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|
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;
const image_assets = [_][]const u8{
"",
};
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(u8) {
nullptr_deref = 0,
stack_overflow = 1,
infinite_loop = 2,
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
animation_time: f32 = 0,
animation_state: f32 = 0,
const animation_switch_threshold = 0.3; // seconds
// 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: [BugKind.count]struct {
last_spawn: f32 = 0,
spawn_interval: f32,
}, // 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),
spawn_rules: std.ArrayList(SpawnRule),
time_since_start: f32 = 0,
fn init(wave_number: u8) Wave {
const height_middle = 4;
// TODO: probably fine for hackathon but post hackathon, this is really bad
// We alloc 2 arraylists on this, we need a pool allocator
var arena = std.heap.ArenaAllocator.init(std.heap.page_allocator);
// This is horrible code, sorry
var spawn_rules = std.ArrayList(SpawnRule).init(arena.allocator());
if (wave_number == 1) {
spawn_rules.append(.{
.from_time_s = 0,
.to_time_s = 10,
.bugs = .{
.{ .spawn_interval = 1 },
.{ .spawn_interval = 0 },
.{ .spawn_interval = 0 },
},
}) catch unreachable;
spawn_rules.append(.{
.from_time_s = 10,
.to_time_s = 20,
.bugs = .{
.{ .spawn_interval = 2 },
.{ .spawn_interval = 0.5 },
.{ .spawn_interval = 0 },
},
}) catch unreachable;
spawn_rules.append(.{
.from_time_s = 20,
.to_time_s = 30,
.bugs = .{
.{ .spawn_interval = 5 },
.{ .spawn_interval = 1 },
.{ .spawn_interval = 0.5 },
},
}) catch unreachable;
} else if (wave_number == 2) {} else if (wave_number == 3) {}
var wave = Wave{
.arena = arena,
.bugs = std.ArrayList(Bug).init(arena.allocator()),
.spawn_rules = spawn_rules,
};
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;
const half_cell = cell_size / 2;
const ai_position = rl.Vector2.init(half_cell, 4 * cell_size + half_cell);
// TODO: post hackathon, optimize this
for (self.spawn_rules.items) |*rules| {
for (0..rules.bugs.len) |i| {
rules.bugs[i].last_spawn += delta_time;
if (rules.bugs[i].last_spawn >= rules.bugs[i].spawn_interval) {
rules.bugs[i].last_spawn -= rules.bugs[i].spawn_interval;
self.bugs.append(Bug.init(@enumFromInt(i), ai_position)) catch unreachable;
// TODO: spawn bug
// Should initialize it at the center of AI
}
}
}
}
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,
bug_null,
bug_while,
bug_stackoverflow,
};
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,
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);
// TODO: make this texture loading more dynamic - DO THIS AFTER JAM
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;
const bug_so = rl.loadTexture("assets/img/stackoverflow.png") catch unreachable;
const bug_null = rl.loadTexture("assets/img/nullptr-deref.png") catch unreachable;
const bug_while = rl.loadTexture("assets/img/while1.png") catch unreachable;
texture_map.put(.socket, socket) catch unreachable;
texture_map.put(.lane, lane) catch unreachable;
texture_map.put(.ai, ai) catch unreachable;
texture_map.put(.bug_null, bug_null) catch unreachable;
texture_map.put(.bug_stackoverflow, bug_so) catch unreachable;
texture_map.put(.bug_while, bug_while) catch unreachable;
const font_title = rl.loadFontEx("assets/font/DepartureMonoNerdFontMono-Regular.otf", 80, null) catch unreachable;
const font_normal = rl.loadFontEx("assets/font/GohuFont14NerdFontMono-Regular.ttf", 80, null) catch unreachable;
return .{
.global_arena = global_arena,
.frame_arena = std.heap.ArenaAllocator.init(std.heap.page_allocator),
.texture_map = texture_map,
.font_title = font_title,
.font_normal = font_normal,
.screen_state = .{
.main = .init(),
},
};
}
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 {
const dt = rl.getFrameTime();
std.debug.print("Delta time: {d}\n", .{dt});
// TODO: find a better method of mutating the original
switch (self.screen_state) {
.main => |_| {
self.screen_state.main.update(self, dt);
},
.battle => |_| {
self.screen_state.battle.update(self, dt);
},
}
}
fn render(self: *Game) void {
rl.beginDrawing();
defer rl.endDrawing();
// TODO: maybe add a system for each screen to be able to give a color to set the background?
// just so the render method of the screens doesn't have to directly call rl.clearBackground
rl.clearBackground(bg_color);
// TODO: find a better method of mutating the original
switch (self.screen_state) {
.main => |_| {
self.screen_state.main.render(self);
},
.battle => |_| {
self.screen_state.battle.render(self);
},
}
}
};
const ScreenMainMenu = struct {
pressed_start: bool = false,
pressed_options: bool = false,
fn init() ScreenMainMenu {
return .{};
}
fn update(self: *ScreenMainMenu, game: *Game, dt: f32) void {
_ = dt;
if (self.pressed_start) {
const battle = ScreenBattle.init();
game.screen_state = .{ .battle = battle };
}
}
fn render(self: *ScreenMainMenu, game: *Game) void {
// what are we actually calling this game?
rl.drawTextEx(game.font_title, "Bug Defenders", rl.Vector2.init(480, 30), 40, 4, rl.Color.white);
// TODO: the play button and the title text don't scale with window resizing
// textures do, though, weirdly?
self.pressed_start = rlg.button(.{ .x = 285, .y = 280, .width = 300, .height = 100 }, "Play");
//self.pressed_options = rlg.button(.{ .x = 285, .y = 280, .width = 300, .height = 100 }, "Options");
}
};
const ScreenBattle = struct {
camera: rl.Camera2D,
wave: Wave,
fn init() ScreenBattle {
return .{
.wave = .init(1), // TODO: change this and move this to ScreenBattle state
.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,
},
};
}
fn update(self: *ScreenBattle, game: *Game, dt: f32) void {
_ = game;
self.wave.update(dt);
self.updateCamera();
}
fn updateCamera(self: *ScreenBattle) 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;
}
fn render(self: *ScreenBattle, game: *Game) void {
const a = game.frame_arena.allocator();
const map = self.wave.map;
const camera = self.camera;
{
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);
}
}
const half_cell = cell_size / 2;
if (self.wave.bugs.items.len == 0) {
self.wave.bugs.append(Bug.init(.stack_overflow, rl.Vector2.init(half_cell, 4 * cell_size + half_cell))) catch unreachable;
}
for (self.wave.bugs.items) |bug| {
const texture = switch (bug.kind) {
.nullptr_deref => game.texture_map.get(.bug_null).?,
.stack_overflow => game.texture_map.get(.bug_stackoverflow).?,
.infinite_loop => game.texture_map.get(.bug_while).?,
};
rl.drawTextureRec(
texture,
.{ .x = bug.animation_state * cell_size, .y = 0, .width = cell_size, .height = cell_size },
.{ .x = bug.position.x - half_cell, .y = bug.position.y - half_cell },
rl.Color.white,
);
rl.drawTexture(texture, @intFromFloat(bug.position.x), @intFromFloat(bug.position.y), rl.Color.white);
}
}
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{} ({})
\\Bugs: {}
,
.{ rl.getFPS(), screenWidth, screenHeight, world_width, world_height, cell_size, self.wave.bugs.items.len },
) catch return;
rl.drawText(debug_info, 20, 20, font_size, .black);
}
fn drawCell(self: *ScreenBattle, game: *Game, x: usize, y: usize) void {
switch (self.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 = self.wave.get(x - 1, y).isLaneConnected();
const lane_right = self.wave.get(x + 1, y).isLaneConnected();
const lane_top = self.wave.get(x, y - 1).isLaneConnected();
const lane_bottom = self.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,
);
},
}
}
};
|