Mon, 14 Jul 2025 21:56:53 +0200
complete basic movement
0 | 1 | /* |
2 | * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS HEADER. | |
3 | * Copyright 2023 Mike Becker. All rights reserved. | |
4 | * | |
5 | * Redistribution and use in source and binary forms, with or without | |
6 | * modification, are permitted provided that the following conditions are met: | |
7 | * | |
8 | * 1. Redistributions of source code must retain the above copyright | |
9 | * notice, this list of conditions and the following disclaimer. | |
10 | * | |
11 | * 2. Redistributions in binary form must reproduce the above copyright | |
12 | * notice, this list of conditions and the following disclaimer in the | |
13 | * documentation and/or other materials provided with the distribution. | |
14 | * | |
15 | * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" | |
16 | * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE | |
17 | * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE | |
18 | * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE | |
19 | * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR | |
20 | * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF | |
21 | * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS | |
22 | * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN | |
23 | * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) | |
24 | * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE | |
25 | * POSSIBILITY OF SUCH DAMAGE. | |
26 | */ | |
27 | ||
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28 | #include <ascension/core.h> |
48 | 29 | #include <ascension/ui.h> |
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30 | #include <ascension/sprite.h> |
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31 | #include <ascension/2d.h> |
48 | 32 | |
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33 | #include <cx/printf.h> |
0 | 34 | |
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35 | enum Textures2d { |
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36 | TEX_SHIP = 0, |
101 | 37 | TEX_BACKDROP, |
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38 | TEX2D_COUNT |
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39 | }; |
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40 | static AscTexture tex2d[TEX2D_COUNT]; |
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41 | #define TEXTURE_SHIP &tex2d[TEX_SHIP] |
101 | 42 | #define TEXTURE_BACKDROP &tex2d[TEX_BACKDROP] |
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43 | |
101 | 44 | #define BACKDROP_SCENE asc_window_scene(0) |
45 | #define MAIN_SCENE asc_window_scene(1) | |
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46 | |
206 | 47 | enum MoveDirection { |
48 | MOVE_UP, | |
49 | MOVE_LEFT, | |
50 | MOVE_DOWN, | |
51 | MOVE_RIGHT | |
52 | }; | |
53 | ||
54 | static asc_transform rotations[4]; | |
55 | static asc_vec2f directions[4]; | |
56 | ||
57 | typedef struct { | |
58 | enum MoveDirection direction; | |
59 | } Spaceship; | |
60 | ||
61 | static void init_globals(void) { | |
62 | asc_transform_identity(rotations[MOVE_UP]); | |
63 | asc_transform_roll(rotations[MOVE_LEFT], asc_rad(-90)); | |
64 | asc_transform_roll(rotations[MOVE_RIGHT], asc_rad(90)); | |
65 | asc_transform_roll(rotations[MOVE_DOWN], asc_rad(180)); | |
66 | directions[MOVE_UP] = ASC_VEC2F(0, -1); | |
67 | directions[MOVE_LEFT] = ASC_VEC2F(-1, 0); | |
68 | directions[MOVE_DOWN] = ASC_VEC2F(0, 1); | |
69 | directions[MOVE_RIGHT] = ASC_VEC2F(1, 0); | |
70 | } | |
71 | ||
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72 | static void destroy_textures(void) { |
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73 | asc_texture_destroy(tex2d, TEX2D_COUNT); |
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74 | } |
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75 | |
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76 | static void init_textures(void) { |
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77 | asc_texture_init_2d(tex2d, TEX2D_COUNT); |
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78 | asc_texture_from_file(TEXTURE_SHIP, "ship.png"); |
101 | 79 | asc_texture_from_file(TEXTURE_BACKDROP, "backdrop.png"); |
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80 | asc_gl_context_add_cleanup_func(asc_active_glctx, destroy_textures); |
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81 | } |
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82 | |
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83 | static void update_fps_counter(AscBehavior *behavior) { |
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84 | asc_ptr_cast(AscText, node, behavior->node); |
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85 | static float last_fps = 0.f; |
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86 | if (fabsf(asc_context.frame_rate - last_fps) > 1) { |
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87 | last_fps = asc_context.frame_rate; |
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88 | asc_text_printf(node, "%.2f FPS", asc_context.frame_rate); |
0 | 89 | } |
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90 | } |
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91 | |
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92 | static void tie_fps_counter_to_corner(AscBehavior *behavior) { |
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93 | // TODO: this should be replaced with some sort of UI layout manager |
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94 | AscSceneNode *node = behavior->node; |
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95 | if (asc_test_flag(node->flags, ASC_SCENE_NODE_GRAPHICS_UPDATED) || asc_active_window->resized) { |
105 | 96 | asc_vec2u bottom_right = asc_active_window->dimensions; |
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97 | asc_vec2u text_size = ((AscText*)node)->dimension; |
206 | 98 | asc_scene_node_set_position2f(node, ASC_VEC2F( |
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99 | (int) bottom_right.x - (int) text_size.width - 10, |
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100 | (int) bottom_right.y - (int) text_size.height - 10 |
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101 | )); |
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102 | } |
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103 | } |
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104 | |
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105 | static void scale_backdrop(AscBehavior *behavior) { |
101 | 106 | // scale the backdrop to the size of the window |
107 | if (asc_active_window->resized) { | |
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108 | asc_ptr_cast(AscSprite, sprite, behavior->node); |
105 | 109 | asc_vec2u window_size = asc_active_window->dimensions; |
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110 | asc_sprite_set_size(sprite, window_size); |
101 | 111 | } |
112 | } | |
113 | ||
114 | static void create_backdrop(void) { | |
117
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115 | AscSceneNode *node = asc_sprite( |
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116 | .texture = TEXTURE_BACKDROP, |
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117 | .texture_scale_mode = ASC_TEXTURE_SCALE_REPEAT |
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118 | ); |
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119 | asc_behavior_add(node, .func = scale_backdrop); |
101 | 120 | asc_scene_add_node(BACKDROP_SCENE, node); |
121 | } | |
122 | ||
70 | 123 | static void create_fps_counter(void) { |
124 | asc_font(ASC_FONT_REGULAR, 12); | |
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125 | asc_ink_rgb(255, 255, 255); |
114 | 126 | AscSceneNode *node = asc_text(.name = "FPS Counter"); |
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127 | asc_behavior_add(node, .func = update_fps_counter, .interval = asc_seconds(1)); |
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128 | asc_behavior_add(node, tie_fps_counter_to_corner); |
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129 | asc_ui_add_node(node); |
70 | 130 | } |
131 | ||
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132 | static void create_score_counter(void) { |
70 | 133 | asc_font(ASC_FONT_BOLD, 16); |
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134 | asc_ink_rgb(0, 255, 0); |
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135 | AscSceneNode *node = asc_text( |
114 | 136 | .name = "Score Counter", |
137 | .x = 10, .y = 10, | |
138 | .text = "Score: 0" | |
70 | 139 | ); |
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140 | asc_ui_add_node(node); |
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141 | } |
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142 | |
206 | 143 | static void move_spaceship(AscBehavior *behavior) { |
144 | AscSceneNode *node = behavior->node; | |
145 | Spaceship *spaceship = node->user_data; | |
146 | float speed = 32.f * asc_context.frame_factor; | |
147 | asc_vec2f movement = asc_vec2f_scale(directions[spaceship->direction], speed); | |
148 | asc_scene_node_move2f(node, movement); | |
149 | asc_scene_node_set_rotation(node, rotations[spaceship->direction]); | |
205
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150 | } |
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151 | |
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152 | static Spaceship *create_spaceship(void) { |
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153 | AscSceneNode *sprite = asc_sprite( |
114 | 154 | .name = "Player", |
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155 | .texture = TEXTURE_SHIP, |
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156 | .x = 250, |
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157 | .y = 300, |
206 | 158 | .width = 32, |
159 | .height = 32, | |
160 | .origin_x = 16, | |
161 | .origin_y = 16, | |
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162 | ); |
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163 | asc_scene_add_node(MAIN_SCENE, sprite); |
206 | 164 | asc_scene_node_allocate_data(sprite, sizeof(Spaceship)); |
165 | asc_behavior_add(sprite, move_spaceship); | |
166 | return sprite->user_data; | |
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167 | } |
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168 | |
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169 | static asc_rect update_viewport_for_window_resize(asc_vec2u window_size) { |
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170 | // Compute scaling and offsets |
105 | 171 | unsigned viewport_size, offset_x = 0, offset_y = 0; |
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172 | if (window_size.width > window_size.height) { |
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173 | // Wider window: letterbox (black bars on top/bottom) |
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174 | offset_x = (window_size.width - window_size.height) / 2; |
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175 | viewport_size = window_size.height; |
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176 | } else { |
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177 | // Taller window: pillarbox (black bars on sides) |
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178 | offset_y = (window_size.height - window_size.width) / 2; |
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179 | viewport_size = window_size.width; |
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180 | } |
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181 | |
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182 | // Set the viewport to the scaled and centered region |
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183 | return ASC_RECT(offset_x, offset_y, viewport_size, viewport_size); |
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184 | } |
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185 | |
105 | 186 | int main(void) { |
0 | 187 | asc_context_initialize(); |
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188 | if (asc_has_error()) { |
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189 | SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, |
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190 | "Fatal Error",asc_get_error(), NULL); |
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191 | return 1; |
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192 | } |
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193 | #ifdef TEST_BUILD |
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194 | asc_set_font_path("../../fonts"); |
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195 | asc_set_shader_path("../../shader"); |
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196 | asc_set_texture_path("../../test/snake/textures"); |
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197 | #endif |
0 | 198 | |
206 | 199 | // initialize globals |
200 | init_globals(); | |
201 | ||
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202 | // create window |
0 | 203 | AscWindowSettings settings; |
204 | asc_window_settings_init_defaults(&settings); | |
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205 | settings.title = "Snake"; |
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206 | asc_window_initialize(0, &settings); |
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207 | asc_ui_scale_auto(); |
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208 | |
101 | 209 | // load textures |
210 | init_textures(); | |
211 | ||
212 | // initialize the scenes | |
206 | 213 | const int game_field_size = 512; |
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214 | asc_scene_init(BACKDROP_SCENE, |
101 | 215 | .type = ASC_CAMERA_ORTHO, |
216 | .projection_update_func = asc_camera_ortho_update_size | |
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217 | ); |
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218 | asc_ink_rgb(0, 128, 90); |
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219 | asc_scene_init(MAIN_SCENE, |
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220 | .type = ASC_CAMERA_ORTHO, |
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221 | .ortho.rect = ASC_RECT(0, 0, game_field_size, game_field_size), |
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222 | .viewport_clear = true, |
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223 | .viewport_update_func = update_viewport_for_window_resize |
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224 | ); |
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225 | |
101 | 226 | // backdrop for letterbox/pillarbox |
227 | create_backdrop(); | |
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228 | |
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229 | // create UI elements |
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230 | create_fps_counter(); |
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231 | create_score_counter(); |
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232 | |
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233 | // create spaceship |
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234 | Spaceship *spaceship = create_spaceship(); |
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235 | |
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236 | // Main Loop |
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237 | do { |
0 | 238 | // quit application on any error |
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239 | if (asc_has_error()) { |
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240 | SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, |
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241 | "Fatal Error", asc_get_error(), |
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242 | asc_active_window->window); |
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243 | asc_clear_error(); |
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244 | asc_context_quit(); |
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245 | } |
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246 | |
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247 | // player rotation |
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248 | if (asc_key_pressed(ASC_KEY(LEFT))) { |
206 | 249 | if (spaceship->direction != MOVE_RIGHT) { |
250 | spaceship->direction = MOVE_LEFT; | |
251 | } | |
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252 | } |
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253 | if (asc_key_pressed(ASC_KEY(RIGHT))) { |
206 | 254 | if (spaceship->direction != MOVE_LEFT) { |
255 | spaceship->direction = MOVE_RIGHT; | |
256 | } | |
257 | } | |
258 | if (asc_key_pressed(ASC_KEY(UP))) { | |
259 | if (spaceship->direction != MOVE_DOWN) { | |
260 | spaceship->direction = MOVE_UP; | |
261 | } | |
262 | } | |
263 | if (asc_key_pressed(ASC_KEY(DOWN))) { | |
264 | if (spaceship->direction != MOVE_UP) { | |
265 | spaceship->direction = MOVE_DOWN; | |
266 | } | |
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267 | } |
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268 | |
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269 | // debug-key for clearing the shader registry |
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270 | if (asc_key_pressed(ASC_KEY(S))) { |
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271 | asc_shader_clear_registry(); |
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272 | asc_dprintf("Shader cache cleared."); |
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273 | } |
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274 | |
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275 | // quit application on ESC key press |
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276 | if (asc_key_pressed(ASC_KEY(ESCAPE))) { |
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277 | asc_context_quit(); |
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278 | } |
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279 | } while (asc_loop_next()); |
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280 | |
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281 | // cleanup |
0 | 282 | asc_context_destroy(); |
283 | return 0; | |
284 | } | |
285 |