test/snake/snake.c

Sat, 02 Aug 2025 15:19:06 +0200

author
Mike Becker <universe@uap-core.de>
date
Sat, 02 Aug 2025 15:19:06 +0200
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child 244
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add player colors

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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
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36 #define TEXTURE_2D_COUNT 3
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37 static AscTexture tex2d[TEXTURE_2D_COUNT];
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38 #define TEXTURE_PLAYER &tex2d[0]
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39 #define TEXTURE_PLAYER_COLOR_MAP &tex2d[1]
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40 #define TEXTURE_BACKDROP &tex2d[2]
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41
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42 #define SHADER_ID_PLAYER 1
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43
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44 #define BACKDROP_SCENE asc_window_scene(0)
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45 #define MAIN_SCENE asc_window_scene(1)
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46
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47 #define HUD_WIDTH 400
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48
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49 enum MoveDirection {
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50 MOVE_UP,
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51 MOVE_LEFT,
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52 MOVE_DOWN,
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53 MOVE_RIGHT
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54 };
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55
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56 static asc_transform rotations[4];
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57 static asc_vec2i directions[4];
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58
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59 typedef struct {
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60 asc_col4f color;
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61 enum MoveDirection direction;
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62 enum MoveDirection target_direction;
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63 /**
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64 * The speed in tiles per second.
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65 */
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66 float speed;
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67 asc_vec2i new_position;
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68 bool reset_position;
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69 } Player;
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70
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71 static const unsigned game_field_size = 32;
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72 static const unsigned game_field_tile_size = 32;
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73
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74 static void globals_init(void) {
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75 asc_transform_identity(rotations[MOVE_UP]);
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76 asc_transform_roll(rotations[MOVE_LEFT], asc_rad(-90));
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77 asc_transform_roll(rotations[MOVE_RIGHT], asc_rad(90));
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78 asc_transform_roll(rotations[MOVE_DOWN], asc_rad(180));
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79 directions[MOVE_UP] = ASC_VEC2I(0, -1);
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80 directions[MOVE_LEFT] = ASC_VEC2I(-1, 0);
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81 directions[MOVE_DOWN] = ASC_VEC2I(0, 1);
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82 directions[MOVE_RIGHT] = ASC_VEC2I(1, 0);
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83 }
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84
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85 static void textures_destroy(void) {
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86 asc_texture_destroy(tex2d, TEXTURE_2D_COUNT);
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87 }
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88
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89 static void textures_init(void) {
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90 asc_texture_init_2d(tex2d, TEXTURE_2D_COUNT);
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91 asc_texture_from_file(TEXTURE_PLAYER, "player.png");
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92 asc_texture_from_file(TEXTURE_PLAYER_COLOR_MAP, "player-color-map.png");
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93 asc_texture_from_file(TEXTURE_BACKDROP, "backdrop.png");
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94 asc_gl_context_add_cleanup_func(asc_active_glctx, textures_destroy);
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95 }
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96
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97 static void backdrop_scale(AscBehavior *behavior) {
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98 // scale the backdrop to the size of the window
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99 if (asc_active_window->resized) {
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100 asc_ptr_cast(AscSprite, sprite, behavior->node);
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101 asc_vec2u window_size = asc_active_window->dimensions;
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102 asc_sprite_set_size(sprite, window_size);
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103 }
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104 }
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105
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106 static void backdrop_create(void) {
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107 const float scale = asc_active_window->ui_scale;
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108 AscSceneNode *node = asc_sprite(
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109 .texture = TEXTURE_BACKDROP,
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110 .texture_scale_mode = ASC_TEXTURE_SCALE_REPEAT,
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111 .texture_scale_x = scale, .texture_scale_y = scale,
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112 );
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113 asc_behavior_add(node, .func = backdrop_scale);
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114 asc_scene_add_node(BACKDROP_SCENE, node);
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115 }
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116
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117 static void fps_counter_update(AscBehavior *behavior) {
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118 asc_ptr_cast(AscText, node, behavior->node);
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119 static float last_fps = 0.f;
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120 if (fabsf(asc_context.frame_rate - last_fps) > 1) {
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121 last_fps = asc_context.frame_rate;
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122 asc_text_printf(node, "%.2f FPS", asc_context.frame_rate);
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123 }
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124 }
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125
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126 static void fps_counter_tie_to_corner(AscBehavior *behavior) {
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127 // TODO: this should be replaced with some sort of UI layout manager
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128 AscSceneNode *node = behavior->node;
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129 if (asc_test_flag(node->flags, ASC_SCENE_NODE_GRAPHICS_UPDATED) || asc_active_window->resized) {
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130 asc_scene_node_set_position2f(node, ASC_VEC2F(10,
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131 asc_active_window->dimensions.y - ((AscText*)node)->dimension.height - 10
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132 ));
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133 }
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134 }
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135
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136 static void fps_counter_create(void) {
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137 AscSceneNode *node = asc_text(
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138 .name = "FPS Counter",
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139 .color = ASC_RGB(255, 255, 255),
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140 .font = asc_font(ASC_FONT_REGULAR, 12),
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141 );
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142 asc_behavior_add(node, .func = fps_counter_update, .interval = asc_seconds(1));
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143 asc_behavior_add(node, fps_counter_tie_to_corner);
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144 asc_ui_add_node(node);
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145 }
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146
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147 typedef struct {
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148 AscShaderProgram program;
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149 asc_uniform_loc map_albedo;
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150 asc_uniform_loc map_color;
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151 asc_uniform_loc color;
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152 } PlayerShader;
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153
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154 static void player_shader_init(AscShaderProgram *p, cx_attr_unused int flags) {
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155 asc_shader_init_uniform_loc_nice(p, PlayerShader, map_albedo);
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156 asc_shader_init_uniform_loc_nice(p, PlayerShader, map_color);
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157 asc_shader_init_uniform_loc_nice(p, PlayerShader, color);
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158 }
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159
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160 static AscShaderProgram *player_shader_create(cx_attr_unused int unused) {
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161 return asc_shader_create((AscShaderCodes) {
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162 .vtx = {.source_file = "sprite_vtx.glsl"},
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163 .frag = {.source_file = "player.glsl",},
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164 }, sizeof(PlayerShader), player_shader_init, 0);
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165 }
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166
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167 static void player_draw(const AscCamera *camera, const AscSceneNode *node) {
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168 asc_cptr_cast(AscSprite, sprite, node);
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169 const Player *player = node->user_data;
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170
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171 // TODO: we shall finally add the shader information to the node
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172 const AscShaderProgram *s = asc_shader_lookup(
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173 SHADER_ID_PLAYER, player_shader_create, 0
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174 );
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175 if (asc_shader_use(s, camera)) return;
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176 asc_cptr_cast(PlayerShader, shader, s);
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177
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178 asc_shader_upload_model_matrix(s, node);
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179
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180 // Bind texture
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181 asc_texture_bind(TEXTURE_PLAYER, shader->map_albedo, 0);
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182 asc_texture_bind(TEXTURE_PLAYER_COLOR_MAP, shader->map_color, 1);
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183 asc_shader_upload_col4f(shader->color, player->color);
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184 asc_mesh_draw_triangle_strip(&sprite->mesh);
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185 }
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186
234
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187 static void player_move(AscBehavior *behavior) {
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188 AscSceneNode *node = behavior->node;
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189 Player *player = node->user_data;
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190
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191 // check if the position is set programmatically
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192 if (player->reset_position) {
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193 asc_scene_node_set_position2f(node,
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194 ASC_VEC2F(
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195 game_field_tile_size * player->new_position.x,
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196 game_field_tile_size * player->new_position.y));
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197 player->reset_position = false;
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198 return;
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199 }
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200
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201 // normal movement
217
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202 const int ts = (int) game_field_tile_size;
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203 const float fts = (float) ts;
234
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204 const float speed = fts * player->speed * asc_context.frame_factor;
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205 const asc_vec2i dir = directions[player->direction];
217
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206 const asc_vec2f movement = asc_vec2f_scale(asc_vec2_itof(dir), speed);
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207 // check if we are supposed to change the direction
234
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208 if (player->direction == player->target_direction) {
217
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209 // move without changing the direction
216
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210 asc_scene_node_move2f(node, movement);
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211 } else {
217
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212 // determine axis
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213 // and check if we are about to cross the center
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214 // this relies on positive positions!
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215 bool rotate = false;
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216 if (movement.x == 0) {
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217 // vertical movement
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218 const int y0 = (int)node->position.y / ts;
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219 const int y1 = (int)(node->position.y+movement.y) / ts;
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220 rotate = y0 != y1 && asc_sgn(y1-y0) == dir.y;
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221 } else {
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222 // horizontal movement
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223 const int x0 = (int)node->position.x / ts;
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224 const int x1 = (int)(node->position.x+movement.x) / ts;
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225 rotate = x0 != x1 && asc_sgn(x1-x0) == dir.x;
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226 }
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227 if (rotate) {
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228 // snap position to the center of the tile
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229 node->position.x = roundf(node->position.x / fts) * fts;
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230 node->position.y = roundf(node->position.y / fts) * fts;
234
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231 player->direction = player->target_direction;
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232 asc_scene_node_set_rotation(node, rotations[player->direction]);
216
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233 } else {
217
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234 // changing the direction not permitted, yet, continue movement
216
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235 asc_scene_node_move2f(node, movement);
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236 }
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237 }
205
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238 }
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239
234
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240 static void player_position(Player *pl, int x, int y) {
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241 pl->new_position.x = x;
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242 pl->new_position.y = y;
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243 pl->reset_position = true;
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244 }
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245
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246 static Player *player_create(void) {
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247 AscSceneNode *sprite = asc_sprite(
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248 .name = "Player",
213
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249 .width = game_field_tile_size,
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250 .height = game_field_tile_size,
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251 .origin_x = game_field_tile_size / 2,
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252 .origin_y = game_field_tile_size / 2,
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253 );
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254 asc_scene_add_node(MAIN_SCENE, sprite);
234
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255 Player *player = asc_scene_node_allocate_data(sprite, sizeof(Player));
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256 player_position(player, 12, 8);
240
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257 player->speed = 3.f; // start with 3 tiles/sec
242
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258 player->color = ASC_RGB_F(1, 0, 0);
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259 sprite->draw_func = player_draw;
234
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260 asc_behavior_add(sprite, player_move);
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261 return player;
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262 }
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263
234
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264 static void gamefield_create() {
213
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265 // TODO: create a proper data structure and a more interesting map than just a basic grid
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266 AscSceneNode *gamefield = asc_scene_node_empty();
217
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267 for (unsigned x = 1; x <= game_field_size; x++) {
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268 for (unsigned y = 1; y <= game_field_size; y++) {
213
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269 AscSceneNode *tile = asc_rectangle(
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270 .x = x*game_field_tile_size, .y = y*game_field_tile_size, .filled = true, .thickness = 2,
215
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271 .origin_x = game_field_tile_size / 2, .origin_y = game_field_tile_size / 2,
213
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272 .width = game_field_tile_size, .height = game_field_tile_size,
240
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273 .color = ASC_RGB(16, 50, 160),
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274 .border_color = ASC_RGB(20, 84, 128),
213
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275 );
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276 asc_scene_node_link(gamefield, tile);
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277 }
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278 }
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279 asc_scene_node_set_zindex(gamefield, -2);
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280 asc_scene_add_node(MAIN_SCENE, gamefield);
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281 }
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282
234
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283 static asc_rect main_scene_viewport_update(asc_vec2u window_size) {
229
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284
233
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285 // margins
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286 const unsigned margin = 16;
233
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287
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288 // space for score, power-ups, etc.
238
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289 const unsigned left_area = (unsigned) (asc_active_window->ui_scale*HUD_WIDTH);
229
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290
233
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291 // calculate how many pixels need to be removed from width and height
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292 const unsigned rw = 2*margin + left_area;
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293 const unsigned rh = 2*margin;
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294
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295 // check if there is still a viewport left and chicken out when not
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296 if (window_size.width < rw || window_size.height < rh) {
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297 return ASC_RECT(0, 0, 0, 0);
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298 }
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299 window_size.width -= rw;
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300 window_size.height -= rh;
229
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301
99
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302 // Compute scaling and offsets
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303 unsigned viewport_size, offset_x = 0, offset_y = 0;
99
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304 if (window_size.width > window_size.height) {
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305 // Wider window: letterbox (black bars on top/bottom)
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306 offset_x = (window_size.width - window_size.height) / 2;
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307 viewport_size = window_size.height;
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308 } else {
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309 // Taller window: pillarbox (black bars on sides)
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310 offset_y = (window_size.height - window_size.width) / 2;
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311 viewport_size = window_size.width;
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312 }
229
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313 offset_x += left_area + margin;
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314 offset_y += margin;
99
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315
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316 // Set the viewport to the scaled and centered region
186
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317 return ASC_RECT(offset_x, offset_y, viewport_size, viewport_size);
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318 }
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319
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320 int main(void) {
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321 asc_context_initialize();
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322 if (asc_has_error()) {
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323 SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR,
89
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324 "Fatal Error",asc_get_error(), NULL);
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325 return 1;
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326 }
0
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327
206
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328 // initialize globals
234
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329 globals_init();
206
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330
231
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331 // create the window
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332 AscWindowSettings settings;
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333 asc_window_settings_init_defaults(&settings);
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334 asc_window_initialize(0, &settings);
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335 asc_window_set_title(0, "Snake");
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336 asc_window_set_size(0, asc_vec2_ftou(
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337 asc_vec2f_scale(ASC_VEC2F(1024+HUD_WIDTH, 1024), asc_ui_scale_auto())));
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338 asc_window_center(0);
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339
101
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340 // load textures
234
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341 textures_init();
101
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342
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343 // initialize the scenes
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344 asc_scene_init(BACKDROP_SCENE, "backdrop",
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345 .type = ASC_CAMERA_ORTHO,
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346 .projection_update_func = asc_camera_ortho_update_size
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347 );
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348 asc_scene_init(MAIN_SCENE, "main",
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349 .type = ASC_CAMERA_ORTHO,
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350 .ortho.rect = ASC_RECT(0, 0,
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351 (game_field_size+1)*game_field_tile_size,
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352 (game_field_size+1)*game_field_tile_size
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353 ),
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354 .viewport_clear = true,
240
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355 .clear_color = ASC_RGB(0, 32, 16),
234
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356 .viewport_update_func = main_scene_viewport_update
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357 );
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358
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359 // backdrop for letterbox/pillarbox
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360 backdrop_create();
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361
213
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362 // the game field
234
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363 gamefield_create();
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364
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365 // create UI elements
234
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366 fps_counter_create();
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367
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368 // create spaceship
234
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369 Player *spaceship = player_create();
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370
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371 // Main Loop
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372 do {
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373 // quit application on any error
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374 if (asc_has_error()) {
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375 SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR,
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376 "Fatal Error", asc_get_error(),
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377 asc_active_window->window);
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378 asc_clear_error();
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379 asc_context_quit();
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380 }
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381
200
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382 // player rotation
217
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383 // TODO: queue up to two movement commands (for sharp 90° turns)
200
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384 if (asc_key_pressed(ASC_KEY(LEFT))) {
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385 if (spaceship->direction != MOVE_RIGHT) {
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386 spaceship->target_direction = MOVE_LEFT;
206
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387 }
205
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388 }
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389 if (asc_key_pressed(ASC_KEY(RIGHT))) {
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390 if (spaceship->direction != MOVE_LEFT) {
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391 spaceship->target_direction = MOVE_RIGHT;
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392 }
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393 }
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394 if (asc_key_pressed(ASC_KEY(UP))) {
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395 if (spaceship->direction != MOVE_DOWN) {
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396 spaceship->target_direction = MOVE_UP;
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397 }
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398 }
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399 if (asc_key_pressed(ASC_KEY(DOWN))) {
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400 if (spaceship->direction != MOVE_UP) {
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401 spaceship->target_direction = MOVE_DOWN;
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402 }
200
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403 }
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parents: 195
diff changeset
404
140
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diff changeset
405 // debug-key for clearing the shader registry
141
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parents: 140
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406 if (asc_key_pressed(ASC_KEY(S))) {
140
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407 asc_shader_clear_registry();
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408 asc_dprintf("Shader cache cleared.");
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409 }
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parents: 123
diff changeset
410
63
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411 // quit application on ESC key press
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412 if (asc_key_pressed(ASC_KEY(ESCAPE))) {
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413 asc_context_quit();
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414 }
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415 } while (asc_loop_next());
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416
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417 // cleanup
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418 asc_context_destroy();
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419 return 0;
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420 }
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parents:
diff changeset
421

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