added enemy spawns and movement
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@@ -16,6 +16,7 @@ FetchContent_Declare(
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FetchContent_MakeAvailable(raylib)
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add_executable(isaac__ main.cpp
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types.h)
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types.h
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)
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target_link_libraries(${PROJECT_NAME} PUBLIC raylib)
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target_include_directories(${PROJECT_NAME} PUBLIC ${raylib_public_headers})
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50
main.cpp
50
main.cpp
@@ -1,4 +1,6 @@
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#include <mutex>
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#include <print>
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#include <random>
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#include <raylib.h>
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#include <thread>
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@@ -20,6 +22,12 @@ float tear_radius = 10.0f;
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double last_fired = 0;
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double fire_rate = .5;
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std::random_device dev;
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std::mt19937 rng(dev());
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std::mutex enemy_mutex;
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float enemy_max_speed = 5.0;
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float enemy_radius = 50.0;
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Enemy enemies[100] = {};
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Vector2 Player::center() const noexcept {
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@@ -76,7 +84,34 @@ struct EnemySpawner {
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const auto start = std::chrono::steady_clock::now();
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if (!paused.load()) {
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std::print("Running at {}\n", start.time_since_epoch().count());
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std::lock_guard lock(enemy_mutex);
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const auto num = static_cast<float>(rng()) / static_cast<float>(std::mt19937::max());
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const auto dir = static_cast<float>(rng()) / static_cast<float>(std::mt19937::max());
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for (auto &[center, radius, moving, alive]: enemies) {
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if (alive) continue;
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alive = true;
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radius = enemy_radius;
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if (num < 0.25) {
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center = {.x = static_cast<float>(screen_width) / 2, .y = 0};
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moving = {.x = (dir - 1) * 2, .y = 1};
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} else if (0.25 <= num && num < 0.5) {
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center = {.x = static_cast<float>(screen_width) / 2, .y = static_cast<float>(screen_height)};
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moving = {.x = (dir - 1) * 2, .y = -1};
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} else if (0.5 <= num && num < 0.75) {
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center = {.x = 0, .y = static_cast<float>(screen_height) / 2};
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moving = {.x = 1, .y = (dir - 1) * 2};
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} else {
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center = {.x = static_cast<float>(screen_width), .y = static_cast<float>(screen_height) / 2};
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moving = {.x = -1, .y = (dir - 1) * 2};
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}
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const auto speed_ratio = static_cast<float>(rng()) / static_cast<float>(std::mt19937::max());
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const auto speed = speed_ratio * enemy_max_speed;
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moving = Vector2Scale(moving, speed);
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break;
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}
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}
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auto next = start + std::chrono::seconds(rate_secs);
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@@ -140,7 +175,7 @@ int main() {
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InitWindow(800, 600, "Isaac++");
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SetTargetFPS(60);
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EnemySpawner spawner{10};
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EnemySpawner spawner{3};
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spawner.start();
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player.x = 10;
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player.y = 10;
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@@ -184,10 +219,8 @@ int main() {
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update_tears();
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BeginDrawing();
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ClearBackground(RAYWHITE);
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DrawText("Hello", 100, 100, 20, RED);
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DrawRectangleRec(player, BLUE);
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for (const auto wall: walls) {
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@@ -196,7 +229,14 @@ int main() {
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for (const auto tear: tears) {
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if (tear.active) {
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DrawCircle(static_cast<int>(tear.center.x), static_cast<int>(tear.center.y), tear_radius, SKYBLUE);
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DrawCircleV(tear.center, tear_radius, SKYBLUE);
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}
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}
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for (auto& enemy: enemies) {
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if (enemy.alive) {
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enemy.center = Vector2Add(enemy.center, enemy.moving);
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DrawCircleV(enemy.center, enemy.radius, RED);
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}
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}
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