134 lines
3.3 KiB
Odin
134 lines
3.3 KiB
Odin
package main
|
|
|
|
import rl "vendor:raylib"
|
|
import "core:math"
|
|
import "core:fmt"
|
|
|
|
|
|
Player :: struct {
|
|
pos: vec3,
|
|
vel: vec3,
|
|
dir: f32,
|
|
radius: f32,
|
|
thrust: f32,
|
|
max_speed: f32,
|
|
is_dodging: bool,
|
|
can_dodge: bool,
|
|
can_shoot: bool,
|
|
is_invulnerable: bool,
|
|
is_dead: bool
|
|
}
|
|
|
|
player_spawn :: proc(position: vec3) -> Player {
|
|
return Player{
|
|
pos = position,
|
|
radius = 1,
|
|
max_speed = 40,
|
|
dir = 0,
|
|
vel = {-40, 0, 0},
|
|
can_dodge = true,
|
|
can_shoot = true
|
|
}
|
|
}
|
|
|
|
player_update :: proc(player: ^Player, game: ^Game, delta: f32) {
|
|
using player
|
|
|
|
pos += vel * 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_diff := mouse_pos - pos
|
|
mouse_angle := math.atan2(-mouse_diff.y, mouse_diff.x)
|
|
|
|
if !is_dead {
|
|
if !is_dodging {
|
|
dir = angle_rotate(dir, mouse_angle, math.PI * 2 * delta)
|
|
dir_vector := get_vec_from_angle(dir)
|
|
|
|
thrust = 0
|
|
if rl.IsKeyDown(rl.KeyboardKey.W) {
|
|
thrust = 70
|
|
}
|
|
if thrust > 0 {
|
|
vel = rl.Vector3MoveTowards(vel, dir_vector * max_speed, thrust * delta)
|
|
}
|
|
}
|
|
if thrust == 0 {
|
|
vel = rl.Vector3MoveTowards(vel, {0, -30, 0}, 20 * delta)
|
|
}
|
|
|
|
if rl.IsMouseButtonPressed(rl.MouseButton.RIGHT) && can_dodge {
|
|
is_dodging = true
|
|
can_dodge = false
|
|
timer_start(0.45, player, proc(data: rawptr) {
|
|
player := transmute(^Player)data
|
|
player.is_dodging = false
|
|
})
|
|
timer_start(0.55, player, proc(data: rawptr) {
|
|
player := transmute(^Player)data
|
|
player.can_dodge = true
|
|
})
|
|
}
|
|
|
|
if rl.IsMouseButtonDown(rl.MouseButton.LEFT) && can_shoot {
|
|
b := bullet_spawn(pos, dir)
|
|
append(&game.bullets, b)
|
|
can_shoot = false
|
|
timer_start(0.1, player, proc(data: rawptr) {
|
|
player := transmute(^Player)data
|
|
player.can_shoot = true
|
|
})
|
|
}
|
|
}
|
|
|
|
got_hit := false
|
|
|
|
if !is_invulnerable && !is_dodging && !is_dead {
|
|
for segment in Segments {
|
|
if rl.Vector3DistanceSqrt(pos, segment.pos) < math.pow(radius + segment.radius, 2) {
|
|
got_hit = true
|
|
break
|
|
}
|
|
}
|
|
}
|
|
|
|
if got_hit {
|
|
game.health -= 10
|
|
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
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
player_draw :: proc(player: ^Player) {
|
|
using player
|
|
|
|
dir_vector := get_vec_from_angle(dir)
|
|
color := rl.GREEN
|
|
if is_dodging {
|
|
color = rl.GRAY
|
|
}
|
|
if is_invulnerable {
|
|
color = rl.YELLOW
|
|
}
|
|
rl.DrawCircle3D(pos, radius, vec3up, 0, color)
|
|
rl.DrawLine3D(pos, pos + dir_vector * radius, rl.BLACK)
|
|
rl.DrawLine3D(pos, pos + vel, rl.RED)
|
|
} |