Asteroids Game

Player Movement

Now that we have a space ship, we can now give it some life and allow the player to move the ship around the screen.

First let us describe what to expect about the player movement. When the player goes forward (pressing KEY_UP) the ship should move in the direction the ship is currently facing. To change direction, the player can press KEY_LEFT or KEY_RIGHT to steer the ship to another direction. This will rotate the ship in place and the player will be able to move forward with the pressing KEY_UP.

Naive Movement

We will start very simple with the movement and slowly build up to a nice space ship like movement. To start we first can create a player_update function that we can call to handle all the user input and state changes to the player before it is painted to the screen.

Add a new function declaration and a constant PLAYER_SPEED in the player.h file:

#ifndef PLAYER_H_
#define PLAYER_H_

#include "raylib.h"

#define PLAYER_POINTS 6
#define PLAYER_SPEED 2.0f

typedef struct player {
  Vector2 position;
} player_t;

void player_draw(player_t *player);
void player_update(player_t *player);

#endif

Now let us implement this function in the player.c:

#include "raylib.h"
#include "player.h"
#include "raymath.h"

...

void player_update(player_t *player) {
    Vector2 velocity = {0};
    if (IsKeyDown(KEY_UP)) {
        // INFO: The ship is currently lookin up. When the arrow up key is pressed
        // it should move upwards which means we need to move with a negative velocity
        // in the y axis.
        velocity.y = -PLAYER_SPEED;
        player.position = Vector2Add(player.position, velocity);
    }
}

This is a bit borring, the ship can only move upwards and can’t go back. For that we need to introduce a player rotation, so we can rotate the ship with the KEY_LEFT and KEY_RIGHT. We need to add the player rotation to the player_t struct to keep track of it.

...

typedef struct player {
  Vector2 position;
  float rotation;
} player_t;

...

Player Rotation

Now, lets update the player rotation when the arrow keys are pressed. Make sure to also update the player_draw function so the ship is also drawn with the new rotation:

// INFO: Make sure to update the `player.h` with this new constant
#define PLAYER_ROT_SPEED 2.0f

...

void player_draw(player_t *player) {
    // INFO: Rotate each of the points
    Vector2 start_point_rot = Vector2Rotate(points[i], player.rotation * DEG2RAD);
    Vector2 end_point_rot = Vector2Rotate(points[(i + 1) % PLAYER_POINTS],
                                        player.rotation * DEG2RAD);

    // INFO: Use the rotated points to scale them and add the player position
    // in the screen
    Vector2 start_pos = Vector2Add(Vector2Scale(start_point_rot, PLAYER_SIZE),
                                 player.position);
    Vector2 end_pos =
      Vector2Add(Vector2Scale(end_point_rot, PLAYER_SIZE), player.position);

    DrawLineEx(start_pos, end_pos, 2.0f, BLACK);
}

void player_update(player_t *player) {
    Vector2 velocity = {0};
    if (IsKeyDown(KEY_UP)) {
        velocity.y = -PLAYER_SPEED;
        player.position = Vector2Add(player.position, velocity);
    }

    float rotation = (IsKeyDown(KEY_RIGHT) - IsKeyDown(KEY_LEFT)) * PLAYER_ROT_SPEED;
    player.rotation += rotation;
}

The ship can rotate with the RIGHT and LEFT arrow keys but something is weird. We don’t move in the direction the ship is pointing to, the ship moves up rotated. This is not the behavior that we want.

Now that we have calculated the player rotation based on user input, we should move the player ship forward in the direction that the ship is pointing to.

...
void player_update(player_t *player) {
    if (IsKeyDown(KEY_UP)) {
        Vector2 player_facing_direction =
            Vector2Rotate((Vector2){0, -1}, player.rotation * DEG2RAD);
        Vector2 velocity = Vector2Scale(player_facing_direction, PLAYER_SPEED);
        player.position = Vector2Add(player.position, velocity);
    }

    float rotation = (IsKeyDown(KEY_RIGHT) - IsKeyDown(KEY_LEFT)) * PLAYER_ROT_SPEED;
    player.rotation += rotation;
}

Here we just need to update the player_update function to calculate the player’s facing direction and then use that vector to calculate the new velocity of the player. This should work because we update the player state and the player_draw just takes care of drawing the new state.

Wrap Player Position

When the ship reaches the limit of the screen it should wrap to the other side of the screen. This is how the original game worked and we will implement the same.

// This are some limits that we will check to wrap the player
// You can add this to the player.h file
#define FIELD_MIN_X (-PLAYER_SIZE)
#define FIELD_MAX_X (SCREEN_WIDTH + PLAYER_SIZE)
#define FIELD_MIN_Y (-PLAYER_SIZE)
#define FIELD_MAX_Y (SCREEN_HEIGHT + PLAYER_SIZE)

...

// Add this one in the player.h file or keep it as a private(static) function
// in the player.c file
void player_wrap(player_t *player) {
    if (player->position.x > FIELD_MAX_X) {
        player->position.x = -PLAYER_SIZE;
    } else if (player->position.x < FIELD_MIN_X) {
        player->position.x = SCREEN_WIDTH + PLAYER_SIZE;
    }

    if (player->position.y > FIELD_MAX_Y) {
        player->position.y = -PLAYER_SIZE;
    } else if (player->position.y < FIELD_MIN_Y) {
        player->position.y = SCREEN_HEIGHT + PLAYER_SIZE;
    }
}

In this function we check if the player ship has reach one of the limits in the x and y axis and we update the position based on that, to wrap to the oposite side of the screen.

Squared Wave SVG