Compare commits
5 Commits
Hackathon-
...
master
Author | SHA1 | Date |
---|---|---|
Nefrace | f72ac633ee | |
Nefrace | 4df0bcd5ff | |
Nefrace | b251553275 | |
Vlad Rud | 8a9e20f370 | |
Nefrace | 4f0b5dace4 |
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@ -0,0 +1,3 @@
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[submodule "ntween"]
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path = ntween
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url = https://git.nefrace.ru/nefrace/ntween.git
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BIN
Ragnarokkr
BIN
Ragnarokkr
Binary file not shown.
BIN
Ragnarokkr.exe
BIN
Ragnarokkr.exe
Binary file not shown.
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@ -1,14 +1,15 @@
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package main
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import rl "vendor:raylib"
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import "core:math/ease"
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import "core:fmt"
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import "core:math/ease"
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import "ntween"
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import rl "vendor:raylib"
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GameOver :: struct {
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using state: GameState,
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position: vec2,
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size: vec2,
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position: vec2,
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size: vec2,
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ready_to_go: bool,
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}
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@ -22,7 +23,15 @@ gameover_init :: proc(prev: ^GameState = nil) -> ^GameState {
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state.free = gameover_free
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state.previous = prev
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tween_to(&state.position.y, WSize.y / 2, 1, ease.Ease.Back_Out, state, gameover_ready)
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ntween.animate(
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&vec2_tweens,
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&state.position,
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WSize / 2,
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1,
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ease.Ease.Back_Out,
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state,
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gameover_ready,
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)
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return state
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}
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@ -33,16 +42,24 @@ gameover_update :: proc(state: ^GameState, delta: f32) {
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if rl.IsKeyPressed(rl.KeyboardKey.ESCAPE) {
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gameover.ready_to_go = false
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rl.StopMusicStream(current_music)
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tween_to(&Overlay_Opacity, 1.0, 0.5, ease.Ease.Cubic_Out, state, proc(data: rawptr) {
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state := transmute(^GameState)data
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stack_pop()
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game := transmute(^Game)state.previous
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game_setup(game)
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menu := menu_init(game)
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stack_push(menu)
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free(state)
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tween_to(&Overlay_Opacity, 0, 0.5, ease.Ease.Cubic_Out)
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})
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ntween.animate(
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&f32_tweens,
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&Overlay_Opacity,
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1.0,
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0.5,
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ease.Ease.Cubic_Out,
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state,
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proc(data: rawptr) {
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state := transmute(^GameState)data
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stack_pop()
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game := transmute(^Game)state.previous
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game_setup(game)
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menu := menu_init(game)
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stack_push(menu)
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free(state)
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ntween.animate(&f32_tweens, &Overlay_Opacity, 0, 0.5, ease.Ease.Cubic_Out)
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},
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)
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}
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}
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}
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@ -66,9 +83,23 @@ gameover_draw :: proc(state: ^GameState) {
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// rl.DrawRectangleV(gameover.position - gameover.size / 2, gameover.size, rl.Color{90, 30, 150, 10})
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draw_text_centered(Res.Fonts.Title, TitleText, gameover.position - {0, 100}, TitleFontSize, 1, rl.WHITE)
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draw_text_centered(
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Res.Fonts.Title,
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TitleText,
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gameover.position - {0, 100},
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TitleFontSize,
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1,
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rl.WHITE,
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)
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for c, i in SubtitleText {
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draw_text_centered(Res.Fonts.UI, c, gameover.position - {0, f32(10 - i * 50)}, SubtitleFontSize, 1, rl.WHITE)
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draw_text_centered(
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Res.Fonts.UI,
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c,
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gameover.position - {0, f32(10 - i * 50)},
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SubtitleFontSize,
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1,
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rl.WHITE,
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)
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// rl.DrawTextPro(Res.Fonts.UI, c, winning.position - {0, f32(10 - i * 50)}, SubtitleSizes[i] / 2, 0, SubtitleFontSize, SubtitleSpacing, rl.WHITE)
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}
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227
main.odin
227
main.odin
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@ -1,11 +1,15 @@
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package main
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import rl "vendor:raylib"
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import "core:fmt"
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import "core:path/filepath"
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import "core:strings"
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import "ntween"
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import rl "vendor:raylib"
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vec3 :: [3]f32
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vec3i :: [3]i32
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vec2 :: [2]f32
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vec2i :: [2]i32
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vec3right := vec3{1, 0, 0}
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vec3left := vec3{-1, 0, 0}
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vec3up := vec3{0, 1, 0}
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@ -17,55 +21,57 @@ vec3backward := vec3{0, 0, -1}
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WSize := [2]f32{}
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WSizei := [2]i32{}
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WSizeLast := vec2i{}
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WindowShouldExit := false
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NeedTutorial := true
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KeyboardOnly := false
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Overlay_Opacity : f32 = 0
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Overlay_Opacity: f32 = 0
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Resources :: struct {
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Fonts: struct {
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UI: rl.Font,
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Title: rl.Font,
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},
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Models: struct {
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PlayerModel: rl.Model,
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SnakeHeadTop: rl.Model,
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SnakeHeadJaw: rl.Model,
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SnakeBody: rl.Model,
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Background: rl.Model,
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},
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Sfx: struct {
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Drums: rl.Sound,
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Lightning: rl.Sound,
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LightningHit: rl.Sound,
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Rocket: rl.Sound,
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PlayerHit: rl.Sound,
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PlayerSwoosh: rl.Sound,
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PlayerDead: rl.Sound,
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SnakeGrowl: rl.Sound,
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SnakeRoarBlast: rl.Sound,
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SnakeEarthHit: rl.Sound,
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SnakeSegmentExplode: rl.Sound,
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SnakeBeam: rl.Sound,
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},
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Music: struct {
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First: rl.Music,
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Second: rl.Music,
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}
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Fonts: struct {
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UI: rl.Font,
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Title: rl.Font,
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},
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Models: struct {
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PlayerModel: rl.Model,
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SnakeHeadTop: rl.Model,
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SnakeHeadJaw: rl.Model,
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SnakeBody: rl.Model,
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Background: rl.Model,
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},
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Sfx: struct {
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Drums: rl.Sound,
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Lightning: rl.Sound,
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LightningHit: rl.Sound,
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Rocket: rl.Sound,
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PlayerHit: rl.Sound,
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PlayerSwoosh: rl.Sound,
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PlayerDead: rl.Sound,
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SnakeGrowl: rl.Sound,
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SnakeRoarBlast: rl.Sound,
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SnakeEarthHit: rl.Sound,
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SnakeSegmentExplode: rl.Sound,
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SnakeBeam: rl.Sound,
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},
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Music: struct {
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First: rl.Music,
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Second: rl.Music,
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},
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}
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Res : Resources
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Res: Resources
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res_paths := map[typeid]string{
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res_paths := map[typeid]string {
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rl.Music = "music",
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rl.Sound = "sfx",
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rl.Model = "models",
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}
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get_path :: proc(name: string, $T: typeid) -> cstring{
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get_path :: proc(name: string, $T: typeid) -> cstring {
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p := filepath.join([]string{"./assets", res_paths[T], name})
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cstr := strings.clone_to_cstring(p)
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return cstr
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@ -79,100 +85,121 @@ load_model :: proc(name: string) -> rl.Model {
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load_sfx :: proc(name: string, volume: f32 = 1) -> rl.Sound {
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p := get_path(name, rl.Sound)
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snd := rl.LoadSound(p)
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rl.SetSoundVolume(snd, volume)
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return snd
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snd := rl.LoadSound(p)
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rl.SetSoundVolume(snd, volume)
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return snd
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}
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load_music :: proc(name: string, volume: f32 = 1) -> rl.Music {
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p := get_path(name, rl.Music)
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snd := rl.LoadMusicStream(p)
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rl.SetMusicVolume(snd, volume)
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return snd
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snd := rl.LoadMusicStream(p)
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rl.SetMusicVolume(snd, volume)
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return snd
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}
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current_music : rl.Music
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current_music: rl.Music
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change_track :: proc(music: rl.Music) {
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rl.StopMusicStream(current_music)
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current_music = music
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rl.PlayMusicStream(current_music)
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rl.StopMusicStream(current_music)
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current_music = music
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rl.PlayMusicStream(current_music)
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}
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Cursor : rl.Texture
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Cursor: rl.Texture
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load_resources :: proc() {
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Res.Fonts.Title = rl.LoadFontEx("./assets/fonts/norse.otf", 96*2, nil, 2048)
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Res.Fonts.UI = rl.LoadFontEx("./assets/fonts/PTSerif-Regular.ttf", 96, nil, 2048)
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Res.Fonts.Title = rl.LoadFontEx("./assets/fonts/norse.otf", 96 * 2, nil, 2048)
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Res.Fonts.UI = rl.LoadFontEx("./assets/fonts/PTSerif-Regular.ttf", 96, nil, 2048)
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Res.Models = {
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PlayerModel = load_model("chariot.glb"),
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SnakeHeadTop = load_model("snake_head_top.obj"),
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SnakeHeadJaw = load_model("snake_jaw.obj"),
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SnakeBody = load_model("snake_body.obj"),
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Background = load_model("background.obj"),
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PlayerModel = load_model("chariot.glb"),
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SnakeHeadTop = load_model("snake_head_top.obj"),
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SnakeHeadJaw = load_model("snake_jaw.obj"),
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SnakeBody = load_model("snake_body.obj"),
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Background = load_model("background.obj"),
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}
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Res.Sfx = {
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Drums = load_sfx("drums.ogg"),
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Lightning = load_sfx("lightning.ogg", 0.5),
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LightningHit = load_sfx("lightning-hit.ogg", 0.3),
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Rocket = load_sfx("rocket.ogg", 0.5),
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PlayerHit = load_sfx("player-hit.ogg", 0.5),
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PlayerSwoosh = load_sfx("player-swoosh.ogg"),
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PlayerDead = load_sfx("player-dead.ogg"),
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SnakeGrowl = load_sfx("snake-growl.ogg", 0.7),
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SnakeRoarBlast = load_sfx("snake-roar-blast.ogg", 0.8),
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SnakeBeam = load_sfx("snake-beam.ogg"),
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SnakeSegmentExplode = load_sfx("snake-segment-explode.ogg", 0.8),
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SnakeEarthHit = load_sfx("snake-earth-hit.ogg", 0.6),
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Res.Sfx = {
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Drums = load_sfx("drums.ogg"),
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Lightning = load_sfx("lightning.ogg", 0.5),
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LightningHit = load_sfx("lightning-hit.ogg", 0.3),
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Rocket = load_sfx("rocket.ogg", 0.5),
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PlayerHit = load_sfx("player-hit.ogg", 0.5),
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PlayerSwoosh = load_sfx("player-swoosh.ogg"),
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PlayerDead = load_sfx("player-dead.ogg"),
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SnakeGrowl = load_sfx("snake-growl.ogg", 0.7),
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SnakeRoarBlast = load_sfx("snake-roar-blast.ogg", 0.8),
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SnakeBeam = load_sfx("snake-beam.ogg"),
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SnakeSegmentExplode = load_sfx("snake-segment-explode.ogg", 0.8),
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SnakeEarthHit = load_sfx("snake-earth-hit.ogg", 0.6),
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}
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Res.Music.First = load_music("alexander-nakarada-mjolnir.mp3", 0.7)
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Res.Music.Second = load_music("alexander-nakarada-the-northern-path.mp3", 0.7)
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Res.Music.First = load_music("alexander-nakarada-mjolnir.mp3", 0.7)
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Res.Music.Second = load_music("alexander-nakarada-the-northern-path.mp3", 0.7)
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}
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Fullscreen := true
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f32_tweens: ntween.Tween_Map(f32)
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vec2_tweens: ntween.Tween_Map(vec2)
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vec3_tweens: ntween.Tween_Map(vec3)
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main :: proc() {
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rl.SetConfigFlags(rl.ConfigFlags{.MSAA_4X_HINT, .FULLSCREEN_MODE, .VSYNC_HINT, .WINDOW_RESIZABLE})
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f32_tweens = ntween.init(f32)
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vec2_tweens = ntween.init(vec2)
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vec3_tweens = ntween.init(vec3)
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// rl.SetConfigFlags(rl.ConfigFlags{.MSAA_4X_HINT, .FULLSCREEN_MODE, .VSYNC_HINT, .WINDOW_RESIZABLE})
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rl.SetConfigFlags(rl.ConfigFlags{.VSYNC_HINT, .WINDOW_RESIZABLE})
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rl.InitWindow(0, 0, "Ragnarøkkr")
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rl.InitAudioDevice()
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rl.SetWindowMinSize(800, 480)
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rl.InitWindow(800, 600, "Ragnarøkkr")
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rl.InitAudioDevice()
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rl.SetWindowMinSize(800, 600)
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rl.HideCursor()
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Cursor = rl.LoadTexture("./assets/gfx/crosshair.png")
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load_resources()
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rl.HideCursor()
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Cursor = rl.LoadTexture("./assets/gfx/crosshair.png")
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load_resources()
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WSizei = {rl.GetScreenWidth(), rl.GetScreenHeight()}
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WSize = {f32(WSizei.x), f32(WSizei.y)}
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WSizei = {rl.GetScreenWidth(), rl.GetScreenHeight()}
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WSize = {f32(WSizei.x), f32(WSizei.y)}
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game := game_init()
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stack_push(game)
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menu := menu_init(game)
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stack_push(menu)
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game := game_init()
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stack_push(game)
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menu := menu_init(game)
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stack_push(menu)
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for !WindowShouldExit {
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if rl.IsWindowResized() {
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WSizei = {rl.GetScreenWidth(), rl.GetScreenHeight()}
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WSize = {f32(WSizei.x), f32(WSizei.y)}
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}
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for !WindowShouldExit {
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if rl.IsWindowResized() {
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WSizei = {rl.GetScreenWidth(), rl.GetScreenHeight()}
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WSize = {f32(WSizei.x), f32(WSizei.y)}
|
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}
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||||
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rl.UpdateMusicStream(current_music)
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rl.UpdateMusicStream(current_music)
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state := stack_top()
|
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delta := rl.GetFrameTime()
|
||||
timers_process(delta)
|
||||
tweens_process(delta)
|
||||
state->update(delta)
|
||||
state := stack_top()
|
||||
delta := rl.GetFrameTime()
|
||||
timers_process(delta)
|
||||
ntween.process(&f32_tweens, delta)
|
||||
ntween.process(&vec2_tweens, delta)
|
||||
ntween.process(&vec3_tweens, delta)
|
||||
state->update(delta)
|
||||
|
||||
rl.BeginDrawing()
|
||||
rl.ClearBackground(rl.SKYBLUE)
|
||||
state->draw()
|
||||
rl.BeginDrawing()
|
||||
rl.ClearBackground(rl.SKYBLUE)
|
||||
state->draw()
|
||||
|
||||
rl.DrawRectangleV({}, WSize, rl.Color{0, 0, 0, u8(Overlay_Opacity * 255)})
|
||||
pos := rl.GetMousePosition()
|
||||
rl.DrawTextureEx(Cursor, pos - {16, 16} * 3, 0, 3, rl.WHITE)
|
||||
rl.EndDrawing()
|
||||
}
|
||||
rl.DrawRectangleV({}, WSize, rl.Color{0, 0, 0, u8(Overlay_Opacity * 255)})
|
||||
pos := rl.GetMousePosition()
|
||||
rl.DrawTextureEx(Cursor, pos - {16, 16} * 3, 0, 3, rl.WHITE)
|
||||
rl.EndDrawing()
|
||||
}
|
||||
}
|
||||
|
||||
Fullscreen := false
|
||||
|
||||
toggle_fullscreen :: proc() {
|
||||
monitor := rl.GetCurrentMonitor()
|
||||
rl.ToggleBorderlessWindowed()
|
||||
WSizei = {rl.GetScreenWidth(), rl.GetScreenHeight()}
|
||||
WSize = {f32(WSizei.x), f32(WSizei.y)}
|
||||
Fullscreen = !Fullscreen
|
||||
|
||||
|
||||
// rl.ToggleFullscreen()
|
||||
}
|
||||
|
|
|
@ -75,8 +75,8 @@ menu_button_pressed :: proc(state: ^GameState, el: Menu_Buttons) {
|
|||
KeyboardOnly = !KeyboardOnly
|
||||
NeedTutorial = true
|
||||
case .FULLSCREEN:
|
||||
rl.ToggleFullscreen()
|
||||
Fullscreen = rl.IsWindowFullscreen()
|
||||
toggle_fullscreen()
|
||||
// Fullscreen = rl.IsWindowFullscreen()
|
||||
|
||||
case .EXIT:
|
||||
WindowShouldExit = true
|
||||
|
|
|
@ -1,8 +1,9 @@
|
|||
package main
|
||||
|
||||
import rl "vendor:raylib"
|
||||
import "core:math/ease"
|
||||
import "core:fmt"
|
||||
import "core:math/ease"
|
||||
import "ntween"
|
||||
import rl "vendor:raylib"
|
||||
|
||||
MenuItemType :: enum {
|
||||
NONE,
|
||||
|
@ -11,28 +12,28 @@ MenuItemType :: enum {
|
|||
}
|
||||
|
||||
BoolStrings := map[bool]cstring {
|
||||
true = "вкл",
|
||||
false = "выкл"
|
||||
true = "вкл",
|
||||
false = "выкл",
|
||||
}
|
||||
|
||||
MenuItem :: struct{
|
||||
text: cstring,
|
||||
MenuItem :: struct {
|
||||
text: cstring,
|
||||
param: rawptr,
|
||||
type: MenuItemType,
|
||||
type: MenuItemType,
|
||||
}
|
||||
|
||||
MenuList :: struct($T: typeid) {
|
||||
state: ^GameState,
|
||||
position: vec2,
|
||||
line_size: f32,
|
||||
font_size: f32,
|
||||
state: ^GameState,
|
||||
position: vec2,
|
||||
line_size: f32,
|
||||
font_size: f32,
|
||||
active_element: T,
|
||||
active_marker: vec2,
|
||||
tween: ^Tween,
|
||||
elements: ^[T]MenuItem,
|
||||
menu_pressed: proc(state: ^GameState, element: T),
|
||||
background: rl.Color,
|
||||
mouse_pos: vec2,
|
||||
active_marker: vec2,
|
||||
tween: ^ntween.Tween(f32),
|
||||
elements: ^[T]MenuItem,
|
||||
menu_pressed: proc(state: ^GameState, element: T),
|
||||
background: rl.Color,
|
||||
mouse_pos: vec2,
|
||||
}
|
||||
|
||||
|
||||
|
@ -46,12 +47,10 @@ menu_list_update :: proc(list: ^MenuList($T)) {
|
|||
list.mouse_pos = rl.GetMousePosition()
|
||||
|
||||
size := menu_list_get_size(list)
|
||||
if rl.CheckCollisionPointRec(list.mouse_pos, rl.Rectangle{
|
||||
x = list.position.x,
|
||||
y = list.position.y,
|
||||
width = size.x,
|
||||
height = size.y,
|
||||
}) {
|
||||
if rl.CheckCollisionPointRec(
|
||||
list.mouse_pos,
|
||||
rl.Rectangle{x = list.position.x, y = list.position.y, width = size.x, height = size.y},
|
||||
) {
|
||||
if last_mouse_pos != list.mouse_pos {
|
||||
mouse_relative := list.mouse_pos - list.position
|
||||
cur_element = i8(mouse_relative.y / list.line_size)
|
||||
|
@ -63,7 +62,6 @@ menu_list_update :: proc(list: ^MenuList($T)) {
|
|||
last_mouse_pos = list.mouse_pos
|
||||
|
||||
|
||||
|
||||
if rl.IsKeyPressed(rl.KeyboardKey.DOWN) {
|
||||
cur_element += 1
|
||||
}
|
||||
|
@ -71,13 +69,14 @@ menu_list_update :: proc(list: ^MenuList($T)) {
|
|||
cur_element -= 1
|
||||
}
|
||||
if prev_element != cur_element {
|
||||
if cur_element < 0 { cur_element = len(T) -1 }
|
||||
if cur_element == len(T) { cur_element = 0 }
|
||||
if cur_element < 0 {cur_element = len(T) - 1}
|
||||
if cur_element == len(T) {cur_element = 0}
|
||||
list.active_element = cast(T)cur_element
|
||||
if list.tween != nil {
|
||||
tween_cancel(list.tween)
|
||||
ntween.cancel(list.tween)
|
||||
}
|
||||
list.tween = tween_to(
|
||||
list.tween = ntween.animate(
|
||||
&f32_tweens,
|
||||
&list.active_marker.y,
|
||||
f32(list.active_element) * list.line_size,
|
||||
0.25,
|
||||
|
@ -94,7 +93,14 @@ menu_list_draw :: proc(list: ^MenuList($T)) {
|
|||
size := menu_list_get_size(list)
|
||||
rl.DrawRectangleV(list.position - {40, 40}, size + {80, 80}, list.background)
|
||||
}
|
||||
rl.DrawTextEx(Res.Fonts.UI, ">", list.position + list.active_marker + {-30, 0}, 48, 2, rl.WHITE)
|
||||
rl.DrawTextEx(
|
||||
Res.Fonts.UI,
|
||||
">",
|
||||
list.position + list.active_marker + {-30, 0},
|
||||
48,
|
||||
2,
|
||||
rl.WHITE,
|
||||
)
|
||||
for el, i in list.elements {
|
||||
pos := list.position + {0, f32(i) * list.line_size}
|
||||
text := el.text
|
||||
|
|
|
@ -0,0 +1 @@
|
|||
Subproject commit 7136c68f3e63470b9b1c80109dd0904151e08070
|
74
pause.odin
74
pause.odin
|
@ -1,51 +1,50 @@
|
|||
package main
|
||||
|
||||
import rl "vendor:raylib"
|
||||
import "core:math/ease"
|
||||
import "ntween"
|
||||
import rl "vendor:raylib"
|
||||
|
||||
|
||||
Pause_Buttons :: enum {
|
||||
CONTINUE,
|
||||
EXIT
|
||||
EXIT,
|
||||
}
|
||||
|
||||
pause_strings := [Pause_Buttons]cstring {
|
||||
.CONTINUE = "Продолжить",
|
||||
.EXIT = "Прервать игру"
|
||||
.EXIT = "Прервать игру",
|
||||
}
|
||||
|
||||
pause_items := [Pause_Buttons]MenuItem {
|
||||
.CONTINUE = {text = pause_strings[.CONTINUE]},
|
||||
.EXIT = {text = pause_strings[.EXIT]}
|
||||
.EXIT = {text = pause_strings[.EXIT]},
|
||||
}
|
||||
|
||||
Pause :: struct {
|
||||
using state: GameState,
|
||||
|
||||
active: bool,
|
||||
list: MenuList(Pause_Buttons),
|
||||
|
||||
active: bool,
|
||||
list: MenuList(Pause_Buttons),
|
||||
}
|
||||
|
||||
pause_init :: proc(prev: ^GameState = nil) -> ^GameState {
|
||||
state := new(Pause)
|
||||
state.variant = state
|
||||
state.list = MenuList(Pause_Buttons){
|
||||
state = state,
|
||||
position = {-300, WSize.y / 2},
|
||||
line_size = 60,
|
||||
font_size = 48,
|
||||
elements = &pause_items,
|
||||
state.list = MenuList(Pause_Buttons) {
|
||||
state = state,
|
||||
position = {-300, WSize.y / 2},
|
||||
line_size = 60,
|
||||
font_size = 48,
|
||||
elements = &pause_items,
|
||||
menu_pressed = pause_button_pressed,
|
||||
background = rl.Color{50, 10, 110, 0}
|
||||
background = rl.Color{50, 10, 110, 0},
|
||||
}
|
||||
state.update = pause_update
|
||||
state.draw = pause_draw
|
||||
state.free = pause_free
|
||||
state.previous = prev
|
||||
state.active = true
|
||||
state.active = true
|
||||
|
||||
tween_to(&state.list.position.x, 100, 0.5, ease.Ease.Back_Out)
|
||||
ntween.animate(&f32_tweens, &state.list.position.x, 100, 0.5, ease.Ease.Back_Out)
|
||||
|
||||
return state
|
||||
}
|
||||
|
@ -59,14 +58,21 @@ pause_update :: proc(state: ^GameState, delta: f32) {
|
|||
|
||||
pause_button_pressed :: proc(state: ^GameState, el: Pause_Buttons) {
|
||||
pause := transmute(^Pause)state
|
||||
if !pause.active { return }
|
||||
switch el {
|
||||
case .CONTINUE:
|
||||
stack_pop()
|
||||
case .EXIT:
|
||||
pause.active = false
|
||||
rl.StopMusicStream(current_music)
|
||||
tween_to(&Overlay_Opacity, 1.0, 0.5, ease.Ease.Cubic_Out, state, proc(data: rawptr) {
|
||||
if !pause.active {return}
|
||||
switch el {
|
||||
case .CONTINUE:
|
||||
stack_pop()
|
||||
case .EXIT:
|
||||
pause.active = false
|
||||
rl.StopMusicStream(current_music)
|
||||
ntween.animate(
|
||||
&f32_tweens,
|
||||
&Overlay_Opacity,
|
||||
1.0,
|
||||
0.5,
|
||||
ease.Ease.Cubic_Out,
|
||||
state,
|
||||
proc(data: rawptr) {
|
||||
state := transmute(^GameState)data
|
||||
stack_pop()
|
||||
game := transmute(^Game)stack_top()
|
||||
|
@ -74,21 +80,31 @@ pause_button_pressed :: proc(state: ^GameState, el: Pause_Buttons) {
|
|||
menu := menu_init(game)
|
||||
stack_push(menu)
|
||||
//free(state)
|
||||
tween_to(&Overlay_Opacity, 0, 0.5, ease.Ease.Cubic_Out)
|
||||
})
|
||||
ntween.animate(&f32_tweens, &Overlay_Opacity, 0, 0.5, ease.Ease.Cubic_Out)
|
||||
},
|
||||
)
|
||||
}
|
||||
}
|
||||
|
||||
pause_draw :: proc(state: ^GameState) {
|
||||
pause := transmute(^Pause)state
|
||||
|
||||
pause.previous.draw(pause.previous)
|
||||
pause.previous.draw(pause.previous)
|
||||
|
||||
TitleFontSize :: 96
|
||||
TitleSpacing :: 3
|
||||
TitleText :: "Ragnarøkkr"
|
||||
TitleSize := rl.MeasureTextEx(Res.Fonts.Title, TitleText, TitleFontSize, TitleSpacing)
|
||||
rl.DrawTextPro(Res.Fonts.Title, TitleText, {WSize.x - 50, 50}, {TitleSize.x, 0}, 0, 96, 3, rl.WHITE)
|
||||
rl.DrawTextPro(
|
||||
Res.Fonts.Title,
|
||||
TitleText,
|
||||
{WSize.x - 50, 50},
|
||||
{TitleSize.x, 0},
|
||||
0,
|
||||
96,
|
||||
3,
|
||||
rl.WHITE,
|
||||
)
|
||||
|
||||
menu_list_draw(&pause.list)
|
||||
|
||||
|
|
476
player.odin
476
player.odin
|
@ -1,270 +1,280 @@
|
|||
package main
|
||||
|
||||
import "core:fmt"
|
||||
import "core:math"
|
||||
import "core:math/ease"
|
||||
import "core:math/rand"
|
||||
import "core:slice"
|
||||
import "core:strings"
|
||||
import "ntween"
|
||||
import rl "vendor:raylib"
|
||||
import "vendor:raylib/rlgl"
|
||||
import "core:math"
|
||||
import "core:strings"
|
||||
import "core:math/rand"
|
||||
import "core:math/ease"
|
||||
import "core:fmt"
|
||||
import "core:slice"
|
||||
|
||||
|
||||
|
||||
// PlayerAnims : [^]rl.ModelAnimation
|
||||
// PlayerAnimsCount : i32
|
||||
|
||||
Player :: struct {
|
||||
pos: vec3,
|
||||
vel: vec3,
|
||||
dir: f32,
|
||||
radius: f32,
|
||||
thrust: f32,
|
||||
max_speed: f32,
|
||||
rolling: f32,
|
||||
charge: f32,
|
||||
is_dodging: bool,
|
||||
can_dodge: bool,
|
||||
can_shoot: bool,
|
||||
is_invulnerable: bool,
|
||||
is_dead: bool,
|
||||
intro_timer: f32,
|
||||
power: f32,
|
||||
reload_timer: f32,
|
||||
reloading: bool,
|
||||
// animation: rl.ModelAnimation,
|
||||
// animTime: f32,
|
||||
// animFrame: i32,
|
||||
pos: vec3,
|
||||
vel: vec3,
|
||||
dir: f32,
|
||||
radius: f32,
|
||||
thrust: f32,
|
||||
max_speed: f32,
|
||||
rolling: f32,
|
||||
charge: f32,
|
||||
is_dodging: bool,
|
||||
can_dodge: bool,
|
||||
can_shoot: bool,
|
||||
is_invulnerable: bool,
|
||||
is_dead: bool,
|
||||
intro_timer: f32,
|
||||
power: f32,
|
||||
reload_timer: f32,
|
||||
reloading: bool,
|
||||
// animation: rl.ModelAnimation,
|
||||
// animTime: f32,
|
||||
// animFrame: i32,
|
||||
}
|
||||
|
||||
|
||||
player_spawn :: proc(position: vec3) -> Player {
|
||||
|
||||
// PlayerAnims = rl.LoadModelAnimations(PlayerModelPath, &PlayerAnimsCount)
|
||||
return Player{
|
||||
pos = position,
|
||||
radius = 1,
|
||||
max_speed = 40,
|
||||
dir = 0,
|
||||
vel = {-80, 0, 0},
|
||||
can_dodge = true,
|
||||
can_shoot = true,
|
||||
intro_timer = 2,
|
||||
power = 100,
|
||||
}
|
||||
// PlayerAnims = rl.LoadModelAnimations(PlayerModelPath, &PlayerAnimsCount)
|
||||
return Player {
|
||||
pos = position,
|
||||
radius = 1,
|
||||
max_speed = 40,
|
||||
dir = 0,
|
||||
vel = {-80, 0, 0},
|
||||
can_dodge = true,
|
||||
can_shoot = true,
|
||||
intro_timer = 2,
|
||||
power = 100,
|
||||
}
|
||||
}
|
||||
|
||||
player_update :: proc(player: ^Player, game: ^Game, delta: f32) {
|
||||
using player
|
||||
using player
|
||||
|
||||
if intro_timer > 0 {
|
||||
intro_timer -= delta
|
||||
}
|
||||
if intro_timer > 0 {
|
||||
intro_timer -= delta
|
||||
}
|
||||
|
||||
|
||||
mouse_ray := rl.GetMouseRay(rl.GetMousePosition(), game.camera)
|
||||
mouse_pos : vec3
|
||||
hit := rl.GetRayCollisionQuad(mouse_ray,
|
||||
{-1000, -1000, 0},
|
||||
{-1000, 1000, 0},
|
||||
{1000, 1000, 0},
|
||||
{1000, -1000, 0}
|
||||
)
|
||||
if hit.hit {
|
||||
mouse_pos = hit.point
|
||||
}
|
||||
mouse_ray := rl.GetMouseRay(rl.GetMousePosition(), game.camera)
|
||||
mouse_pos: vec3
|
||||
hit := rl.GetRayCollisionQuad(
|
||||
mouse_ray,
|
||||
{-1000, -1000, 0},
|
||||
{-1000, 1000, 0},
|
||||
{1000, 1000, 0},
|
||||
{1000, -1000, 0},
|
||||
)
|
||||
if hit.hit {
|
||||
mouse_pos = hit.point
|
||||
}
|
||||
|
||||
mouse_diff := mouse_pos - pos
|
||||
mouse_angle := math.atan2(-mouse_diff.y, mouse_diff.x)
|
||||
mouse_diff := mouse_pos - pos
|
||||
mouse_angle := math.atan2(-mouse_diff.y, mouse_diff.x)
|
||||
|
||||
if !is_dead {
|
||||
pos += vel * delta
|
||||
if pos.y < radius {
|
||||
pos.y = radius
|
||||
vel.y = - vel.y
|
||||
}
|
||||
if !is_dodging {
|
||||
dir_vector : vec3
|
||||
if intro_timer <= 0 {
|
||||
thrust_key := rl.KeyboardKey.W
|
||||
if !KeyboardOnly {
|
||||
dir = angle_rotate(dir, mouse_angle, math.PI * 2 * delta)
|
||||
dir_vector = get_vec_from_angle(dir)
|
||||
} else {
|
||||
thrust_key = rl.KeyboardKey.UP
|
||||
if rl.IsKeyDown(rl.KeyboardKey.LEFT) {
|
||||
dir += math.PI * 2 * delta
|
||||
}
|
||||
if rl.IsKeyDown(rl.KeyboardKey.RIGHT) {
|
||||
dir -= math.PI * 2 * delta
|
||||
}
|
||||
dir_vector = get_vec_from_angle(dir)
|
||||
}
|
||||
thrust = 0
|
||||
if rl.IsKeyDown(thrust_key) {
|
||||
thrust = 110
|
||||
}
|
||||
} else {
|
||||
thrust = 110
|
||||
dir_vector = vec3left
|
||||
dir = math.atan2(-dir_vector.y, dir_vector.x)
|
||||
}
|
||||
if thrust > 0 {
|
||||
roll := -math.PI / 2 + math.cos(dir) * math.PI / 2
|
||||
vel = rl.Vector3MoveTowards(vel, dir_vector * max_speed, thrust * delta)
|
||||
offset := rl.Vector3RotateByAxisAngle(vec3backward, vec3right, roll) * 2.6
|
||||
offset = rl.Vector3RotateByAxisAngle(offset, vec3backward, dir)
|
||||
pl := pos + offset
|
||||
pr := pos - offset
|
||||
trail(pl, 1, rand.float32_range(1.7, 3.5))
|
||||
trail(pr, 1, rand.float32_range(1.7, 3.5))
|
||||
}
|
||||
}
|
||||
if thrust == 0 {
|
||||
vel = rl.Vector3MoveTowards(vel, {0, -30, 0}, 20 * delta)
|
||||
rl.StopSound(Res.Sfx.Rocket)
|
||||
} else {
|
||||
if !rl.IsSoundPlaying(Res.Sfx.Rocket) && !is_dodging {
|
||||
rl.PlaySound(Res.Sfx.Rocket)
|
||||
}
|
||||
}
|
||||
if !is_dead {
|
||||
pos += vel * delta
|
||||
if pos.y < radius {
|
||||
pos.y = radius
|
||||
vel.y = -vel.y
|
||||
}
|
||||
if !is_dodging {
|
||||
dir_vector: vec3
|
||||
if intro_timer <= 0 {
|
||||
thrust_key := rl.KeyboardKey.W
|
||||
if !KeyboardOnly {
|
||||
dir = angle_rotate(dir, mouse_angle, math.PI * 2 * delta)
|
||||
dir_vector = get_vec_from_angle(dir)
|
||||
} else {
|
||||
thrust_key = rl.KeyboardKey.UP
|
||||
if rl.IsKeyDown(rl.KeyboardKey.LEFT) {
|
||||
dir += math.PI * 2 * delta
|
||||
}
|
||||
if rl.IsKeyDown(rl.KeyboardKey.RIGHT) {
|
||||
dir -= math.PI * 2 * delta
|
||||
}
|
||||
dir_vector = get_vec_from_angle(dir)
|
||||
}
|
||||
thrust = 0
|
||||
if rl.IsKeyDown(thrust_key) {
|
||||
thrust = 110
|
||||
}
|
||||
} else {
|
||||
thrust = 110
|
||||
dir_vector = vec3left
|
||||
dir = math.atan2(-dir_vector.y, dir_vector.x)
|
||||
}
|
||||
if thrust > 0 {
|
||||
roll := -math.PI / 2 + math.cos(dir) * math.PI / 2
|
||||
vel = rl.Vector3MoveTowards(vel, dir_vector * max_speed, thrust * delta)
|
||||
offset := rl.Vector3RotateByAxisAngle(vec3backward, vec3right, roll) * 2.6
|
||||
offset = rl.Vector3RotateByAxisAngle(offset, vec3backward, dir)
|
||||
pl := pos + offset
|
||||
pr := pos - offset
|
||||
trail(pl, 1, rand.float32_range(1.7, 3.5))
|
||||
trail(pr, 1, rand.float32_range(1.7, 3.5))
|
||||
}
|
||||
}
|
||||
if thrust == 0 {
|
||||
vel = rl.Vector3MoveTowards(vel, {0, -30, 0}, 20 * delta)
|
||||
rl.StopSound(Res.Sfx.Rocket)
|
||||
} else {
|
||||
if !rl.IsSoundPlaying(Res.Sfx.Rocket) && !is_dodging {
|
||||
rl.PlaySound(Res.Sfx.Rocket)
|
||||
}
|
||||
}
|
||||
|
||||
dodge := false
|
||||
shoot := false
|
||||
if KeyboardOnly {
|
||||
dodge = rl.IsKeyPressed(rl.KeyboardKey.LEFT_SHIFT)
|
||||
shoot = rl.IsKeyDown(rl.KeyboardKey.SPACE)
|
||||
} else {
|
||||
dodge = rl.IsMouseButtonPressed(rl.MouseButton.RIGHT)
|
||||
shoot = rl.IsMouseButtonDown(rl.MouseButton.LEFT)
|
||||
}
|
||||
dodge := false
|
||||
shoot := false
|
||||
if KeyboardOnly {
|
||||
dodge = rl.IsKeyPressed(rl.KeyboardKey.LEFT_SHIFT)
|
||||
shoot = rl.IsKeyDown(rl.KeyboardKey.SPACE)
|
||||
} else {
|
||||
dodge = rl.IsMouseButtonPressed(rl.MouseButton.RIGHT)
|
||||
shoot = rl.IsMouseButtonDown(rl.MouseButton.LEFT)
|
||||
}
|
||||
|
||||
if dodge && can_dodge && intro_timer <= 0 {
|
||||
is_dodging = true
|
||||
can_dodge = false
|
||||
rl.StopSound(Res.Sfx.Rocket)
|
||||
rl.PlaySound(Res.Sfx.PlayerSwoosh)
|
||||
tween_to(&player.rolling, math.PI*2, 0.42, ease.Ease.Quadratic_Out)
|
||||
timer_start(0.45, player, proc(data: rawptr) {
|
||||
player := transmute(^Player)data
|
||||
player.is_dodging = false
|
||||
player.rolling = 0
|
||||
})
|
||||
timer_start(0.55, player, proc(data: rawptr) {
|
||||
player := transmute(^Player)data
|
||||
player.can_dodge = true
|
||||
})
|
||||
}
|
||||
if dodge && can_dodge && intro_timer <= 0 {
|
||||
is_dodging = true
|
||||
can_dodge = false
|
||||
rl.StopSound(Res.Sfx.Rocket)
|
||||
rl.PlaySound(Res.Sfx.PlayerSwoosh)
|
||||
ntween.animate(
|
||||
&f32_tweens,
|
||||
&player.rolling,
|
||||
math.PI * 2,
|
||||
0.42,
|
||||
ease.Ease.Quadratic_Out,
|
||||
)
|
||||
timer_start(0.45, player, proc(data: rawptr) {
|
||||
player := transmute(^Player)data
|
||||
player.is_dodging = false
|
||||
player.rolling = 0
|
||||
})
|
||||
timer_start(0.55, player, proc(data: rawptr) {
|
||||
player := transmute(^Player)data
|
||||
player.can_dodge = true
|
||||
})
|
||||
}
|
||||
|
||||
// player.animation = PlayerAnims[1]
|
||||
// player.animTime += delta
|
||||
// player.animFrame = i32(player.animTime * 60) % player.animation.frameCount
|
||||
// rl.UpdateModelAnimation(PlayerModel, player.animation, player.animFrame)
|
||||
shooting := shoot && !is_dodging && intro_timer <= 0 && !reloading
|
||||
if shooting {
|
||||
if !rl.IsSoundPlaying(Res.Sfx.Lightning) {
|
||||
rl.PlaySound(Res.Sfx.Lightning)
|
||||
}
|
||||
if can_shoot {
|
||||
roll := -math.PI / 2 + math.cos(dir) * math.PI / 2
|
||||
b := bullet_spawn(pos + get_vec_from_angle(dir) * 3 + get_vec_from_angle(dir+math.PI/2)*.3, dir)
|
||||
append(&game.bullets, b)
|
||||
can_shoot = false
|
||||
timer_start(0.07, player, proc(data: rawptr) {
|
||||
player := transmute(^Player)data
|
||||
player.can_shoot = true
|
||||
})
|
||||
player.power -= 2
|
||||
player.reload_timer = 1
|
||||
if player.power <= 0 {
|
||||
player.reloading = true
|
||||
player.power = 0
|
||||
}
|
||||
}
|
||||
} else {
|
||||
rl.StopSound(Res.Sfx.Lightning)
|
||||
}
|
||||
if !shooting && can_shoot {
|
||||
reload_timer -= delta
|
||||
if reload_timer <= 0 {
|
||||
player.power += 20 * delta
|
||||
if player.power > 100 {
|
||||
player.power = 100
|
||||
player.reloading = false
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
// player.animation = PlayerAnims[1]
|
||||
// player.animTime += delta
|
||||
// player.animFrame = i32(player.animTime * 60) % player.animation.frameCount
|
||||
// rl.UpdateModelAnimation(PlayerModel, player.animation, player.animFrame)
|
||||
shooting := shoot && !is_dodging && intro_timer <= 0 && !reloading
|
||||
if shooting {
|
||||
if !rl.IsSoundPlaying(Res.Sfx.Lightning) {
|
||||
rl.PlaySound(Res.Sfx.Lightning)
|
||||
}
|
||||
if can_shoot {
|
||||
roll := -math.PI / 2 + math.cos(dir) * math.PI / 2
|
||||
b := bullet_spawn(
|
||||
pos + get_vec_from_angle(dir) * 3 + get_vec_from_angle(dir + math.PI / 2) * .3,
|
||||
dir,
|
||||
)
|
||||
append(&game.bullets, b)
|
||||
can_shoot = false
|
||||
timer_start(0.07, player, proc(data: rawptr) {
|
||||
player := transmute(^Player)data
|
||||
player.can_shoot = true
|
||||
})
|
||||
player.power -= 2
|
||||
player.reload_timer = 1
|
||||
if player.power <= 0 {
|
||||
player.reloading = true
|
||||
player.power = 0
|
||||
}
|
||||
}
|
||||
} else {
|
||||
rl.StopSound(Res.Sfx.Lightning)
|
||||
}
|
||||
if !shooting && can_shoot {
|
||||
reload_timer -= delta
|
||||
if reload_timer <= 0 {
|
||||
player.power += 20 * delta
|
||||
if player.power > 100 {
|
||||
player.power = 100
|
||||
player.reloading = false
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
got_hit := false
|
||||
got_hit := false
|
||||
|
||||
hit: if !is_invulnerable && !is_dodging && !is_dead {
|
||||
if rl.CheckCollisionCircles(pos.xy, radius, Head.pos.xy, Head.radius) {
|
||||
got_hit = true
|
||||
break hit
|
||||
}
|
||||
ray := rl.Ray{
|
||||
position = Head.pos,
|
||||
direction = get_vec_from_angle(Head.dir)
|
||||
}
|
||||
if Head.is_shooting && rl.GetRayCollisionSphere(ray, pos, radius + 3).hit {
|
||||
got_hit = true
|
||||
break hit
|
||||
}
|
||||
for segment in Segments {
|
||||
if rl.CheckCollisionCircles(pos.xy, radius, segment.pos.xy, radius) {
|
||||
got_hit = true
|
||||
break
|
||||
}
|
||||
}
|
||||
}
|
||||
if rl.IsKeyPressed(rl.KeyboardKey.M) {
|
||||
got_hit = true
|
||||
}
|
||||
hit: if !is_invulnerable && !is_dodging && !is_dead {
|
||||
if rl.CheckCollisionCircles(pos.xy, radius, Head.pos.xy, Head.radius) {
|
||||
got_hit = true
|
||||
break hit
|
||||
}
|
||||
ray := rl.Ray {
|
||||
position = Head.pos,
|
||||
direction = get_vec_from_angle(Head.dir),
|
||||
}
|
||||
if Head.is_shooting && rl.GetRayCollisionSphere(ray, pos, radius + 3).hit {
|
||||
got_hit = true
|
||||
break hit
|
||||
}
|
||||
for segment in Segments {
|
||||
if rl.CheckCollisionCircles(pos.xy, radius, segment.pos.xy, radius) {
|
||||
got_hit = true
|
||||
break
|
||||
}
|
||||
}
|
||||
}
|
||||
if rl.IsKeyPressed(rl.KeyboardKey.M) {
|
||||
got_hit = true
|
||||
}
|
||||
|
||||
if got_hit {
|
||||
game.health -= 10
|
||||
rl.PlaySound(Res.Sfx.PlayerHit)
|
||||
is_invulnerable = true
|
||||
timer_start(1, player, proc(data: rawptr) {
|
||||
plr := transmute(^Player)data
|
||||
plr.is_invulnerable = false
|
||||
})
|
||||
if game.health <= 0 && !is_dead {
|
||||
is_dead = true
|
||||
explode(pos, 10, 0.8, rl.WHITE)
|
||||
rl.StopMusicStream(current_music)
|
||||
rl.PlaySound(Res.Sfx.PlayerDead)
|
||||
timer_start(3, game, proc(data: rawptr) {
|
||||
state := transmute(^Game)data
|
||||
screen := gameover_init(state)
|
||||
stack_push(screen)
|
||||
})
|
||||
}
|
||||
}
|
||||
if got_hit {
|
||||
game.health -= 10
|
||||
rl.PlaySound(Res.Sfx.PlayerHit)
|
||||
is_invulnerable = true
|
||||
timer_start(1, player, proc(data: rawptr) {
|
||||
plr := transmute(^Player)data
|
||||
plr.is_invulnerable = false
|
||||
})
|
||||
if game.health <= 0 && !is_dead {
|
||||
is_dead = true
|
||||
explode(pos, 10, 0.8, rl.WHITE)
|
||||
rl.StopMusicStream(current_music)
|
||||
rl.PlaySound(Res.Sfx.PlayerDead)
|
||||
timer_start(3, game, proc(data: rawptr) {
|
||||
state := transmute(^Game)data
|
||||
screen := gameover_init(state)
|
||||
stack_push(screen)
|
||||
})
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
player_draw :: proc(player: ^Player) {
|
||||
using player
|
||||
if player.is_dead { return }
|
||||
dir_vector := get_vec_from_angle(dir)
|
||||
color := rl.WHITE
|
||||
if is_invulnerable {
|
||||
color = rl.Color{255, 170, 170, 255}
|
||||
}
|
||||
using player
|
||||
if player.is_dead {return}
|
||||
dir_vector := get_vec_from_angle(dir)
|
||||
color := rl.WHITE
|
||||
if is_invulnerable {
|
||||
color = rl.Color{255, 170, 170, 255}
|
||||
}
|
||||
|
||||
roll := -math.PI / 2 + math.cos(dir) * math.PI / 2
|
||||
rlgl.PushMatrix()
|
||||
rlgl.Translatef(pos.x, pos.y, pos.z)
|
||||
rlgl.Rotatef(math.to_degrees(dir), 0, 0, -1)
|
||||
rlgl.Rotatef(math.to_degrees(roll + player.rolling), 1, 0, 0)
|
||||
// rl.DrawCircle3D({}, radius, vec3up, 0, color)
|
||||
// rl.DrawLine3D({}, {-4, 0, 0}, rl.GREEN)
|
||||
rl.DrawModel(Res.Models.PlayerModel, {}, 6, color)
|
||||
rlgl.PopMatrix()
|
||||
// rl.DrawLine3D(pos, pos + dir_vector * radius, rl.BLACK)
|
||||
// rl.DrawLine3D(pos, pos + vel, rl.RED)
|
||||
roll := -math.PI / 2 + math.cos(dir) * math.PI / 2
|
||||
rlgl.PushMatrix()
|
||||
rlgl.Translatef(pos.x, pos.y, pos.z)
|
||||
rlgl.Rotatef(math.to_degrees(dir), 0, 0, -1)
|
||||
rlgl.Rotatef(math.to_degrees(roll + player.rolling), 1, 0, 0)
|
||||
// rl.DrawCircle3D({}, radius, vec3up, 0, color)
|
||||
// rl.DrawLine3D({}, {-4, 0, 0}, rl.GREEN)
|
||||
rl.DrawModel(Res.Models.PlayerModel, {}, 6, color)
|
||||
rlgl.PopMatrix()
|
||||
// rl.DrawLine3D(pos, pos + dir_vector * radius, rl.BLACK)
|
||||
// rl.DrawLine3D(pos, pos + vel, rl.RED)
|
||||
|
||||
}
|
||||
|
|
80
tween.odin
80
tween.odin
|
@ -1,80 +0,0 @@
|
|||
package main
|
||||
|
||||
import "core:math"
|
||||
import "core:math/ease"
|
||||
import "core:math/linalg"
|
||||
import "core:slice"
|
||||
|
||||
|
||||
Tween :: struct {
|
||||
ptr: ^f32,
|
||||
from: f32,
|
||||
to: f32,
|
||||
time: f32,
|
||||
duration: f32,
|
||||
ease_type: ease.Ease,
|
||||
active: bool,
|
||||
finished: proc(data: rawptr),
|
||||
data: rawptr
|
||||
}
|
||||
|
||||
|
||||
tweens : [dynamic]^Tween
|
||||
|
||||
|
||||
tween_clean :: proc() {
|
||||
for tween, i in tweens {
|
||||
free(tween)
|
||||
}
|
||||
}
|
||||
|
||||
tween_to :: proc(
|
||||
value: ^f32, to: f32, duration: f32,
|
||||
ease: ease.Ease = ease.Ease.Quartic_In_Out,
|
||||
data: rawptr = nil,
|
||||
callback: proc(data: rawptr) = nil
|
||||
) -> ^Tween {
|
||||
|
||||
tween := new(Tween)
|
||||
tween.ptr = value
|
||||
tween.from = value^
|
||||
tween.to = to
|
||||
tween.duration = duration
|
||||
tween.ease_type = ease
|
||||
tween.active = true
|
||||
tween.data = data
|
||||
tween.finished = callback
|
||||
|
||||
append(&tweens, tween)
|
||||
return tween
|
||||
}
|
||||
|
||||
tween_cancel :: proc(t: ^Tween) {
|
||||
t.active = false
|
||||
}
|
||||
|
||||
tweens_process :: proc(delta: f32) {
|
||||
#reverse for tween, i in tweens {
|
||||
|
||||
tween.time += delta
|
||||
p := clamp(tween.time / tween.duration, 0, 1)
|
||||
|
||||
val := ease.ease(tween.ease_type, p)
|
||||
if tween.ptr != nil {
|
||||
tween.ptr^ = math.lerp(tween.from, tween.to, val)
|
||||
} else {
|
||||
tween.active = false
|
||||
}
|
||||
|
||||
if tween.time >= tween.duration {
|
||||
tween.active = false
|
||||
if tween.finished != nil {
|
||||
tween.finished(tween.data)
|
||||
}
|
||||
}
|
||||
if !tween.active {
|
||||
free(tween)
|
||||
unordered_remove(&tweens, i)
|
||||
}
|
||||
}
|
||||
}
|
71
winning.odin
71
winning.odin
|
@ -1,14 +1,15 @@
|
|||
package main
|
||||
|
||||
import rl "vendor:raylib"
|
||||
import "core:math/ease"
|
||||
import "core:fmt"
|
||||
import "core:math/ease"
|
||||
import "ntween"
|
||||
import rl "vendor:raylib"
|
||||
|
||||
|
||||
Winning :: struct {
|
||||
using state: GameState,
|
||||
position: vec2,
|
||||
size: vec2,
|
||||
position: vec2,
|
||||
size: vec2,
|
||||
ready_to_go: bool,
|
||||
}
|
||||
|
||||
|
@ -22,7 +23,15 @@ winning_init :: proc(prev: ^GameState = nil) -> ^GameState {
|
|||
state.free = winning_free
|
||||
|
||||
state.previous = prev
|
||||
tween_to(&state.position.y, WSize.y / 2, 1, ease.Ease.Back_Out, state, winning_ready)
|
||||
ntween.animate(
|
||||
&vec2_tweens,
|
||||
&state.position,
|
||||
WSize / 2,
|
||||
1,
|
||||
ease.Ease.Back_Out,
|
||||
state,
|
||||
winning_ready,
|
||||
)
|
||||
|
||||
return state
|
||||
}
|
||||
|
@ -33,16 +42,24 @@ winning_update :: proc(state: ^GameState, delta: f32) {
|
|||
if rl.IsKeyPressed(rl.KeyboardKey.ESCAPE) {
|
||||
winning.ready_to_go = false
|
||||
rl.StopMusicStream(current_music)
|
||||
tween_to(&Overlay_Opacity, 1.0, 0.5, ease.Ease.Cubic_Out, nil, proc(data: rawptr) {
|
||||
state := transmute(^GameState)data
|
||||
stack_pop()
|
||||
game := transmute(^Game)state.previous
|
||||
game_setup(game)
|
||||
menu := menu_init(game)
|
||||
stack_push(menu)
|
||||
free(state)
|
||||
tween_to(&Overlay_Opacity, 0, 0.5, ease.Ease.Cubic_Out)
|
||||
})
|
||||
ntween.animate(
|
||||
&f32_tweens,
|
||||
&Overlay_Opacity,
|
||||
1.0,
|
||||
0.5,
|
||||
ease.Ease.Cubic_Out,
|
||||
nil,
|
||||
proc(data: rawptr) {
|
||||
state := transmute(^GameState)data
|
||||
stack_pop()
|
||||
game := transmute(^Game)state.previous
|
||||
game_setup(game)
|
||||
menu := menu_init(game)
|
||||
stack_push(menu)
|
||||
free(state)
|
||||
ntween.animate(&f32_tweens, &Overlay_Opacity, 0, 0.5, ease.Ease.Cubic_Out)
|
||||
},
|
||||
)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -59,15 +76,33 @@ winning_draw :: proc(state: ^GameState) {
|
|||
TitleSpacing :: 3
|
||||
TitleText :: "GAME OVER"
|
||||
|
||||
SubtitleText := [?]cstring{"Тор смог спасти Асгард", "от Рагнарёка!", "Нажмите Escape чтобы выйти"}
|
||||
SubtitleText := [?]cstring {
|
||||
"Тор смог спасти Асгард",
|
||||
"от Рагнарёка!",
|
||||
"Нажмите Escape чтобы выйти",
|
||||
}
|
||||
SubtitleFontSize :: 48
|
||||
|
||||
|
||||
rl.DrawRectangleV(winning.position - winning.size / 2, winning.size, rl.Color{90, 30, 150, 10})
|
||||
|
||||
draw_text_centered(Res.Fonts.Title, TitleText, winning.position - {0, 100}, TitleFontSize, 1, rl.WHITE)
|
||||
draw_text_centered(
|
||||
Res.Fonts.Title,
|
||||
TitleText,
|
||||
winning.position - {0, 100},
|
||||
TitleFontSize,
|
||||
1,
|
||||
rl.WHITE,
|
||||
)
|
||||
for c, i in SubtitleText {
|
||||
draw_text_centered(Res.Fonts.UI, c, winning.position - {0, f32(10 - i * 50)}, SubtitleFontSize, 1, rl.WHITE)
|
||||
draw_text_centered(
|
||||
Res.Fonts.UI,
|
||||
c,
|
||||
winning.position - {0, f32(10 - i * 50)},
|
||||
SubtitleFontSize,
|
||||
1,
|
||||
rl.WHITE,
|
||||
)
|
||||
// rl.DrawTextPro(Res.Fonts.UI, c, winning.position - {0, f32(10 - i * 50)}, SubtitleSizes[i] / 2, 0, SubtitleFontSize, SubtitleSpacing, rl.WHITE)
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in New Issue