vec.x == -1 && vec.y == 0)
return LEFT;
if (vec.x == 1 && vec.y == 0)
return RIGHT;
}
void spawn_enemy()
{
int w = GetScreenWidth();
int h = GetScreenHeight();
Enemy enemy = {0};
enemy.pos.x = w / 2 - 40;
enemy.pos.y = h / 2;
enemy.rel_pos.x = enemy.pos.x / w;
enemy.rel_pos.y = enemy.pos.y / h;
enemy.w = 35;
enemy.h = 35;
enemy.speed = 100;
enemy.color = YELLOW;
enemy.dir = BOTTOM;
enemy.max_life = 30;
enemy.life = enemy.max_life;
Enemies *enemies = &p->enemies;
da_append(enemies, enemy);
printf("Enemies: %zu %zu\n", enemies->length, enemies->capacity);
}
void fire_bullet(Direction bullet_direction)
{
Bullets *bullets = &p->bullets;
Player *player = &p->player;
Bullet bullet = {0};
bullet.speed = player->fire_speed;
bullet.w = player->bullet_w;
bullet.h = player->bullet_h;
bullet.dir = bullet_direction;
Vector2 move = get_vector(bullet.dir);
bullet.pos.x = player->pos.x + move.x * player->w;
bullet.pos.y = player->pos.y + move.y * player->h;
bullet.fire = true;
player->last_fired = 0;
da_append(bullets, bullet);
}
void plug_clear(void)
{
free(p->bullets.data);
free(p);
}
void plug_init(void)
{
p = malloc(sizeof(*p));
assert(p != NULL && "Bro buy some RAM");
memset(p, 0, sizeof(*p));
int w = GetScreenWidth();
int h = GetScreenHeight();
float dt = GetFrameTime();
// Player stuff
Player player = {0};
player.pos.x = w / 2;
player.pos.y = h / 2;
player.rel_pos.x = player.pos.x / w;
player.rel_pos.y = player.pos.y / h;
player.w = 35;
player.h = 35;
player.speed = 400;
player.color = BLACK;
player.dir = BOTTOM;
player.fire_rate = 0.5f;
player.last_fired = player.fire_rate;
player.fire_speed = 500;
player.bullet_w = 5;
player.bullet_h = 5;
player.fire_damage = 10;
p->player = player;
// Enemy stuff
Enemies enemies = {0};
p->enemies = enemies;
// Bullet stuff
Bullets bullets = {0};
p->bullets = bullets;
p->state = PLAYING;
}
void *plug_pre_reload()
{
return p;
}
void plug_post_reload(Plug *prev_p)
{
p = prev_p;
}
void update_game()
{
int w = GetScreenWidth();
int h = GetScreenHeight();
float dt = GetFrameTime();
if (IsKeyPressed(KEY_ESCAPE))
{
p->state = PAUSED;
return;
}
// Update player stuff
Player *player = &p->player;
bool moved = false;
Vector2 v = {0, 0};
if (IsKeyDown(KEY_W))
{
v.y = -1;
moved = true;
}
if (IsKeyDown(KEY_S))
{
v.y = 1;
moved = true;
}
if (IsKeyDown(KEY_A))
{
v.x = -1;
moved = true;
}
if (IsKeyDown(KEY_D))
{
v.x = 1;
moved = true;
}
if (IsKeyPressed(KEY_P))
{
spawn_enemy();
}
if (moved)
{
Vector2 n_v = Vector2Normalize(v);
float p_s = player->speed * dt;
float new_x = (player->pos.x + n_v.x * p_s);
float new_y = (player->pos.y + n_v.y * p_s);
bool within_x_bounds = new_x - player->w >= 0 && new_x + player->w <= w;
bool within_y_bounds = new_y - player->h >= 0 && new_y + player->h <= h;
if (within_x_bounds)
{
player->rel_pos.x = new_x / w;
}
if (within_y_bounds)
{
player->rel_pos.y = new_y / h;
}
player->dir = get_direction(v);
}
// Update enemy stuff
Enemies *enemies = &p->enemies;
for (size_t i = 0; i < enemies->length; i++)
{
Enemy *enemy = &enemies->data[i];
if (enemy->life > 0)
{
Vector2 dir = Vector2Normalize(Vector2Subtract(player->pos, enemy->pos));
enemy->rel_pos.x = (enemy->pos.x + dir.x * enemy->speed * dt) / w;
enemy->rel_pos.y = (enemy->pos.y + dir.y * enemy->speed * dt) / h;
}
}
// Update Bullet stuff
Bullets *bullets = &p->bullets;
bool firing = false;
Direction bullet_direction;
player->last_fired += dt;
bool can_fire = player->last_fired >= player->fire_rate;
if (IsKeyDown(KEY_UP))
{
bullet_direction = TOP;
firing = true;
}
if (IsKeyDown(KEY_DOWN))
{
bullet_direction = BOTTOM;
firing = true;
}
if (IsKeyDown(KEY_LEFT))
{
bullet_direction = LEFT;
firing = true;
}
if (IsKeyDown(KEY_RIGHT))
{
bullet_direction = RIGHT;
firing = true;
}
if (firing && can_fire)
{
fire_bullet(bullet_direction);
}
for (size_t i = 0; i < bullets->length; i++)
{
Bullet *bullet = &bullets->data[i];
if (bullet->fire)
{
if (bullet->pos.x - bullet->w < 0 || bullet->pos.x + bullet->w >= w ||
bullet->pos.y - bullet->h < 0 || bullet->pos.y + bullet->h >= h)
{
bullet->fire = false;
}
else
{
Vector2 move = get_vector(bullet->dir);
float speed = bullet->speed * dt;
bullet->rel_pos.x = (bullet->pos.x + move.x * speed) / w;
bullet->rel_pos.y = (bullet->pos.y + move.y * speed) / h;
}
// Detect collision
for (size_t j = 0; j < enemies->length; j++)
{
Enemy *enemy = &enemies->data[j];
if (enemy->life > 0 && Vector2Distance(enemy->pos, bullet->pos) <= enemy->w + bullet->w)
{
bullet->fire = false;
enemy->life -= player->fire_damage;
// enemy died
if (enemy->life <= 0)
{
p->score += 1;
}
}
}
}
}
for (size_t i = 0; i < bullets->length; i++)
{
if (!bullets->data[i].fire)
{
bullets->data[i] = bullets->data[--bullets->length];
i--;
}
}
for (size_t i = 0; i < enemies->length; i++)
{
if (enemies->data[i].life <= 0)
{
enemies->data[i] = enemies->data[--enemies->length];
i--;
}
}
}
void draw_game()
{
int w = GetScreenWidth();
int h = GetScreenHeight();
float dt = GetFrameTime();
DrawText(TextFormat("CURRENT FPS: %i", (int)(1.0f / dt)), w - 220, 40, 20, GREEN);
DrawText(TextFormat("SCORE: %i", p->score), 10, 40, 20, BLACK);
// Draw player stuff
Player *player = &p->player;
player->pos.x = player->rel_pos.x * w;
player->pos.y = player->rel_pos.y * h;
DrawCircleV(player->pos, player->w, player->color);
DrawCircleV(player->pos, 1, YELLOW);
// Draw enemy stuff
for (size_t i = 0; i < p->enemies.length; i++)
{
Enemy *enemy = &p->enemies.data[i];
enemy->pos.x = enemy->rel_pos.x * w;
enemy->pos.y = enemy->rel_pos.y * h;
if (enemy->life > 0)
{
DrawCircleV(enemy->pos, enemy->w, enemy->color);
float life_p = enemy->life / enemy->max_life;
DrawRectangle(enemy->pos.x - enemy->w / 2, enemy->pos.y - enemy->h - 15, enemy->w * life_p, 10, GREEN);
}
}
// Draw bullets stuff
Bullets bullets = p->bullets;
for (size_t i = 0; i < bullets.length; i++)
{
Bullet *bullet = &bullets.data[i];
bullet->pos.x = bullet->rel_pos.x * w;
bullet->pos.y = bullet->rel_pos.y * h;
if (bullet->fire)
{
DrawCircleV(bullet->pos, bullet->w, PURPLE);
}
}
}
void plug_update(void)
{
int w = GetScreenWidth();
int h = GetScreenHeight();
float dt = GetFrameTime();
BeginDrawing();
ClearBackground(RAYWHITE);
draw_game();
if (p->state == PLAYING)
{
update_game();
}
else if (p->state == PAUSED)
{
const char *label = "PAUSED";
Color paused_bg_color = (Color){0, 0, 0, 100};
BeginBlendMode(BLEND_ALPHA);
DrawRectangle(0, 0, w, h, paused_bg_color);
EndBlendMode();
int label_width = MeasureText(label, 69);
int label_height = 69;
DrawText("PAUSED", w / 2 - label_width / 2, h / 2 - label_height / 2, 69, DARKGRAY);
if (IsKeyPressed(KEY_ESCAPE))
{
p->state = PLAYING;
}
}
EndDrawing();
}