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game.odin
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// This file is compiled as part of the `odin.dll` file. It contains the
// procs that `game.exe` will call, such as:
//
// game_init: Sets up the game state
// game_update: Run once per frame
// game_shutdown: Shuts down game and frees memory
// game_memory: Run just before a hot reload, so game.exe has a pointer to the
// game's memory.
// game_hot_reloaded: Run after a hot reload so that the `g_mem` global variable
// can be set to whatever pointer it was in the old DLL.
package game
import "core:math"
import rl "vendor:raylib"
DEV :: #config(DEV, false)
PIXEL_WINDOW_HEIGHT :: 360
Game :: struct {
world: World,
}
g: ^Game
ui_camera :: proc() -> rl.Camera2D {
return {
zoom = f32(rl.GetScreenHeight())/PIXEL_WINDOW_HEIGHT,
}
}
update :: proc() {
world_update(&g.world)
}
draw :: proc() {
rl.BeginDrawing()
rl.ClearBackground(rl.RAYWHITE)
world_draw(&g.world)
rl.EndDrawing()
}
@(export)
game_update :: proc() -> bool {
update()
draw()
return !rl.WindowShouldClose()
}
when DEV {
WINDOW_FLAGS :: rl.ConfigFlags { .WINDOW_RESIZABLE, .VSYNC_HINT }
} else {
WINDOW_FLAGS :: rl.ConfigFlags { .VSYNC_HINT }
}
toggle_fullscreen :: proc() {
when DEV {
rl.ToggleBorderlessWindowed()
} else {
if rl.IsWindowFullscreen() {
rl.SetWindowState(WINDOW_FLAGS + { .WINDOW_RESIZABLE} )
rl.SetWindowSize(1280, 720)
rl.ShowCursor()
} else {
w := rl.GetMonitorWidth(rl.GetCurrentMonitor())
h := rl.GetMonitorHeight(rl.GetCurrentMonitor())
rl.ClearWindowState({ .WINDOW_RESIZABLE })
rl.ToggleFullscreen()
rl.SetWindowSize(w, h)
rl.HideCursor()
}
}
}
@(export)
game_init_window :: proc() {
rl.SetConfigFlags(WINDOW_FLAGS)
rl.InitWindow(1280, 720, "Odin + Raylib + Hot Reload template!")
rl.SetWindowPosition(200, 200)
rl.SetTargetFPS(60)
when !DEV {
rl.SetTraceLogLevel(.WARNING)
toggle_fullscreen()
}
}
@(export)
game_init :: proc() {
g = new(Game)
world := world_init(DEFAULT_WORLD_NAME)
// Camera
camera := entity_create(&world, Camera, new(Camera))
component_add(&camera, CameraComponent{
camera = rl.Camera{
position = {10.0, 10.0, 10.0},
target = {0.0, 0.0, 0.0},
up = {0.0, 1.0, 0.0},
fovy = 45.0,
projection = .PERSPECTIVE,
},
mode = .Player,
offset = {20.0, 20.0, 20.0},
movement_speed = 20.0,
mouse_sensitivity = 0.002,
zoom_sensitivity = 0.1,
})
// Player
player := entity_create(&world, Player, new(Player))
pos := rl.Vector3{0.0, 10.0, 0.0}
scale_factor : f32 = 1.0
component_add(&player, TransformComponent{
position = pos,
rotation = rl.QuaternionFromEuler(0, math.PI, 0),
scale = rl.Vector3{1.0, 1.0, 1.0} * scale_factor,
scale_factor = scale_factor,
})
component_add(&player, PhysicsComponent{
mass = 15.0,
move_speed = 10.0,
})
model := rl.LoadModel("assets/greenman.glb")
anims_count : i32 = 0
anims := rl.LoadModelAnimations("assets/greenman.glb", &anims_count)
player_bounding_box := rl.GetModelBoundingBox(model)
scaled_min := player_bounding_box.min * scale_factor
scaled_max := player_bounding_box.max * scale_factor
component_add(&player, CollisionComponent{
bounding_box = rl.BoundingBox{
min = scaled_min + pos,
max = scaled_max + pos,
},
})
component_add(&player, RenderComponent{
model = model,
color = rl.WHITE,
})
component_add(&player, DebugRenderComponent{enabled = true})
component_add(&player, AnimationComponent{
animations = anims,
count = anims_count,
index = 1, // idle
})
// Grid
grid := entity_create(&world, Grid, new(Grid))
grid_size : f32 = 40
component_add(&grid, GridComponent{
size = i32(grid_size),
})
component_add(&grid, CollisionComponent{
bounding_box = rl.BoundingBox{
rl.Vector3{-grid_size/2, -0.1, -grid_size/2},
rl.Vector3{grid_size/2, 0.1, grid_size/2},
},
})
component_add(&grid, DebugRenderComponent{enabled = true})
// Systems
system_add(&world, player_movement_system)
system_add(&world, camera_movement_system)
system_add(&world, render_system)
system_add(&world, animation_system)
g^ = Game{
world = world,
}
game_hot_reloaded(g)
}
@(export)
game_shutdown :: proc() {
world_destroy(&g.world)
free(g)
}
@(export)
game_shutdown_window :: proc() {
rl.CloseWindow()
}
@(export)
game :: proc() -> rawptr {
return g
}
@(export)
game_memory_size :: proc() -> int {
return size_of(Game)
}
@(export)
game_hot_reloaded :: proc(mem: rawptr) {
g = (^Game)(mem)
}
@(export)
game_force_reload :: proc() -> bool {
return rl.IsKeyPressed(.F5)
}
@(export)
game_force_restart :: proc() -> bool {
return rl.IsKeyPressed(.F6)
}