const std = @import("std"); const rl = @import("raylib"); const rlg = @import("raygui"); const assert = std.debug.assert; const cell_size = 32; const cells_width = 16.0; const cells_height = 9.0; const world_width = cells_width * cell_size; const world_height = cells_height * cell_size; const bg_color = rl.Color.init(0x20, 0x2e, 0x37, 0xFF); var screenWidth: i32 = 1280; var screenHeight: i32 = 720; pub fn main() anyerror!void { // Initialization //-------------------------------------------------------------------------------------- rl.initWindow(screenWidth, screenHeight, "Hackathon"); defer rl.closeWindow(); // Close window and OpenGL context // rl.setWindowState(.{ .window_resizable = true }); rl.setTargetFPS(60); // Set our game to run at 60 frames-per-second rl.setExitKey(.caps_lock); //-------------------------------------------------------------------------------------- var game = Game.init(); defer game.deinit(); // Main game loop while (!rl.windowShouldClose()) { // Detect window close button or ESC key // Update //---------------------------------------------------------------------------------- game.process(); //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- game.render(); //---------------------------------------------------------------------------------- } } const BugKind = enum { nullptr_deref, stack_overflow, infinite_loop, const count = @typeInfo(BugKind).Enum.fields.len; }; const Bug = struct { kind: BugKind, health: f32, position: rl.Vector2, previous: rl.Vector2, // Center of prev target: rl.Vector2, // Center of next cell // TODO: bugs need to know their "previous" square, so they know their next pub fn init(kind: BugKind, position: rl.Vector2) Bug { return Bug{ .kind = kind, .health = maxHealth(kind), .position = position, .previous = position, .target = position.add(rl.Vector2.init(cell_size, 0)), // 1 unit to the right }; } pub fn maxHealth(kind: BugKind) f32 { return switch (kind) { .nullptr_deref => return 30, .stack_overflow => return 100, .infinite_loop => return 10, }; } fn speed(kind: BugKind) f32 { return switch (kind) { .nullptr_deref => return 30, .stack_overflow => return 10, .infinite_loop => return 100, }; } fn damage(self: Bug) f32 { return switch (self.kind) { .nullptr_deref => return 1, .stack_overflow => return 2, .infinite_loop => return 0.5, } * self.health; } }; const Condition = union(enum) { always, memory_leak: f32, // Health percentage, ram<0.25 or ram<0.5 (randomized) bug: BugKind, // Against this specific enemy type idle: f32, // Idle time in seconds, 1s-2s (randomized) }; const Instruction = struct { condition: Condition, opcode: Opcode, const Opcode = union(enum) { sleep: f32, // Slows enemies (multiplier of enemy speed, 0.5-0.9 randomized) prefetch: f32, // Deals more damage (multiplier of cache size, 1.5-2 randomized) overclock: f32, // Faster firerate (multiplier of clock speed, 1.1-1.5 randomized) }; }; const Cpu = struct { clock_speed: f32 = 1, // Fire rate, every how many seconds to fire cache_size: f32 = 1, // Cache size, damage dealt debugs: u32 = 0, // How many bugs were killed instructions: []Instruction, // modifiers fn cores(self: Cpu) u32 { return switch (self.debugs) { 0...10 => 1, 10...25 => 2, 25...50 => 3, 50...100 => 4, else => 5, }; } }; const Cell = union(enum) { none, socket, cpu: Cpu, ai, lane, color: rl.Color, fn isLaneConnected(self: Cell) bool { return switch (self) { .lane => false, .ai => true, else => false, }; } }; const SpawnRule = struct { from_time_s: f32, to_time_s: f32, bugs: [Bug.count]u32, // index is enum }; const Wave = struct { arena: std.heap.ArenaAllocator, map: [cells_height][cells_width]Cell = [_][cells_width]Cell{[_]Cell{.none} ** cells_width} ** cells_height, bugs: std.ArrayList(Bug), time_since_start: f32, fn init() Wave { const height_middle = 4; var arena = std.heap.ArenaAllocator.init(std.heap.page_allocator); var wave = Wave{ .arena = arena, .bugs = std.ArrayList(Bug).init(arena.allocator()), }; for (1..cells_height - 1) |y| { for (1..cells_width - 1) |x| { const isEven = (y + x) % 2 == 0; if (isEven) { wave.map[y][x] = .{ .color = rl.Color.blue }; } else { wave.map[y][x] = .socket; } } } wave.map[height_middle][0] = .ai; for (1..cells_width - 1) |x| { wave.map[height_middle][x] = .lane; } return wave; } fn update(self: *Wave, delta_time: f32) void { // TODO: quite a bit of logic here self.time_since_start += delta_time; } fn deinit(self: *Wave) void { self.arena.deinit(); } fn get(self: *Wave, x: usize, y: usize) Cell { if (x >= cells_width or y >= cells_height) { return .none; } return self.map[y][x]; } }; const TextureKind = enum { socket, lane, ai, }; const Game = struct { global_arena: std.heap.ArenaAllocator, frame_arena: std.heap.ArenaAllocator, texture_map: std.AutoHashMap(TextureKind, rl.Texture2D), font_title: rl.Font, font_normal: rl.Font, camera: rl.Camera2D, wave: Wave, screen_state: union(enum) { main: ScreenMainMenu, battle: ScreenBattle, }, fn init() Game { var global_arena = std.heap.ArenaAllocator.init(std.heap.page_allocator); const ga = global_arena.allocator(); var texture_map = std.AutoHashMap(TextureKind, rl.Texture2D).init(ga); const lane = rl.loadTexture("assets/img/lane.png") catch unreachable; const socket = rl.loadTexture("assets/img/socket.png") catch unreachable; const ai = rl.loadTexture("assets/img/ai.png") catch unreachable; texture_map.put(.socket, socket) catch unreachable; texture_map.put(.lane, lane) catch unreachable; texture_map.put(.ai, ai) catch unreachable; const font_title = rl.loadFont("assets/font/DepartureMonoNerdFontMono-Regular.otf") catch unreachable; const font_normal = rl.loadFont("assets/font/GohuFont14NerdFontMono-Regular.ttf") catch unreachable; return .{ .camera = .{ .target = .{ .x = 128, .y = 128 }, .offset = .{ .x = @as(f32, @floatFromInt(screenWidth)) / 2, .y = @as(f32, @floatFromInt(screenHeight)) / 2, }, .rotation = 0, .zoom = @as(f32, @floatFromInt(screenHeight)) / world_height, }, .global_arena = global_arena, .frame_arena = std.heap.ArenaAllocator.init(std.heap.page_allocator), .wave = .init(), .texture_map = texture_map, .font_title = font_title, .font_normal = font_normal, .screen_state = .{ //.battle = .{}, .main = .{}, }, }; } fn deinit(self: *Game) void { self.global_arena.deinit(); self.frame_arena.deinit(); } fn frameStart(self: *Game) void { const reset_successful = self.frame_arena.reset(.retain_capacity); assert(reset_successful); } fn process(self: *Game) void { std.debug.print("Delta time: {d}\n", .{rl.getFrameTime()}); switch (self.screen_state) { .main => |m| { var mut_m = m; mut_m.update(self); }, .battle => |b| { var mut_b = b; mut_b.update(self); }, } self.updateCamera(); } fn render(self: *Game) void { switch (self.screen_state) { .main => |m| { var mut_m = m; mut_m.render(self); }, .battle => |b| { var mut_b = b; mut_b.render(self); }, } } fn updateCamera(self: *Game) void { screenWidth = rl.getScreenWidth(); screenHeight = rl.getScreenHeight(); self.camera.offset = .{ .x = @as(f32, @floatFromInt(screenWidth)) / 2, .y = @as(f32, @floatFromInt(screenHeight)) / 2, }; self.camera.target = .{ .x = world_width / 2.0, .y = world_height / 2.0, }; // Take the average between the ratios // This avoids "cheating" by changing the ratio to an extreme value // in order to see more terrain in a certain axis const width_ratio = @as(f32, @floatFromInt(screenWidth)) / world_width; const height_ratio = @as(f32, @floatFromInt(screenHeight)) / world_height; self.camera.zoom = (width_ratio + height_ratio) / 2; } }; const ScreenMainMenu = struct { fn update(self: *ScreenMainMenu, game: *Game) void { _ = self; _ = game; } fn render(self: *ScreenMainMenu, game: *Game) void { _ = self; rl.beginDrawing(); defer rl.endDrawing(); rl.clearBackground(bg_color); rl.drawTextEx(game.font_title, "Test", rl.Vector2.init(20, 20), 40, 4, rl.Color.white); if (rlg.button(.{ .x = 30, .y = 30, .width = 200, .height = 100 }, "Start")) { game.screen_state = .{ .battle = .{} }; } } }; const ScreenBattle = struct { fn update(self: *ScreenBattle, game: *Game) void { _ = self; _ = game; } fn render(self: *ScreenBattle, game: *Game) void { const a = game.frame_arena.allocator(); const map = game.wave.map; const camera = game.camera; rl.beginDrawing(); defer rl.endDrawing(); rl.clearBackground(bg_color); { rl.beginMode2D(camera); defer rl.endMode2D(); // TODO: make bugs render between (on top of) lanes and (under) AI for (0..map.len) |y| { for (0..map[0].len) |x| { self.drawCell(game, x, y); } } } rl.drawRectangle( 10, 10, @divTrunc(screenWidth, 5), @divTrunc(screenHeight, 5), rl.fade(rl.Color.white, 0.6), ); rl.drawRectangleLines( 10, 10, @divTrunc(screenWidth, 5), @divTrunc(screenHeight, 5), rl.Color.black, ); const font_size = @divTrunc(screenWidth, 80); const debug_info = std.fmt.allocPrintZ( a, \\FPS: {} \\Screen: {}x{} \\World: {}x{} ({}) , .{ rl.getFPS(), screenWidth, screenHeight, world_width, world_height, cell_size }, ) catch return; rl.drawText(debug_info, 20, 20, font_size, .black); } fn drawCell(self: *ScreenBattle, game: *Game, x: usize, y: usize) void { _ = self; switch (game.wave.map[y][x]) { .none => return, .socket => { const texture = game.texture_map.get(.socket).?; rl.drawTexture(texture, @intCast(x * cell_size), @intCast(y * cell_size), rl.Color.white); }, .lane => { const texture = game.texture_map.get(.lane).?; const lane_left = game.wave.get(x - 1, y).isLaneConnected(); const lane_right = game.wave.get(x + 1, y).isLaneConnected(); const lane_top = game.wave.get(x, y - 1).isLaneConnected(); const lane_bottom = game.wave.get(x, y + 1).isLaneConnected(); var offset: f32 = undefined; // Choose the correct sprite if (lane_top and lane_left) { offset = 3; } else if (lane_top and lane_right) { offset = 2; } else if (lane_bottom and lane_left) { offset = 5; } else if (lane_bottom and lane_right) { offset = 4; } else if (lane_left or lane_right) { offset = 0; } else if (lane_top or lane_bottom) { offset = 1; } rl.drawTextureRec( texture, .{ .x = 0, .y = offset * cell_size, .width = cell_size, .height = cell_size }, .{ .x = @floatFromInt(x * cell_size), .y = @floatFromInt(y * cell_size) }, rl.Color.white, ); }, .cpu => {}, .ai => { const texture = game.texture_map.get(.ai).?; rl.drawTexture(texture, @intCast(x * cell_size), @intCast(y * cell_size), rl.Color.white); }, .color => |color| { rl.drawRectangle( @intCast(x * cell_size), @intCast(y * cell_size), cell_size, cell_size, color, ); }, } } };