Updated simple entity code.
This commit is contained in:
+19
-11
@@ -2,10 +2,10 @@ package game
|
||||
|
||||
import rl "vendor:raylib"
|
||||
|
||||
/*
|
||||
Entites are generic structures shared between enemies, environment items, player etc
|
||||
Anything here is intended to be used with any entity some optional and some required
|
||||
*/
|
||||
// ------------------------------------------------------------------------------
|
||||
// Generic base structure shared by all world objects.
|
||||
// Fields are populated selectively based on entity type.
|
||||
// ------------------------------------------------------------------------------
|
||||
|
||||
Entity_Type :: enum {
|
||||
Player,
|
||||
@@ -14,15 +14,23 @@ Entity_Type :: enum {
|
||||
}
|
||||
|
||||
Shape_Type :: enum {
|
||||
Rectangle,
|
||||
Circle
|
||||
Rectangle,
|
||||
Circle,
|
||||
}
|
||||
|
||||
Entity :: struct {
|
||||
type: Entity_Type,
|
||||
active: bool,
|
||||
pos: rl.Vector2,
|
||||
vel: rl.Vector2,
|
||||
shape: Shape_Type,
|
||||
type: Entity_Type,
|
||||
active: bool,
|
||||
pos: rl.Vector2,
|
||||
shape: Shape_Type,
|
||||
shape_size: rl.Vector2,
|
||||
|
||||
// Fixed input speed (paddles)
|
||||
speed: f32,
|
||||
// 2D momentum & direction (ball / physics)
|
||||
vel: rl.Vector2,
|
||||
}
|
||||
|
||||
// ------------------------------------------------------------------------------
|
||||
// TODO: Entity Dispatchers
|
||||
// ------------------------------------------------------------------------------
|
||||
|
||||
@@ -0,0 +1,20 @@
|
||||
package game
|
||||
|
||||
import rl "vendor:raylib"
|
||||
|
||||
init_ball :: proc() -> Entity {
|
||||
ball_radius: f32 = 25
|
||||
|
||||
return Entity{
|
||||
type = .Ball,
|
||||
active = true,
|
||||
pos = rl.Vector2{(WINDOW_WIDTH / 2), (WINDOW_HEIGHT / 2) - (ball_radius / 2)},
|
||||
speed = 900,
|
||||
shape = .Circle,
|
||||
shape_size = rl.Vector2{25, 0}
|
||||
}
|
||||
}
|
||||
|
||||
render_ball :: proc(ball: Entity, field_bounds: rl.Rectangle) {
|
||||
rl.DrawCircleV(ball.pos, ball.shape_size.x, rl.MAROON)
|
||||
}
|
||||
@@ -0,0 +1,18 @@
|
||||
package game
|
||||
|
||||
import rl "vendor:raylib"
|
||||
|
||||
init_enemy :: proc() -> Entity {
|
||||
return Entity{
|
||||
type = .Enemy,
|
||||
active = true,
|
||||
pos = rl.Vector2{0,0},
|
||||
speed = 900,
|
||||
shape = .Rectangle,
|
||||
shape_size = rl.Vector2{50, 250}
|
||||
}
|
||||
}
|
||||
|
||||
render_enemy :: proc(enemy: Entity, field_bounds: rl.Rectangle) {
|
||||
rl.DrawRectangleV(enemy.pos, enemy.shape_size, rl.BLACK)
|
||||
}
|
||||
+24
-13
@@ -1,5 +1,6 @@
|
||||
package game
|
||||
|
||||
import "core:math"
|
||||
import rl "vendor:raylib"
|
||||
|
||||
init_player :: proc() -> Entity {
|
||||
@@ -7,24 +8,34 @@ init_player :: proc() -> Entity {
|
||||
type = .Player,
|
||||
active = true,
|
||||
pos = rl.Vector2{0,0},
|
||||
vel = rl.Vector2{450,0},
|
||||
speed = 900,
|
||||
shape = .Rectangle,
|
||||
shape_size = rl.Vector2{50, 250}
|
||||
}
|
||||
}
|
||||
|
||||
update_player :: proc(dt: f32, player: ^Entity) {
|
||||
// Input
|
||||
if rl.IsKeyDown(.W) do player.pos.y -= player.vel.x * dt
|
||||
if rl.IsKeyDown(.S) do player.pos.y += player.vel.x * dt
|
||||
update_player :: proc(dt: f32, player: ^Entity, level: ^Level) {
|
||||
bounds : rl.Rectangle = level.field_bounds
|
||||
|
||||
// 1. Gather Directional Input
|
||||
move_dir: f32 = 0
|
||||
if rl.IsKeyDown(.W) || rl.IsKeyDown(.UP) {
|
||||
move_dir -= 1.0
|
||||
}
|
||||
if rl.IsKeyDown(.S) || rl.IsKeyDown(.DOWN) {
|
||||
move_dir += 1.0
|
||||
}
|
||||
|
||||
// 2. Apply Movement (Frame-rate independent)
|
||||
player.pos.y += move_dir * player.speed * dt
|
||||
|
||||
// 3. Clamp Position within Field Bounds
|
||||
min_y := bounds.y + 3 // Padding offset inside border
|
||||
max_y := bounds.y + bounds.height - player.shape_size.y - 3
|
||||
|
||||
player.pos.y = math.clamp(player.pos.y, min_y, max_y)
|
||||
}
|
||||
|
||||
render_player :: proc(player: Entity) {
|
||||
rl.DrawRectangle(
|
||||
i32(player.pos.x),
|
||||
i32(player.pos.y),
|
||||
i32(player.shape_size.x),
|
||||
i32(player.shape_size.y),
|
||||
rl.BLACK
|
||||
)
|
||||
render_player :: proc(player: Entity, field_bounds: rl.Rectangle) {
|
||||
rl.DrawRectangleV(player.pos, player.shape_size, rl.BLACK)
|
||||
}
|
||||
Reference in New Issue
Block a user