test/snake/snake.c

Sun, 03 Aug 2025 22:15:25 +0200

author
Mike Becker <universe@uap-core.de>
date
Sun, 03 Aug 2025 22:15:25 +0200
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parent 244
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child 247
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add a simple struct for the game field that may be extended later

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1 /*
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2 * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS HEADER.
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3 * Copyright 2023 Mike Becker. All rights reserved.
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4 *
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5 * Redistribution and use in source and binary forms, with or without
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6 * modification, are permitted provided that the following conditions are met:
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7 *
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8 * 1. Redistributions of source code must retain the above copyright
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9 * notice, this list of conditions and the following disclaimer.
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10 *
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11 * 2. Redistributions in binary form must reproduce the above copyright
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12 * notice, this list of conditions and the following disclaimer in the
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13 * documentation and/or other materials provided with the distribution.
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14 *
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15 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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16 * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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17 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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18 * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
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19 * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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20 * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
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21 * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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22 * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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23 * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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24 * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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25 * POSSIBILITY OF SUCH DAMAGE.
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26 */
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27
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28 #include <ascension/core.h>
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29 #include <ascension/ui.h>
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30 #include <ascension/sprite.h>
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31 #include <ascension/2d.h>
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32 #include <ascension/shader.h>
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33
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34 #include <cx/printf.h>
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35
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36 #define TEXTURE_2D_COUNT 3
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37 static AscTexture tex2d[TEXTURE_2D_COUNT];
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38 #define TEXTURE_PLAYER &tex2d[0]
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39 #define TEXTURE_PLAYER_COLOR_MAP &tex2d[1]
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40 #define TEXTURE_BACKDROP &tex2d[2]
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41
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42 #define SHADER_ID_PLAYER 1
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43
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44 #define BACKDROP_SCENE asc_window_scene(0)
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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
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49 enum MoveDirection {
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50 MOVE_UP,
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51 MOVE_LEFT,
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52 MOVE_DOWN,
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53 MOVE_RIGHT
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54 };
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55
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56 static asc_transform rotations[4];
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57 static asc_vec2i directions[4];
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58
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59 typedef struct {
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60 asc_col4f color;
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61 enum MoveDirection direction;
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62 enum MoveDirection target_direction;
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63 /**
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64 * The speed in tiles per second.
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65 */
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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;
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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;
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83
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84 static void globals_init(void) {
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85 asc_transform_identity(rotations[MOVE_UP]);
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86 asc_transform_roll(rotations[MOVE_LEFT], asc_rad(-90));
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87 asc_transform_roll(rotations[MOVE_RIGHT], asc_rad(90));
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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);
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93 }
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94
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95 static void textures_destroy(void) {
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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) {
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100 asc_texture_init_2d(tex2d, TEXTURE_2D_COUNT);
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101 asc_texture_from_file(TEXTURE_PLAYER, "player.png");
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102 asc_texture_from_file(TEXTURE_PLAYER_COLOR_MAP, "player-color-map.png");
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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) {
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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);
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123 }
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124
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125 static void backdrop_create(void) {
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126 const float scale = asc_active_window->ui_scale;
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127 AscSceneNode *node = asc_sprite(
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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,
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131 );
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132 asc_behavior_add(node, .func = backdrop_scale);
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133 asc_scene_add_node(BACKDROP_SCENE, node);
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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);
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140 }
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141
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142 static void fps_counter_update(AscBehavior *behavior) {
193
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143 asc_ptr_cast(AscText, node, behavior->node);
165
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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);
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148 }
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) {
148
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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) {
240
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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
189
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157 ));
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158 }
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159 }
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160
234
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161 static void fps_counter_create(void) {
214
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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 );
234
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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);
155
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169 asc_ui_add_node(node);
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170 }
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171
242
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172 typedef struct {
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173 AscShaderProgram program;
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174 asc_uniform_loc map_albedo;
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175 asc_uniform_loc map_color;
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176 asc_uniform_loc color;
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177 } PlayerShader;
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178
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179 static void player_shader_init(AscShaderProgram *p, cx_attr_unused int flags) {
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180 asc_shader_init_uniform_loc_nice(p, PlayerShader, map_albedo);
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181 asc_shader_init_uniform_loc_nice(p, PlayerShader, map_color);
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182 asc_shader_init_uniform_loc_nice(p, PlayerShader, color);
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183 }
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184
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185 static AscShaderProgram *player_shader_create(cx_attr_unused int unused) {
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186 return asc_shader_create((AscShaderCodes) {
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187 .vtx = {.source_file = "sprite_vtx.glsl"},
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188 .frag = {.source_file = "player.glsl",},
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189 }, sizeof(PlayerShader), player_shader_init, 0);
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190 }
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191
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192 static void player_draw(const AscCamera *camera, const AscSceneNode *node) {
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193 asc_cptr_cast(AscSprite, sprite, node);
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194 const Player *player = node->user_data;
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195
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196 // TODO: we shall finally add the shader information to the node
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197 const AscShaderProgram *s = asc_shader_lookup(
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198 SHADER_ID_PLAYER, player_shader_create, 0
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199 );
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200 if (asc_shader_use(s, camera)) return;
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201 asc_cptr_cast(PlayerShader, shader, s);
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202
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203 asc_shader_upload_model_matrix(s, node);
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204
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205 // Bind texture
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206 asc_texture_bind(TEXTURE_PLAYER, shader->map_albedo, 0);
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207 asc_texture_bind(TEXTURE_PLAYER_COLOR_MAP, shader->map_color, 1);
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208 asc_shader_upload_col4f(shader->color, player->color);
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209 asc_mesh_draw_triangle_strip(&sprite->mesh);
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210 }
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211
234
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212 static void player_move(AscBehavior *behavior) {
206
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213 AscSceneNode *node = behavior->node;
234
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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(
245
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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));
234
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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;
217
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228 const float fts = (float) ts;
234
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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];
217
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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
234
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233 if (player->direction == player->target_direction) {
217
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234 // move without changing the direction
216
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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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diff changeset
255 node->position.y = roundf(node->position.y / fts) * fts;
234
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256 player->direction = player->target_direction;
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257 asc_scene_node_set_rotation(node, rotations[player->direction]);
216
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258 } else {
217
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259 // changing the direction not permitted, yet, continue movement
216
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260 asc_scene_node_move2f(node, movement);
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261 }
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262 }
205
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263 }
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264
234
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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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diff changeset
271 static Player *player_create(void) {
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272 AscSceneNode *sprite = asc_sprite(
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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);
234
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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);
240
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diff changeset
282 player->speed = 3.f; // start with 3 tiles/sec
242
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283 player->color = ASC_RGB_F(1, 0, 0);
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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
234
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289 static void gamefield_create() {
213
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290 // TODO: create a proper data structure and a more interesting map than just a basic grid
245
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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
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295 AscSceneNode *tile = asc_rectangle(
245
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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),
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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
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307 }
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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
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311 }
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312
234
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313 static asc_rect main_scene_viewport_update(asc_vec2u window_size) {
229
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314
233
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315 // margins
238
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316 const unsigned margin = 16;
233
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317
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318 // space for score, power-ups, etc.
238
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319 const unsigned left_area = (unsigned) (asc_active_window->ui_scale*HUD_WIDTH);
229
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320
233
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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;
229
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331
99
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332 // Compute scaling and offsets
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333 unsigned viewport_size, offset_x = 0, offset_y = 0;
99
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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;
99
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345
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346 // Set the viewport to the scaled and centered region
186
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347 return ASC_RECT(offset_x, offset_y, viewport_size, viewport_size);
99
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348 }
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349
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350 int main(void) {
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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
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357
206
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358 // initialize globals
234
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359 globals_init();
206
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360
231
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361 // create the window
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362 AscWindowSettings settings;
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363 asc_window_settings_init_defaults(&settings);
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364 asc_window_initialize(0, &settings);
231
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365 asc_window_set_title(0, "Snake");
238
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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
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370 // load textures
234
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371 textures_init();
101
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372
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373 // initialize the scenes
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374 asc_scene_init(BACKDROP_SCENE, "backdrop",
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375 .type = ASC_CAMERA_ORTHO,
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376 .projection_update_func = asc_camera_ortho_update_size
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377 );
220
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378 asc_scene_init(MAIN_SCENE, "main",
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diff changeset
379 .type = ASC_CAMERA_ORTHO,
217
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380 .ortho.rect = ASC_RECT(0, 0,
245
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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
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383 ),
121
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384 .viewport_clear = true,
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385 .clear_color = ASC_RGB(0, 32, 16),
234
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386 .viewport_update_func = main_scene_viewport_update
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387 );
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388
101
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389 // backdrop for letterbox/pillarbox
234
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390 backdrop_create();
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391
213
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392 // the game field
234
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393 gamefield_create();
213
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394
37
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395 // create UI elements
234
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396 fps_counter_create();
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397
88
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398 // create spaceship
234
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399 Player *spaceship = player_create();
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400
33
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diff changeset
401 // Main Loop
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diff changeset
402 do {
0
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403 // quit application on any error
33
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404 if (asc_has_error()) {
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405 SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR,
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diff changeset
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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diff changeset
411
200
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diff changeset
412 // player rotation
217
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diff changeset
413 // TODO: queue up to two movement commands (for sharp 90° turns)
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diff changeset
414 if (asc_key_pressed(ASC_KEY(LEFT))) {
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diff changeset
415 if (spaceship->direction != MOVE_RIGHT) {
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416 spaceship->target_direction = MOVE_LEFT;
206
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417 }
205
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418 }
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419 if (asc_key_pressed(ASC_KEY(RIGHT))) {
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420 if (spaceship->direction != MOVE_LEFT) {
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421 spaceship->target_direction = MOVE_RIGHT;
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422 }
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423 }
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424 if (asc_key_pressed(ASC_KEY(UP))) {
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diff changeset
425 if (spaceship->direction != MOVE_DOWN) {
216
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426 spaceship->target_direction = MOVE_UP;
206
26726b7a89a7 complete basic movement
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427 }
26726b7a89a7 complete basic movement
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parents: 205
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428 }
26726b7a89a7 complete basic movement
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parents: 205
diff changeset
429 if (asc_key_pressed(ASC_KEY(DOWN))) {
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430 if (spaceship->direction != MOVE_UP) {
216
943980fa37b5 snap the movement to the grid
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parents: 215
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431 spaceship->target_direction = MOVE_DOWN;
206
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432 }
200
cf0579d3bbc4 add rotation functions, but rotation with special point of origin is still broken
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433 }
cf0579d3bbc4 add rotation functions, but rotation with special point of origin is still broken
Mike Becker <universe@uap-core.de>
parents: 195
diff changeset
434
140
d190fe5315bd add dynamic reload of all shaders
Mike Becker <universe@uap-core.de>
parents: 123
diff changeset
435 // debug-key for clearing the shader registry
141
cd82643bb6d9 implement edge-triggered key press/release
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parents: 140
diff changeset
436 if (asc_key_pressed(ASC_KEY(S))) {
140
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Mike Becker <universe@uap-core.de>
parents: 123
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437 asc_shader_clear_registry();
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438 asc_dprintf("Shader cache cleared.");
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parents: 123
diff changeset
439 }
d190fe5315bd add dynamic reload of all shaders
Mike Becker <universe@uap-core.de>
parents: 123
diff changeset
440
63
e3cacdd636e4 implement mouse motion and key press events
Mike Becker <universe@uap-core.de>
parents: 62
diff changeset
441 // quit application on ESC key press
141
cd82643bb6d9 implement edge-triggered key press/release
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parents: 140
diff changeset
442 if (asc_key_pressed(ASC_KEY(ESCAPE))) {
63
e3cacdd636e4 implement mouse motion and key press events
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parents: 62
diff changeset
443 asc_context_quit();
16
c5dde81b6fb2 add text rendering and demo FPS counter
Mike Becker <universe@uap-core.de>
parents: 15
diff changeset
444 }
29
1d001eb694dc bring first scene graph to live
Mike Becker <universe@uap-core.de>
parents: 25
diff changeset
445 } while (asc_loop_next());
16
c5dde81b6fb2 add text rendering and demo FPS counter
Mike Becker <universe@uap-core.de>
parents: 15
diff changeset
446
89
e1f682a8a145 use refcounted objects for textures instead of pass-by-value int structs
Mike Becker <universe@uap-core.de>
parents: 88
diff changeset
447 // cleanup
0
593b60458157 initial commit
Mike Becker <universe@uap-core.de>
parents:
diff changeset
448 asc_context_destroy();
593b60458157 initial commit
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parents:
diff changeset
449 return 0;
593b60458157 initial commit
Mike Becker <universe@uap-core.de>
parents:
diff changeset
450 }
593b60458157 initial commit
Mike Becker <universe@uap-core.de>
parents:
diff changeset
451

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