initial commit

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2025-11-30 12:08:35 -05:00
commit 6694d4ece9
4 changed files with 268 additions and 0 deletions

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.gitignore vendored Normal file
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.idea

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CMakeLists.txt Normal file
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cmake_minimum_required(VERSION 4.0)
project(isaac__)
set(CMAKE_CXX_STANDARD 23)
include(FetchContent)
FetchContent_Declare(
raylib
GIT_REPOSITORY "https://github.com/raysan5/raylib.git"
GIT_TAG "5.5"
GIT_PROGRESS TRUE
GIT_SHALLOW true
)
FetchContent_MakeAvailable(raylib)
add_executable(isaac__ main.cpp
types.h)
target_link_libraries(${PROJECT_NAME} PUBLIC raylib)
target_include_directories(${PROJECT_NAME} PUBLIC ${raylib_public_headers})

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main.cpp Normal file
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#include <print>
#include <raylib.h>
#include <thread>
#include "types.h"
auto screen_width = 800;
auto screen_height = 600;
Rectangle walls[] = {
{.x = 100, .y = 100, .width = 5, .height = 100}
};
Player player;
auto player_speed = 5.0f;
Tear tears[100] = {};
float tear_speed = 10;
float tear_range = 500;
float tear_radius = 10.0f;
double last_fired = 0;
double fire_rate = .5;
Enemy enemies[100] = {};
Vector2 Player::center() const noexcept {
return {.x = this->x + this->width / 2, .y = this->y + this->height / 2};
}
void Player::move(const float delta_x, const float delta_y) {
auto x = std::min(
std::max(this->x + delta_x, 0.0f),
static_cast<float>(screen_width) - this->width);
auto y = std::min(
std::max(this->y + delta_y, 0.0f),
static_cast<float>(screen_height) - this->height);
bool collided = false;
const Rectangle next_position = {
.x = x,
.y = y,
.width = this->width,
.height = this->height
};
for (const auto wall: walls) {
if (CheckCollisionRecs(wall, next_position)) {
collided = true;
break;
}
}
if (collided) {
} else {
this->x = x;
this->y = y;
}
}
struct EnemySpawner {
std::mutex m;
std::condition_variable cv;
std::atomic<bool> running;
std::atomic<bool> paused;
std::thread timer;
long long rate_secs;
explicit EnemySpawner(const long long rate_secs)
: rate_secs(rate_secs) {
}
void start() {
running.store(true);
timer = std::thread([&] {
while (running.load()) {
const auto start = std::chrono::steady_clock::now();
if (!paused.load()) {
std::print("Running at {}\n", start.time_since_epoch().count());
}
auto next = start + std::chrono::seconds(rate_secs);
std::unique_lock lock{m};
cv.wait_until(lock, next, [&] { return !running.load(); });
}
});
}
~EnemySpawner() {
running.store(false);
cv.notify_all();
timer.join();
}
};
void spawn_tear(const Vector2 center, const Direction direction) {
for (auto &[tear_center, tear_direction, tear_active, starting_center]: tears) {
if (!tear_active) {
tear_center = center;
tear_direction = direction;
tear_active = true;
starting_center = center;
break;
}
}
}
void update_tears() {
for (auto &[center, direction, active, starting_center]: tears) {
if (active) {
for (const auto wall: walls) {
if (CheckCollisionCircleRec(center, tear_radius, wall)) {
active = false;
break;
}
}
switch (direction) {
case UP:
center.y -= tear_speed;
break;
case DOWN:
center.y += tear_speed;
break;
case LEFT:
center.x -= tear_speed;
break;
case RIGHT:
center.x += tear_speed;
break;
}
if (tear_range < Vector2Distance(center, starting_center)) {
active = false;
}
}
}
}
int main() {
InitWindow(800, 600, "Isaac++");
SetTargetFPS(60);
EnemySpawner spawner{10};
spawner.start();
player.x = 10;
player.y = 10;
player.width = 50;
player.height = 50;
while (!WindowShouldClose()) {
if (IsWindowResized()) {
screen_height = GetScreenHeight();
screen_width = GetScreenWidth();
}
float delta_x = 0;
float delta_y = 0;
if (IsKeyDown(KEY_W)) delta_y -= player_speed;
if (IsKeyDown(KEY_S)) delta_y += player_speed;
if (IsKeyDown(KEY_A)) delta_x -= player_speed;
if (IsKeyDown(KEY_D)) delta_x += player_speed;
player.move(delta_x, delta_y);
std::optional<Direction> tear_direction;
if (IsKeyDown(KEY_LEFT)) {
tear_direction = LEFT;
}
if (IsKeyDown(KEY_UP)) {
tear_direction = UP;
}
if (IsKeyDown(KEY_RIGHT)) {
tear_direction = RIGHT;
}
if (IsKeyDown(KEY_DOWN)) {
tear_direction = DOWN;
}
if (const auto now = GetTime(); last_fired + fire_rate < now && tear_direction.has_value()) {
last_fired = now;
spawn_tear(player.center(), tear_direction.value());
}
update_tears();
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText("Hello", 100, 100, 20, RED);
DrawRectangleRec(player, BLUE);
for (const auto wall: walls) {
DrawRectangleRec(wall, GREEN);
}
for (const auto tear: tears) {
if (tear.active) {
DrawCircle(static_cast<int>(tear.center.x), static_cast<int>(tear.center.y), tear_radius, SKYBLUE);
}
}
EndDrawing();
}
CloseWindow();
return 0;
}

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types.h Normal file
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//
// Created by Grant Horner on 11/30/25.
//
#pragma once
#include "raymath.h"
#include "raylib.h"
struct Player : Rectangle {
[[nodiscard]] Vector2 center() const noexcept;
void move(float delta_x, float delta_y);
};
enum Direction {
UP, DOWN, LEFT, RIGHT
};
struct Tear {
Tear() noexcept = default;
Tear(const Vector2 center, const Direction direction) noexcept
: center(center), direction(direction),
active(true),
starting_center(center) {
};
Vector2 center;
Direction direction;
bool active;
Vector2 starting_center;
};
struct Enemy {
Vector2 center;
float radius;
Vector2 moving;
bool alive;
};