Files
Isaacpp/main.cpp
2025-11-30 21:00:04 -05:00

333 lines
9.0 KiB
C++

#include <iterator>
#include <mutex>
#include <print>
#include <random>
#include <raylib.h>
#include <thread>
#include "types.h"
float screen_width = 800;
float screen_height = 600;
Rectangle walls[] = {};
Player player;
auto player_speed = 5.0f;
auto player_invulnerability = 1.0f;
uint32_t score;
Tear tears[100] = {};
float tear_speed = 10;
float tear_range = 500;
float tear_radius = 10.0f;
double last_fired = 0;
double fire_rate = .5;
std::mutex enemy_mutex;
float enemy_max_speed = 3.0;
float enemy_radius = 25.0;
struct Rng {
static std::random_device dev;
static std::mt19937 rng;
static float generate() {
return static_cast<float>(rng()) / static_cast<float>(std::mt19937::max());
}
static float generate(const uint32_t max) {
return generate() * static_cast<float>(max);
}
static float generate(const int min, const int max) {
return generate() * (static_cast<float>(max) - static_cast<float>(min)) + static_cast<float>(min);
}
};
std::random_device Rng::dev{};
std::mt19937 Rng::rng{dev()};
Vector2 Player::center() const noexcept {
return {.x = this->x + this->width / 2, .y = this->y + this->height / 2};
}
Rectangle Player::rect() const noexcept {
return {.x = x, .y = y, .width = width, .height = height};
}
bool Player::is_invulnerable(const double now) const noexcept {
return now < this->last_hit + player_invulnerability;
}
void Player::move(const float delta_x, const float delta_y) {
const auto x = std::min(
std::max(this->x + delta_x, 0.0f),
screen_width - this->width);
const auto y = std::min(
std::max(this->y + delta_y, 0.0f),
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;
}
}
template <typename T, size_t N>
struct Spawner {
std::mutex mutex;
std::condition_variable cv;
std::atomic<bool> running;
std::atomic<bool> paused;
std::optional<std::thread> timer;
long long rate_secs;
T values[N];
explicit Spawner(const long long rate_secs)
: rate_secs(rate_secs) {
}
virtual void spawn() {}
void start() {
running.store(true);
timer = std::thread([&] {
while (running.load()) {
const auto start = std::chrono::steady_clock::now();
if (!paused.load()) {
std::lock_guard lock(mutex);
spawn();
}
auto next = start + std::chrono::seconds(rate_secs);
std::unique_lock lock{mutex};
cv.wait_until(lock, next, [&] { return !running.load(); });
}
});
}
virtual ~Spawner() {
running.store(false);
cv.notify_all();
if (timer) {
timer.value().join();
}
}
};
struct EnemySpawner final : Spawner<Enemy, 100> {
explicit EnemySpawner(const long long rate_secs)
: Spawner<Enemy, 100>(rate_secs) {
}
void spawn() override {
const auto num = Rng::generate();
const auto starting_x = Rng::generate(static_cast<uint32_t>(screen_width));
const auto starting_y = Rng::generate(static_cast<uint32_t>(screen_height));
for (auto &[center, radius, speed, alive]: this->values) {
if (alive) continue;
alive = true;
radius = enemy_radius;
if (num < 0.25) {
center = {.x = starting_x, .y = 0};
} else if (0.25 <= num && num < 0.5) {
center = {
.x = starting_x, .y = (screen_height)
};
} else if (0.5 <= num && num < 0.75) {
center = {.x = 0, .y = starting_y};
} else {
center = {
.x = (screen_width), .y = starting_y
};
}
speed = Rng::generate(static_cast<uint32_t>(enemy_max_speed));
break;
}
}
};
EnemySpawner enemy_spawner{2};
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;
}
}
for (auto &enemy: enemy_spawner.values) {
if (enemy.alive && CheckCollisionCircles(center, tear_radius, enemy.center, enemy.radius)) {
active = false;
enemy.alive = false;
score++;
}
}
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);
enemy_spawner.start();
player.width = 50;
player.height = 50;
player.x = screen_width / 2 - player.width / 2;
player.y = screen_height / 2 - player.height / 2;
player.lives = 3;
player.last_hit = -10;
std::string score_text_buffer;
score_text_buffer.reserve(64);
std::string lives_text_buffer;
lives_text_buffer.reserve(64);
while (!WindowShouldClose()) {
if (IsWindowResized()) {
screen_height = static_cast<float>(GetScreenHeight());
screen_width = static_cast<float>(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;
}
const auto now = GetTime();
if (last_fired + fire_rate < now && tear_direction.has_value()) {
last_fired = now;
spawn_tear(player.center(), tear_direction.value());
}
update_tears();
BeginDrawing();
ClearBackground(RAYWHITE);
DrawRectangleRec(player.rect(), player.is_invulnerable(now) ? GOLD : BLUE);
for (const auto wall: walls) {
DrawRectangleRec(wall, GREEN);
}
for (const auto tear: tears) {
if (tear.active) {
DrawCircleV(tear.center, tear_radius, SKYBLUE);
}
}
{
std::lock_guard enemy_guard{enemy_mutex};
for (auto &[center, radius, speed, alive]: enemy_spawner.values) {
if (alive) {
center = Vector2MoveTowards(center, player.center(), speed);
DrawCircleV(center, radius, RED);
if (center.x < 0 || screen_width < center.x ||
center.y < 0 || screen_height < center.y) {
alive = false;
}
if (CheckCollisionCircleRec(center, radius, player.rect()) &&
player.last_hit + player_invulnerability < now) {
player.lives--;
player.last_hit = now;
}
}
}
}
std::format_to(std::back_inserter(score_text_buffer), "Score: {}", score);
DrawText(score_text_buffer.c_str(), 50, static_cast<int>(screen_height) - 100, 20, BLACK);
score_text_buffer.clear();
std::format_to(std::back_inserter(lives_text_buffer), "Lives: {}", player.lives);
DrawText(lives_text_buffer.c_str(), 50, static_cast<int>(screen_height) - 50, 20, BLACK);
lives_text_buffer.clear();
EndDrawing();
}
CloseWindow();
return 0;
}