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add a simple struct for the game field that may be extended later
0 | 1 | /* |
2 | * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS HEADER. | |
3 | * Copyright 2023 Mike Becker. All rights reserved. | |
4 | * | |
5 | * Redistribution and use in source and binary forms, with or without | |
6 | * modification, are permitted provided that the following conditions are met: | |
7 | * | |
8 | * 1. Redistributions of source code must retain the above copyright | |
9 | * notice, this list of conditions and the following disclaimer. | |
10 | * | |
11 | * 2. Redistributions in binary form must reproduce the above copyright | |
12 | * notice, this list of conditions and the following disclaimer in the | |
13 | * documentation and/or other materials provided with the distribution. | |
14 | * | |
15 | * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" | |
16 | * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE | |
17 | * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE | |
18 | * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE | |
19 | * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR | |
20 | * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF | |
21 | * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS | |
22 | * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN | |
23 | * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) | |
24 | * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE | |
25 | * POSSIBILITY OF SUCH DAMAGE. | |
26 | */ | |
27 | ||
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28 | #include <ascension/core.h> |
48 | 29 | #include <ascension/ui.h> |
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30 | #include <ascension/sprite.h> |
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31 | #include <ascension/2d.h> |
242 | 32 | #include <ascension/shader.h> |
48 | 33 | |
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34 | #include <cx/printf.h> |
0 | 35 | |
242 | 36 | #define TEXTURE_2D_COUNT 3 |
37 | static AscTexture tex2d[TEXTURE_2D_COUNT]; | |
38 | #define TEXTURE_PLAYER &tex2d[0] | |
39 | #define TEXTURE_PLAYER_COLOR_MAP &tex2d[1] | |
40 | #define TEXTURE_BACKDROP &tex2d[2] | |
41 | ||
42 | #define SHADER_ID_PLAYER 1 | |
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43 | |
101 | 44 | #define BACKDROP_SCENE asc_window_scene(0) |
45 | #define MAIN_SCENE asc_window_scene(1) | |
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46 | |
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47 | #define HUD_WIDTH 400 |
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48 | |
206 | 49 | enum MoveDirection { |
50 | MOVE_UP, | |
51 | MOVE_LEFT, | |
52 | MOVE_DOWN, | |
53 | MOVE_RIGHT | |
54 | }; | |
55 | ||
56 | static asc_transform rotations[4]; | |
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57 | static asc_vec2i directions[4]; |
206 | 58 | |
59 | typedef struct { | |
242 | 60 | asc_col4f color; |
206 | 61 | enum MoveDirection direction; |
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62 | enum MoveDirection target_direction; |
213 | 63 | /** |
64 | * The speed in tiles per second. | |
65 | */ | |
66 | float speed; | |
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67 | asc_vec2i new_position; |
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68 | bool reset_position; |
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69 | } Player; |
206 | 70 | |
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71 | #define GAME_FIELD_SIZE 32 |
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72 | #define GAME_FIELD_TILE_SIZE 32 |
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73 | |
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74 | /** The bit in the tile data indicating if the tile exists. */ |
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75 | #define GAME_FIELD_TILE_EXISTS_FLAG 0x80 |
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76 | /** The bits in the tile data that identify the owner. */ |
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77 | #define GAME_FIELD_TILE_OWNER_MASK 0xF |
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78 | |
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79 | typedef struct { |
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80 | AscSceneNode *nodes[GAME_FIELD_SIZE][GAME_FIELD_SIZE]; |
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81 | int8_t tile_data[GAME_FIELD_SIZE][GAME_FIELD_SIZE]; |
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82 | } GameField; |
213 | 83 | |
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84 | static void globals_init(void) { |
206 | 85 | asc_transform_identity(rotations[MOVE_UP]); |
86 | asc_transform_roll(rotations[MOVE_LEFT], asc_rad(-90)); | |
87 | asc_transform_roll(rotations[MOVE_RIGHT], asc_rad(90)); | |
88 | asc_transform_roll(rotations[MOVE_DOWN], asc_rad(180)); | |
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89 | directions[MOVE_UP] = ASC_VEC2I(0, -1); |
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90 | directions[MOVE_LEFT] = ASC_VEC2I(-1, 0); |
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91 | directions[MOVE_DOWN] = ASC_VEC2I(0, 1); |
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92 | directions[MOVE_RIGHT] = ASC_VEC2I(1, 0); |
206 | 93 | } |
94 | ||
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95 | static void textures_destroy(void) { |
242 | 96 | asc_texture_destroy(tex2d, TEXTURE_2D_COUNT); |
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97 | } |
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98 | |
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99 | static void textures_init(void) { |
242 | 100 | asc_texture_init_2d(tex2d, TEXTURE_2D_COUNT); |
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101 | asc_texture_from_file(TEXTURE_PLAYER, "player.png"); |
242 | 102 | asc_texture_from_file(TEXTURE_PLAYER_COLOR_MAP, "player-color-map.png"); |
101 | 103 | asc_texture_from_file(TEXTURE_BACKDROP, "backdrop.png"); |
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104 | asc_gl_context_add_cleanup_func(asc_active_glctx, textures_destroy); |
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105 | } |
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106 | |
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107 | static void backdrop_scale(AscBehavior *behavior) { |
213 | 108 | // scale the backdrop to the size of the window |
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109 | if (!asc_active_window->resized) return; |
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110 | asc_ptr_cast(AscSprite, sprite, behavior->node); |
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111 | asc_vec2u window_size = asc_active_window->dimensions; |
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112 | asc_sprite_set_size(sprite, window_size); |
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113 | } |
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114 | |
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115 | static void main_scene_frame_scale(AscBehavior *behavior) { |
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116 | // TODO: we cannot skip this behavior when window is resized, |
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117 | // because the viewport is updated after executing all behaviors |
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118 | // and then the resized flag is cleared already. |
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119 | // A possible solution is to add something like a post-rendering behavior. |
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120 | // Another solution would be a viewport-changed-event (once we implement events) |
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121 | asc_ptr_cast(AscRectangle, frame, behavior->node); |
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122 | asc_rectangle_set_bounds(frame, MAIN_SCENE->camera.viewport); |
213 | 123 | } |
124 | ||
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125 | static void backdrop_create(void) { |
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126 | const float scale = asc_active_window->ui_scale; |
213 | 127 | AscSceneNode *node = asc_sprite( |
128 | .texture = TEXTURE_BACKDROP, | |
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129 | .texture_scale_mode = ASC_TEXTURE_SCALE_REPEAT, |
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130 | .texture_scale_x = scale, .texture_scale_y = scale, |
213 | 131 | ); |
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132 | asc_behavior_add(node, .func = backdrop_scale); |
213 | 133 | asc_scene_add_node(BACKDROP_SCENE, node); |
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134 | |
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135 | // also add a frame for the main scene |
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136 | // add this to the UI layer so that the border size does not scale |
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137 | AscSceneNode *frame = asc_rectangle(.thickness = 2, .color = ASC_RGB(66, 142, 161)); |
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138 | asc_behavior_add(frame, .func = main_scene_frame_scale); |
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139 | asc_ui_add_node(frame); |
213 | 140 | } |
141 | ||
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142 | static void fps_counter_update(AscBehavior *behavior) { |
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143 | asc_ptr_cast(AscText, node, behavior->node); |
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144 | static float last_fps = 0.f; |
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145 | if (fabsf(asc_context.frame_rate - last_fps) > 1) { |
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146 | last_fps = asc_context.frame_rate; |
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147 | asc_text_printf(node, "%.2f FPS", asc_context.frame_rate); |
0 | 148 | } |
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149 | } |
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150 | |
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151 | static void fps_counter_tie_to_corner(AscBehavior *behavior) { |
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152 | // TODO: this should be replaced with some sort of UI layout manager |
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153 | AscSceneNode *node = behavior->node; |
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154 | if (asc_test_flag(node->flags, ASC_SCENE_NODE_GRAPHICS_UPDATED) || asc_active_window->resized) { |
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155 | asc_scene_node_set_position2f(node, ASC_VEC2F(10, |
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156 | asc_active_window->dimensions.y - ((AscText*)node)->dimension.height - 10 |
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157 | )); |
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158 | } |
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159 | } |
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160 | |
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161 | static void fps_counter_create(void) { |
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162 | AscSceneNode *node = asc_text( |
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163 | .name = "FPS Counter", |
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164 | .color = ASC_RGB(255, 255, 255), |
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165 | .font = asc_font(ASC_FONT_REGULAR, 12), |
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166 | ); |
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167 | asc_behavior_add(node, .func = fps_counter_update, .interval = asc_seconds(1)); |
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168 | asc_behavior_add(node, fps_counter_tie_to_corner); |
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169 | asc_ui_add_node(node); |
70 | 170 | } |
171 | ||
242 | 172 | typedef struct { |
173 | AscShaderProgram program; | |
174 | asc_uniform_loc map_albedo; | |
175 | asc_uniform_loc map_color; | |
176 | asc_uniform_loc color; | |
177 | } PlayerShader; | |
178 | ||
179 | static void player_shader_init(AscShaderProgram *p, cx_attr_unused int flags) { | |
180 | asc_shader_init_uniform_loc_nice(p, PlayerShader, map_albedo); | |
181 | asc_shader_init_uniform_loc_nice(p, PlayerShader, map_color); | |
182 | asc_shader_init_uniform_loc_nice(p, PlayerShader, color); | |
183 | } | |
184 | ||
185 | static AscShaderProgram *player_shader_create(cx_attr_unused int unused) { | |
186 | return asc_shader_create((AscShaderCodes) { | |
187 | .vtx = {.source_file = "sprite_vtx.glsl"}, | |
188 | .frag = {.source_file = "player.glsl",}, | |
189 | }, sizeof(PlayerShader), player_shader_init, 0); | |
190 | } | |
191 | ||
192 | static void player_draw(const AscCamera *camera, const AscSceneNode *node) { | |
193 | asc_cptr_cast(AscSprite, sprite, node); | |
194 | const Player *player = node->user_data; | |
195 | ||
196 | // TODO: we shall finally add the shader information to the node | |
197 | const AscShaderProgram *s = asc_shader_lookup( | |
198 | SHADER_ID_PLAYER, player_shader_create, 0 | |
199 | ); | |
200 | if (asc_shader_use(s, camera)) return; | |
201 | asc_cptr_cast(PlayerShader, shader, s); | |
202 | ||
203 | asc_shader_upload_model_matrix(s, node); | |
204 | ||
205 | // Bind texture | |
206 | asc_texture_bind(TEXTURE_PLAYER, shader->map_albedo, 0); | |
207 | asc_texture_bind(TEXTURE_PLAYER_COLOR_MAP, shader->map_color, 1); | |
208 | asc_shader_upload_col4f(shader->color, player->color); | |
209 | asc_mesh_draw_triangle_strip(&sprite->mesh); | |
210 | } | |
211 | ||
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212 | static void player_move(AscBehavior *behavior) { |
206 | 213 | AscSceneNode *node = behavior->node; |
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214 | Player *player = node->user_data; |
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215 | |
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216 | // check if the position is set programmatically |
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217 | if (player->reset_position) { |
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218 | asc_scene_node_set_position2f(node, |
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219 | ASC_VEC2F( |
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220 | GAME_FIELD_TILE_SIZE * player->new_position.x, |
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221 | GAME_FIELD_TILE_SIZE * player->new_position.y)); |
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222 | player->reset_position = false; |
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223 | return; |
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224 | } |
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225 | |
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226 | // normal movement |
245
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227 | const int ts = (int) GAME_FIELD_TILE_SIZE; |
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228 | const float fts = (float) ts; |
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229 | const float speed = fts * player->speed * asc_context.frame_factor; |
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230 | const asc_vec2i dir = directions[player->direction]; |
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231 | const asc_vec2f movement = asc_vec2f_scale(asc_vec2_itof(dir), speed); |
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232 | // check if we are supposed to change the direction |
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233 | if (player->direction == player->target_direction) { |
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234 | // move without changing the direction |
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235 | asc_scene_node_move2f(node, movement); |
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236 | } else { |
217
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237 | // determine axis |
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238 | // and check if we are about to cross the center |
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239 | // this relies on positive positions! |
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240 | bool rotate = false; |
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241 | if (movement.x == 0) { |
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242 | // vertical movement |
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243 | const int y0 = (int)node->position.y / ts; |
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244 | const int y1 = (int)(node->position.y+movement.y) / ts; |
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245 | rotate = y0 != y1 && asc_sgn(y1-y0) == dir.y; |
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246 | } else { |
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247 | // horizontal movement |
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248 | const int x0 = (int)node->position.x / ts; |
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249 | const int x1 = (int)(node->position.x+movement.x) / ts; |
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250 | rotate = x0 != x1 && asc_sgn(x1-x0) == dir.x; |
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251 | } |
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252 | if (rotate) { |
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253 | // snap position to the center of the tile |
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254 | node->position.x = roundf(node->position.x / fts) * fts; |
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255 | node->position.y = roundf(node->position.y / fts) * fts; |
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256 | player->direction = player->target_direction; |
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257 | asc_scene_node_set_rotation(node, rotations[player->direction]); |
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258 | } else { |
217
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259 | // changing the direction not permitted, yet, continue movement |
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260 | asc_scene_node_move2f(node, movement); |
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261 | } |
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262 | } |
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263 | } |
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264 | |
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265 | static void player_position(Player *pl, int x, int y) { |
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266 | pl->new_position.x = x; |
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267 | pl->new_position.y = y; |
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268 | pl->reset_position = true; |
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269 | } |
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270 | |
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271 | static Player *player_create(void) { |
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272 | AscSceneNode *sprite = asc_sprite( |
114 | 273 | .name = "Player", |
245
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274 | .width = GAME_FIELD_TILE_SIZE, |
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275 | .height = GAME_FIELD_TILE_SIZE, |
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276 | .origin_x = GAME_FIELD_TILE_SIZE / 2, |
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277 | .origin_y = GAME_FIELD_TILE_SIZE / 2, |
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278 | ); |
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279 | asc_scene_add_node(MAIN_SCENE, sprite); |
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280 | Player *player = asc_scene_node_allocate_data(sprite, sizeof(Player)); |
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281 | player_position(player, 12, 8); |
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282 | player->speed = 3.f; // start with 3 tiles/sec |
242 | 283 | player->color = ASC_RGB_F(1, 0, 0); |
284 | sprite->draw_func = player_draw; | |
234
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285 | asc_behavior_add(sprite, player_move); |
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286 | return player; |
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287 | } |
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288 | |
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289 | static void gamefield_create() { |
213 | 290 | // TODO: create a proper data structure and a more interesting map than just a basic grid |
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291 | AscSceneNode *node = asc_scene_node_empty(); |
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292 | GameField *data = asc_scene_node_allocate_data(node, sizeof(GameField)); |
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293 | for (unsigned x = 0; x < GAME_FIELD_SIZE; x++) { |
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294 | for (unsigned y = 0; y < GAME_FIELD_SIZE; y++) { |
213 | 295 | AscSceneNode *tile = asc_rectangle( |
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296 | .x = (x+1)*GAME_FIELD_TILE_SIZE, .y = (y+1)*GAME_FIELD_TILE_SIZE, .filled = true, .thickness = 2, |
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297 | .origin_x = GAME_FIELD_TILE_SIZE / 2, .origin_y = GAME_FIELD_TILE_SIZE / 2, |
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298 | .width = GAME_FIELD_TILE_SIZE, .height = GAME_FIELD_TILE_SIZE, |
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299 | .color = ASC_RGB(16, 50, 160), |
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300 | .border_color = ASC_RGB(20, 84, 128), |
213 | 301 | ); |
245
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302 | |
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303 | data->tile_data[x][y] = GAME_FIELD_TILE_EXISTS_FLAG; |
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304 | data->nodes[x][y] = tile; |
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305 | |
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306 | asc_scene_node_link(node, tile); |
213 | 307 | } |
308 | } | |
245
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309 | asc_scene_node_set_zindex(node, -2); |
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310 | asc_scene_add_node(MAIN_SCENE, node); |
213 | 311 | } |
312 | ||
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313 | static asc_rect main_scene_viewport_update(asc_vec2u window_size) { |
229
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314 | |
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315 | // margins |
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316 | const unsigned margin = 16; |
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317 | |
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318 | // space for score, power-ups, etc. |
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319 | const unsigned left_area = (unsigned) (asc_active_window->ui_scale*HUD_WIDTH); |
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320 | |
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321 | // calculate how many pixels need to be removed from width and height |
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322 | const unsigned rw = 2*margin + left_area; |
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323 | const unsigned rh = 2*margin; |
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324 | |
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325 | // check if there is still a viewport left and chicken out when not |
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326 | if (window_size.width < rw || window_size.height < rh) { |
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327 | return ASC_RECT(0, 0, 0, 0); |
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328 | } |
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329 | window_size.width -= rw; |
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330 | window_size.height -= rh; |
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331 | |
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332 | // Compute scaling and offsets |
105 | 333 | unsigned viewport_size, offset_x = 0, offset_y = 0; |
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334 | if (window_size.width > window_size.height) { |
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335 | // Wider window: letterbox (black bars on top/bottom) |
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336 | offset_x = (window_size.width - window_size.height) / 2; |
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337 | viewport_size = window_size.height; |
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338 | } else { |
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339 | // Taller window: pillarbox (black bars on sides) |
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340 | offset_y = (window_size.height - window_size.width) / 2; |
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341 | viewport_size = window_size.width; |
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342 | } |
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343 | offset_x += left_area + margin; |
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344 | offset_y += margin; |
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345 | |
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346 | // Set the viewport to the scaled and centered region |
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347 | return ASC_RECT(offset_x, offset_y, viewport_size, viewport_size); |
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348 | } |
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349 | |
105 | 350 | int main(void) { |
0 | 351 | asc_context_initialize(); |
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352 | if (asc_has_error()) { |
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353 | SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, |
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354 | "Fatal Error",asc_get_error(), NULL); |
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355 | return 1; |
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356 | } |
0 | 357 | |
206 | 358 | // initialize globals |
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359 | globals_init(); |
206 | 360 | |
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361 | // create the window |
0 | 362 | AscWindowSettings settings; |
363 | asc_window_settings_init_defaults(&settings); | |
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364 | asc_window_initialize(0, &settings); |
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365 | asc_window_set_title(0, "Snake"); |
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366 | asc_window_set_size(0, asc_vec2_ftou( |
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367 | asc_vec2f_scale(ASC_VEC2F(1024+HUD_WIDTH, 1024), asc_ui_scale_auto()))); |
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368 | asc_window_center(0); |
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369 | |
101 | 370 | // load textures |
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371 | textures_init(); |
101 | 372 | |
373 | // initialize the scenes | |
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374 | asc_scene_init(BACKDROP_SCENE, "backdrop", |
101 | 375 | .type = ASC_CAMERA_ORTHO, |
376 | .projection_update_func = asc_camera_ortho_update_size | |
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377 | ); |
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378 | asc_scene_init(MAIN_SCENE, "main", |
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379 | .type = ASC_CAMERA_ORTHO, |
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380 | .ortho.rect = ASC_RECT(0, 0, |
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381 | (GAME_FIELD_SIZE+1)*GAME_FIELD_TILE_SIZE, |
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382 | (GAME_FIELD_SIZE+1)*GAME_FIELD_TILE_SIZE |
213 | 383 | ), |
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384 | .viewport_clear = true, |
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385 | .clear_color = ASC_RGB(0, 32, 16), |
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386 | .viewport_update_func = main_scene_viewport_update |
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387 | ); |
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388 | |
101 | 389 | // backdrop for letterbox/pillarbox |
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390 | backdrop_create(); |
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391 | |
213 | 392 | // the game field |
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393 | gamefield_create(); |
213 | 394 | |
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395 | // create UI elements |
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396 | fps_counter_create(); |
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397 | |
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398 | // create spaceship |
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399 | Player *spaceship = player_create(); |
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400 | |
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401 | // Main Loop |
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402 | do { |
0 | 403 | // quit application on any error |
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404 | if (asc_has_error()) { |
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405 | SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, |
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406 | "Fatal Error", asc_get_error(), |
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407 | asc_active_window->window); |
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408 | asc_clear_error(); |
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409 | asc_context_quit(); |
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410 | } |
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411 | |
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412 | // player rotation |
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413 | // TODO: queue up to two movement commands (for sharp 90° turns) |
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414 | if (asc_key_pressed(ASC_KEY(LEFT))) { |
206 | 415 | if (spaceship->direction != MOVE_RIGHT) { |
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416 | spaceship->target_direction = MOVE_LEFT; |
206 | 417 | } |
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418 | } |
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419 | if (asc_key_pressed(ASC_KEY(RIGHT))) { |
206 | 420 | if (spaceship->direction != MOVE_LEFT) { |
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421 | spaceship->target_direction = MOVE_RIGHT; |
206 | 422 | } |
423 | } | |
424 | if (asc_key_pressed(ASC_KEY(UP))) { | |
425 | if (spaceship->direction != MOVE_DOWN) { | |
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426 | spaceship->target_direction = MOVE_UP; |
206 | 427 | } |
428 | } | |
429 | if (asc_key_pressed(ASC_KEY(DOWN))) { | |
430 | if (spaceship->direction != MOVE_UP) { | |
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431 | spaceship->target_direction = MOVE_DOWN; |
206 | 432 | } |
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433 | } |
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434 | |
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435 | // debug-key for clearing the shader registry |
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436 | if (asc_key_pressed(ASC_KEY(S))) { |
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437 | asc_shader_clear_registry(); |
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438 | asc_dprintf("Shader cache cleared."); |
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439 | } |
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440 | |
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441 | // quit application on ESC key press |
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442 | if (asc_key_pressed(ASC_KEY(ESCAPE))) { |
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443 | asc_context_quit(); |
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444 | } |
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445 | } while (asc_loop_next()); |
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446 | |
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447 | // cleanup |
0 | 448 | asc_context_destroy(); |
449 | return 0; | |
450 | } | |
451 |