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12 changed files with 522 additions and 571 deletions

3
.gitmodules vendored
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@ -1,3 +0,0 @@
[submodule "ntween"]
path = ntween
url = https://git.nefrace.ru/nefrace/ntween.git

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@ -1,9 +1,8 @@
package main package main
import "core:fmt"
import "core:math/ease"
import "ntween"
import rl "vendor:raylib" import rl "vendor:raylib"
import "core:math/ease"
import "core:fmt"
GameOver :: struct { GameOver :: struct {
@ -23,15 +22,7 @@ gameover_init :: proc(prev: ^GameState = nil) -> ^GameState {
state.free = gameover_free state.free = gameover_free
state.previous = prev state.previous = prev
ntween.animate( tween_to(&state.position.y, WSize.y / 2, 1, ease.Ease.Back_Out, state, gameover_ready)
&vec2_tweens,
&state.position,
WSize / 2,
1,
ease.Ease.Back_Out,
state,
gameover_ready,
)
return state return state
} }
@ -42,14 +33,7 @@ gameover_update :: proc(state: ^GameState, delta: f32) {
if rl.IsKeyPressed(rl.KeyboardKey.ESCAPE) { if rl.IsKeyPressed(rl.KeyboardKey.ESCAPE) {
gameover.ready_to_go = false gameover.ready_to_go = false
rl.StopMusicStream(current_music) rl.StopMusicStream(current_music)
ntween.animate( tween_to(&Overlay_Opacity, 1.0, 0.5, ease.Ease.Cubic_Out, state, proc(data: rawptr) {
&f32_tweens,
&Overlay_Opacity,
1.0,
0.5,
ease.Ease.Cubic_Out,
state,
proc(data: rawptr) {
state := transmute(^GameState)data state := transmute(^GameState)data
stack_pop() stack_pop()
game := transmute(^Game)state.previous game := transmute(^Game)state.previous
@ -57,9 +41,8 @@ gameover_update :: proc(state: ^GameState, delta: f32) {
menu := menu_init(game) menu := menu_init(game)
stack_push(menu) stack_push(menu)
free(state) free(state)
ntween.animate(&f32_tweens, &Overlay_Opacity, 0, 0.5, ease.Ease.Cubic_Out) tween_to(&Overlay_Opacity, 0, 0.5, ease.Ease.Cubic_Out)
}, })
)
} }
} }
} }
@ -83,23 +66,9 @@ gameover_draw :: proc(state: ^GameState) {
// rl.DrawRectangleV(gameover.position - gameover.size / 2, gameover.size, rl.Color{90, 30, 150, 10}) // rl.DrawRectangleV(gameover.position - gameover.size / 2, gameover.size, rl.Color{90, 30, 150, 10})
draw_text_centered( draw_text_centered(Res.Fonts.Title, TitleText, gameover.position - {0, 100}, TitleFontSize, 1, rl.WHITE)
Res.Fonts.Title,
TitleText,
gameover.position - {0, 100},
TitleFontSize,
1,
rl.WHITE,
)
for c, i in SubtitleText { for c, i in SubtitleText {
draw_text_centered( draw_text_centered(Res.Fonts.UI, c, gameover.position - {0, f32(10 - i * 50)}, SubtitleFontSize, 1, rl.WHITE)
Res.Fonts.UI,
c,
gameover.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) // 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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@ -1,15 +1,11 @@
package main package main
import "core:fmt" import rl "vendor:raylib"
import "core:path/filepath" import "core:path/filepath"
import "core:strings" import "core:strings"
import "ntween"
import rl "vendor:raylib"
vec3 :: [3]f32 vec3 :: [3]f32
vec3i :: [3]i32
vec2 :: [2]f32 vec2 :: [2]f32
vec2i :: [2]i32
vec3right := vec3{1, 0, 0} vec3right := vec3{1, 0, 0}
vec3left := vec3{-1, 0, 0} vec3left := vec3{-1, 0, 0}
vec3up := vec3{0, 1, 0} vec3up := vec3{0, 1, 0}
@ -21,15 +17,13 @@ vec3backward := vec3{0, 0, -1}
WSize := [2]f32{} WSize := [2]f32{}
WSizei := [2]i32{} WSizei := [2]i32{}
WSizeLast := vec2i{}
WindowShouldExit := false WindowShouldExit := false
NeedTutorial := true NeedTutorial := true
KeyboardOnly := false KeyboardOnly := false
Overlay_Opacity: f32 = 0 Overlay_Opacity : f32 = 0
Resources :: struct { Resources :: struct {
Fonts: struct { Fonts: struct {
@ -60,18 +54,18 @@ Resources :: struct {
Music: struct { Music: struct {
First: rl.Music, First: rl.Music,
Second: rl.Music, Second: rl.Music,
}, }
} }
Res: Resources Res : Resources
res_paths := map[typeid]string { res_paths := map[typeid]string{
rl.Music = "music", rl.Music = "music",
rl.Sound = "sfx", rl.Sound = "sfx",
rl.Model = "models", rl.Model = "models",
} }
get_path :: proc(name: string, $T: typeid) -> cstring { get_path :: proc(name: string, $T: typeid) -> cstring{
p := filepath.join([]string{"./assets", res_paths[T], name}) p := filepath.join([]string{"./assets", res_paths[T], name})
cstr := strings.clone_to_cstring(p) cstr := strings.clone_to_cstring(p)
return cstr return cstr
@ -97,7 +91,7 @@ load_music :: proc(name: string, volume: f32 = 1) -> rl.Music {
return snd return snd
} }
current_music: rl.Music current_music : rl.Music
change_track :: proc(music: rl.Music) { change_track :: proc(music: rl.Music) {
rl.StopMusicStream(current_music) rl.StopMusicStream(current_music)
@ -105,9 +99,9 @@ change_track :: proc(music: rl.Music) {
rl.PlayMusicStream(current_music) rl.PlayMusicStream(current_music)
} }
Cursor: rl.Texture Cursor : rl.Texture
load_resources :: proc() { load_resources :: proc() {
Res.Fonts.Title = rl.LoadFontEx("./assets/fonts/norse.otf", 96 * 2, nil, 2048) Res.Fonts.Title = rl.LoadFontEx("./assets/fonts/norse.otf", 96*2, nil, 2048)
Res.Fonts.UI = rl.LoadFontEx("./assets/fonts/PTSerif-Regular.ttf", 96, nil, 2048) Res.Fonts.UI = rl.LoadFontEx("./assets/fonts/PTSerif-Regular.ttf", 96, nil, 2048)
Res.Models = { Res.Models = {
@ -137,20 +131,14 @@ load_resources :: proc() {
Res.Music.Second = load_music("alexander-nakarada-the-northern-path.mp3", 0.7) Res.Music.Second = load_music("alexander-nakarada-the-northern-path.mp3", 0.7)
} }
f32_tweens: ntween.Tween_Map(f32) Fullscreen := true
vec2_tweens: ntween.Tween_Map(vec2)
vec3_tweens: ntween.Tween_Map(vec3)
main :: proc() { main :: proc() {
f32_tweens = ntween.init(f32) rl.SetConfigFlags(rl.ConfigFlags{.MSAA_4X_HINT, .FULLSCREEN_MODE, .VSYNC_HINT, .WINDOW_RESIZABLE})
vec2_tweens = ntween.init(vec2)
vec3_tweens = ntween.init(vec3)
// rl.SetConfigFlags(rl.ConfigFlags{.MSAA_4X_HINT, .FULLSCREEN_MODE, .VSYNC_HINT, .WINDOW_RESIZABLE})
rl.SetConfigFlags(rl.ConfigFlags{.VSYNC_HINT, .WINDOW_RESIZABLE})
rl.InitWindow(800, 600, "Ragnarøkkr") rl.InitWindow(0, 0, "Ragnarøkkr")
rl.InitAudioDevice() rl.InitAudioDevice()
rl.SetWindowMinSize(800, 600) rl.SetWindowMinSize(800, 480)
rl.HideCursor() rl.HideCursor()
Cursor = rl.LoadTexture("./assets/gfx/crosshair.png") Cursor = rl.LoadTexture("./assets/gfx/crosshair.png")
@ -175,9 +163,7 @@ main :: proc() {
state := stack_top() state := stack_top()
delta := rl.GetFrameTime() delta := rl.GetFrameTime()
timers_process(delta) timers_process(delta)
ntween.process(&f32_tweens, delta) tweens_process(delta)
ntween.process(&vec2_tweens, delta)
ntween.process(&vec3_tweens, delta)
state->update(delta) state->update(delta)
rl.BeginDrawing() rl.BeginDrawing()
@ -190,16 +176,3 @@ main :: proc() {
rl.EndDrawing() 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()
}

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@ -75,8 +75,8 @@ menu_button_pressed :: proc(state: ^GameState, el: Menu_Buttons) {
KeyboardOnly = !KeyboardOnly KeyboardOnly = !KeyboardOnly
NeedTutorial = true NeedTutorial = true
case .FULLSCREEN: case .FULLSCREEN:
toggle_fullscreen() rl.ToggleFullscreen()
// Fullscreen = rl.IsWindowFullscreen() Fullscreen = rl.IsWindowFullscreen()
case .EXIT: case .EXIT:
WindowShouldExit = true WindowShouldExit = true

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@ -1,9 +1,8 @@
package main package main
import "core:fmt"
import "core:math/ease"
import "ntween"
import rl "vendor:raylib" import rl "vendor:raylib"
import "core:math/ease"
import "core:fmt"
MenuItemType :: enum { MenuItemType :: enum {
NONE, NONE,
@ -13,10 +12,10 @@ MenuItemType :: enum {
BoolStrings := map[bool]cstring { BoolStrings := map[bool]cstring {
true = "вкл", true = "вкл",
false = "выкл", false = "выкл"
} }
MenuItem :: struct { MenuItem :: struct{
text: cstring, text: cstring,
param: rawptr, param: rawptr,
type: MenuItemType, type: MenuItemType,
@ -29,7 +28,7 @@ MenuList :: struct($T: typeid) {
font_size: f32, font_size: f32,
active_element: T, active_element: T,
active_marker: vec2, active_marker: vec2,
tween: ^ntween.Tween(f32), tween: ^Tween,
elements: ^[T]MenuItem, elements: ^[T]MenuItem,
menu_pressed: proc(state: ^GameState, element: T), menu_pressed: proc(state: ^GameState, element: T),
background: rl.Color, background: rl.Color,
@ -47,10 +46,12 @@ menu_list_update :: proc(list: ^MenuList($T)) {
list.mouse_pos = rl.GetMousePosition() list.mouse_pos = rl.GetMousePosition()
size := menu_list_get_size(list) size := menu_list_get_size(list)
if rl.CheckCollisionPointRec( if rl.CheckCollisionPointRec(list.mouse_pos, rl.Rectangle{
list.mouse_pos, x = list.position.x,
rl.Rectangle{x = list.position.x, y = list.position.y, width = size.x, height = size.y}, y = list.position.y,
) { width = size.x,
height = size.y,
}) {
if last_mouse_pos != list.mouse_pos { if last_mouse_pos != list.mouse_pos {
mouse_relative := list.mouse_pos - list.position mouse_relative := list.mouse_pos - list.position
cur_element = i8(mouse_relative.y / list.line_size) cur_element = i8(mouse_relative.y / list.line_size)
@ -62,6 +63,7 @@ menu_list_update :: proc(list: ^MenuList($T)) {
last_mouse_pos = list.mouse_pos last_mouse_pos = list.mouse_pos
if rl.IsKeyPressed(rl.KeyboardKey.DOWN) { if rl.IsKeyPressed(rl.KeyboardKey.DOWN) {
cur_element += 1 cur_element += 1
} }
@ -69,14 +71,13 @@ menu_list_update :: proc(list: ^MenuList($T)) {
cur_element -= 1 cur_element -= 1
} }
if prev_element != cur_element { if prev_element != cur_element {
if cur_element < 0 {cur_element = len(T) - 1} if cur_element < 0 { cur_element = len(T) -1 }
if cur_element == len(T) {cur_element = 0} if cur_element == len(T) { cur_element = 0 }
list.active_element = cast(T)cur_element list.active_element = cast(T)cur_element
if list.tween != nil { if list.tween != nil {
ntween.cancel(list.tween) tween_cancel(list.tween)
} }
list.tween = ntween.animate( list.tween = tween_to(
&f32_tweens,
&list.active_marker.y, &list.active_marker.y,
f32(list.active_element) * list.line_size, f32(list.active_element) * list.line_size,
0.25, 0.25,
@ -93,14 +94,7 @@ menu_list_draw :: proc(list: ^MenuList($T)) {
size := menu_list_get_size(list) size := menu_list_get_size(list)
rl.DrawRectangleV(list.position - {40, 40}, size + {80, 80}, list.background) rl.DrawRectangleV(list.position - {40, 40}, size + {80, 80}, list.background)
} }
rl.DrawTextEx( rl.DrawTextEx(Res.Fonts.UI, ">", list.position + list.active_marker + {-30, 0}, 48, 2, rl.WHITE)
Res.Fonts.UI,
">",
list.position + list.active_marker + {-30, 0},
48,
2,
rl.WHITE,
)
for el, i in list.elements { for el, i in list.elements {
pos := list.position + {0, f32(i) * list.line_size} pos := list.position + {0, f32(i) * list.line_size}
text := el.text text := el.text

1
ntween

@ -1 +0,0 @@
Subproject commit 7136c68f3e63470b9b1c80109dd0904151e08070

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@ -1,42 +1,43 @@
package main package main
import "core:math/ease"
import "ntween"
import rl "vendor:raylib" import rl "vendor:raylib"
import "core:math/ease"
Pause_Buttons :: enum { Pause_Buttons :: enum {
CONTINUE, CONTINUE,
EXIT, EXIT
} }
pause_strings := [Pause_Buttons]cstring { pause_strings := [Pause_Buttons]cstring {
.CONTINUE = "Продолжить", .CONTINUE = "Продолжить",
.EXIT = "Прервать игру", .EXIT = "Прервать игру"
} }
pause_items := [Pause_Buttons]MenuItem { pause_items := [Pause_Buttons]MenuItem {
.CONTINUE = {text = pause_strings[.CONTINUE]}, .CONTINUE = {text = pause_strings[.CONTINUE]},
.EXIT = {text = pause_strings[.EXIT]}, .EXIT = {text = pause_strings[.EXIT]}
} }
Pause :: struct { Pause :: struct {
using state: GameState, using state: GameState,
active: bool, active: bool,
list: MenuList(Pause_Buttons), list: MenuList(Pause_Buttons),
} }
pause_init :: proc(prev: ^GameState = nil) -> ^GameState { pause_init :: proc(prev: ^GameState = nil) -> ^GameState {
state := new(Pause) state := new(Pause)
state.variant = state state.variant = state
state.list = MenuList(Pause_Buttons) { state.list = MenuList(Pause_Buttons){
state = state, state = state,
position = {-300, WSize.y / 2}, position = {-300, WSize.y / 2},
line_size = 60, line_size = 60,
font_size = 48, font_size = 48,
elements = &pause_items, elements = &pause_items,
menu_pressed = pause_button_pressed, menu_pressed = pause_button_pressed,
background = rl.Color{50, 10, 110, 0}, background = rl.Color{50, 10, 110, 0}
} }
state.update = pause_update state.update = pause_update
state.draw = pause_draw state.draw = pause_draw
@ -44,7 +45,7 @@ pause_init :: proc(prev: ^GameState = nil) -> ^GameState {
state.previous = prev state.previous = prev
state.active = true state.active = true
ntween.animate(&f32_tweens, &state.list.position.x, 100, 0.5, ease.Ease.Back_Out) tween_to(&state.list.position.x, 100, 0.5, ease.Ease.Back_Out)
return state return state
} }
@ -58,21 +59,14 @@ pause_update :: proc(state: ^GameState, delta: f32) {
pause_button_pressed :: proc(state: ^GameState, el: Pause_Buttons) { pause_button_pressed :: proc(state: ^GameState, el: Pause_Buttons) {
pause := transmute(^Pause)state pause := transmute(^Pause)state
if !pause.active {return} if !pause.active { return }
switch el { switch el {
case .CONTINUE: case .CONTINUE:
stack_pop() stack_pop()
case .EXIT: case .EXIT:
pause.active = false pause.active = false
rl.StopMusicStream(current_music) rl.StopMusicStream(current_music)
ntween.animate( tween_to(&Overlay_Opacity, 1.0, 0.5, ease.Ease.Cubic_Out, state, proc(data: rawptr) {
&f32_tweens,
&Overlay_Opacity,
1.0,
0.5,
ease.Ease.Cubic_Out,
state,
proc(data: rawptr) {
state := transmute(^GameState)data state := transmute(^GameState)data
stack_pop() stack_pop()
game := transmute(^Game)stack_top() game := transmute(^Game)stack_top()
@ -80,9 +74,8 @@ pause_button_pressed :: proc(state: ^GameState, el: Pause_Buttons) {
menu := menu_init(game) menu := menu_init(game)
stack_push(menu) stack_push(menu)
//free(state) //free(state)
ntween.animate(&f32_tweens, &Overlay_Opacity, 0, 0.5, ease.Ease.Cubic_Out) tween_to(&Overlay_Opacity, 0, 0.5, ease.Ease.Cubic_Out)
}, })
)
} }
} }
@ -95,16 +88,7 @@ pause_draw :: proc(state: ^GameState) {
TitleSpacing :: 3 TitleSpacing :: 3
TitleText :: "Ragnarøkkr" TitleText :: "Ragnarøkkr"
TitleSize := rl.MeasureTextEx(Res.Fonts.Title, TitleText, TitleFontSize, TitleSpacing) TitleSize := rl.MeasureTextEx(Res.Fonts.Title, TitleText, TitleFontSize, TitleSpacing)
rl.DrawTextPro( rl.DrawTextPro(Res.Fonts.Title, TitleText, {WSize.x - 50, 50}, {TitleSize.x, 0}, 0, 96, 3, rl.WHITE)
Res.Fonts.Title,
TitleText,
{WSize.x - 50, 50},
{TitleSize.x, 0},
0,
96,
3,
rl.WHITE,
)
menu_list_draw(&pause.list) menu_list_draw(&pause.list)

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@ -1,14 +1,14 @@
package main 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 rl "vendor:raylib"
import "vendor:raylib/rlgl" 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 // PlayerAnims : [^]rl.ModelAnimation
@ -41,7 +41,7 @@ Player :: struct {
player_spawn :: proc(position: vec3) -> Player { player_spawn :: proc(position: vec3) -> Player {
// PlayerAnims = rl.LoadModelAnimations(PlayerModelPath, &PlayerAnimsCount) // PlayerAnims = rl.LoadModelAnimations(PlayerModelPath, &PlayerAnimsCount)
return Player { return Player{
pos = position, pos = position,
radius = 1, radius = 1,
max_speed = 40, max_speed = 40,
@ -63,13 +63,12 @@ player_update :: proc(player: ^Player, game: ^Game, delta: f32) {
mouse_ray := rl.GetMouseRay(rl.GetMousePosition(), game.camera) mouse_ray := rl.GetMouseRay(rl.GetMousePosition(), game.camera)
mouse_pos: vec3 mouse_pos : vec3
hit := rl.GetRayCollisionQuad( hit := rl.GetRayCollisionQuad(mouse_ray,
mouse_ray,
{-1000, -1000, 0}, {-1000, -1000, 0},
{-1000, 1000, 0}, {-1000, 1000, 0},
{1000, 1000, 0}, {1000, 1000, 0},
{1000, -1000, 0}, {1000, -1000, 0}
) )
if hit.hit { if hit.hit {
mouse_pos = hit.point mouse_pos = hit.point
@ -82,10 +81,10 @@ player_update :: proc(player: ^Player, game: ^Game, delta: f32) {
pos += vel * delta pos += vel * delta
if pos.y < radius { if pos.y < radius {
pos.y = radius pos.y = radius
vel.y = -vel.y vel.y = - vel.y
} }
if !is_dodging { if !is_dodging {
dir_vector: vec3 dir_vector : vec3
if intro_timer <= 0 { if intro_timer <= 0 {
thrust_key := rl.KeyboardKey.W thrust_key := rl.KeyboardKey.W
if !KeyboardOnly { if !KeyboardOnly {
@ -145,13 +144,7 @@ player_update :: proc(player: ^Player, game: ^Game, delta: f32) {
can_dodge = false can_dodge = false
rl.StopSound(Res.Sfx.Rocket) rl.StopSound(Res.Sfx.Rocket)
rl.PlaySound(Res.Sfx.PlayerSwoosh) rl.PlaySound(Res.Sfx.PlayerSwoosh)
ntween.animate( tween_to(&player.rolling, math.PI*2, 0.42, ease.Ease.Quadratic_Out)
&f32_tweens,
&player.rolling,
math.PI * 2,
0.42,
ease.Ease.Quadratic_Out,
)
timer_start(0.45, player, proc(data: rawptr) { timer_start(0.45, player, proc(data: rawptr) {
player := transmute(^Player)data player := transmute(^Player)data
player.is_dodging = false player.is_dodging = false
@ -174,10 +167,7 @@ player_update :: proc(player: ^Player, game: ^Game, delta: f32) {
} }
if can_shoot { if can_shoot {
roll := -math.PI / 2 + math.cos(dir) * math.PI / 2 roll := -math.PI / 2 + math.cos(dir) * math.PI / 2
b := bullet_spawn( b := bullet_spawn(pos + get_vec_from_angle(dir) * 3 + get_vec_from_angle(dir+math.PI/2)*.3, dir)
pos + get_vec_from_angle(dir) * 3 + get_vec_from_angle(dir + math.PI / 2) * .3,
dir,
)
append(&game.bullets, b) append(&game.bullets, b)
can_shoot = false can_shoot = false
timer_start(0.07, player, proc(data: rawptr) { timer_start(0.07, player, proc(data: rawptr) {
@ -213,9 +203,9 @@ player_update :: proc(player: ^Player, game: ^Game, delta: f32) {
got_hit = true got_hit = true
break hit break hit
} }
ray := rl.Ray { ray := rl.Ray{
position = Head.pos, position = Head.pos,
direction = get_vec_from_angle(Head.dir), direction = get_vec_from_angle(Head.dir)
} }
if Head.is_shooting && rl.GetRayCollisionSphere(ray, pos, radius + 3).hit { if Head.is_shooting && rl.GetRayCollisionSphere(ray, pos, radius + 3).hit {
got_hit = true got_hit = true
@ -258,7 +248,7 @@ player_update :: proc(player: ^Player, game: ^Game, delta: f32) {
player_draw :: proc(player: ^Player) { player_draw :: proc(player: ^Player) {
using player using player
if player.is_dead {return} if player.is_dead { return }
dir_vector := get_vec_from_angle(dir) dir_vector := get_vec_from_angle(dir)
color := rl.WHITE color := rl.WHITE
if is_invulnerable { if is_invulnerable {

80
tween.odin Normal file
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@ -0,0 +1,80 @@
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)
}
}
}

View File

@ -1,9 +1,8 @@
package main package main
import "core:fmt"
import "core:math/ease"
import "ntween"
import rl "vendor:raylib" import rl "vendor:raylib"
import "core:math/ease"
import "core:fmt"
Winning :: struct { Winning :: struct {
@ -23,15 +22,7 @@ winning_init :: proc(prev: ^GameState = nil) -> ^GameState {
state.free = winning_free state.free = winning_free
state.previous = prev state.previous = prev
ntween.animate( tween_to(&state.position.y, WSize.y / 2, 1, ease.Ease.Back_Out, state, winning_ready)
&vec2_tweens,
&state.position,
WSize / 2,
1,
ease.Ease.Back_Out,
state,
winning_ready,
)
return state return state
} }
@ -42,14 +33,7 @@ winning_update :: proc(state: ^GameState, delta: f32) {
if rl.IsKeyPressed(rl.KeyboardKey.ESCAPE) { if rl.IsKeyPressed(rl.KeyboardKey.ESCAPE) {
winning.ready_to_go = false winning.ready_to_go = false
rl.StopMusicStream(current_music) rl.StopMusicStream(current_music)
ntween.animate( tween_to(&Overlay_Opacity, 1.0, 0.5, ease.Ease.Cubic_Out, nil, proc(data: rawptr) {
&f32_tweens,
&Overlay_Opacity,
1.0,
0.5,
ease.Ease.Cubic_Out,
nil,
proc(data: rawptr) {
state := transmute(^GameState)data state := transmute(^GameState)data
stack_pop() stack_pop()
game := transmute(^Game)state.previous game := transmute(^Game)state.previous
@ -57,9 +41,8 @@ winning_update :: proc(state: ^GameState, delta: f32) {
menu := menu_init(game) menu := menu_init(game)
stack_push(menu) stack_push(menu)
free(state) free(state)
ntween.animate(&f32_tweens, &Overlay_Opacity, 0, 0.5, ease.Ease.Cubic_Out) tween_to(&Overlay_Opacity, 0, 0.5, ease.Ease.Cubic_Out)
}, })
)
} }
} }
} }
@ -76,33 +59,15 @@ winning_draw :: proc(state: ^GameState) {
TitleSpacing :: 3 TitleSpacing :: 3
TitleText :: "GAME OVER" TitleText :: "GAME OVER"
SubtitleText := [?]cstring { SubtitleText := [?]cstring{"Тор смог спасти Асгард", "от Рагнарёка!", "Нажмите Escape чтобы выйти"}
"Тор смог спасти Асгард",
"от Рагнарёка!",
"Нажмите Escape чтобы выйти",
}
SubtitleFontSize :: 48 SubtitleFontSize :: 48
rl.DrawRectangleV(winning.position - winning.size / 2, winning.size, rl.Color{90, 30, 150, 10}) rl.DrawRectangleV(winning.position - winning.size / 2, winning.size, rl.Color{90, 30, 150, 10})
draw_text_centered( draw_text_centered(Res.Fonts.Title, TitleText, winning.position - {0, 100}, TitleFontSize, 1, rl.WHITE)
Res.Fonts.Title,
TitleText,
winning.position - {0, 100},
TitleFontSize,
1,
rl.WHITE,
)
for c, i in SubtitleText { for c, i in SubtitleText {
draw_text_centered( draw_text_centered(Res.Fonts.UI, c, winning.position - {0, f32(10 - i * 50)}, SubtitleFontSize, 1, rl.WHITE)
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) // rl.DrawTextPro(Res.Fonts.UI, c, winning.position - {0, f32(10 - i * 50)}, SubtitleSizes[i] / 2, 0, SubtitleFontSize, SubtitleSpacing, rl.WHITE)
} }