demo/snake/snake.c

Sat, 23 Aug 2025 21:01:41 +0200

author
Mike Becker <universe@uap-core.de>
date
Sat, 23 Aug 2025 21:01:41 +0200
changeset 275
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parent 274
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permissions
-rw-r--r--

move game over text to the UI scene

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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 #include <ascension/util.h>
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34
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35 #include <cx/printf.h>
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36 #include <cx/linked_list.h>
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37
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38 #define TEXTURE_2D_COUNT 3
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39 static AscTexture tex2d[TEXTURE_2D_COUNT];
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40 #define TEXTURE_PLAYER &tex2d[0]
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41 #define TEXTURE_PLAYER_COLOR_MAP &tex2d[1]
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42 #define TEXTURE_BACKDROP &tex2d[2]
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43
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44 #define SHADER_ID_PLAYER 1
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45
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46 #define BACKDROP_SCENE asc_window_scene(0)
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47 #define MAIN_SCENE asc_window_scene(1)
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48 #define HUD_WIDTH 400
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49
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50 enum MoveDirection {
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51 MOVE_UP,
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52 MOVE_LEFT,
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53 MOVE_DOWN,
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54 MOVE_RIGHT
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55 };
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56
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57 static asc_transform rotations[4];
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58 static asc_vec2i directions[4];
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59
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60 typedef struct {
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61 asc_color color;
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62 enum MoveDirection direction;
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63 enum MoveDirection target_direction;
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64 /**
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65 * The speed in tiles per second.
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66 */
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67 float speed;
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68 /**
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69 * A linked list of vec2u elements describing the current trace.
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70 */
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71 CxList *trace;
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72 /**
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73 * The new position of the player when @c reset_position is @c true.
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74 */
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75 asc_vec2u new_position;
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76 unsigned health;
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77 bool alive;
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78 bool reset_position;
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79 uint8_t number;
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80 } Player;
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81
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82 #define GAME_FIELD_SIZE 32
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83 #define GAME_FIELD_TILE_SIZE 32
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84
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85 /** The bit in the tile data indicating if the tile exists. */
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86 #define GAME_FIELD_TILE_EXISTS_FLAG 0x80
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87 /** The bits in the tile data that identify the owner. */
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88 #define GAME_FIELD_TILE_OWNER_MASK 0xF
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89
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90 typedef struct {
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91 AscSceneNode *nodes[GAME_FIELD_SIZE][GAME_FIELD_SIZE];
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92 int8_t tile_data[GAME_FIELD_SIZE][GAME_FIELD_SIZE];
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93 } GameField;
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94
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95
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96 #define GAME_STATE_MENU 0
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97 #define GAME_STATE_PLAYING 1
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98 #define GAME_STATE_GAME_OVER 2
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99
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100 typedef struct {
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101 int state;
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102 GameField *field;
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103 Player *players[4];
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104 } GameState;
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105
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106 GameState game = {0};
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107
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108 static void globals_init(void) {
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109 asc_transform_identity(rotations[MOVE_UP]);
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110 asc_transform_roll(rotations[MOVE_LEFT], asc_rad(-90));
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111 asc_transform_roll(rotations[MOVE_RIGHT], asc_rad(90));
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112 asc_transform_roll(rotations[MOVE_DOWN], asc_rad(180));
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113 directions[MOVE_UP] = ASC_VEC2I(0, -1);
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114 directions[MOVE_LEFT] = ASC_VEC2I(-1, 0);
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115 directions[MOVE_DOWN] = ASC_VEC2I(0, 1);
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116 directions[MOVE_RIGHT] = ASC_VEC2I(1, 0);
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117 }
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118
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119 static void textures_destroy(void) {
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120 asc_texture_destroy(tex2d, TEXTURE_2D_COUNT);
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121 }
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122
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123 static void textures_init(void) {
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124 asc_texture_init_2d(tex2d, TEXTURE_2D_COUNT);
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125 asc_texture_from_file(TEXTURE_PLAYER, "player.png");
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126 asc_texture_from_file(TEXTURE_PLAYER_COLOR_MAP, "player-color-map.png");
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127 asc_texture_from_file(TEXTURE_BACKDROP, "backdrop.png");
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128 asc_gl_context_add_cleanup_func(asc_active_glctx, textures_destroy);
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129 }
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130
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131 static void backdrop_scale(AscBehavior *behavior) {
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132 // scale the backdrop to the size of the window
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133 if (!asc_active_window->resized) return;
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134 asc_ptr_cast(AscSprite, sprite, behavior->node);
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135 asc_vec2u window_size = asc_active_window->dimensions;
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136 asc_sprite_set_size(sprite, window_size);
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137 }
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138
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139 static void main_scene_frame_scale(AscBehavior *behavior) {
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140 if (!asc_active_window->resized) return;
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141 asc_ptr_cast(AscRectangle, frame, behavior->node);
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142 asc_rectangle_set_bounds(frame, MAIN_SCENE->camera.viewport);
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143 }
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144
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145 static void backdrop_create(void) {
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146 const float scale = 1.f / asc_active_window->ui_scale;
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147 AscSceneNode *node = asc_sprite(
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148 .texture = TEXTURE_BACKDROP,
230
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149 .texture_scale_mode = ASC_TEXTURE_SCALE_REPEAT,
238
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150 .texture_scale_x = scale, .texture_scale_y = scale,
213
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151 );
234
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152 asc_behavior_add(node, .func = backdrop_scale);
213
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153 asc_scene_add_node(BACKDROP_SCENE, node);
244
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154
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155 // also add a frame for the main scene
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156 // add this to the UI layer so that the border size does not scale
256
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157 AscSceneNode *frame = asc_rectangle(.thickness = 2, .color = ASC_RGBi(66, 142, 161));
244
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158 asc_behavior_add(frame, .func = main_scene_frame_scale);
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159 asc_ui_add_node(frame);
213
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160 }
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161
234
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162 static void fps_counter_update(AscBehavior *behavior) {
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163 asc_ptr_cast(AscText, node, behavior->node);
165
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164 static float last_fps = 0.f;
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165 if (fabsf(asc_context.frame_rate - last_fps) > 1) {
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166 last_fps = asc_context.frame_rate;
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167 asc_text_printf(node, "%.2f FPS", asc_context.frame_rate);
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168 }
148
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169 }
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170
234
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171 static void fps_counter_tie_to_corner(AscBehavior *behavior) {
148
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172 // TODO: this should be replaced with some sort of UI layout manager
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173 AscSceneNode *node = behavior->node;
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174 if (asc_test_flag(node->flags, ASC_SCENE_NODE_GRAPHICS_UPDATED) || asc_active_window->resized) {
240
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175 asc_scene_node_set_position2f(node, ASC_VEC2F(10,
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176 asc_active_window->dimensions.y - ((AscText*)node)->dimension.height - 10
189
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177 ));
37
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178 }
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179 }
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180
260
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181 static AscSceneNode *fps_counter_create(void) {
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182 AscSceneNode *node = asc_text(
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183 .name = "FPS Counter",
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184 .color = ASC_RGB(1, 1, 1),
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185 .font = asc_font(ASC_FONT_REGULAR, 12),
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186 );
234
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187 asc_behavior_add(node, .func = fps_counter_update, .interval = asc_seconds(1));
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188 asc_behavior_add(node, fps_counter_tie_to_corner);
268
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189 asc_behavior_pause_all_while_hidden(node);
155
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190 asc_ui_add_node(node);
260
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191 return node;
70
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192 }
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193
275
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194 static void game_over_text_keep_centered(AscBehavior *behavior) {
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195 if (!asc_active_window->resized) return;
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196
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197 // TODO: if we could react on some sort of "unhidden" event, we could pause this behavior while hidden
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198
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199 AscSceneNode *node = behavior->node;
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200 // center the "game over" text in the game field viewport
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201 const asc_rect main_scene_viewport = MAIN_SCENE->camera.viewport;
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202 asc_scene_node_set_position2f(node, ASC_VEC2F(
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203 main_scene_viewport.pos.x + main_scene_viewport.size.x / 2.f,
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204 main_scene_viewport.pos.y + main_scene_viewport.size.y / 2.f - 36
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205 ));
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206 }
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207
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208 static AscSceneNode *game_over_create_text(void) {
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209 AscSceneNode *node = asc_text(
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210 .name = "game_over_text",
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211 .text = "Game Over\nPress R to Restart",
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212 .color = ASC_RGB(1, 1, 1),
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213 .font = asc_font(ASC_FONT_REGULAR, 36),
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214 .alignment = ASC_TEXT_ALIGN_CENTER,
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215 .centered = true,
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216 );
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217
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218 asc_scene_node_hide(node);
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219 asc_behavior_add(node, game_over_text_keep_centered);
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220 asc_ui_add_node(node);
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221
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222 return node;
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223 }
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224
247
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225 static bool game_field_tile_chown(asc_vec2u coords, Player *player) {
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226 unsigned x = coords.x, y = coords.y;
265
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227 asc_ptr_cast(AscRectangle, tile, game.field->nodes[x][y]);
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228 int old_owner = game.field->tile_data[x][y] & GAME_FIELD_TILE_OWNER_MASK;
247
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229 if (player == NULL) {
265
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230 asc_clear_flag(game.field->tile_data[x][y], GAME_FIELD_TILE_OWNER_MASK);
256
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231 tile->color = ASC_RGBi(16, 50, 160);
247
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232 } else {
265
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233 asc_set_flag_masked(game.field->tile_data[x][y], GAME_FIELD_TILE_OWNER_MASK, player->number);
247
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234 tile->color = player->color;
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235 }
265
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236 int new_owner = game.field->tile_data[x][y] & GAME_FIELD_TILE_OWNER_MASK;
247
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237 return old_owner != new_owner;
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238 }
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239
265
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240 static void game_field_create() {
247
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241 // TODO: create a more interesting map than just a basic grid
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242 AscSceneNode *node = asc_scene_node_empty();
265
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243 game.field = asc_scene_node_allocate_data(node, sizeof(GameField));
247
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244 for (unsigned x = 0; x < GAME_FIELD_SIZE; x++) {
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245 for (unsigned y = 0; y < GAME_FIELD_SIZE; y++) {
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246 AscSceneNode *tile = asc_rectangle(
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247 .x = x*GAME_FIELD_TILE_SIZE, .y = y*GAME_FIELD_TILE_SIZE, .filled = true, .thickness = 2,
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248 .width = GAME_FIELD_TILE_SIZE, .height = GAME_FIELD_TILE_SIZE,
256
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249 .color = ASC_RGBi(16, 50, 160),
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250 .border_color = ASC_RGBi(20, 84, 128),
247
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251 );
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252
265
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253 game.field->tile_data[x][y] = GAME_FIELD_TILE_EXISTS_FLAG;
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254 game.field->nodes[x][y] = tile;
247
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255
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256 asc_scene_node_link(node, tile);
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257 }
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258 }
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259 asc_scene_node_set_zindex(node, -2);
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260 asc_scene_add_node(MAIN_SCENE, node);
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261 }
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262
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263 static asc_vec2u game_field_tile_at_position(asc_vec3f position) {
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264 return ASC_VEC2U((int)position.x / GAME_FIELD_TILE_SIZE, (int)position.y / GAME_FIELD_TILE_SIZE);
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265 }
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266
242
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267 typedef struct {
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268 AscShaderProgram program;
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269 asc_uniform_loc map_albedo;
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270 asc_uniform_loc map_color;
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271 asc_uniform_loc color;
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272 } PlayerShader;
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273
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274 static void player_shader_init(AscShaderProgram *p, cx_attr_unused int flags) {
270
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275 asc_shader_set_uniform_loc_by_name(p, PlayerShader, map_albedo);
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276 asc_shader_set_uniform_loc_by_name(p, PlayerShader, map_color);
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277 asc_shader_set_uniform_loc_by_name(p, PlayerShader, color);
242
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278 }
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279
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280 static AscShaderProgram *player_shader_create(cx_attr_unused int unused) {
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281 return asc_shader_create((AscShaderCodes) {
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282 .vtx = {.source_file = "sprite_vtx.glsl"},
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283 .frag = {.source_file = "player.glsl",},
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284 }, sizeof(PlayerShader), player_shader_init, 0);
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285 }
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286
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287 static void player_draw(const AscCamera *camera, const AscSceneNode *node) {
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288 asc_cptr_cast(AscSprite, sprite, node);
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289 const Player *player = node->user_data;
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290
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291 // TODO: we shall finally add the shader information to the node
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292 const AscShaderProgram *s = asc_shader_lookup(
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293 SHADER_ID_PLAYER, player_shader_create, 0
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294 );
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295 if (asc_shader_use(s, camera)) return;
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296 asc_cptr_cast(PlayerShader, shader, s);
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297
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298 asc_shader_upload_model_matrix(s, node);
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299
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300 // Bind texture
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301 asc_texture_bind(TEXTURE_PLAYER, shader->map_albedo, 0);
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302 asc_texture_bind(TEXTURE_PLAYER_COLOR_MAP, shader->map_color, 1);
256
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303 asc_shader_upload_color(shader->color, player->color);
242
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304 asc_mesh_draw_triangle_strip(&sprite->mesh);
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305 }
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306
274
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307 static void player_position(Player *pl, unsigned x, unsigned y) {
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308 pl->new_position.x = x;
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309 pl->new_position.y = y;
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310 pl->reset_position = true;
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311 }
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312
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313 static void player_position_random(Player *pl) {
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314 // TODO: check if the spawn location is viable when there is more action on the board
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315 player_position(
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316 pl,
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317 4u + asc_util_rand(GAME_FIELD_SIZE - 8u),
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318 4u + asc_util_rand(GAME_FIELD_SIZE - 8u)
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319 );
265
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320 }
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321
274
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322 static void player_main_behavior(AscBehavior *behavior) {
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323 AscSceneNode *node = behavior->node;
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324 Player *player = node->user_data;
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325
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326 if (player->alive && player->health == 0) {
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327 player->alive = false;
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328 asc_scene_node_hide(node);
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329 // TODO: probably we don't want the entire trace to disappear instantly
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330 cxListClear(player->trace);
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331 // TODO: this should be controlled by another behavior that watches all players
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332 game.state = GAME_STATE_GAME_OVER;
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333 }
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334
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335 // TODO: replace with respawn event
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336 if (!player->alive && player->health > 0) {
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337 player_position_random(player);
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338 player->alive = true;
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339 asc_scene_node_show(node);
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340 }
265
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341 }
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342
234
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343 static void player_move(AscBehavior *behavior) {
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344 AscSceneNode *node = behavior->node;
234
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345 Player *player = node->user_data;
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346
247
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347 const float ts = (float) GAME_FIELD_TILE_SIZE;
234
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348
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349 // check if the position is set programmatically
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350 if (player->reset_position) {
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351 asc_scene_node_set_position2f(node,
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352 ASC_VEC2F(
247
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353 ts * (player->new_position.x + .5f),
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354 ts * (player->new_position.y + .5f)
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355 ));
234
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356 player->reset_position = false;
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357 return;
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358 }
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359
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360 // normal movement
247
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361 const float speed = ts * player->speed * asc_context.frame_factor;
234
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362 const asc_vec2i dir = directions[player->direction];
217
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363 const asc_vec2f movement = asc_vec2f_scale(asc_vec2_itof(dir), speed);
247
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364
217
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365 // check if we are supposed to change the direction
234
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366 if (player->direction == player->target_direction) {
217
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367 // move without changing the direction
216
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368 asc_scene_node_move2f(node, movement);
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369 } else {
217
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370 // determine axis
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371 // and check if we are about to cross the center
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372 // this relies on positive positions!
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373 bool rotate = false;
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374 if (movement.x == 0) {
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375 // vertical movement
247
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376 const float y_0 = floorf(node->position.y / ts);
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377 const float y_curr = node->position.y / ts - y_0;
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378 const float y_next = (node->position.y+movement.y) / ts - y_0;
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379 const bool side_curr = y_curr > 0.5f;
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380 const bool side_next = y_next > 0.5f;
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381 rotate = side_curr ^ side_next;
217
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382 } else {
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383 // horizontal movement
247
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384 const float x0 = floorf(node->position.x / ts);
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385 const float x_curr = node->position.x / ts - x0;
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386 const float x_next = (node->position.x+movement.x) / ts - x0;
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387 const bool side_curr = x_curr > 0.5f;
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388 const bool side_next = x_next > 0.5f;
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389 rotate = side_curr ^ side_next;
217
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390 }
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391 if (rotate) {
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392 // snap position to the center of the tile
247
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393 asc_scene_node_set_position2f(node,
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394 ASC_VEC2F(
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395 (.5f+floorf(node->position.x / ts)) * ts,
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396 (.5f+floorf(node->position.y / ts)) * ts
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diff changeset
397 ));
234
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398 player->direction = player->target_direction;
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399 asc_scene_node_set_rotation(node, rotations[player->direction]);
216
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400 } else {
217
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401 // changing the direction not permitted, yet, continue movement
216
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402 asc_scene_node_move2f(node, movement);
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403 }
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404 }
247
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405
265
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406 // die when leaving the game field
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407 if (node->position.x < 0 || node->position.y < 0 ||
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408 node->position.x > GAME_FIELD_SIZE*GAME_FIELD_TILE_SIZE ||
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diff changeset
409 node->position.y > GAME_FIELD_SIZE*GAME_FIELD_TILE_SIZE) {
274
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410 // TODO: replace setting health to zero with a "kill" event
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411 player->health = 0;
265
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412 return;
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413 }
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414
247
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415 // TODO: collision detection
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diff changeset
416
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417 // update the trace, if necessary.
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418 // remark: some calculations are repeated here, but they are cheap enough
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diff changeset
419 {
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diff changeset
420 const asc_vec2u tile_coords = game_field_tile_at_position(node->position);
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421 if (tile_coords.x > GAME_FIELD_SIZE || tile_coords.y > GAME_FIELD_SIZE) return;
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diff changeset
422 if (game_field_tile_chown(tile_coords, player)) {
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diff changeset
423 // new owner of the tile!
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parents: 245
diff changeset
424 asc_vec2u p = tile_coords;
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diff changeset
425 cxListAdd(player->trace, &p);
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parents: 245
diff changeset
426 if (cxListSize(player->trace) > 7) {
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parents: 245
diff changeset
427 // TODO: implement power-up which makes the trace longer
265
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diff changeset
428 cxListRemove(player->trace, 0);
247
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diff changeset
429 }
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parents: 245
diff changeset
430 }
3547254742a7 add player's trace and removes the origin offsets from the game field's tiles
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diff changeset
431 }
205
d1e44c861426 hack a quick example for both rotation directions
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diff changeset
432 }
d1e44c861426 hack a quick example for both rotation directions
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parents: 204
diff changeset
433
272
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diff changeset
434 static void player_controls(AscBehavior *behavior) {
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diff changeset
435 Player *player = behavior->node->user_data;
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diff changeset
436 // TODO: different key bindings for different player number in hot seat mode
260
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diff changeset
437 if (asc_key_pressed(ASC_KEY(LEFT))) {
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diff changeset
438 if (player->direction != MOVE_RIGHT) {
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diff changeset
439 player->target_direction = MOVE_LEFT;
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440 }
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441 }
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diff changeset
442 if (asc_key_pressed(ASC_KEY(RIGHT))) {
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diff changeset
443 if (player->direction != MOVE_LEFT) {
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diff changeset
444 player->target_direction = MOVE_RIGHT;
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445 }
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diff changeset
446 }
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diff changeset
447 if (asc_key_pressed(ASC_KEY(UP))) {
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diff changeset
448 if (player->direction != MOVE_DOWN) {
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diff changeset
449 player->target_direction = MOVE_UP;
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450 }
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451 }
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diff changeset
452 if (asc_key_pressed(ASC_KEY(DOWN))) {
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453 if (player->direction != MOVE_UP) {
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diff changeset
454 player->target_direction = MOVE_DOWN;
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455 }
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456 }
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diff changeset
457 }
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diff changeset
458
247
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diff changeset
459 static void player_destroy(CxAllocator *allocator, Player *player) {
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460 cxListFree(player->trace);
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461 cxFree(allocator, player);
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462 }
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463
265
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diff changeset
464 static void player_trace_release_tile(asc_vec2u *coords) {
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diff changeset
465 game_field_tile_chown(*coords, NULL);
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466 }
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467
234
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diff changeset
468 static Player *player_create(void) {
247
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diff changeset
469 AscSceneNode *node = asc_sprite(
114
5b91bbab1ac0 give them nodes names
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diff changeset
470 .name = "Player",
245
0cc396ade3b0 add a simple struct for the game field that may be extended later
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471 .width = GAME_FIELD_TILE_SIZE,
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472 .height = GAME_FIELD_TILE_SIZE,
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diff changeset
473 .origin_x = GAME_FIELD_TILE_SIZE / 2,
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diff changeset
474 .origin_y = GAME_FIELD_TILE_SIZE / 2,
88
6234b7ea48f3 add support for 2d textures in sprite shader - fixes #386
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parents: 86
diff changeset
475 );
247
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diff changeset
476 asc_scene_add_node(MAIN_SCENE, node);
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diff changeset
477 Player *player = asc_scene_node_allocate_data(node, sizeof(Player));
240
5ed38debd4a7 redesign game field and make it larger (and the player faster)
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parents: 238
diff changeset
478 player->speed = 3.f; // start with 3 tiles/sec
247
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diff changeset
479 player->number = 1;
265
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diff changeset
480 player->health = 100;
256
60014484121c remove the asc_col4i datatype in favor of a unified asc_color type
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diff changeset
481 player->color = ASC_RGB(1, 0, 0);
265
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diff changeset
482 player->trace = cxLinkedListCreateSimple(sizeof(asc_vec2u));
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diff changeset
483 cxDefineDestructor(player->trace, player_trace_release_tile);
247
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diff changeset
484 node->draw_func = player_draw;
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diff changeset
485 node->user_data_free_func = (cx_destructor_func2)player_destroy;
274
ba7f043f9fdf move the player's life "controller" to a behavior
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diff changeset
486
ba7f043f9fdf move the player's life "controller" to a behavior
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diff changeset
487 // add behaviors
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diff changeset
488 asc_behavior_add(node, player_main_behavior, .always_enabled = true);
272
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parents: 271
diff changeset
489 asc_behavior_add(node, player_controls);
247
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diff changeset
490 asc_behavior_add(node, player_move);
274
ba7f043f9fdf move the player's life "controller" to a behavior
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diff changeset
491 asc_behavior_pause_all_while_hidden(node);
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diff changeset
492
234
a1d70b8018c1 improve structure of the game code and add a function to set the player position
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diff changeset
493 return player;
88
6234b7ea48f3 add support for 2d textures in sprite shader - fixes #386
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parents: 86
diff changeset
494 }
6234b7ea48f3 add support for 2d textures in sprite shader - fixes #386
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parents: 86
diff changeset
495
234
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diff changeset
496 static asc_rect main_scene_viewport_update(asc_vec2u window_size) {
229
5c05b5164a16 first idea of what the main scene could look like
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parents: 227
diff changeset
497
233
bda74199223f handle the edge-case when a viewport vanishes
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diff changeset
498 // margins
238
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diff changeset
499 const unsigned margin = 16;
233
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diff changeset
500
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diff changeset
501 // space for score, power-ups, etc.
238
e22abcd22e47 make the default window scaling and positioning screen resolution dependent
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diff changeset
502 const unsigned left_area = (unsigned) (asc_active_window->ui_scale*HUD_WIDTH);
229
5c05b5164a16 first idea of what the main scene could look like
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parents: 227
diff changeset
503
233
bda74199223f handle the edge-case when a viewport vanishes
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diff changeset
504 // calculate how many pixels need to be removed from width and height
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parents: 231
diff changeset
505 const unsigned rw = 2*margin + left_area;
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diff changeset
506 const unsigned rh = 2*margin;
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parents: 231
diff changeset
507
bda74199223f handle the edge-case when a viewport vanishes
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parents: 231
diff changeset
508 // check if there is still a viewport left and chicken out when not
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parents: 231
diff changeset
509 if (window_size.width < rw || window_size.height < rh) {
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parents: 231
diff changeset
510 return ASC_RECT(0, 0, 0, 0);
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parents: 231
diff changeset
511 }
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diff changeset
512 window_size.width -= rw;
bda74199223f handle the edge-case when a viewport vanishes
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parents: 231
diff changeset
513 window_size.height -= rh;
229
5c05b5164a16 first idea of what the main scene could look like
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parents: 227
diff changeset
514
99
ac143db979dc add aspect-ration independent rendering
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parents: 98
diff changeset
515 // Compute scaling and offsets
105
2b7f92ff2c15 improve datatypes
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parents: 101
diff changeset
516 unsigned viewport_size, offset_x = 0, offset_y = 0;
99
ac143db979dc add aspect-ration independent rendering
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parents: 98
diff changeset
517 if (window_size.width > window_size.height) {
ac143db979dc add aspect-ration independent rendering
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parents: 98
diff changeset
518 // Wider window: letterbox (black bars on top/bottom)
ac143db979dc add aspect-ration independent rendering
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parents: 98
diff changeset
519 offset_x = (window_size.width - window_size.height) / 2;
ac143db979dc add aspect-ration independent rendering
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parents: 98
diff changeset
520 viewport_size = window_size.height;
ac143db979dc add aspect-ration independent rendering
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parents: 98
diff changeset
521 } else {
ac143db979dc add aspect-ration independent rendering
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parents: 98
diff changeset
522 // Taller window: pillarbox (black bars on sides)
ac143db979dc add aspect-ration independent rendering
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parents: 98
diff changeset
523 offset_y = (window_size.height - window_size.width) / 2;
ac143db979dc add aspect-ration independent rendering
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parents: 98
diff changeset
524 viewport_size = window_size.width;
ac143db979dc add aspect-ration independent rendering
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parents: 98
diff changeset
525 }
229
5c05b5164a16 first idea of what the main scene could look like
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parents: 227
diff changeset
526 offset_x += left_area + margin;
5c05b5164a16 first idea of what the main scene could look like
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parents: 227
diff changeset
527 offset_y += margin;
99
ac143db979dc add aspect-ration independent rendering
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parents: 98
diff changeset
528
ac143db979dc add aspect-ration independent rendering
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parents: 98
diff changeset
529 // Set the viewport to the scaled and centered region
186
e9bb4d4f88a8 rename asc_recti to just asc_rect (there won't be an asc_rectu)
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parents: 183
diff changeset
530 return ASC_RECT(offset_x, offset_y, viewport_size, viewport_size);
99
ac143db979dc add aspect-ration independent rendering
Mike Becker <universe@uap-core.de>
parents: 98
diff changeset
531 }
ac143db979dc add aspect-ration independent rendering
Mike Becker <universe@uap-core.de>
parents: 98
diff changeset
532
105
2b7f92ff2c15 improve datatypes
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parents: 101
diff changeset
533 int main(void) {
0
593b60458157 initial commit
Mike Becker <universe@uap-core.de>
parents:
diff changeset
534 asc_context_initialize();
33
e7ddb52facd3 add behavior nodes + restructure test program
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parents: 32
diff changeset
535 if (asc_has_error()) {
e7ddb52facd3 add behavior nodes + restructure test program
Mike Becker <universe@uap-core.de>
parents: 32
diff changeset
536 SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR,
89
e1f682a8a145 use refcounted objects for textures instead of pass-by-value int structs
Mike Becker <universe@uap-core.de>
parents: 88
diff changeset
537 "Fatal Error",asc_get_error(), NULL);
33
e7ddb52facd3 add behavior nodes + restructure test program
Mike Becker <universe@uap-core.de>
parents: 32
diff changeset
538 return 1;
e7ddb52facd3 add behavior nodes + restructure test program
Mike Becker <universe@uap-core.de>
parents: 32
diff changeset
539 }
0
593b60458157 initial commit
Mike Becker <universe@uap-core.de>
parents:
diff changeset
540
206
26726b7a89a7 complete basic movement
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parents: 205
diff changeset
541 // initialize globals
234
a1d70b8018c1 improve structure of the game code and add a function to set the player position
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parents: 233
diff changeset
542 globals_init();
206
26726b7a89a7 complete basic movement
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parents: 205
diff changeset
543
231
0da563c4e39c make initial window size depend on UI scaling factor
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parents: 230
diff changeset
544 // create the window
257
67d7b79997df remove AscWindowSettings struct
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parents: 256
diff changeset
545 asc_window_initialize(0, asc_gl_context_settings_default(4, 0));
231
0da563c4e39c make initial window size depend on UI scaling factor
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parents: 230
diff changeset
546 asc_window_set_title(0, "Snake");
238
e22abcd22e47 make the default window scaling and positioning screen resolution dependent
Mike Becker <universe@uap-core.de>
parents: 234
diff changeset
547 asc_window_set_size(0, asc_vec2_ftou(
264
653869cd653f fix that the window would take a little more than the full height not giving space for potential docks on the desktop
Mike Becker <universe@uap-core.de>
parents: 263
diff changeset
548 asc_vec2f_scale(ASC_VEC2F(1000+HUD_WIDTH, 1000), asc_ui_scale_auto())));
238
e22abcd22e47 make the default window scaling and positioning screen resolution dependent
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parents: 234
diff changeset
549 asc_window_center(0);
16
c5dde81b6fb2 add text rendering and demo FPS counter
Mike Becker <universe@uap-core.de>
parents: 15
diff changeset
550
101
febf3dc10011 add backdrop scene
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parents: 100
diff changeset
551 // load textures
234
a1d70b8018c1 improve structure of the game code and add a function to set the player position
Mike Becker <universe@uap-core.de>
parents: 233
diff changeset
552 textures_init();
101
febf3dc10011 add backdrop scene
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parents: 100
diff changeset
553
263
cc5cd4c98e46 fix that backdrop texture scale was not inverting the ui scale
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parents: 262
diff changeset
554 // initialize backdrop scene
220
6b266e907f89 resolve several minor TODOs
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parents: 217
diff changeset
555 asc_scene_init(BACKDROP_SCENE, "backdrop",
101
febf3dc10011 add backdrop scene
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parents: 100
diff changeset
556 .type = ASC_CAMERA_ORTHO,
febf3dc10011 add backdrop scene
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parents: 100
diff changeset
557 .projection_update_func = asc_camera_ortho_update_size
121
ede9a9e92ff9 add viewport_clear flag to camera settings
Mike Becker <universe@uap-core.de>
parents: 118
diff changeset
558 );
263
cc5cd4c98e46 fix that backdrop texture scale was not inverting the ui scale
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parents: 262
diff changeset
559 backdrop_create();
cc5cd4c98e46 fix that backdrop texture scale was not inverting the ui scale
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parents: 262
diff changeset
560
cc5cd4c98e46 fix that backdrop texture scale was not inverting the ui scale
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parents: 262
diff changeset
561 // Initialize main scene
220
6b266e907f89 resolve several minor TODOs
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parents: 217
diff changeset
562 asc_scene_init(MAIN_SCENE, "main",
100
5231da78831e change asc_scene_init() to also request parameters for camera initialization
Mike Becker <universe@uap-core.de>
parents: 99
diff changeset
563 .type = ASC_CAMERA_ORTHO,
247
3547254742a7 add player's trace and removes the origin offsets from the game field's tiles
Mike Becker <universe@uap-core.de>
parents: 245
diff changeset
564 .ortho.rect = ASC_RECT(
3547254742a7 add player's trace and removes the origin offsets from the game field's tiles
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parents: 245
diff changeset
565 -GAME_FIELD_TILE_SIZE,
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566 -GAME_FIELD_TILE_SIZE,
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diff changeset
567 (GAME_FIELD_SIZE+2)*GAME_FIELD_TILE_SIZE,
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568 (GAME_FIELD_SIZE+2)*GAME_FIELD_TILE_SIZE
213
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569 ),
121
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570 .viewport_clear = true,
256
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571 .clear_color = ASC_RGBi(0, 32, 16),
234
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572 .viewport_update_func = main_scene_viewport_update
121
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parents: 118
diff changeset
573 );
89
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574
260
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575 // create the fps counter
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576 AscSceneNode *fps_counter = fps_counter_create();
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577 asc_scene_node_hide(fps_counter);
213
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578
265
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579 // create game over text
275
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580 AscSceneNode *text_game_over = game_over_create_text();
265
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581
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582 // initialize the game state
260
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583 // TODO: add a main menu and start with the menu
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584 game.state = GAME_STATE_PLAYING;
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diff changeset
585 game.players[0] = player_create();
265
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diff changeset
586 game_field_create();
88
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parents: 86
diff changeset
587
33
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diff changeset
588 // Main Loop
29
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diff changeset
589 do {
0
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parents:
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590 // quit application on any error
33
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parents: 32
diff changeset
591 if (asc_has_error()) {
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parents: 32
diff changeset
592 SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR,
65
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parents: 63
diff changeset
593 "Fatal Error", asc_get_error(),
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parents: 63
diff changeset
594 asc_active_window->window);
33
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parents: 32
diff changeset
595 asc_clear_error();
63
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parents: 62
diff changeset
596 asc_context_quit();
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parents: 62
diff changeset
597 }
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diff changeset
598
260
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599 // game states
272
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600 // TODO: move this into a behavior - probably add a state machine that enables/disables behaviors
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diff changeset
601 if (game.state == GAME_STATE_GAME_OVER) {
265
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602 asc_scene_node_show(text_game_over);
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diff changeset
603 if (asc_key_pressed(ASC_KEY(R))) {
274
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diff changeset
604 // TODO: instead of setting the health, send a "respawn" event to the behavior
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diff changeset
605 game.players[0]->health = 100;
265
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606 // TODO: re-load the "level"
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diff changeset
607 game.state = GAME_STATE_PLAYING;
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diff changeset
608 asc_scene_node_hide(text_game_over);
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parents: 264
diff changeset
609 }
200
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parents: 195
diff changeset
610 }
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Mike Becker <universe@uap-core.de>
parents: 195
diff changeset
611
140
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parents: 123
diff changeset
612 // debug-key for clearing the shader registry
141
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parents: 140
diff changeset
613 if (asc_key_pressed(ASC_KEY(S))) {
140
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parents: 123
diff changeset
614 asc_shader_clear_registry();
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parents: 123
diff changeset
615 }
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parents: 123
diff changeset
616
260
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617 // show/hide the FPS counter
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diff changeset
618 if (asc_key_pressed(ASC_KEY(F2))) {
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diff changeset
619 asc_scene_node_toggle_visibility(fps_counter);
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620 }
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parents: 257
diff changeset
621
63
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parents: 62
diff changeset
622 // quit application on ESC key press
141
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parents: 140
diff changeset
623 if (asc_key_pressed(ASC_KEY(ESCAPE))) {
63
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parents: 62
diff changeset
624 asc_context_quit();
16
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parents: 15
diff changeset
625 }
29
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626 } while (asc_loop_next());
16
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parents: 15
diff changeset
627
89
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diff changeset
628 // cleanup
0
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629 asc_context_destroy();
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parents:
diff changeset
630 return 0;
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parents:
diff changeset
631 }
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parents:
diff changeset
632

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