demo/snake/snake.c

Sun, 16 Nov 2025 23:02:11 +0100

author
Mike Becker <universe@uap-core.de>
date
Sun, 16 Nov 2025 23:02:11 +0100
changeset 288
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parent 287
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permissions
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make the camera follow the player + add limited vision

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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 #include <ascension/util.h>
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34
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35 #include <cx/printf.h>
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36 #include <cx/linked_list.h>
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37
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38 #define TEXTURE_2D_COUNT 3
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39 static AscTexture tex2d[TEXTURE_2D_COUNT];
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40 #define TEXTURE_PLAYER &tex2d[0]
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41 #define TEXTURE_PLAYER_COLOR_MAP &tex2d[1]
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42 #define TEXTURE_BACKDROP &tex2d[2]
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43
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44 #define SHADER_ID_PLAYER 1
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45
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46 #define BACKDROP_SCENE asc_window_scene(0)
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47 #define MAIN_SCENE asc_window_scene(1)
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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 AscSceneNode *node;
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62 asc_color color;
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63 enum MoveDirection direction;
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64 enum MoveDirection target_direction;
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65 /**
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66 * The number of tiles this player can look.
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67 */
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68 float view_distance;
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69 /**
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70 * The speed in tiles per second.
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71 */
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72 float speed;
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73 /**
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74 * A linked list of vec2u elements describing the current trace.
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75 */
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76 CxList *trace;
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77 /**
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78 * The new position of the player when @c reset_position is @c true.
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79 */
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80 asc_vec2u new_position;
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81 unsigned health;
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82 bool alive;
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83 bool reset_position;
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84 uint8_t number;
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85 } Player;
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86
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87 #define GAME_FIELD_SIZE 32
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88 #define GAME_FIELD_TILE_SIZE 32
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89
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90 /** The bit in the tile data indicating if the tile exists. */
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91 #define GAME_FIELD_TILE_EXISTS_FLAG 0x80
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92 /** The bits in the tile data that identify the owner. */
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93 #define GAME_FIELD_TILE_OWNER_MASK 0xF
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94
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95 typedef struct {
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96 AscSceneNode *nodes[GAME_FIELD_SIZE][GAME_FIELD_SIZE];
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97 int8_t tile_data[GAME_FIELD_SIZE][GAME_FIELD_SIZE];
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98 } GameField;
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99
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100
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101 #define GAME_STATE_MENU 0
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102 #define GAME_STATE_PLAYING 1
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103 #define GAME_STATE_GAME_OVER 2
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104
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105 typedef struct {
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106 int state;
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107 GameField *field;
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108 Player *players[4];
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109 } GameState;
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110
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111 GameState game = {0};
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112
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113 static void globals_init(void) {
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114 asc_transform_identity(rotations[MOVE_UP]);
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115 asc_transform_roll(rotations[MOVE_LEFT], asc_rad(-90));
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116 asc_transform_roll(rotations[MOVE_RIGHT], asc_rad(90));
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117 asc_transform_roll(rotations[MOVE_DOWN], asc_rad(180));
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118 directions[MOVE_UP] = ASC_VEC2I(0, -1);
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119 directions[MOVE_LEFT] = ASC_VEC2I(-1, 0);
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120 directions[MOVE_DOWN] = ASC_VEC2I(0, 1);
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121 directions[MOVE_RIGHT] = ASC_VEC2I(1, 0);
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122 }
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123
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124 static void textures_destroy(void) {
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125 asc_texture_destroy(tex2d, TEXTURE_2D_COUNT);
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126 }
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127
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128 static void textures_init(void) {
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129 asc_texture_init_2d(tex2d, TEXTURE_2D_COUNT);
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130 asc_texture_from_file(TEXTURE_PLAYER, "player.png");
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131 asc_texture_from_file(TEXTURE_PLAYER_COLOR_MAP, "player-color-map.png");
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132 asc_texture_from_file(TEXTURE_BACKDROP, "backdrop.png");
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133 asc_gl_context_add_cleanup_func(asc_active_glctx, textures_destroy);
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134 }
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135
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136 static void backdrop_scale(AscBehavior *behavior) {
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137 // scale the backdrop to the size of the window
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138 if (!asc_active_window->resized) return;
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139 asc_ptr_cast(AscSprite, sprite, behavior->node);
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140 asc_vec2u window_size = asc_active_window->dimensions;
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141 asc_sprite_set_size(sprite, window_size);
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142 }
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143
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144 static void main_scene_frame_scale(AscBehavior *behavior) {
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145 if (!asc_active_window->resized) return;
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146 asc_ptr_cast(AscRectangle, frame, behavior->node);
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147 asc_rectangle_set_bounds(frame, asc_scene_viewport(MAIN_SCENE));
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148 }
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149
234
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150 static void backdrop_create(void) {
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151 const float scale = 1.f / asc_active_window->ui_scale;
213
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152 AscSceneNode *node = asc_sprite(
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153 .texture = TEXTURE_BACKDROP,
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154 .texture_scale_mode = ASC_TEXTURE_SCALE_REPEAT,
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155 .texture_scale_x = scale, .texture_scale_y = scale,
213
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156 );
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157 asc_behavior_add(node, .func = backdrop_scale);
213
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158 asc_scene_add_node(BACKDROP_SCENE, node);
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159
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160 // also add a frame for the main scene
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161 // add this to the UI layer so that the border size does not scale
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162 AscSceneNode *frame = asc_rectangle(.thickness = 2, .color = ASC_RGBi(66, 142, 161));
244
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163 asc_behavior_add(frame, .func = main_scene_frame_scale);
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164 asc_ui_add_node(frame);
213
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165 }
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166
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167 static void fps_counter_update(AscBehavior *behavior) {
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168 asc_ptr_cast(AscText, node, behavior->node);
165
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169 static float last_fps = 0.f;
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170 if (fabsf(asc_context.frame_rate - last_fps) > 1) {
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171 last_fps = asc_context.frame_rate;
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172 asc_text_printf(node, "%.2f FPS", asc_context.frame_rate);
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173 }
148
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174 }
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175
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176 static void fps_counter_tie_to_corner(AscBehavior *behavior) {
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177 // TODO: this should be replaced with some sort of UI layout manager
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178 AscSceneNode *node = behavior->node;
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179 if (asc_test_flag(node->flags, ASC_SCENE_NODE_GRAPHICS_UPDATED) || asc_active_window->resized) {
240
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180 asc_scene_node_set_position2f(node, ASC_VEC2F(10,
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181 asc_active_window->dimensions.y - ((AscText*)node)->dimension.height - 10
189
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182 ));
37
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183 }
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184 }
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185
260
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186 static AscSceneNode *fps_counter_create(void) {
214
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187 AscSceneNode *node = asc_text(
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188 .name = "FPS Counter",
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189 .color = ASC_RGB(1, 1, 1),
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190 .font = asc_font(ASC_FONT_REGULAR, 12),
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191 );
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192 asc_behavior_add(node, .func = fps_counter_update, .interval = asc_seconds(1));
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193 asc_behavior_add(node, fps_counter_tie_to_corner);
279
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194 asc_behavior_disable_all_while_hidden(node);
155
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195 asc_ui_add_node(node);
260
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196 return node;
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197 }
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198
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199 static void game_over_text_keep_centered(AscBehavior *behavior) {
279
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200 if (!behavior->reactivated && !asc_active_window->resized) return;
275
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201
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202 AscSceneNode *node = behavior->node;
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203 // center the "game over" text in the game field viewport
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204 const asc_rect main_scene_viewport = asc_scene_viewport(MAIN_SCENE);
275
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205 asc_scene_node_set_position2f(node, ASC_VEC2F(
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206 main_scene_viewport.pos.x + main_scene_viewport.size.x / 2.f,
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207 main_scene_viewport.pos.y + main_scene_viewport.size.y / 2.f - 36
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208 ));
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209 }
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210
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211 static AscSceneNode *game_over_create_text(void) {
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212 AscSceneNode *node = asc_text(
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213 .name = "game_over_text",
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214 .text = "Game Over\nPress R to Restart",
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215 .color = ASC_RGB(1, 1, 1),
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216 .font = asc_font(ASC_FONT_REGULAR, 36),
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217 .alignment = ASC_TEXT_ALIGN_CENTER,
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218 .centered = true,
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219 );
275
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220
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221 asc_scene_node_hide(node);
279
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222 asc_behavior_add(node, game_over_text_keep_centered, .disable_while_hidden = true);
275
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223 asc_ui_add_node(node);
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224
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225 return node;
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226 }
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227
247
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228 static bool game_field_tile_chown(asc_vec2u coords, Player *player) {
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229 unsigned x = coords.x, y = coords.y;
265
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230 asc_ptr_cast(AscRectangle, tile, game.field->nodes[x][y]);
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231 int old_owner = game.field->tile_data[x][y] & GAME_FIELD_TILE_OWNER_MASK;
247
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232 if (player == NULL) {
265
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233 asc_clear_flag(game.field->tile_data[x][y], GAME_FIELD_TILE_OWNER_MASK);
256
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234 tile->color = ASC_RGBi(16, 50, 160);
247
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235 } else {
265
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236 asc_set_flag_masked(game.field->tile_data[x][y], GAME_FIELD_TILE_OWNER_MASK, player->number);
247
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237 tile->color = player->color;
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238 }
265
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239 int new_owner = game.field->tile_data[x][y] & GAME_FIELD_TILE_OWNER_MASK;
247
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240 return old_owner != new_owner;
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241 }
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242
265
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243 static void game_field_create() {
247
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244 // TODO: create a more interesting map than just a basic grid
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245 AscSceneNode *node = asc_scene_node_empty();
265
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246 game.field = asc_scene_node_allocate_data(node, sizeof(GameField));
247
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247 for (unsigned x = 0; x < GAME_FIELD_SIZE; x++) {
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248 for (unsigned y = 0; y < GAME_FIELD_SIZE; y++) {
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249 AscSceneNode *tile = asc_rectangle(
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250 .x = x*GAME_FIELD_TILE_SIZE, .y = y*GAME_FIELD_TILE_SIZE, .filled = true, .thickness = 2,
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251 .width = GAME_FIELD_TILE_SIZE, .height = GAME_FIELD_TILE_SIZE,
256
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252 .color = ASC_RGBi(16, 50, 160),
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253 .border_color = ASC_RGBi(20, 84, 128),
247
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254 );
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255
265
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256 game.field->tile_data[x][y] = GAME_FIELD_TILE_EXISTS_FLAG;
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diff changeset
257 game.field->nodes[x][y] = tile;
247
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258
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259 asc_scene_node_link(node, tile);
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260 }
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261 }
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262 asc_scene_node_set_zindex(node, -2);
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diff changeset
263 asc_scene_add_node(MAIN_SCENE, node);
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264 }
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265
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266 static asc_vec2u game_field_tile_at_position(asc_vec3f position) {
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267 return ASC_VEC2U((int)position.x / GAME_FIELD_TILE_SIZE, (int)position.y / GAME_FIELD_TILE_SIZE);
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268 }
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269
242
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270 typedef struct {
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271 AscShaderProgram program;
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272 asc_uniform_loc map_albedo;
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273 asc_uniform_loc map_color;
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274 asc_uniform_loc color;
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275 } PlayerShader;
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276
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277 static void player_shader_init(AscShaderProgram *p, cx_attr_unused int flags) {
270
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278 asc_shader_set_uniform_loc_by_name(p, PlayerShader, map_albedo);
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279 asc_shader_set_uniform_loc_by_name(p, PlayerShader, map_color);
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280 asc_shader_set_uniform_loc_by_name(p, PlayerShader, color);
242
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281 }
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282
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283 static AscShaderProgram *player_shader_create(cx_attr_unused int unused) {
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284 return asc_shader_create((AscShaderCodes) {
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285 .vtx = {.source_file = "sprite_vtx.glsl"},
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286 .frag = {.source_file = "player.glsl",},
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287 }, sizeof(PlayerShader), player_shader_init, 0);
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288 }
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289
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290 static void player_draw(const AscCamera *camera, const AscSceneNode *node) {
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291 asc_cptr_cast(AscSprite, sprite, node);
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292 const Player *player = node->user_data;
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293
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294 // TODO: we shall finally add the shader information to the node
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295 const AscShaderProgram *s = asc_shader_lookup(
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296 SHADER_ID_PLAYER, player_shader_create, 0
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297 );
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298 if (asc_shader_use(s, camera)) return;
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299 asc_cptr_cast(PlayerShader, shader, s);
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300
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301 asc_shader_upload_model_matrix(s, node);
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302
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303 // Bind texture
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304 asc_texture_bind(TEXTURE_PLAYER, shader->map_albedo, 0);
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305 asc_texture_bind(TEXTURE_PLAYER_COLOR_MAP, shader->map_color, 1);
256
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306 asc_shader_upload_color(shader->color, player->color);
242
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307 asc_mesh_draw_triangle_strip(&sprite->mesh);
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308 }
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309
274
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310 static void player_position(Player *pl, unsigned x, unsigned y) {
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311 pl->new_position.x = x;
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312 pl->new_position.y = y;
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313 pl->reset_position = true;
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314 }
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315
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316 static void player_position_random(Player *pl) {
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317 // TODO: check if the spawn location is viable when there is more action on the board
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318 player_position(
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319 pl,
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320 4u + asc_util_rand(GAME_FIELD_SIZE - 8u),
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321 4u + asc_util_rand(GAME_FIELD_SIZE - 8u)
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322 );
265
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323 }
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324
274
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325 static void player_main_behavior(AscBehavior *behavior) {
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326 AscSceneNode *node = behavior->node;
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327 Player *player = node->user_data;
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328
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329 if (player->alive && player->health == 0) {
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330 player->alive = false;
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331 asc_scene_node_hide(node);
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332 // TODO: probably we don't want the entire trace to disappear instantly
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333 cxListClear(player->trace);
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334 // TODO: this should be controlled by another behavior that watches all players
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335 game.state = GAME_STATE_GAME_OVER;
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336 }
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337
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338 // TODO: replace with respawn event
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339 if (!player->alive && player->health > 0) {
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340 player_position_random(player);
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341 player->alive = true;
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342 asc_scene_node_show(node);
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343 }
265
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344 }
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345
234
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346 static void player_move(AscBehavior *behavior) {
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347 AscSceneNode *node = behavior->node;
234
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348 Player *player = node->user_data;
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349
247
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350 const float ts = (float) GAME_FIELD_TILE_SIZE;
234
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351
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352 // check if the position is set programmatically
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353 if (player->reset_position) {
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354 asc_scene_node_set_position2f(node,
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355 ASC_VEC2F(
247
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356 ts * (player->new_position.x + .5f),
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357 ts * (player->new_position.y + .5f)
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358 ));
234
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359 player->reset_position = false;
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360 return;
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361 }
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362
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363 // normal movement
247
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364 const float speed = ts * player->speed * asc_context.frame_factor;
234
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365 const asc_vec2i dir = directions[player->direction];
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366 const asc_vec2f movement = asc_vec2f_scale(asc_vec2_itof(dir), speed);
247
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367
217
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368 // check if we are supposed to change the direction
234
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369 if (player->direction == player->target_direction) {
217
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370 // move without changing the direction
216
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371 asc_scene_node_move2f(node, movement);
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372 } else {
217
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373 // determine axis
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374 // and check if we are about to cross the center
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375 // this relies on positive positions!
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376 bool rotate = false;
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377 if (movement.x == 0) {
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378 // vertical movement
247
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379 const float y_0 = floorf(node->position.y / ts);
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380 const float y_curr = node->position.y / ts - y_0;
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381 const float y_next = (node->position.y+movement.y) / ts - y_0;
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382 const bool side_curr = y_curr > 0.5f;
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383 const bool side_next = y_next > 0.5f;
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384 rotate = side_curr ^ side_next;
217
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385 } else {
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386 // horizontal movement
247
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387 const float x0 = floorf(node->position.x / ts);
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388 const float x_curr = node->position.x / ts - x0;
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389 const float x_next = (node->position.x+movement.x) / ts - x0;
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390 const bool side_curr = x_curr > 0.5f;
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391 const bool side_next = x_next > 0.5f;
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392 rotate = side_curr ^ side_next;
217
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393 }
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394 if (rotate) {
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395 // snap position to the center of the tile
247
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diff changeset
396 asc_scene_node_set_position2f(node,
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397 ASC_VEC2F(
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398 (.5f+floorf(node->position.x / ts)) * ts,
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399 (.5f+floorf(node->position.y / ts)) * ts
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diff changeset
400 ));
234
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401 player->direction = player->target_direction;
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402 asc_scene_node_set_rotation(node, rotations[player->direction]);
216
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403 } else {
217
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404 // changing the direction not permitted, yet, continue movement
216
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405 asc_scene_node_move2f(node, movement);
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diff changeset
406 }
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407 }
247
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408
265
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409 // die when leaving the game field
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410 if (node->position.x < 0 || node->position.y < 0 ||
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411 node->position.x > GAME_FIELD_SIZE*GAME_FIELD_TILE_SIZE ||
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diff changeset
412 node->position.y > GAME_FIELD_SIZE*GAME_FIELD_TILE_SIZE) {
274
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413 // TODO: replace setting health to zero with a "kill" event
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414 player->health = 0;
265
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415 return;
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416 }
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417
247
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418 // TODO: collision detection
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419
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420 // update the trace, if necessary.
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421 // remark: some calculations are repeated here, but they are cheap enough
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diff changeset
422 {
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diff changeset
423 const asc_vec2u tile_coords = game_field_tile_at_position(node->position);
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diff changeset
424 if (tile_coords.x > GAME_FIELD_SIZE || tile_coords.y > GAME_FIELD_SIZE) return;
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diff changeset
425 if (game_field_tile_chown(tile_coords, player)) {
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diff changeset
426 // new owner of the tile!
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diff changeset
427 asc_vec2u p = tile_coords;
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diff changeset
428 cxListAdd(player->trace, &p);
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diff changeset
429 if (cxListSize(player->trace) > 7) {
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diff changeset
430 // TODO: implement power-up which makes the trace longer
265
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diff changeset
431 cxListRemove(player->trace, 0);
247
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diff changeset
432 }
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diff changeset
433 }
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434 }
205
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435 }
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436
272
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437 static void player_controls(AscBehavior *behavior) {
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438 Player *player = behavior->node->user_data;
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439 // TODO: different key bindings for different player number in hot seat mode
260
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440 if (asc_key_pressed(ASC_KEY(LEFT))) {
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441 if (player->direction != MOVE_RIGHT) {
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442 player->target_direction = MOVE_LEFT;
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443 }
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444 }
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445 if (asc_key_pressed(ASC_KEY(RIGHT))) {
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446 if (player->direction != MOVE_LEFT) {
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447 player->target_direction = MOVE_RIGHT;
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448 }
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449 }
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450 if (asc_key_pressed(ASC_KEY(UP))) {
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451 if (player->direction != MOVE_DOWN) {
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452 player->target_direction = MOVE_UP;
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453 }
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454 }
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455 if (asc_key_pressed(ASC_KEY(DOWN))) {
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456 if (player->direction != MOVE_UP) {
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457 player->target_direction = MOVE_DOWN;
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458 }
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459 }
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460 }
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461
247
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462 static void player_destroy(CxAllocator *allocator, Player *player) {
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463 cxListFree(player->trace);
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464 cxFree(allocator, player);
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465 }
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466
265
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467 static void player_trace_release_tile(asc_vec2u *coords) {
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468 game_field_tile_chown(*coords, NULL);
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469 }
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470
234
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471 static Player *player_create(void) {
247
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diff changeset
472 AscSceneNode *node = asc_sprite(
114
5b91bbab1ac0 give them nodes names
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473 .name = "Player",
245
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474 .width = GAME_FIELD_TILE_SIZE,
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475 .height = GAME_FIELD_TILE_SIZE,
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476 .origin_x = GAME_FIELD_TILE_SIZE / 2,
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477 .origin_y = GAME_FIELD_TILE_SIZE / 2,
88
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diff changeset
478 );
247
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diff changeset
479 asc_scene_add_node(MAIN_SCENE, node);
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480 Player *player = asc_scene_node_allocate_data(node, sizeof(Player));
288
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481 player->node = node;
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482 player->view_distance = 7.f; // start with 7 tiles
240
5ed38debd4a7 redesign game field and make it larger (and the player faster)
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483 player->speed = 3.f; // start with 3 tiles/sec
247
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diff changeset
484 player->number = 1;
265
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485 player->health = 100;
256
60014484121c remove the asc_col4i datatype in favor of a unified asc_color type
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486 player->color = ASC_RGB(1, 0, 0);
265
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487 player->trace = cxLinkedListCreateSimple(sizeof(asc_vec2u));
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diff changeset
488 cxDefineDestructor(player->trace, player_trace_release_tile);
247
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diff changeset
489 node->draw_func = player_draw;
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490 node->user_data_free_func = (cx_destructor_func2)player_destroy;
274
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491
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492 // add behaviors
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493 asc_behavior_add(node, player_main_behavior, .always_enabled = true);
272
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diff changeset
494 asc_behavior_add(node, player_controls);
247
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diff changeset
495 asc_behavior_add(node, player_move);
279
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diff changeset
496 asc_behavior_disable_all_while_hidden(node);
274
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diff changeset
497
234
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diff changeset
498 return player;
88
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diff changeset
499 }
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diff changeset
500
288
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diff changeset
501 static void main_scene_viewport_update(AscCamera *camera, asc_vec2u window_size) {
233
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diff changeset
502 // margins
238
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503 const unsigned margin = 16;
233
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diff changeset
504
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diff changeset
505 // space for score, power-ups, etc.
238
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diff changeset
506 const unsigned left_area = (unsigned) (asc_active_window->ui_scale*HUD_WIDTH);
229
5c05b5164a16 first idea of what the main scene could look like
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diff changeset
507
233
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diff changeset
508 // calculate how many pixels need to be removed from width and height
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509 const unsigned rw = 2*margin + left_area;
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diff changeset
510 const unsigned rh = 2*margin;
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diff changeset
511
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diff changeset
512 // check if there is still a viewport left and chicken out when not
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diff changeset
513 if (window_size.width < rw || window_size.height < rh) {
288
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diff changeset
514 camera->viewport = ASC_RECT(0, 0, 0, 0);
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515 return;
233
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516 }
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diff changeset
517 window_size.width -= rw;
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diff changeset
518 window_size.height -= rh;
229
5c05b5164a16 first idea of what the main scene could look like
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diff changeset
519
99
ac143db979dc add aspect-ration independent rendering
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parents: 98
diff changeset
520 // Compute scaling and offsets
105
2b7f92ff2c15 improve datatypes
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parents: 101
diff changeset
521 unsigned viewport_size, offset_x = 0, offset_y = 0;
99
ac143db979dc add aspect-ration independent rendering
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diff changeset
522 if (window_size.width > window_size.height) {
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diff changeset
523 // Wider window: letterbox (black bars on top/bottom)
ac143db979dc add aspect-ration independent rendering
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parents: 98
diff changeset
524 offset_x = (window_size.width - window_size.height) / 2;
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diff changeset
525 viewport_size = window_size.height;
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parents: 98
diff changeset
526 } else {
ac143db979dc add aspect-ration independent rendering
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diff changeset
527 // Taller window: pillarbox (black bars on sides)
ac143db979dc add aspect-ration independent rendering
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diff changeset
528 offset_y = (window_size.height - window_size.width) / 2;
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diff changeset
529 viewport_size = window_size.width;
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530 }
229
5c05b5164a16 first idea of what the main scene could look like
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diff changeset
531 offset_x += left_area + margin;
5c05b5164a16 first idea of what the main scene could look like
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diff changeset
532 offset_y += margin;
99
ac143db979dc add aspect-ration independent rendering
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diff changeset
533
ac143db979dc add aspect-ration independent rendering
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parents: 98
diff changeset
534 // Set the viewport to the scaled and centered region
288
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diff changeset
535 camera->viewport = ASC_RECT(offset_x, offset_y, viewport_size, viewport_size);
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diff changeset
536 }
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diff changeset
537
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diff changeset
538 static void main_scene_camera_update(AscCamera *camera) {
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diff changeset
539 // follow the player
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diff changeset
540 // TODO: for hot seat / split screen updates we need to attach custom data to the camera
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diff changeset
541 // s.t. the camera knows which player to follow
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diff changeset
542 const Player *player = game.players[0];
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diff changeset
543
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parents: 287
diff changeset
544 const AscSceneNode *player_node = player->node;
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diff changeset
545 const float view_distance = player->view_distance;
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diff changeset
546 const float cam_view_distance = (1+view_distance) * GAME_FIELD_TILE_SIZE;
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parents: 287
diff changeset
547 const float proj_size = 2 * cam_view_distance;
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diff changeset
548
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parents: 287
diff changeset
549 // TODO: create camera API to avoid direct access to the matrices
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diff changeset
550
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parents: 287
diff changeset
551 // update the projection matrix
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parents: 287
diff changeset
552 asc_mat4f_ortho_update_size(camera->projection, proj_size, proj_size);
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parents: 287
diff changeset
553
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diff changeset
554 // update the view matrix
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diff changeset
555 asc_vec2f pos = asc_scene_node_get_position2f(player_node);
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parents: 287
diff changeset
556 pos.x = -pos.x + cam_view_distance;
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diff changeset
557 pos.y = -pos.y + cam_view_distance;
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diff changeset
558 asc_transform_translate2f(camera->view, pos);
99
ac143db979dc add aspect-ration independent rendering
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parents: 98
diff changeset
559 }
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parents: 98
diff changeset
560
105
2b7f92ff2c15 improve datatypes
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parents: 101
diff changeset
561 int main(void) {
0
593b60458157 initial commit
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parents:
diff changeset
562 asc_context_initialize();
33
e7ddb52facd3 add behavior nodes + restructure test program
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parents: 32
diff changeset
563 if (asc_has_error()) {
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parents: 32
diff changeset
564 SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR,
89
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565 "Fatal Error",asc_get_error(), NULL);
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566 return 1;
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567 }
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568
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569 // initialize globals
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570 globals_init();
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571
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572 // create the window
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573 asc_window_initialize(0, asc_gl_context_settings_default(4, 0));
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574 asc_window_set_title(0, "Snake");
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575 asc_window_set_size(0, asc_vec2_ftou(
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576 asc_vec2f_scale(ASC_VEC2F(600+HUD_WIDTH, 600), asc_ui_scale_auto())));
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577 asc_window_center(0);
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578
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579 // load textures
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580 textures_init();
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581
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582 // initialize backdrop scene
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583 AscCamera backdrop_camera;
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584 asc_camera_init(&backdrop_camera,
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585 .type = ASC_CAMERA_ORTHO,
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586 .viewport_update_func = asc_camera_ortho_update_size
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587 );
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588 asc_scene_init(BACKDROP_SCENE, "backdrop", &backdrop_camera);
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589 backdrop_create();
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590
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591 // Initialize the main scene
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592 AscCamera main_camera;
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593 asc_camera_init(&main_camera,
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594 .type = ASC_CAMERA_ORTHO,
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595 .viewport_clear = true,
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596 .clear_color = ASC_RGBi(0, 32, 16),
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597 .viewport_update_func = main_scene_viewport_update,
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598 .update_func = main_scene_camera_update
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599 );
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600 asc_scene_init(MAIN_SCENE, "main", &main_camera);
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601
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602 // create the fps counter
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603 AscSceneNode *fps_counter = fps_counter_create();
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604 asc_scene_node_hide(fps_counter);
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605
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606 // create game over text
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607 AscSceneNode *text_game_over = game_over_create_text();
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608
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609 // initialize the game state
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610 // TODO: add a main menu and start with the menu
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611 game.state = GAME_STATE_PLAYING;
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612 game.players[0] = player_create();
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613 game_field_create();
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614
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615 // Main Loop
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616 do {
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617 // quit application on any error
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618 if (asc_has_error()) {
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619 SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR,
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620 "Fatal Error", asc_get_error(),
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621 asc_active_window->window);
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622 asc_clear_error();
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623 asc_context_quit();
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624 }
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625
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626 // game states
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627 // TODO: move this into a behavior - probably add a state machine that enables/disables behaviors
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628 if (game.state == GAME_STATE_GAME_OVER) {
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629 asc_scene_node_show(text_game_over);
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630 if (asc_key_pressed(ASC_KEY(R))) {
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631 // TODO: instead of setting the health, send a "respawn" event to the behavior
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632 game.players[0]->health = 100;
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633 // TODO: re-load the "level"
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634 game.state = GAME_STATE_PLAYING;
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635 asc_scene_node_hide(text_game_over);
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636 }
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637 }
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638
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639 // debug-key for clearing the shader registry
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640 if (asc_key_pressed(ASC_KEY(S))) {
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641 asc_shader_clear_registry();
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642 }
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643
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644 // show/hide the FPS counter
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645 if (asc_key_pressed(ASC_KEY(F2))) {
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646 asc_scene_node_toggle_visibility(fps_counter);
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647 }
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648
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649 // quit application on ESC key press
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650 if (asc_key_pressed(ASC_KEY(ESCAPE))) {
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651 asc_context_quit();
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652 }
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653 } while (asc_loop_next());
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diff changeset
654
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diff changeset
655 // cleanup
0
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656 asc_context_destroy();
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657 return 0;
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658 }
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659

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