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2026-08-06 13:25:21 +03:00
parent 4ad1f3ca37
commit c2eb4a7b24
17 changed files with 288 additions and 0 deletions
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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)
}
}