test/snake/snake.c

Sat, 03 May 2025 13:49:24 +0200

author
Mike Becker <universe@uap-core.de>
date
Sat, 03 May 2025 13:49:24 +0200
changeset 105
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parent 101
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child 108
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permissions
-rw-r--r--

improve datatypes

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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
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31 #include <cx/printf.h>
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32
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33 enum Textures2d {
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34 TEX_SHIP = 0,
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35 TEX_BACKDROP,
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36 TEX2D_COUNT
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37 };
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38 static AscTexture tex2d[TEX2D_COUNT];
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39 #define TEXTURE_SHIP &tex2d[TEX_SHIP]
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40 #define TEXTURE_BACKDROP &tex2d[TEX_BACKDROP]
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41
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42 #define BACKDROP_SCENE asc_window_scene(0)
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43 #define MAIN_SCENE asc_window_scene(1)
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44
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45 static void destroy_textures(__attribute__((__unused__)) void *dummy) {
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46 asc_texture_destroy(tex2d, TEX2D_COUNT);
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47 }
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48
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49 static void init_textures(void) {
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50 asc_texture_init_2d(tex2d, TEX2D_COUNT);
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51 asc_texture_from_file(TEXTURE_SHIP, "ship.png");
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52 asc_texture_from_file(TEXTURE_BACKDROP, "backdrop.png");
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53 cxMempoolRegister(asc_active_glctx_mpool, tex2d, destroy_textures);
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54 }
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55
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56 static void update_fps_counter(AscSceneNode *node) {
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57 static uint64_t last_fps = 0;
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58 static uint64_t debounce = ASC_NANOS_SECOND - 1;
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59 debounce += asc_context.frame_nanos;
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60 // only update text every second
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61 if (debounce >= ASC_NANOS_SECOND) {
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62 debounce = 0;
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63 uint64_t fps = ASC_NANOS_SECOND;
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64 fps /= asc_context.frame_nanos;
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65 if (fps != last_fps) {
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66 last_fps = fps;
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67 asc_text_printf(node, "%"PRIu64" FPS", fps);
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68 }
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69 }
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70 // tie to bottom right of the screen
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71 if (asc_test_flag(node->flags, ASC_SCENE_NODE_GRAPHICS_UPDATED)
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72 || asc_active_window->resized) {
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73 asc_vec2u bottom_right = asc_active_window->dimensions;
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74 // TODO: replace scale with asc_text_get_size()
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75 asc_vec3f text_size = node->scale;
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76 asc_set_position2d(
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77 node,
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78 (int)bottom_right.x - (int)text_size.width - 10,
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79 (int)bottom_right.y - (int)text_size.height - 10
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80 );
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81 }
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82 }
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83
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84 static void scale_backdrop(AscSceneNode *node) {
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85 // scale the backdrop to the size of the window
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86 if (asc_active_window->resized) {
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87 asc_vec2u window_size = asc_active_window->dimensions;
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88 // TODO: replace scale with asc_sprite_set_size()
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89 asc_set_scale(node, (float)window_size.width, (float)window_size.height, 1);
101
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90 // TODO: implement texture repetition
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91 }
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92 }
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93
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94 static void create_backdrop(void) {
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95 AscSceneNode *node = asc_sprite(.texture = TEXTURE_BACKDROP);
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96 asc_scene_add_behavior(node, scale_backdrop);
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97 asc_scene_add_node(BACKDROP_SCENE, node);
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98 }
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99
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100 static void create_fps_counter(void) {
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101 asc_font(ASC_FONT_REGULAR, 12);
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102 asc_ink_rgba(224, 224, 224, 196);
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103 AscSceneNode *node = asc_text();
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104 asc_scene_add_behavior(node, update_fps_counter);
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105 asc_add_ui_node(node);
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106 }
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107
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108 static void create_score_counter(void) {
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109 asc_font(ASC_FONT_BOLD, 16);
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110 asc_ink_rgb(0, 255, 0);
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111 AscSceneNode* node = asc_text(
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112 .x = 10, .y = 10,
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113 .text = "Score: 0"
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114 );
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115 asc_add_ui_node(node);
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116 }
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117
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118 static void create_spaceship(void) {
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119 AscSceneNode *sprite = asc_sprite(
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120 .texture = TEXTURE_SHIP,
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121 .x = 250,
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122 .y = 300,
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123 .width = 64,
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124 .height = 64
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125 );
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126 asc_scene_add_node(MAIN_SCENE, sprite);
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127
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128 // TODO: return something
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129 }
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130
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131 static asc_recti update_viewport_for_window_resize(asc_vec2u window_size) {
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132 // Compute scaling and offsets
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133 unsigned viewport_size, offset_x = 0, offset_y = 0;
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134 if (window_size.width > window_size.height) {
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135 // Wider window: letterbox (black bars on top/bottom)
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136 offset_x = (window_size.width - window_size.height) / 2;
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137 viewport_size = window_size.height;
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138 } else {
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139 // Taller window: pillarbox (black bars on sides)
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140 offset_y = (window_size.height - window_size.width) / 2;
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141 viewport_size = window_size.width;
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142 }
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143
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144 // Set the viewport to the scaled and centered region
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145 return asc_recti_new(offset_x, offset_y, viewport_size, viewport_size);
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146 }
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147
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148 int main(void) {
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149 asc_context_initialize();
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150 if (asc_has_error()) {
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151 SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR,
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152 "Fatal Error",asc_get_error(), NULL);
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153 return 1;
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154 }
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155 #ifdef TEST_BUILD
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156 asc_set_font_path("../../fonts");
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157 asc_set_shader_path("../../shader");
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158 asc_set_texture_path("../../test/snake/textures");
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159 #endif
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160
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161 // create window
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162 AscWindowSettings settings;
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163 asc_window_settings_init_defaults(&settings);
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164 settings.title = "Snake";
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165 asc_window_initialize(0, &settings);
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166
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167 // load textures
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168 init_textures();
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169
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170 // initialize the scenes
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171 const int game_field_size = 500;
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172 asc_scene_init(BACKDROP_SCENE, (AscCameraParams) {
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173 .type = ASC_CAMERA_ORTHO,
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174 .projection_update_func = asc_camera_ortho_update_size
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175 });
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176 asc_scene_init(MAIN_SCENE, (AscCameraParams) {
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177 .type = ASC_CAMERA_ORTHO,
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178 .ortho.rect = asc_recti_new(0, 0, game_field_size, game_field_size),
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179 .viewport_update_func = update_viewport_for_window_resize
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180 });
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181
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182 // backdrop for letterbox/pillarbox
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183 create_backdrop();
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184
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185 // create UI elements
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186 create_fps_counter();
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187 create_score_counter();
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188
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189 // create spaceship
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190 create_spaceship();
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191
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192 // Main Loop
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193 do {
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194 // quit application on any error
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195 if (asc_has_error()) {
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196 SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR,
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197 "Fatal Error", asc_get_error(),
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198 asc_active_window->window);
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199 asc_clear_error();
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200 asc_context_quit();
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201 }
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202
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203 // quit application on ESC key press
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204 if (asc_key_pressed(ESCAPE)) {
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205 asc_context_quit();
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206 }
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207 } while (asc_loop_next());
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208
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209 // cleanup
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210 asc_context_destroy();
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211 return 0;
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212 }
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213

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