test/snake/snake.c

Fri, 08 Aug 2025 20:51:19 +0200

author
Mike Becker <universe@uap-core.de>
date
Fri, 08 Aug 2025 20:51:19 +0200
changeset 260
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parent 257
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permissions
-rw-r--r--

start giving the game code more structure

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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 #include <cx/linked_list.h>
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36
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37 #define TEXTURE_2D_COUNT 3
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38 static AscTexture tex2d[TEXTURE_2D_COUNT];
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39 #define TEXTURE_PLAYER &tex2d[0]
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40 #define TEXTURE_PLAYER_COLOR_MAP &tex2d[1]
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41 #define TEXTURE_BACKDROP &tex2d[2]
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42
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43 #define SHADER_ID_PLAYER 1
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44
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45 #define BACKDROP_SCENE asc_window_scene(0)
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46 #define MAIN_SCENE asc_window_scene(1)
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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_color 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 /**
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68 * A linked list of vec2u elements describing the current trace.
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69 */
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70 CxList *trace;
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71 /**
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72 * The new position of the player when @c reset_position is @c true.
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73 */
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74 asc_vec2i new_position;
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75 bool reset_position;
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76 uint8_t number;
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77 } Player;
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78
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79 #define GAME_FIELD_SIZE 32
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80 #define GAME_FIELD_TILE_SIZE 32
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81
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82 /** The bit in the tile data indicating if the tile exists. */
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83 #define GAME_FIELD_TILE_EXISTS_FLAG 0x80
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84 /** The bits in the tile data that identify the owner. */
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85 #define GAME_FIELD_TILE_OWNER_MASK 0xF
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86
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87 typedef struct {
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88 AscSceneNode *nodes[GAME_FIELD_SIZE][GAME_FIELD_SIZE];
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89 int8_t tile_data[GAME_FIELD_SIZE][GAME_FIELD_SIZE];
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90 } GameField;
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91
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92 static void globals_init(void) {
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93 asc_transform_identity(rotations[MOVE_UP]);
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94 asc_transform_roll(rotations[MOVE_LEFT], asc_rad(-90));
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95 asc_transform_roll(rotations[MOVE_RIGHT], asc_rad(90));
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96 asc_transform_roll(rotations[MOVE_DOWN], asc_rad(180));
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97 directions[MOVE_UP] = ASC_VEC2I(0, -1);
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98 directions[MOVE_LEFT] = ASC_VEC2I(-1, 0);
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99 directions[MOVE_DOWN] = ASC_VEC2I(0, 1);
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100 directions[MOVE_RIGHT] = ASC_VEC2I(1, 0);
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101 }
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102
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103 static void textures_destroy(void) {
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104 asc_texture_destroy(tex2d, TEXTURE_2D_COUNT);
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105 }
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106
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107 static void textures_init(void) {
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108 asc_texture_init_2d(tex2d, TEXTURE_2D_COUNT);
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109 asc_texture_from_file(TEXTURE_PLAYER, "player.png");
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110 asc_texture_from_file(TEXTURE_PLAYER_COLOR_MAP, "player-color-map.png");
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111 asc_texture_from_file(TEXTURE_BACKDROP, "backdrop.png");
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112 asc_gl_context_add_cleanup_func(asc_active_glctx, textures_destroy);
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113 }
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114
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115 static void backdrop_scale(AscBehavior *behavior) {
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116 // scale the backdrop to the size of the window
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117 if (!asc_active_window->resized) return;
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118 asc_ptr_cast(AscSprite, sprite, behavior->node);
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119 asc_vec2u window_size = asc_active_window->dimensions;
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120 asc_sprite_set_size(sprite, window_size);
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121 }
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122
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123 static void main_scene_frame_scale(AscBehavior *behavior) {
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124 // TODO: we cannot skip this behavior when window is resized,
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125 // because the viewport is updated after executing all behaviors
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126 // and then the resized flag is cleared already.
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127 // A possible solution is to add something like a post-rendering behavior.
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128 // Another solution would be a viewport-changed-event (once we implement events)
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129 asc_ptr_cast(AscRectangle, frame, behavior->node);
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130 asc_rectangle_set_bounds(frame, MAIN_SCENE->camera.viewport);
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131 }
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132
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133 static void backdrop_create(void) {
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134 const float scale = asc_active_window->ui_scale;
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135 AscSceneNode *node = asc_sprite(
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136 .texture = TEXTURE_BACKDROP,
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137 .texture_scale_mode = ASC_TEXTURE_SCALE_REPEAT,
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138 .texture_scale_x = scale, .texture_scale_y = scale,
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139 );
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140 asc_behavior_add(node, .func = backdrop_scale);
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141 asc_scene_add_node(BACKDROP_SCENE, node);
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143 // also add a frame for the main scene
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144 // add this to the UI layer so that the border size does not scale
256
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145 AscSceneNode *frame = asc_rectangle(.thickness = 2, .color = ASC_RGBi(66, 142, 161));
244
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146 asc_behavior_add(frame, .func = main_scene_frame_scale);
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147 asc_ui_add_node(frame);
213
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148 }
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149
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150 static void fps_counter_update(AscBehavior *behavior) {
193
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151 asc_ptr_cast(AscText, node, behavior->node);
165
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152 static float last_fps = 0.f;
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153 if (fabsf(asc_context.frame_rate - last_fps) > 1) {
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154 last_fps = asc_context.frame_rate;
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155 asc_text_printf(node, "%.2f FPS", asc_context.frame_rate);
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156 }
148
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157 }
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158
234
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159 static void fps_counter_tie_to_corner(AscBehavior *behavior) {
148
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160 // TODO: this should be replaced with some sort of UI layout manager
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161 AscSceneNode *node = behavior->node;
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162 if (asc_test_flag(node->flags, ASC_SCENE_NODE_GRAPHICS_UPDATED) || asc_active_window->resized) {
240
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163 asc_scene_node_set_position2f(node, ASC_VEC2F(10,
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164 asc_active_window->dimensions.y - ((AscText*)node)->dimension.height - 10
189
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165 ));
37
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166 }
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167 }
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168
260
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169 static AscSceneNode *fps_counter_create(void) {
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170 AscSceneNode *node = asc_text(
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171 .name = "FPS Counter",
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172 .color = ASC_RGB(1, 1, 1),
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173 .font = asc_font(ASC_FONT_REGULAR, 12),
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174 );
234
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175 asc_behavior_add(node, .func = fps_counter_update, .interval = asc_seconds(1));
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176 asc_behavior_add(node, fps_counter_tie_to_corner);
155
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177 asc_ui_add_node(node);
260
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178 return node;
70
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179 }
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180
247
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181
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182 static GameField *game_field;
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183
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184 static bool game_field_tile_chown(asc_vec2u coords, Player *player) {
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185 unsigned x = coords.x, y = coords.y;
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186 asc_ptr_cast(AscRectangle, tile, game_field->nodes[x][y]);
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187 int old_owner = game_field->tile_data[x][y] & GAME_FIELD_TILE_OWNER_MASK;
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188 if (player == NULL) {
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189 asc_clear_flag(game_field->tile_data[x][y], GAME_FIELD_TILE_OWNER_MASK);
256
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190 tile->color = ASC_RGBi(16, 50, 160);
247
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191 } else {
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192 asc_set_flag_masked(game_field->tile_data[x][y], GAME_FIELD_TILE_OWNER_MASK, player->number);
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193 tile->color = player->color;
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194 }
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195 int new_owner = game_field->tile_data[x][y] & GAME_FIELD_TILE_OWNER_MASK;
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196 return old_owner != new_owner;
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197 }
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198
260
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199 static GameField *game_field_create() {
247
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200 // TODO: create a more interesting map than just a basic grid
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201 AscSceneNode *node = asc_scene_node_empty();
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202 game_field = asc_scene_node_allocate_data(node, sizeof(GameField));
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203 for (unsigned x = 0; x < GAME_FIELD_SIZE; x++) {
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204 for (unsigned y = 0; y < GAME_FIELD_SIZE; y++) {
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205 AscSceneNode *tile = asc_rectangle(
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206 .x = x*GAME_FIELD_TILE_SIZE, .y = y*GAME_FIELD_TILE_SIZE, .filled = true, .thickness = 2,
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207 .width = GAME_FIELD_TILE_SIZE, .height = GAME_FIELD_TILE_SIZE,
256
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208 .color = ASC_RGBi(16, 50, 160),
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209 .border_color = ASC_RGBi(20, 84, 128),
247
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210 );
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211
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212 game_field->tile_data[x][y] = GAME_FIELD_TILE_EXISTS_FLAG;
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213 game_field->nodes[x][y] = tile;
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214
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215 asc_scene_node_link(node, tile);
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216 }
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217 }
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218 asc_scene_node_set_zindex(node, -2);
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219 asc_scene_add_node(MAIN_SCENE, node);
260
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220 return game_field;
247
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221 }
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222
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223 static asc_vec2u game_field_tile_at_position(asc_vec3f position) {
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224 return ASC_VEC2U((int)position.x / GAME_FIELD_TILE_SIZE, (int)position.y / GAME_FIELD_TILE_SIZE);
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225 }
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226
242
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227 typedef struct {
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228 AscShaderProgram program;
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229 asc_uniform_loc map_albedo;
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230 asc_uniform_loc map_color;
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231 asc_uniform_loc color;
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232 } PlayerShader;
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233
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234 static void player_shader_init(AscShaderProgram *p, cx_attr_unused int flags) {
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235 asc_shader_init_uniform_loc_nice(p, PlayerShader, map_albedo);
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236 asc_shader_init_uniform_loc_nice(p, PlayerShader, map_color);
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237 asc_shader_init_uniform_loc_nice(p, PlayerShader, color);
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238 }
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239
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240 static AscShaderProgram *player_shader_create(cx_attr_unused int unused) {
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241 return asc_shader_create((AscShaderCodes) {
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242 .vtx = {.source_file = "sprite_vtx.glsl"},
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243 .frag = {.source_file = "player.glsl",},
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244 }, sizeof(PlayerShader), player_shader_init, 0);
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245 }
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246
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247 static void player_draw(const AscCamera *camera, const AscSceneNode *node) {
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248 asc_cptr_cast(AscSprite, sprite, node);
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249 const Player *player = node->user_data;
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250
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251 // TODO: we shall finally add the shader information to the node
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252 const AscShaderProgram *s = asc_shader_lookup(
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253 SHADER_ID_PLAYER, player_shader_create, 0
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254 );
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255 if (asc_shader_use(s, camera)) return;
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256 asc_cptr_cast(PlayerShader, shader, s);
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257
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258 asc_shader_upload_model_matrix(s, node);
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259
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260 // Bind texture
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261 asc_texture_bind(TEXTURE_PLAYER, shader->map_albedo, 0);
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262 asc_texture_bind(TEXTURE_PLAYER_COLOR_MAP, shader->map_color, 1);
256
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263 asc_shader_upload_color(shader->color, player->color);
242
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264 asc_mesh_draw_triangle_strip(&sprite->mesh);
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265 }
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266
234
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267 static void player_move(AscBehavior *behavior) {
206
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268 AscSceneNode *node = behavior->node;
234
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269 Player *player = node->user_data;
247
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270 const float ts = (float) GAME_FIELD_TILE_SIZE;
234
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271
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272 // check if the position is set programmatically
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273 if (player->reset_position) {
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274 asc_scene_node_set_position2f(node,
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275 ASC_VEC2F(
247
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276 ts * (player->new_position.x + .5f),
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277 ts * (player->new_position.y + .5f)
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278 ));
234
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279 player->reset_position = false;
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280 return;
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281 }
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282
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283 // normal movement
247
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284 const float speed = ts * player->speed * asc_context.frame_factor;
234
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285 const asc_vec2i dir = directions[player->direction];
217
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286 const asc_vec2f movement = asc_vec2f_scale(asc_vec2_itof(dir), speed);
247
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287
217
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288 // check if we are supposed to change the direction
234
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289 if (player->direction == player->target_direction) {
217
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290 // move without changing the direction
216
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291 asc_scene_node_move2f(node, movement);
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292 } else {
217
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293 // determine axis
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294 // and check if we are about to cross the center
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295 // this relies on positive positions!
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296 bool rotate = false;
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297 if (movement.x == 0) {
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298 // vertical movement
247
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299 const float y_0 = floorf(node->position.y / ts);
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300 const float y_curr = node->position.y / ts - y_0;
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301 const float y_next = (node->position.y+movement.y) / ts - y_0;
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302 const bool side_curr = y_curr > 0.5f;
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303 const bool side_next = y_next > 0.5f;
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304 rotate = side_curr ^ side_next;
217
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305 } else {
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306 // horizontal movement
247
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307 const float x0 = floorf(node->position.x / ts);
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308 const float x_curr = node->position.x / ts - x0;
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309 const float x_next = (node->position.x+movement.x) / ts - x0;
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310 const bool side_curr = x_curr > 0.5f;
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311 const bool side_next = x_next > 0.5f;
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312 rotate = side_curr ^ side_next;
217
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313 }
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314 if (rotate) {
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315 // snap position to the center of the tile
247
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316 asc_scene_node_set_position2f(node,
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317 ASC_VEC2F(
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318 (.5f+floorf(node->position.x / ts)) * ts,
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319 (.5f+floorf(node->position.y / ts)) * ts
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320 ));
234
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321 player->direction = player->target_direction;
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322 asc_scene_node_set_rotation(node, rotations[player->direction]);
216
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323 } else {
217
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324 // changing the direction not permitted, yet, continue movement
216
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325 asc_scene_node_move2f(node, movement);
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326 }
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327 }
247
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328
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329 // TODO: collision detection
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330
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331 // update the trace, if necessary.
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332 // remark: some calculations are repeated here, but they are cheap enough
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333 {
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334 const asc_vec2u tile_coords = game_field_tile_at_position(node->position);
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335 // TODO: player should have been destroyed before leaving the field
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336 if (tile_coords.x > GAME_FIELD_SIZE || tile_coords.y > GAME_FIELD_SIZE) return;
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337 if (game_field_tile_chown(tile_coords, player)) {
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338 // new owner of the tile!
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339 asc_vec2u p = tile_coords;
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340 cxListAdd(player->trace, &p);
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341 if (cxListSize(player->trace) > 7) {
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342 // TODO: implement power-up which makes the trace longer
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343 cxListPopFront(player->trace, &p);
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344 game_field_tile_chown(p, NULL);
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345 }
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346 }
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347 }
205
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348 }
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349
260
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350 static void player_controls(Player *player) {
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351 if (asc_key_pressed(ASC_KEY(LEFT))) {
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352 if (player->direction != MOVE_RIGHT) {
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353 player->target_direction = MOVE_LEFT;
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354 }
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355 }
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356 if (asc_key_pressed(ASC_KEY(RIGHT))) {
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357 if (player->direction != MOVE_LEFT) {
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358 player->target_direction = MOVE_RIGHT;
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359 }
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360 }
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361 if (asc_key_pressed(ASC_KEY(UP))) {
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362 if (player->direction != MOVE_DOWN) {
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363 player->target_direction = MOVE_UP;
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364 }
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365 }
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366 if (asc_key_pressed(ASC_KEY(DOWN))) {
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367 if (player->direction != MOVE_UP) {
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368 player->target_direction = MOVE_DOWN;
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369 }
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370 }
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371 }
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372
234
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373 static void player_position(Player *pl, int x, int y) {
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374 pl->new_position.x = x;
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375 pl->new_position.y = y;
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376 pl->reset_position = true;
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377 }
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378
247
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379 static void player_destroy(CxAllocator *allocator, Player *player) {
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380 cxListFree(player->trace);
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381 cxFree(allocator, player);
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382 }
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383
234
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384 static Player *player_create(void) {
247
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diff changeset
385 AscSceneNode *node = asc_sprite(
114
5b91bbab1ac0 give them nodes names
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386 .name = "Player",
245
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387 .width = GAME_FIELD_TILE_SIZE,
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388 .height = GAME_FIELD_TILE_SIZE,
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389 .origin_x = GAME_FIELD_TILE_SIZE / 2,
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390 .origin_y = GAME_FIELD_TILE_SIZE / 2,
88
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diff changeset
391 );
247
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diff changeset
392 asc_scene_add_node(MAIN_SCENE, node);
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diff changeset
393 Player *player = asc_scene_node_allocate_data(node, sizeof(Player));
234
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diff changeset
394 player_position(player, 12, 8);
240
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diff changeset
395 player->speed = 3.f; // start with 3 tiles/sec
247
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diff changeset
396 player->number = 1;
256
60014484121c remove the asc_col4i datatype in favor of a unified asc_color type
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diff changeset
397 player->color = ASC_RGB(1, 0, 0);
247
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diff changeset
398 player->trace = cxLinkedListCreateSimple(sizeof(asc_vec2i));
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diff changeset
399 node->draw_func = player_draw;
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diff changeset
400 node->user_data_free_func = (cx_destructor_func2)player_destroy;
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diff changeset
401 asc_behavior_add(node, player_move);
234
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diff changeset
402 return player;
88
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diff changeset
403 }
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diff changeset
404
234
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diff changeset
405 static asc_rect main_scene_viewport_update(asc_vec2u window_size) {
229
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diff changeset
406
233
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407 // margins
238
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diff changeset
408 const unsigned margin = 16;
233
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diff changeset
409
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410 // space for score, power-ups, etc.
238
e22abcd22e47 make the default window scaling and positioning screen resolution dependent
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diff changeset
411 const unsigned left_area = (unsigned) (asc_active_window->ui_scale*HUD_WIDTH);
229
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diff changeset
412
233
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413 // calculate how many pixels need to be removed from width and height
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414 const unsigned rw = 2*margin + left_area;
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diff changeset
415 const unsigned rh = 2*margin;
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416
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417 // check if there is still a viewport left and chicken out when not
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418 if (window_size.width < rw || window_size.height < rh) {
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419 return ASC_RECT(0, 0, 0, 0);
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420 }
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421 window_size.width -= rw;
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422 window_size.height -= rh;
229
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423
99
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424 // Compute scaling and offsets
105
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425 unsigned viewport_size, offset_x = 0, offset_y = 0;
99
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426 if (window_size.width > window_size.height) {
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427 // Wider window: letterbox (black bars on top/bottom)
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428 offset_x = (window_size.width - window_size.height) / 2;
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429 viewport_size = window_size.height;
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430 } else {
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431 // Taller window: pillarbox (black bars on sides)
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432 offset_y = (window_size.height - window_size.width) / 2;
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433 viewport_size = window_size.width;
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434 }
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435 offset_x += left_area + margin;
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436 offset_y += margin;
99
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437
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438 // Set the viewport to the scaled and centered region
186
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439 return ASC_RECT(offset_x, offset_y, viewport_size, viewport_size);
99
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440 }
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441
260
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442 #define GAME_STATE_MENU 0
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443 #define GAME_STATE_PLAYING 1
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444 #define GAME_STATE_GAME_OVER 2
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445
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446 typedef struct {
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447 int state;
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448 GameField *field;
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449 Player *players[4];
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450 } GameState;
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451
105
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452 int main(void) {
0
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453 asc_context_initialize();
33
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454 if (asc_has_error()) {
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455 SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR,
89
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456 "Fatal Error",asc_get_error(), NULL);
33
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457 return 1;
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458 }
0
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459
206
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460 // initialize globals
234
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461 globals_init();
206
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462
231
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463 // create the window
257
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464 asc_window_initialize(0, asc_gl_context_settings_default(4, 0));
231
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465 asc_window_set_title(0, "Snake");
238
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466 asc_window_set_size(0, asc_vec2_ftou(
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467 asc_vec2f_scale(ASC_VEC2F(1024+HUD_WIDTH, 1024), asc_ui_scale_auto())));
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468 asc_window_center(0);
16
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469
101
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470 // load textures
234
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471 textures_init();
101
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472
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473 // initialize the scenes
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474 asc_scene_init(BACKDROP_SCENE, "backdrop",
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475 .type = ASC_CAMERA_ORTHO,
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476 .projection_update_func = asc_camera_ortho_update_size
121
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477 );
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478 asc_scene_init(MAIN_SCENE, "main",
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479 .type = ASC_CAMERA_ORTHO,
247
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480 .ortho.rect = ASC_RECT(
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481 -GAME_FIELD_TILE_SIZE,
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482 -GAME_FIELD_TILE_SIZE,
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483 (GAME_FIELD_SIZE+2)*GAME_FIELD_TILE_SIZE,
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484 (GAME_FIELD_SIZE+2)*GAME_FIELD_TILE_SIZE
213
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485 ),
121
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486 .viewport_clear = true,
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487 .clear_color = ASC_RGBi(0, 32, 16),
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488 .viewport_update_func = main_scene_viewport_update
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489 );
234
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diff changeset
490 backdrop_create();
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491
260
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492 // create the fps counter
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493 AscSceneNode *fps_counter = fps_counter_create();
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494 asc_scene_node_hide(fps_counter);
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495
260
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496 // create the game state
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497 GameState game = {0};
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498 // TODO: add a main menu and start with the menu
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499 game.state = GAME_STATE_PLAYING;
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500 game.field = game_field_create();
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diff changeset
501 game.players[0] = player_create();
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diff changeset
502
33
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diff changeset
503 // Main Loop
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diff changeset
504 do {
0
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505 // quit application on any error
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diff changeset
506 if (asc_has_error()) {
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diff changeset
507 SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR,
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diff changeset
508 "Fatal Error", asc_get_error(),
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509 asc_active_window->window);
33
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diff changeset
510 asc_clear_error();
63
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diff changeset
511 asc_context_quit();
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diff changeset
512 }
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diff changeset
513
260
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diff changeset
514 // game states
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515 if (game.state == GAME_STATE_PLAYING) {
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diff changeset
516 // TODO: implement hot seat 1on1 multiplayer
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diff changeset
517 player_controls(game.players[0]);
200
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diff changeset
518 }
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519
140
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diff changeset
520 // debug-key for clearing the shader registry
141
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diff changeset
521 if (asc_key_pressed(ASC_KEY(S))) {
140
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diff changeset
522 asc_shader_clear_registry();
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523 asc_dprintf("Shader cache cleared.");
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diff changeset
524 }
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diff changeset
525
260
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diff changeset
526 // show/hide the FPS counter
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diff changeset
527 if (asc_key_pressed(ASC_KEY(F2))) {
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diff changeset
528 asc_scene_node_toggle_visibility(fps_counter);
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diff changeset
529 }
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diff changeset
530
63
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diff changeset
531 // quit application on ESC key press
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diff changeset
532 if (asc_key_pressed(ASC_KEY(ESCAPE))) {
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parents: 62
diff changeset
533 asc_context_quit();
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diff changeset
534 }
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diff changeset
535 } while (asc_loop_next());
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parents: 15
diff changeset
536
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diff changeset
537 // cleanup
0
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diff changeset
538 asc_context_destroy();
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diff changeset
539 return 0;
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parents:
diff changeset
540 }
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parents:
diff changeset
541

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