Added basic event listener. Game state and player use events.

This commit is contained in:
2026-08-03 06:40:54 +02:00
parent beec7c23cd
commit c1f481dd82
3 changed files with 115 additions and 56 deletions
+63
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@@ -0,0 +1,63 @@
package game
import "core:fmt"
import rl "vendor:raylib"
game_poll_events :: proc() -> Actions {
actions := Actions{}
// @TODO: Escape key is weird, is it wayland/x11 or linux or something else??
actions.pause_pressed = rl.IsKeyPressed(.TAB)
input_dir := rl.Vector2{0,0}
if rl.IsKeyDown(.W) || rl.IsKeyDown(.UP) { input_dir.y -= 1 }
if rl.IsKeyDown(.S) || rl.IsKeyDown(.DOWN) { input_dir.y += 1 }
if rl.IsKeyDown(.A) || rl.IsKeyDown(.LEFT) { input_dir.x -= 1 }
if rl.IsKeyDown(.D) || rl.IsKeyDown(.RIGHT) { input_dir.x += 1 }
// @TODO gamepad merging would go here too, same as before
GAMEPAD :: 1
if rl.IsGamepadAvailable(GAMEPAD) {
rl.HideCursor()
// D-pad (buttons) — same digital feel as WASD
if rl.IsGamepadButtonDown(GAMEPAD, .LEFT_FACE_UP) { input_dir.y -= 1 }
if rl.IsGamepadButtonDown(GAMEPAD, .LEFT_FACE_DOWN) { input_dir.y += 1 }
if rl.IsGamepadButtonDown(GAMEPAD, .LEFT_FACE_LEFT) { input_dir.x -= 1 }
if rl.IsGamepadButtonDown(GAMEPAD, .LEFT_FACE_RIGHT) { input_dir.x += 1 }
// Left analog stick, with a deadzone
stick_x := rl.GetGamepadAxisMovement(GAMEPAD, .LEFT_X)
stick_y := rl.GetGamepadAxisMovement(GAMEPAD, .LEFT_Y)
DEADZONE :: 0.25
if abs(stick_x) > DEADZONE do input_dir.x += stick_x
if abs(stick_y) > DEADZONE do input_dir.y += stick_y
}
if input_dir.x != 0 || input_dir.y != 0 {
input_dir = rl.Vector2Normalize(input_dir)
}
actions.move_dir = input_dir
actions.attack_pressed = rl.IsMouseButtonPressed(.LEFT)
return actions
}
// @TESTING
// if rl.IsMouseButtonPressed(.LEFT) {
// mouse_pos := rl.GetMousePosition()
// screen_space := window_to_screen(mouse_pos)
// x := screen_to_world(screen_space, camera)
// fmt.printf("Mouse pos -> world pos: %v\n", x)
// v := world_to_screen(x, camera)
// fmt.printf("world pos -> screen pos: %v\n", v)
// y := world_to_grid(x)
// fmt.printf("Mouse pos -> grid coord: %v\n", y)
// z := grid_to_world(y[0], y[1])
// fmt.printf("grid pos -> world pos: %v\n", z)
// }
+34 -6
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@@ -1,14 +1,21 @@
package game package game
import "core:fmt"
import "core:strings" import "core:strings"
import rl "vendor:raylib" import rl "vendor:raylib"
Game_State :: enum {
MENU,
PAUSED,
RUNNING,
GAME_OVER,
}
Game :: struct { Game :: struct {
// debug info // debug info
debug: Debug, debug: Debug,
// Game info // Game info
state: Game_State,
world: rl.RenderTexture2D, world: rl.RenderTexture2D,
camera: rl.Camera2D, camera: rl.Camera2D,
assets: Asset_Manager, assets: Asset_Manager,
@@ -21,10 +28,22 @@ Game :: struct {
enenmy_spawn_timer: Timer enenmy_spawn_timer: Timer
} }
Actions :: struct {
// normalized and merged from keyboard + controller
move_dir: rl.Vector2,
attack_pressed: bool,
dash_pressed: bool,
interact_press: bool,
pause_pressed: bool
}
// awesome odin lets me load this at compile time! // awesome odin lets me load this at compile time!
gamepad_compat := #load("../gamecontrollerdb.txt", string) gamepad_compat := #load("../gamecontrollerdb.txt", string)
game_init :: proc() -> Game { game_init :: proc() -> Game {
rl.InitWindow(WINDOW_WIDTH, WINDOW_HEIGHT, WINDOW_TITLE) rl.InitWindow(WINDOW_WIDTH, WINDOW_HEIGHT, WINDOW_TITLE)
rl.SetTargetFPS(60) rl.SetTargetFPS(60)
@@ -32,8 +51,11 @@ game_init :: proc() -> Game {
defer delete(gamepad_cstr) defer delete(gamepad_cstr)
rl.SetGamepadMappings(gamepad_cstr) rl.SetGamepadMappings(gamepad_cstr)
rl.SetExitKey(.KEY_NULL)
// ! game setup // ! game setup
game := Game{} game := Game{}
game.state = .RUNNING
game.assets = asset_manager_init() game.assets = asset_manager_init()
game.player = player_init(&game.assets.player) game.player = player_init(&game.assets.player)
game.camera = camera_init(&game.player, 1) game.camera = camera_init(&game.player, 1)
@@ -42,7 +64,7 @@ game_init :: proc() -> Game {
game.current_map.player_grid_pos = world_to_grid(game.player.position) game.current_map.player_grid_pos = world_to_grid(game.player.position)
// ! init timers // ! init timers
game.enenmy_spawn_timer = init_timer(0.1, true) game.enenmy_spawn_timer = init_timer(0.5, true)
// flow field on boot // flow field on boot
compute_flow_field(&game.current_map, game.player.position) compute_flow_field(&game.current_map, game.player.position)
@@ -58,15 +80,20 @@ game_should_run :: proc(game: ^Game) -> bool { return !rl.WindowShouldClose() }
game_update :: proc(game: ^Game) { game_update :: proc(game: ^Game) {
dt := rl.GetFrameTime() dt := rl.GetFrameTime()
actions := game_poll_events()
update_player(&game.player, &game.assets.player, game.camera, game.current_map, &game.enemies, game.enemy_count, dt) if actions.pause_pressed {
game.state = game.state == .PAUSED ? .RUNNING : .PAUSED
}
if game.state != .PAUSED {
update_player(&game.player, actions, &game.assets.player, game.camera, game.current_map, &game.enemies, game.enemy_count, dt)
update_player_flow_field(&game.player, &game.current_map) update_player_flow_field(&game.player, &game.current_map)
update_camera(&game.player, &game.camera, game.current_map.width_px, game.current_map.height_px) update_camera(&game.player, &game.camera, game.current_map.width_px, game.current_map.height_px)
if update_timer(&game.enenmy_spawn_timer, dt) { if update_timer(&game.enenmy_spawn_timer, dt) do spawn_enemy(&game.enemies, &game.assets.enemy, &game.enemy_count, game.current_map)
spawn_enemy(&game.enemies, &game.assets.enemy, &game.enemy_count, game.current_map) update_enemies(&game.enemies, &game.assets.enemy, game.enemy_count, game.current_map, dt)
} }
update_enemies(&game.enemies, &game.assets.enemy, game.enemy_count, dt)
// @ DEBUG // @ DEBUG
debug_camera_update(&game.debug) debug_camera_update(&game.debug)
@@ -126,3 +153,4 @@ game_close :: proc(game: ^Game) {
rl.UnloadRenderTexture(game.world) rl.UnloadRenderTexture(game.world)
rl.CloseWindow() rl.CloseWindow()
} }
+11 -43
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@@ -1,9 +1,7 @@
package game package game
import "core:fmt"
import rl "vendor:raylib" import rl "vendor:raylib"
Player_State :: enum { IDLE, WALK, ATTACK } Player_State :: enum { IDLE, WALK, ATTACK }
Player :: struct { Player :: struct {
@@ -30,9 +28,9 @@ player_init :: proc(assets: ^Player_Assets) -> Player {
player.accel = 720 player.accel = 720
player.friction = 640 player.friction = 640
player.state = .IDLE player.state = .IDLE
player.collider_offset = rl.Vector2{8, 15} player.collider_offset = rl.Vector2{10, 14}
player.collider_w = 16 player.collider_w = 12
player.collider_h = 10 player.collider_h = 18
animation_play(&player.animation, &assets.clips[.IDLE]) animation_play(&player.animation, &assets.clips[.IDLE])
return player return player
@@ -55,52 +53,22 @@ get_player_collider :: proc(player: ^Player, pos: rl.Vector2) -> rl.Rectangle {
} }
update_player :: proc( update_player :: proc(
player: ^Player, assets: ^Player_Assets, camera: rl.Camera2D, player: ^Player, actions: Actions, assets: ^Player_Assets, camera: rl.Camera2D,
game_map: Game_Map, enemies: ^[MAX_ENEMIES]Enemy, active_enemies: int, game_map: Game_Map, enemies: ^[MAX_ENEMIES]Enemy, active_enemies: int,
dt: f32 dt: f32
) { ) {
moving := false input_dir := actions.move_dir
input_dir := rl.Vector2{0,0} moving := input_dir != rl.Vector2{0, 0}
if rl.IsKeyDown(.W) || rl.IsKeyDown(.UP) { moving = true; input_dir.y -= 1 } if input_dir.x < 0 do player.flipped = true
if rl.IsKeyDown(.S) || rl.IsKeyDown(.DOWN) { moving = true; input_dir.y += 1 } if input_dir.x > 0 do player.flipped = false
if rl.IsKeyDown(.A) || rl.IsKeyDown(.LEFT) { moving = true; input_dir.x -= 1; player.flipped = true }
if rl.IsKeyDown(.D) || rl.IsKeyDown(.RIGHT) { moving = true; input_dir.x += 1; player.flipped = false }
GAMEPAD :: 1 is_attacking := player.state == .ATTACK && !player.animation.finished
if rl.IsGamepadAvailable(GAMEPAD) { attack_pressed := actions.attack_pressed && !is_attacking
rl.HideCursor()
// D-pad (buttons) — same digital feel as WASD
if rl.IsGamepadButtonDown(GAMEPAD, .LEFT_FACE_UP) { moving = true; input_dir.y -= 1 }
if rl.IsGamepadButtonDown(GAMEPAD, .LEFT_FACE_DOWN) { moving = true; input_dir.y += 1 }
if rl.IsGamepadButtonDown(GAMEPAD, .LEFT_FACE_LEFT) { moving = true; input_dir.x -= 1; player.flipped = true }
if rl.IsGamepadButtonDown(GAMEPAD, .LEFT_FACE_RIGHT) { moving = true; input_dir.x += 1; player.flipped = false }
// Left analog stick, with a deadzone
stick_x := rl.GetGamepadAxisMovement(GAMEPAD, .LEFT_X)
stick_y := rl.GetGamepadAxisMovement(GAMEPAD, .LEFT_Y)
DEADZONE :: 0.25
if abs(stick_x) > DEADZONE {
moving = true
input_dir.x += stick_x
player.flipped = stick_x < 0
}
if abs(stick_y) > DEADZONE {
moving = true
input_dir.y += stick_y
}
}
has_input := input_dir.x != 0 || input_dir.y != 0
if has_input {
input_dir = rl.Vector2Normalize(input_dir)
}
// Move velocity toward target (accelerate) or toward zero (friction) // Move velocity toward target (accelerate) or toward zero (friction)
target_velocity := input_dir * player.speed target_velocity := input_dir * player.speed
if has_input { if moving {
player.velocity = rl.Vector2MoveTowards(player.velocity, target_velocity, player.accel * dt) player.velocity = rl.Vector2MoveTowards(player.velocity, target_velocity, player.accel * dt)
} else { } else {
player.velocity = rl.Vector2MoveTowards(player.velocity, rl.Vector2{0, 0}, player.friction * dt) player.velocity = rl.Vector2MoveTowards(player.velocity, rl.Vector2{0, 0}, player.friction * dt)