Klicka för att visa hela källkoden
use macroquad::experimental::animation::{AnimatedSprite, Animation};
use macroquad::prelude::*;
use macroquad_particles::{self as particles, AtlasConfig, Emitter, EmitterConfig};
use std::fs;
const FRAGMENT_SHADER: &str = include_str!("starfield-shader.glsl");
const VERTEX_SHADER: &str = "#version 100
attribute vec3 position;
attribute vec2 texcoord;
attribute vec4 color0;
varying float iTime;
uniform mat4 Model;
uniform mat4 Projection;
uniform vec4 _Time;
void main() {
gl_Position = Projection * Model * vec4(position, 1);
iTime = _Time.x;
}
";
struct Shape {
size: f32,
speed: f32,
x: f32,
y: f32,
collided: bool,
}
impl Shape {
fn collides_with(&self, other: &Self) -> bool {
self.rect().overlaps(&other.rect())
}
fn rect(&self) -> Rect {
Rect {
x: self.x - self.size / 2.0,
y: self.y - self.size / 2.0,
w: self.size,
h: self.size,
}
}
}
enum GameState {
MainMenu,
Playing,
Paused,
GameOver,
}
fn particle_explosion() -> particles::EmitterConfig {
particles::EmitterConfig {
local_coords: false,
one_shot: true,
emitting: true,
lifetime: 0.6,
lifetime_randomness: 0.3,
explosiveness: 0.65,
initial_direction_spread: 2.0 * std::f32::consts::PI,
initial_velocity: 400.0,
initial_velocity_randomness: 0.8,
size: 16.0,
size_randomness: 0.3,
atlas: Some(AtlasConfig::new(5, 1, 0..)),
..Default::default()
}
}
#[macroquad::main("My game")]
async fn main() {
const MOVEMENT_SPEED: f32 = 200.0;
rand::srand(miniquad::date::now() as u64);
let mut squares = vec![];
let mut bullets: Vec<Shape> = vec![];
let mut circle = Shape {
size: 32.0,
speed: MOVEMENT_SPEED,
x: screen_width() / 2.0,
y: screen_height() / 2.0,
collided: false,
};
let mut score: u32 = 0;
let mut high_score: u32 = fs::read_to_string("highscore.dat")
.map_or(Ok(0), |i| i.parse::<u32>())
.unwrap_or(0);
let mut game_state = GameState::MainMenu;
let mut direction_modifier: f32 = 0.0;
let render_target = render_target(320, 150);
render_target.texture.set_filter(FilterMode::Nearest);
let material = load_material(
ShaderSource::Glsl {
vertex: VERTEX_SHADER,
fragment: FRAGMENT_SHADER,
},
MaterialParams {
uniforms: vec![
UniformDesc::new("iResolution", UniformType::Float2),
UniformDesc::new("direction_modifier", UniformType::Float1),
],
..Default::default()
},
)
.unwrap();
let mut explosions: Vec<(Emitter, Vec2)> = vec![];
set_pc_assets_folder("assets");
let ship_texture: Texture2D = load_texture("ship.png").await.expect("Couldn't load file");
ship_texture.set_filter(FilterMode::Nearest);
let bullet_texture: Texture2D = load_texture("laser-bolts.png")
.await
.expect("Couldn't load file");
bullet_texture.set_filter(FilterMode::Nearest);
let explosion_texture: Texture2D = load_texture("explosion.png")
.await
.expect("Couldn't load file");
explosion_texture.set_filter(FilterMode::Nearest);
let enemy_small_texture: Texture2D = load_texture("enemy-small.png")
.await
.expect("Couldn't load file");
enemy_small_texture.set_filter(FilterMode::Nearest);
build_textures_atlas();
let mut bullet_sprite = AnimatedSprite::new(
16,
16,
&[
Animation {
name: "bullet".to_string(),
row: 0,
frames: 2,
fps: 12,
},
Animation {
name: "bolt".to_string(),
row: 1,
frames: 2,
fps: 12,
},
],
true,
);
bullet_sprite.set_animation(1);
let mut ship_sprite = AnimatedSprite::new(
16,
24,
&[
Animation {
name: "idle".to_string(),
row: 0,
frames: 2,
fps: 12,
},
Animation {
name: "left".to_string(),
row: 2,
frames: 2,
fps: 12,
},
Animation {
name: "right".to_string(),
row: 4,
frames: 2,
fps: 12,
},
],
true,
);
let mut enemy_small_sprite = AnimatedSprite::new(
17,
16,
&[Animation {
name: "enemy_small".to_string(),
row: 0,
frames: 2,
fps: 12,
}],
true,
);
loop {
clear_background(BLACK);
material.set_uniform("iResolution", (screen_width(), screen_height()));
material.set_uniform("direction_modifier", direction_modifier);
gl_use_material(&material);
draw_texture_ex(
&render_target.texture,
0.,
0.,
WHITE,
DrawTextureParams {
dest_size: Some(vec2(screen_width(), screen_height())),
..Default::default()
},
);
gl_use_default_material();
match game_state {
GameState::MainMenu => {
if is_key_pressed(KeyCode::Escape) {
std::process::exit(0);
}
if is_key_pressed(KeyCode::Space) {
squares.clear();
bullets.clear();
explosions.clear();
circle.x = screen_width() / 2.0;
circle.y = screen_height() / 2.0;
score = 0;
game_state = GameState::Playing;
}
let text = "Press space";
let text_dimensions = measure_text(text, None, 50, 1.0);
draw_text(
text,
screen_width() / 2.0 - text_dimensions.width / 2.0,
screen_height() / 2.0,
50.0,
WHITE,
);
}
GameState::Playing => {
let delta_time = get_frame_time();
ship_sprite.set_animation(0);
if is_key_down(KeyCode::Right) {
circle.x += MOVEMENT_SPEED * delta_time;
direction_modifier += 0.05 * delta_time;
ship_sprite.set_animation(2);
}
if is_key_down(KeyCode::Left) {
circle.x -= MOVEMENT_SPEED * delta_time;
direction_modifier -= 0.05 * delta_time;
ship_sprite.set_animation(1);
}
if is_key_down(KeyCode::Down) {
circle.y += MOVEMENT_SPEED * delta_time;
}
if is_key_down(KeyCode::Up) {
circle.y -= MOVEMENT_SPEED * delta_time;
}
if is_key_pressed(KeyCode::Space) {
bullets.push(Shape {
x: circle.x,
y: circle.y - 24.0,
speed: circle.speed * 2.0,
size: 32.0,
collided: false,
});
}
if is_key_pressed(KeyCode::Escape) {
game_state = GameState::Paused;
}
// Clamp X and Y to be within the screen
circle.x = clamp(circle.x, 0.0, screen_width());
circle.y = clamp(circle.y, 0.0, screen_height());
// Generate a new square
if rand::gen_range(0, 99) >= 95 {
let size = rand::gen_range(16.0, 64.0);
squares.push(Shape {
size,
speed: rand::gen_range(50.0, 150.0),
x: rand::gen_range(size / 2.0, screen_width() - size / 2.0),
y: -size,
collided: false,
});
}
// Movement
for square in &mut squares {
square.y += square.speed * delta_time;
}
for bullet in &mut bullets {
bullet.y -= bullet.speed * delta_time;
}
ship_sprite.update();
bullet_sprite.update();
enemy_small_sprite.update();
// Remove shapes outside of screen
squares.retain(|square| square.y < screen_height() + square.size);
bullets.retain(|bullet| bullet.y > 0.0 - bullet.size / 2.0);
// Remove collided shapes
squares.retain(|square| !square.collided);
bullets.retain(|bullet| !bullet.collided);
// Remove old explosions
explosions.retain(|(explosion, _)| explosion.config.emitting);
// Check for collisions
if squares.iter().any(|square| circle.collides_with(square)) {
if score == high_score {
fs::write("highscore.dat", high_score.to_string()).ok();
}
game_state = GameState::GameOver;
}
for square in squares.iter_mut() {
for bullet in bullets.iter_mut() {
if bullet.collides_with(square) {
bullet.collided = true;
square.collided = true;
score += square.size.round() as u32;
high_score = high_score.max(score);
explosions.push((
Emitter::new(EmitterConfig {
amount: square.size.round() as u32 * 4,
texture: Some(explosion_texture.clone()),
..particle_explosion()
}),
vec2(square.x, square.y),
));
}
}
}
// Draw everything
let bullet_frame = bullet_sprite.frame();
for bullet in &bullets {
draw_texture_ex(
&bullet_texture,
bullet.x - bullet.size / 2.0,
bullet.y - bullet.size / 2.0,
WHITE,
DrawTextureParams {
dest_size: Some(vec2(bullet.size, bullet.size)),
source: Some(bullet_frame.source_rect),
..Default::default()
},
);
}
let ship_frame = ship_sprite.frame();
draw_texture_ex(
&ship_texture,
circle.x - ship_frame.dest_size.x,
circle.y - ship_frame.dest_size.y,
WHITE,
DrawTextureParams {
dest_size: Some(ship_frame.dest_size * 2.0),
source: Some(ship_frame.source_rect),
..Default::default()
},
);
let enemy_frame = enemy_small_sprite.frame();
for square in &squares {
draw_texture_ex(
&enemy_small_texture,
square.x - square.size / 2.0,
square.y - square.size / 2.0,
WHITE,
DrawTextureParams {
dest_size: Some(vec2(square.size, square.size)),
source: Some(enemy_frame.source_rect),
..Default::default()
},
);
}
for (explosion, coords) in explosions.iter_mut() {
explosion.draw(*coords);
}
draw_text(
format!("Score: {}", score).as_str(),
10.0,
35.0,
25.0,
WHITE,
);
let highscore_text = format!("High score: {}", high_score);
let text_dimensions = measure_text(highscore_text.as_str(), None, 25, 1.0);
draw_text(
highscore_text.as_str(),
screen_width() - text_dimensions.width - 10.0,
35.0,
25.0,
WHITE,
);
}
GameState::Paused => {
if is_key_pressed(KeyCode::Space) {
game_state = GameState::Playing;
}
let text = "Paused";
let text_dimensions = measure_text(text, None, 50, 1.0);
draw_text(
text,
screen_width() / 2.0 - text_dimensions.width / 2.0,
screen_height() / 2.0,
50.0,
WHITE,
);
}
GameState::GameOver => {
if is_key_pressed(KeyCode::Space) {
game_state = GameState::MainMenu;
}
let text = "GAME OVER!";
let text_dimensions = measure_text(text, None, 50, 1.0);
draw_text(
text,
screen_width() / 2.0 - text_dimensions.width / 2.0,
screen_height() / 2.0,
50.0,
RED,
);
}
}
next_frame().await
}
}