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commit c2eb4a7b24
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require("custom.runner").setup({
commands = {
run = { cmd = "odin run ." }, -- активная команда
-- test = { cmd = "go test ./..." },
-- build = { cmd = "odin build ./src/" },
-- lint = { cmd = "go vet ./..." },
},
focus = false, -- фокус на нижний терминал при запуске
-- ── Опции редактора для проекта (применяются к буферам) ──
-- options = {
-- tabstop = 4,
-- shiftwidth = 4,
-- expandtab = false,
-- },
-- ── Исключения для snacks-файндеров (поверх базовых .git, .gitignore и т.п.) ──
exclude = {
"assets",
}, -- например: { "_build", "vendor" }
})
-- ── Проектная автокоманда (пример) ──
-- vim.api.nvim_create_autocmd("BufWritePre", {
-- pattern = "*.odin",
-- callback = function()
-- vim.notify("Файл сохраняется в проекте", vim.log.levels.INFO)
-- end,
-- })
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package main
import hm "core:container/handle_map"
import rl "vendor:raylib"
ent_handle :: hm.Handle32
Entity :: struct {
position: rl.Vector2,
hp: i32,
speed: f32,
col: f32,
}
Player :: struct {
using ent: Entity,
walk_speed: f32,
run_speed: f32,
}
Enemy :: struct {
using ent: Entity,
handle: ent_handle,
}
create_enemy :: proc(scene: ^Scene, pos: rl.Vector2) {
if scene.enemy_count >= MAX_ENEMIES {
return
}
scene.enemies[scene.enemy_count] = Enemy {
position = pos,
hp = 100,
speed = 100,
col = 32,
}
scene.enemy_count += 1
}
update_player :: proc(player: ^Player, dt: f32) {
input: rl.Vector2
if rl.IsKeyDown(.W) {
input.y += -1
}
if rl.IsKeyDown(.D) {
input.x += 1
}
if rl.IsKeyDown(.S) {
input.y += 1
}
if rl.IsKeyDown(.A) {
input.x += -1
}
input = rl.Vector2Normalize(input)
if rl.IsKeyDown(.LEFT_SHIFT) {
player.speed = player.run_speed
} else {
player.speed = player.walk_speed
}
player.position += input * player.speed * dt
}
calc_col_box :: proc(center: rl.Vector2, side: f32) -> rl.Rectangle {
return rl.Rectangle {
x = center.x - side / 2,
y = center.y - side / 2,
width = side,
height = side,
}
}
// Разлепляет два ентерия — выталкивает по оси наименьшего проникновения.
// Чтоб не стояли друг в друге как родные.
resolve_entity_overlap :: proc(a, b: ^Entity) {
ra := calc_col_box(a.position, a.col)
rb := calc_col_box(b.position, b.col)
if !rl.CheckCollisionRecs(ra, rb) do return
overlap_x := min(ra.x + ra.width - rb.x, rb.x + rb.width - ra.x)
overlap_y := min(ra.y + ra.height - rb.y, rb.y + rb.height - ra.y)
if overlap_x < overlap_y {
half := overlap_x / 2
if a.position.x < b.position.x {
a.position.x -= half
b.position.x += half
} else {
a.position.x += half
b.position.x -= half
}
} else {
half := overlap_y / 2
if a.position.y < b.position.y {
a.position.y -= half
b.position.y += half
} else {
a.position.y += half
b.position.y -= half
}
}
}
resolve_collisions :: proc(scene: ^Scene) {
// Враг против врага — чтоб толпой не слипались
for i in 0 ..< scene.enemy_count {
for j in i + 1 ..< scene.enemy_count {
resolve_entity_overlap(
&scene.enemies[i].ent,
&scene.enemies[j].ent,
)
}
}
// Игрок против врагов — чтоб не захавывали друг друга
for &enemy in scene.enemies[:scene.enemy_count] {
resolve_entity_overlap(&scene.player.ent, &enemy.ent)
}
}
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package main
import hm "core:container/handle_map"
import "core:fmt"
import rl "vendor:raylib"
SCREEN_W :: 1280
SCREEN_H :: 720
MAX_ENEMIES :: 10
Scene :: struct {
player: Player,
camera: rl.Camera2D,
enemies: hm.Static_Handle_Map(128, Enemy, ent_handle),
}
create_scene :: proc() -> Scene {
scene := Scene {
player = Player {
position = rl.Vector2{100, 100},
hp = 100,
walk_speed = 300,
run_speed = 500,
col = 32,
},
camera = rl.Camera2D {
zoom = 1,
offset = rl.Vector2{SCREEN_W / 2, SCREEN_H / 2},
},
}
_ = hm.add(
&scene.enemies,
Enemy {
position = rl.Vector2{500, 500},
hp = 100,
speed = 100,
col = 32,
},
)
_ = hm.add(
&scene.enemies,
Enemy {
position = rl.Vector2{600, 600},
hp = 100,
speed = 100,
col = 32,
},
)
return scene
}
draw_scene :: proc(scene: ^Scene) {
rl.BeginMode2D(scene.camera)
rl.DrawCircle(
cast(i32)scene.player.position.x,
cast(i32)scene.player.position.y,
32,
rl.GREEN,
)
rl.DrawRectangle(300, 300, 100, 100, rl.BLUE)
for enemy in scene.enemies[:scene.enemy_count] {
rl.DrawCircle(
cast(i32)enemy.position.x,
cast(i32)enemy.position.y,
32,
rl.RED,
)
}
rl.EndMode2D()
}
update_scene :: proc(scene: ^Scene, dt: f32) {
update_player(&scene.player, dt)
scene.camera.target = scene.player.position
// Сначала двигаем всех врагов к игроку — без страха и упрёка
for &enemy in scene.enemies[:scene.enemy_count] {
dir := rl.Vector2Normalize(scene.player.position - enemy.position)
enemy.position += dir * enemy.speed * dt
}
// Потом разлепляем коллизии — выталкиваем кто кого переехал
resolve_collisions(scene)
}
main :: proc() {
fmt.println("Hello, world!")
scene := create_scene()
rl.InitWindow(SCREEN_W, SCREEN_H, "HUI")
defer rl.CloseWindow()
rl.SetTargetFPS(200)
for !rl.WindowShouldClose() {
dt := rl.GetFrameTime()
update_scene(&scene, dt)
rl.BeginDrawing()
{
rl.ClearBackground(rl.BLACK)
draw_scene(&scene)
}
rl.EndDrawing()
}
}
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{
"$schema": "https://raw.githubusercontent.com/DanielGavin/ols/master/misc/odinfmt.schema.json",
"character_width": 80,
"tabs": true,
"spaces": 2,
"tabs_width": 4
}
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{
"$schema": "https://raw.githubusercontent.com/DanielGavin/ols/master/misc/ols.schema.json",
"enable_semantic_tokens": true,
"enable_document_symbols": true,
"enable_hover": true,
"enable_snippets": true,
"enable_checker_only_saved": true,
"enable_inlay_hints_params": true,
"enable_inlay_hints_default_params": true,
"enable_inlay_hints_implicit_return": true,
"enable_inlay_hints_optional_result": true,
"enable_inlay_hints_struct_fields": true
}
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package main