test/snake/snake.c

Mon, 04 Aug 2025 23:07:06 +0200

author
Mike Becker <universe@uap-core.de>
date
Mon, 04 Aug 2025 23:07:06 +0200
changeset 247
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parent 245
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child 248
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permissions
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add player's trace and removes the origin offsets from the game field's tiles

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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
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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_col4f 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_vec2i new_position;
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76 bool reset_position;
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77 uint8_t number;
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78 } Player;
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79
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80 #define GAME_FIELD_SIZE 32
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81 #define GAME_FIELD_TILE_SIZE 32
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82
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83 /** The bit in the tile data indicating if the tile exists. */
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84 #define GAME_FIELD_TILE_EXISTS_FLAG 0x80
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85 /** The bits in the tile data that identify the owner. */
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86 #define GAME_FIELD_TILE_OWNER_MASK 0xF
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87
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88 typedef struct {
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89 AscSceneNode *nodes[GAME_FIELD_SIZE][GAME_FIELD_SIZE];
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90 int8_t tile_data[GAME_FIELD_SIZE][GAME_FIELD_SIZE];
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91 } GameField;
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92
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93 static void globals_init(void) {
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94 asc_transform_identity(rotations[MOVE_UP]);
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95 asc_transform_roll(rotations[MOVE_LEFT], asc_rad(-90));
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96 asc_transform_roll(rotations[MOVE_RIGHT], asc_rad(90));
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97 asc_transform_roll(rotations[MOVE_DOWN], asc_rad(180));
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98 directions[MOVE_UP] = ASC_VEC2I(0, -1);
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99 directions[MOVE_LEFT] = ASC_VEC2I(-1, 0);
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100 directions[MOVE_DOWN] = ASC_VEC2I(0, 1);
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101 directions[MOVE_RIGHT] = ASC_VEC2I(1, 0);
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102 }
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103
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104 static void textures_destroy(void) {
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105 asc_texture_destroy(tex2d, TEXTURE_2D_COUNT);
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106 }
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107
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108 static void textures_init(void) {
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109 asc_texture_init_2d(tex2d, TEXTURE_2D_COUNT);
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110 asc_texture_from_file(TEXTURE_PLAYER, "player.png");
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111 asc_texture_from_file(TEXTURE_PLAYER_COLOR_MAP, "player-color-map.png");
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112 asc_texture_from_file(TEXTURE_BACKDROP, "backdrop.png");
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113 asc_gl_context_add_cleanup_func(asc_active_glctx, textures_destroy);
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114 }
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115
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116 static void backdrop_scale(AscBehavior *behavior) {
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117 // scale the backdrop to the size of the window
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118 if (!asc_active_window->resized) return;
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119 asc_ptr_cast(AscSprite, sprite, behavior->node);
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120 asc_vec2u window_size = asc_active_window->dimensions;
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121 asc_sprite_set_size(sprite, window_size);
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122 }
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123
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124 static void main_scene_frame_scale(AscBehavior *behavior) {
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125 // TODO: we cannot skip this behavior when window is resized,
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126 // because the viewport is updated after executing all behaviors
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127 // and then the resized flag is cleared already.
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128 // A possible solution is to add something like a post-rendering behavior.
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129 // Another solution would be a viewport-changed-event (once we implement events)
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130 asc_ptr_cast(AscRectangle, frame, behavior->node);
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131 asc_rectangle_set_bounds(frame, MAIN_SCENE->camera.viewport);
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132 }
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133
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134 static void backdrop_create(void) {
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135 const float scale = asc_active_window->ui_scale;
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136 AscSceneNode *node = asc_sprite(
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137 .texture = TEXTURE_BACKDROP,
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138 .texture_scale_mode = ASC_TEXTURE_SCALE_REPEAT,
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139 .texture_scale_x = scale, .texture_scale_y = scale,
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140 );
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141 asc_behavior_add(node, .func = backdrop_scale);
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142 asc_scene_add_node(BACKDROP_SCENE, node);
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143
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144 // also add a frame for the main scene
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145 // add this to the UI layer so that the border size does not scale
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146 AscSceneNode *frame = asc_rectangle(.thickness = 2, .color = ASC_RGB(66, 142, 161));
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147 asc_behavior_add(frame, .func = main_scene_frame_scale);
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148 asc_ui_add_node(frame);
213
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149 }
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150
234
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151 static void fps_counter_update(AscBehavior *behavior) {
193
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152 asc_ptr_cast(AscText, node, behavior->node);
165
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153 static float last_fps = 0.f;
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154 if (fabsf(asc_context.frame_rate - last_fps) > 1) {
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155 last_fps = asc_context.frame_rate;
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156 asc_text_printf(node, "%.2f FPS", asc_context.frame_rate);
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157 }
148
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158 }
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159
234
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160 static void fps_counter_tie_to_corner(AscBehavior *behavior) {
148
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161 // TODO: this should be replaced with some sort of UI layout manager
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162 AscSceneNode *node = behavior->node;
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163 if (asc_test_flag(node->flags, ASC_SCENE_NODE_GRAPHICS_UPDATED) || asc_active_window->resized) {
240
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164 asc_scene_node_set_position2f(node, ASC_VEC2F(10,
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165 asc_active_window->dimensions.y - ((AscText*)node)->dimension.height - 10
189
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166 ));
37
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167 }
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168 }
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169
234
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170 static void fps_counter_create(void) {
214
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171 AscSceneNode *node = asc_text(
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172 .name = "FPS Counter",
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173 .color = ASC_RGB(255, 255, 255),
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174 .font = asc_font(ASC_FONT_REGULAR, 12),
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175 );
234
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176 asc_behavior_add(node, .func = fps_counter_update, .interval = asc_seconds(1));
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177 asc_behavior_add(node, fps_counter_tie_to_corner);
155
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178 asc_ui_add_node(node);
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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);
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190 tile->color = asc_col_itof(ASC_RGB(16, 50, 160));
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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
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199 static void game_field_create() {
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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,
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208 .color = ASC_RGB(16, 50, 160),
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209 .border_color = ASC_RGB(20, 84, 128),
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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);
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220 }
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221
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222 static asc_vec2u game_field_tile_at_position(asc_vec3f position) {
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223 return ASC_VEC2U((int)position.x / GAME_FIELD_TILE_SIZE, (int)position.y / GAME_FIELD_TILE_SIZE);
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224 }
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225
242
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226 typedef struct {
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227 AscShaderProgram program;
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228 asc_uniform_loc map_albedo;
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229 asc_uniform_loc map_color;
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230 asc_uniform_loc color;
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231 } PlayerShader;
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232
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233 static void player_shader_init(AscShaderProgram *p, cx_attr_unused int flags) {
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234 asc_shader_init_uniform_loc_nice(p, PlayerShader, map_albedo);
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235 asc_shader_init_uniform_loc_nice(p, PlayerShader, map_color);
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236 asc_shader_init_uniform_loc_nice(p, PlayerShader, color);
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237 }
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238
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239 static AscShaderProgram *player_shader_create(cx_attr_unused int unused) {
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240 return asc_shader_create((AscShaderCodes) {
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241 .vtx = {.source_file = "sprite_vtx.glsl"},
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242 .frag = {.source_file = "player.glsl",},
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243 }, sizeof(PlayerShader), player_shader_init, 0);
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244 }
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245
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246 static void player_draw(const AscCamera *camera, const AscSceneNode *node) {
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247 asc_cptr_cast(AscSprite, sprite, node);
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248 const Player *player = node->user_data;
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249
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250 // TODO: we shall finally add the shader information to the node
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251 const AscShaderProgram *s = asc_shader_lookup(
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252 SHADER_ID_PLAYER, player_shader_create, 0
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253 );
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254 if (asc_shader_use(s, camera)) return;
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255 asc_cptr_cast(PlayerShader, shader, s);
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256
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257 asc_shader_upload_model_matrix(s, node);
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258
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259 // Bind texture
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260 asc_texture_bind(TEXTURE_PLAYER, shader->map_albedo, 0);
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261 asc_texture_bind(TEXTURE_PLAYER_COLOR_MAP, shader->map_color, 1);
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262 asc_shader_upload_col4f(shader->color, player->color);
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263 asc_mesh_draw_triangle_strip(&sprite->mesh);
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264 }
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265
234
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266 static void player_move(AscBehavior *behavior) {
206
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267 AscSceneNode *node = behavior->node;
234
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268 Player *player = node->user_data;
247
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269 const float ts = (float) GAME_FIELD_TILE_SIZE;
234
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270
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271 // check if the position is set programmatically
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272 if (player->reset_position) {
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273 asc_scene_node_set_position2f(node,
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274 ASC_VEC2F(
247
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275 ts * (player->new_position.x + .5f),
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276 ts * (player->new_position.y + .5f)
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277 ));
234
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278 player->reset_position = false;
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279 return;
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280 }
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281
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282 // normal movement
247
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283 const float speed = ts * player->speed * asc_context.frame_factor;
234
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284 const asc_vec2i dir = directions[player->direction];
217
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285 const asc_vec2f movement = asc_vec2f_scale(asc_vec2_itof(dir), speed);
247
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286
217
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287 // check if we are supposed to change the direction
234
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288 if (player->direction == player->target_direction) {
217
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289 // move without changing the direction
216
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290 asc_scene_node_move2f(node, movement);
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291 } else {
217
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292 // determine axis
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293 // and check if we are about to cross the center
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294 // this relies on positive positions!
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295 bool rotate = false;
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296 if (movement.x == 0) {
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297 // vertical movement
247
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298 const float y_0 = floorf(node->position.y / ts);
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299 const float y_curr = node->position.y / ts - y_0;
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300 const float y_next = (node->position.y+movement.y) / ts - y_0;
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301 const bool side_curr = y_curr > 0.5f;
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302 const bool side_next = y_next > 0.5f;
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303 rotate = side_curr ^ side_next;
217
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304 } else {
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305 // horizontal movement
247
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306 const float x0 = floorf(node->position.x / ts);
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307 const float x_curr = node->position.x / ts - x0;
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308 const float x_next = (node->position.x+movement.x) / ts - x0;
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309 const bool side_curr = x_curr > 0.5f;
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310 const bool side_next = x_next > 0.5f;
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311 rotate = side_curr ^ side_next;
217
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312 }
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313 if (rotate) {
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314 // snap position to the center of the tile
247
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315 asc_scene_node_set_position2f(node,
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316 ASC_VEC2F(
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317 (.5f+floorf(node->position.x / ts)) * ts,
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318 (.5f+floorf(node->position.y / ts)) * ts
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319 ));
234
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320 player->direction = player->target_direction;
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321 asc_scene_node_set_rotation(node, rotations[player->direction]);
216
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322 } else {
217
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323 // changing the direction not permitted, yet, continue movement
216
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324 asc_scene_node_move2f(node, movement);
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325 }
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326 }
247
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327
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328 // TODO: collision detection
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329
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330 // update the trace, if necessary.
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331 // remark: some calculations are repeated here, but they are cheap enough
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332 {
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333 const asc_vec2u tile_coords = game_field_tile_at_position(node->position);
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334 // TODO: player should have been destroyed before leaving the field
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335 if (tile_coords.x > GAME_FIELD_SIZE || tile_coords.y > GAME_FIELD_SIZE) return;
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336 if (game_field_tile_chown(tile_coords, player)) {
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337 // new owner of the tile!
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338 asc_vec2u p = tile_coords;
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339 cxListAdd(player->trace, &p);
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340 if (cxListSize(player->trace) > 7) {
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341 // TODO: implement power-up which makes the trace longer
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342 cxListPopFront(player->trace, &p);
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343 game_field_tile_chown(p, NULL);
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344 }
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345 }
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346 }
205
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347 }
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348
234
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349 static void player_position(Player *pl, int x, int y) {
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350 pl->new_position.x = x;
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351 pl->new_position.y = y;
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352 pl->reset_position = true;
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353 }
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354
247
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355 static void player_destroy(CxAllocator *allocator, Player *player) {
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356 cxListFree(player->trace);
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357 cxFree(allocator, player);
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358 }
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359
234
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360 static Player *player_create(void) {
247
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361 AscSceneNode *node = asc_sprite(
114
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362 .name = "Player",
245
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363 .width = GAME_FIELD_TILE_SIZE,
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364 .height = GAME_FIELD_TILE_SIZE,
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365 .origin_x = GAME_FIELD_TILE_SIZE / 2,
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366 .origin_y = GAME_FIELD_TILE_SIZE / 2,
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367 );
247
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368 asc_scene_add_node(MAIN_SCENE, node);
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369 Player *player = asc_scene_node_allocate_data(node, sizeof(Player));
234
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370 player_position(player, 12, 8);
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371 player->speed = 3.f; // start with 3 tiles/sec
247
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372 player->number = 1;
242
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373 player->color = ASC_RGB_F(1, 0, 0);
247
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374 player->trace = cxLinkedListCreateSimple(sizeof(asc_vec2i));
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375 node->draw_func = player_draw;
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376 node->user_data_free_func = (cx_destructor_func2)player_destroy;
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377 asc_behavior_add(node, player_move);
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378 return player;
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379 }
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380
234
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381 static asc_rect main_scene_viewport_update(asc_vec2u window_size) {
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382
233
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383 // margins
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384 const unsigned margin = 16;
233
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385
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386 // space for score, power-ups, etc.
238
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387 const unsigned left_area = (unsigned) (asc_active_window->ui_scale*HUD_WIDTH);
229
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388
233
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389 // calculate how many pixels need to be removed from width and height
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390 const unsigned rw = 2*margin + left_area;
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391 const unsigned rh = 2*margin;
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392
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393 // check if there is still a viewport left and chicken out when not
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394 if (window_size.width < rw || window_size.height < rh) {
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395 return ASC_RECT(0, 0, 0, 0);
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396 }
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397 window_size.width -= rw;
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398 window_size.height -= rh;
229
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399
99
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400 // Compute scaling and offsets
105
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diff changeset
401 unsigned viewport_size, offset_x = 0, offset_y = 0;
99
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402 if (window_size.width > window_size.height) {
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403 // Wider window: letterbox (black bars on top/bottom)
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404 offset_x = (window_size.width - window_size.height) / 2;
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405 viewport_size = window_size.height;
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406 } else {
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407 // Taller window: pillarbox (black bars on sides)
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408 offset_y = (window_size.height - window_size.width) / 2;
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409 viewport_size = window_size.width;
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410 }
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411 offset_x += left_area + margin;
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412 offset_y += margin;
99
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413
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414 // Set the viewport to the scaled and centered region
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415 return ASC_RECT(offset_x, offset_y, viewport_size, viewport_size);
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416 }
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417
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418 int main(void) {
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419 asc_context_initialize();
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420 if (asc_has_error()) {
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421 SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR,
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422 "Fatal Error",asc_get_error(), NULL);
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423 return 1;
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424 }
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425
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426 // initialize globals
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427 globals_init();
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428
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429 // create the window
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430 AscWindowSettings settings;
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431 asc_window_settings_init_defaults(&settings);
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432 asc_window_initialize(0, &settings);
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433 asc_window_set_title(0, "Snake");
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434 asc_window_set_size(0, asc_vec2_ftou(
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435 asc_vec2f_scale(ASC_VEC2F(1024+HUD_WIDTH, 1024), asc_ui_scale_auto())));
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436 asc_window_center(0);
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437
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438 // load textures
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439 textures_init();
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440
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441 // initialize the scenes
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442 asc_scene_init(BACKDROP_SCENE, "backdrop",
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443 .type = ASC_CAMERA_ORTHO,
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444 .projection_update_func = asc_camera_ortho_update_size
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445 );
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446 asc_scene_init(MAIN_SCENE, "main",
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447 .type = ASC_CAMERA_ORTHO,
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448 .ortho.rect = ASC_RECT(
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449 -GAME_FIELD_TILE_SIZE,
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450 -GAME_FIELD_TILE_SIZE,
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451 (GAME_FIELD_SIZE+2)*GAME_FIELD_TILE_SIZE,
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452 (GAME_FIELD_SIZE+2)*GAME_FIELD_TILE_SIZE
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453 ),
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454 .viewport_clear = true,
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455 .clear_color = ASC_RGB(0, 32, 16),
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456 .viewport_update_func = main_scene_viewport_update
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457 );
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458
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459 // backdrop for letterbox/pillarbox
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460 backdrop_create();
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461
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462 // the game field
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463 game_field_create();
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464
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465 // create UI elements
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466 fps_counter_create();
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467
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468 // create spaceship
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469 Player *spaceship = player_create();
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470
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471 // Main Loop
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472 do {
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473 // quit application on any error
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474 if (asc_has_error()) {
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475 SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR,
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476 "Fatal Error", asc_get_error(),
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477 asc_active_window->window);
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478 asc_clear_error();
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479 asc_context_quit();
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480 }
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481
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482 // player rotation
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483 // TODO: queue up to two movement commands (for sharp 90° turns)
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484 if (asc_key_pressed(ASC_KEY(LEFT))) {
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485 if (spaceship->direction != MOVE_RIGHT) {
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486 spaceship->target_direction = MOVE_LEFT;
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487 }
205
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488 }
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489 if (asc_key_pressed(ASC_KEY(RIGHT))) {
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490 if (spaceship->direction != MOVE_LEFT) {
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491 spaceship->target_direction = MOVE_RIGHT;
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492 }
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493 }
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494 if (asc_key_pressed(ASC_KEY(UP))) {
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495 if (spaceship->direction != MOVE_DOWN) {
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496 spaceship->target_direction = MOVE_UP;
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497 }
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498 }
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499 if (asc_key_pressed(ASC_KEY(DOWN))) {
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500 if (spaceship->direction != MOVE_UP) {
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501 spaceship->target_direction = MOVE_DOWN;
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502 }
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503 }
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504
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505 // debug-key for clearing the shader registry
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506 if (asc_key_pressed(ASC_KEY(S))) {
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507 asc_shader_clear_registry();
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508 asc_dprintf("Shader cache cleared.");
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509 }
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510
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511 // quit application on ESC key press
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512 if (asc_key_pressed(ASC_KEY(ESCAPE))) {
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513 asc_context_quit();
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514 }
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515 } while (asc_loop_next());
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516
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517 // cleanup
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518 asc_context_destroy();
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519 return 0;
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520 }
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parents:
diff changeset
521

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