Mon, 21 Jul 2025 21:28:34 +0200
improve snap-to-grid-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]; | |
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55 | static asc_vec2i directions[4]; |
206 | 56 | |
57 | typedef struct { | |
58 | enum MoveDirection direction; | |
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59 | enum MoveDirection target_direction; |
213 | 60 | /** |
61 | * The speed in tiles per second. | |
62 | */ | |
63 | float speed; | |
206 | 64 | } Spaceship; |
65 | ||
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66 | static const unsigned game_field_size = 16; |
213 | 67 | static const unsigned game_field_tile_size = 32; |
68 | ||
206 | 69 | static void init_globals(void) { |
70 | asc_transform_identity(rotations[MOVE_UP]); | |
71 | asc_transform_roll(rotations[MOVE_LEFT], asc_rad(-90)); | |
72 | asc_transform_roll(rotations[MOVE_RIGHT], asc_rad(90)); | |
73 | asc_transform_roll(rotations[MOVE_DOWN], asc_rad(180)); | |
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74 | directions[MOVE_UP] = ASC_VEC2I(0, -1); |
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75 | directions[MOVE_LEFT] = ASC_VEC2I(-1, 0); |
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76 | directions[MOVE_DOWN] = ASC_VEC2I(0, 1); |
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77 | directions[MOVE_RIGHT] = ASC_VEC2I(1, 0); |
206 | 78 | } |
79 | ||
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80 | static void destroy_textures(void) { |
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81 | asc_texture_destroy(tex2d, TEX2D_COUNT); |
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82 | } |
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83 | |
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84 | static void init_textures(void) { |
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85 | asc_texture_init_2d(tex2d, TEX2D_COUNT); |
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86 | asc_texture_from_file(TEXTURE_SHIP, "ship.png"); |
101 | 87 | asc_texture_from_file(TEXTURE_BACKDROP, "backdrop.png"); |
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88 | asc_gl_context_add_cleanup_func(asc_active_glctx, destroy_textures); |
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89 | } |
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90 | |
213 | 91 | static void scale_backdrop(AscBehavior *behavior) { |
92 | // scale the backdrop to the size of the window | |
93 | if (asc_active_window->resized) { | |
94 | asc_ptr_cast(AscSprite, sprite, behavior->node); | |
95 | asc_vec2u window_size = asc_active_window->dimensions; | |
96 | asc_sprite_set_size(sprite, window_size); | |
97 | } | |
98 | } | |
99 | ||
100 | static void create_backdrop(void) { | |
101 | AscSceneNode *node = asc_sprite( | |
102 | .texture = TEXTURE_BACKDROP, | |
103 | .texture_scale_mode = ASC_TEXTURE_SCALE_REPEAT | |
104 | ); | |
105 | asc_behavior_add(node, .func = scale_backdrop); | |
106 | asc_scene_add_node(BACKDROP_SCENE, node); | |
107 | } | |
108 | ||
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109 | static void update_fps_counter(AscBehavior *behavior) { |
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110 | asc_ptr_cast(AscText, node, behavior->node); |
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111 | static float last_fps = 0.f; |
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112 | if (fabsf(asc_context.frame_rate - last_fps) > 1) { |
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113 | last_fps = asc_context.frame_rate; |
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114 | asc_text_printf(node, "%.2f FPS", asc_context.frame_rate); |
0 | 115 | } |
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116 | } |
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117 | |
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118 | static void tie_fps_counter_to_corner(AscBehavior *behavior) { |
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119 | // TODO: this should be replaced with some sort of UI layout manager |
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120 | AscSceneNode *node = behavior->node; |
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121 | if (asc_test_flag(node->flags, ASC_SCENE_NODE_GRAPHICS_UPDATED) || asc_active_window->resized) { |
105 | 122 | asc_vec2u bottom_right = asc_active_window->dimensions; |
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123 | asc_vec2u text_size = ((AscText*)node)->dimension; |
206 | 124 | asc_scene_node_set_position2f(node, ASC_VEC2F( |
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125 | (int) bottom_right.x - (int) text_size.width - 10, |
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126 | (int) bottom_right.y - (int) text_size.height - 10 |
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127 | )); |
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128 | } |
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129 | } |
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130 | |
70 | 131 | static void create_fps_counter(void) { |
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132 | AscSceneNode *node = asc_text( |
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133 | .name = "FPS Counter", |
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134 | .color = ASC_RGB(255, 255, 255), |
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135 | .font = asc_font(ASC_FONT_REGULAR, 12), |
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136 | ); |
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137 | asc_behavior_add(node, .func = update_fps_counter, .interval = asc_seconds(1)); |
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138 | asc_behavior_add(node, tie_fps_counter_to_corner); |
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139 | asc_ui_add_node(node); |
70 | 140 | } |
141 | ||
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142 | static void create_score_counter(void) { |
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143 | AscSceneNode *node = asc_text( |
114 | 144 | .name = "Score Counter", |
145 | .x = 10, .y = 10, | |
214
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146 | .text = "Score: 0", |
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147 | .color = ASC_RGB(0, 255, 0), |
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148 | .font = asc_font(ASC_FONT_BOLD, 16), |
70 | 149 | ); |
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150 | asc_ui_add_node(node); |
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151 | } |
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152 | |
206 | 153 | static void move_spaceship(AscBehavior *behavior) { |
154 | AscSceneNode *node = behavior->node; | |
155 | Spaceship *spaceship = node->user_data; | |
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156 | const int ts = (int) game_field_tile_size; |
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157 | const float fts = (float) ts; |
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158 | const float speed = fts * spaceship->speed * asc_context.frame_factor; |
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159 | const asc_vec2i dir = directions[spaceship->direction]; |
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160 | const asc_vec2f movement = asc_vec2f_scale(asc_vec2_itof(dir), speed); |
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161 | // check if we are supposed to change the direction |
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162 | if (spaceship->direction == spaceship->target_direction) { |
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163 | // move without changing the direction |
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164 | asc_scene_node_move2f(node, movement); |
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165 | } else { |
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166 | // determine axis |
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167 | // and check if we are about to cross the center |
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168 | // this relies on positive positions! |
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169 | bool rotate = false; |
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170 | if (movement.x == 0) { |
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171 | // vertical movement |
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172 | const int y0 = (int)node->position.y / ts; |
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173 | const int y1 = (int)(node->position.y+movement.y) / ts; |
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174 | rotate = y0 != y1 && asc_sgn(y1-y0) == dir.y; |
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175 | } else { |
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176 | // horizontal movement |
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177 | const int x0 = (int)node->position.x / ts; |
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178 | const int x1 = (int)(node->position.x+movement.x) / ts; |
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179 | rotate = x0 != x1 && asc_sgn(x1-x0) == dir.x; |
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180 | } |
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181 | if (rotate) { |
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182 | // snap position to the center of the tile |
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183 | node->position.x = roundf(node->position.x / fts) * fts; |
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184 | node->position.y = roundf(node->position.y / fts) * fts; |
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185 | spaceship->direction = spaceship->target_direction; |
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186 | asc_scene_node_set_rotation(node, rotations[spaceship->direction]); |
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187 | } else { |
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188 | // changing the direction not permitted, yet, continue movement |
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189 | asc_scene_node_move2f(node, movement); |
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190 | } |
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191 | } |
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192 | } |
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193 | |
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194 | static Spaceship *create_spaceship(void) { |
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195 | AscSceneNode *sprite = asc_sprite( |
114 | 196 | .name = "Player", |
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197 | .texture = TEXTURE_SHIP, |
213 | 198 | // TODO: introduce a function to set the position of a space ship |
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199 | .x = game_field_tile_size * 8, |
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200 | .y = game_field_tile_size * 12, |
213 | 201 | .width = game_field_tile_size, |
202 | .height = game_field_tile_size, | |
203 | .origin_x = game_field_tile_size / 2, | |
204 | .origin_y = game_field_tile_size / 2, | |
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205 | ); |
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206 | asc_scene_add_node(MAIN_SCENE, sprite); |
213 | 207 | Spaceship *ship = asc_scene_node_allocate_data(sprite, sizeof(Spaceship)); |
208 | ship->speed = 2.f; // start with 2 tiles/sec | |
206 | 209 | asc_behavior_add(sprite, move_spaceship); |
210 | return sprite->user_data; | |
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211 | } |
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212 | |
213 | 213 | static void create_gamefield() { |
214 | // TODO: create a proper data structure and a more interesting map than just a basic grid | |
215 | AscSceneNode *gamefield = asc_scene_node_empty(); | |
217
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216 | for (unsigned x = 1; x <= game_field_size; x++) { |
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217 | for (unsigned y = 1; y <= game_field_size; y++) { |
213 | 218 | AscSceneNode *tile = asc_rectangle( |
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219 | .x = x*game_field_tile_size, .y = y*game_field_tile_size, .filled = true, .thickness = 1, |
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220 | .origin_x = game_field_tile_size / 2, .origin_y = game_field_tile_size / 2, |
213 | 221 | .width = game_field_tile_size, .height = game_field_tile_size, |
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222 | .color = ASC_RGB(0, 128, 255), |
213 | 223 | .border_color = ASC_RGB(64, 196, 255), |
224 | ); | |
225 | asc_scene_node_link(gamefield, tile); | |
226 | } | |
227 | } | |
228 | asc_scene_node_set_zindex(gamefield, -2); | |
229 | asc_scene_add_node(MAIN_SCENE, gamefield); | |
230 | } | |
231 | ||
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232 | static asc_rect update_viewport_for_window_resize(asc_vec2u window_size) { |
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233 | // Compute scaling and offsets |
105 | 234 | unsigned viewport_size, offset_x = 0, offset_y = 0; |
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235 | if (window_size.width > window_size.height) { |
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236 | // Wider window: letterbox (black bars on top/bottom) |
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237 | offset_x = (window_size.width - window_size.height) / 2; |
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238 | viewport_size = window_size.height; |
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239 | } else { |
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240 | // Taller window: pillarbox (black bars on sides) |
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241 | offset_y = (window_size.height - window_size.width) / 2; |
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242 | viewport_size = window_size.width; |
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243 | } |
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244 | |
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245 | // Set the viewport to the scaled and centered region |
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246 | return ASC_RECT(offset_x, offset_y, viewport_size, viewport_size); |
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247 | } |
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248 | |
105 | 249 | int main(void) { |
0 | 250 | asc_context_initialize(); |
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251 | if (asc_has_error()) { |
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252 | SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, |
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253 | "Fatal Error",asc_get_error(), NULL); |
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254 | return 1; |
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255 | } |
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256 | #ifdef TEST_BUILD |
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257 | asc_set_font_path("../../fonts"); |
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258 | asc_set_shader_path("../../shader"); |
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259 | asc_set_texture_path("../../test/snake/textures"); |
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260 | #endif |
0 | 261 | |
206 | 262 | // initialize globals |
263 | init_globals(); | |
264 | ||
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265 | // create window |
0 | 266 | AscWindowSettings settings; |
267 | asc_window_settings_init_defaults(&settings); | |
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268 | settings.title = "Snake"; |
213 | 269 | settings.dimensions = ASC_VEC2U(800, 800); |
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270 | asc_window_initialize(0, &settings); |
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271 | asc_ui_scale_auto(); |
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272 | |
101 | 273 | // load textures |
274 | init_textures(); | |
275 | ||
276 | // initialize the scenes | |
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277 | asc_scene_init(BACKDROP_SCENE, |
101 | 278 | .type = ASC_CAMERA_ORTHO, |
279 | .projection_update_func = asc_camera_ortho_update_size | |
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280 | ); |
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281 | asc_scene_init(MAIN_SCENE, |
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282 | .type = ASC_CAMERA_ORTHO, |
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283 | .ortho.rect = ASC_RECT(0, 0, |
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284 | (game_field_size+1)*game_field_tile_size, |
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285 | (game_field_size+1)*game_field_tile_size |
213 | 286 | ), |
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287 | .viewport_clear = true, |
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288 | .clear_color = ASC_RGB(0, 128, 90), |
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289 | .viewport_update_func = update_viewport_for_window_resize |
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290 | ); |
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291 | |
101 | 292 | // backdrop for letterbox/pillarbox |
293 | create_backdrop(); | |
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294 | |
213 | 295 | // the game field |
296 | create_gamefield(); | |
297 | ||
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298 | // create UI elements |
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299 | create_fps_counter(); |
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300 | create_score_counter(); |
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301 | |
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302 | // create spaceship |
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303 | Spaceship *spaceship = create_spaceship(); |
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304 | |
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305 | // Main Loop |
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306 | do { |
0 | 307 | // quit application on any error |
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308 | if (asc_has_error()) { |
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309 | SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, |
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310 | "Fatal Error", asc_get_error(), |
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311 | asc_active_window->window); |
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312 | asc_clear_error(); |
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313 | asc_context_quit(); |
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314 | } |
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315 | |
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316 | // player rotation |
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317 | // TODO: queue up to two movement commands (for sharp 90° turns) |
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318 | if (asc_key_pressed(ASC_KEY(LEFT))) { |
206 | 319 | if (spaceship->direction != MOVE_RIGHT) { |
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320 | spaceship->target_direction = MOVE_LEFT; |
206 | 321 | } |
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322 | } |
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323 | if (asc_key_pressed(ASC_KEY(RIGHT))) { |
206 | 324 | if (spaceship->direction != MOVE_LEFT) { |
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325 | spaceship->target_direction = MOVE_RIGHT; |
206 | 326 | } |
327 | } | |
328 | if (asc_key_pressed(ASC_KEY(UP))) { | |
329 | if (spaceship->direction != MOVE_DOWN) { | |
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330 | spaceship->target_direction = MOVE_UP; |
206 | 331 | } |
332 | } | |
333 | if (asc_key_pressed(ASC_KEY(DOWN))) { | |
334 | if (spaceship->direction != MOVE_UP) { | |
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335 | spaceship->target_direction = MOVE_DOWN; |
206 | 336 | } |
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337 | } |
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338 | |
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339 | // debug-key for clearing the shader registry |
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340 | if (asc_key_pressed(ASC_KEY(S))) { |
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341 | asc_shader_clear_registry(); |
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342 | asc_dprintf("Shader cache cleared."); |
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343 | } |
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344 | |
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345 | // quit application on ESC key press |
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346 | if (asc_key_pressed(ASC_KEY(ESCAPE))) { |
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347 | asc_context_quit(); |
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348 | } |
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349 | } while (asc_loop_next()); |
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350 | |
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use refcounted objects for textures instead of pass-by-value int structs
Mike Becker <universe@uap-core.de>
parents:
88
diff
changeset
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351 | // cleanup |
0 | 352 | asc_context_destroy(); |
353 | return 0; | |
354 | } | |
355 |