test/snake/snake.c

Sun, 20 Jul 2025 23:31:40 +0200

author
Mike Becker <universe@uap-core.de>
date
Sun, 20 Jul 2025 23:31:40 +0200
changeset 216
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parent 215
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permissions
-rw-r--r--

snap the movement to the grid

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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
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33 #include <cx/printf.h>
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34
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35 enum Textures2d {
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36 TEX_SHIP = 0,
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37 TEX_BACKDROP,
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38 TEX2D_COUNT
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39 };
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40 static AscTexture tex2d[TEX2D_COUNT];
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41 #define TEXTURE_SHIP &tex2d[TEX_SHIP]
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42 #define TEXTURE_BACKDROP &tex2d[TEX_BACKDROP]
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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 enum MoveDirection {
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48 MOVE_UP,
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49 MOVE_LEFT,
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50 MOVE_DOWN,
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51 MOVE_RIGHT
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52 };
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53
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54 static asc_transform rotations[4];
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55 static asc_vec2f directions[4];
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56
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57 typedef struct {
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58 enum MoveDirection direction;
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59 enum MoveDirection target_direction;
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60 /**
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61 * The speed in tiles per second.
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62 */
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63 float speed;
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64 } Spaceship;
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65
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66 static const unsigned game_field_size = 512;
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67 static const unsigned game_field_tile_size = 32;
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68
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69 static void init_globals(void) {
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70 asc_transform_identity(rotations[MOVE_UP]);
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71 asc_transform_roll(rotations[MOVE_LEFT], asc_rad(-90));
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72 asc_transform_roll(rotations[MOVE_RIGHT], asc_rad(90));
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73 asc_transform_roll(rotations[MOVE_DOWN], asc_rad(180));
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74 directions[MOVE_UP] = ASC_VEC2F(0, -1);
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75 directions[MOVE_LEFT] = ASC_VEC2F(-1, 0);
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76 directions[MOVE_DOWN] = ASC_VEC2F(0, 1);
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77 directions[MOVE_RIGHT] = ASC_VEC2F(1, 0);
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78 }
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79
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80 static void destroy_textures(void) {
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81 asc_texture_destroy(tex2d, TEX2D_COUNT);
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82 }
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83
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84 static void init_textures(void) {
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85 asc_texture_init_2d(tex2d, TEX2D_COUNT);
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86 asc_texture_from_file(TEXTURE_SHIP, "ship.png");
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87 asc_texture_from_file(TEXTURE_BACKDROP, "backdrop.png");
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88 asc_gl_context_add_cleanup_func(asc_active_glctx, destroy_textures);
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89 }
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90
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91 static void scale_backdrop(AscBehavior *behavior) {
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92 // scale the backdrop to the size of the window
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93 if (asc_active_window->resized) {
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94 asc_ptr_cast(AscSprite, sprite, behavior->node);
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95 asc_vec2u window_size = asc_active_window->dimensions;
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96 asc_sprite_set_size(sprite, window_size);
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97 }
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98 }
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99
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100 static void create_backdrop(void) {
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101 AscSceneNode *node = asc_sprite(
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102 .texture = TEXTURE_BACKDROP,
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103 .texture_scale_mode = ASC_TEXTURE_SCALE_REPEAT
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104 );
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105 asc_behavior_add(node, .func = scale_backdrop);
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106 asc_scene_add_node(BACKDROP_SCENE, node);
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107 }
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108
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109 static void update_fps_counter(AscBehavior *behavior) {
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110 asc_ptr_cast(AscText, node, behavior->node);
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111 static float last_fps = 0.f;
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112 if (fabsf(asc_context.frame_rate - last_fps) > 1) {
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113 last_fps = asc_context.frame_rate;
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114 asc_text_printf(node, "%.2f FPS", asc_context.frame_rate);
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115 }
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116 }
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117
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118 static void tie_fps_counter_to_corner(AscBehavior *behavior) {
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119 // TODO: this should be replaced with some sort of UI layout manager
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120 AscSceneNode *node = behavior->node;
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121 if (asc_test_flag(node->flags, ASC_SCENE_NODE_GRAPHICS_UPDATED) || asc_active_window->resized) {
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122 asc_vec2u bottom_right = asc_active_window->dimensions;
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123 asc_vec2u text_size = ((AscText*)node)->dimension;
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124 asc_scene_node_set_position2f(node, ASC_VEC2F(
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125 (int) bottom_right.x - (int) text_size.width - 10,
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126 (int) bottom_right.y - (int) text_size.height - 10
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127 ));
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128 }
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129 }
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130
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131 static void create_fps_counter(void) {
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132 AscSceneNode *node = asc_text(
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133 .name = "FPS Counter",
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134 .color = ASC_RGB(255, 255, 255),
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135 .font = asc_font(ASC_FONT_REGULAR, 12),
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136 );
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137 asc_behavior_add(node, .func = update_fps_counter, .interval = asc_seconds(1));
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138 asc_behavior_add(node, tie_fps_counter_to_corner);
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139 asc_ui_add_node(node);
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140 }
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141
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142 static void create_score_counter(void) {
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143 AscSceneNode *node = asc_text(
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144 .name = "Score Counter",
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145 .x = 10, .y = 10,
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146 .text = "Score: 0",
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147 .color = ASC_RGB(0, 255, 0),
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148 .font = asc_font(ASC_FONT_BOLD, 16),
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149 );
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150 asc_ui_add_node(node);
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151 }
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152
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153 static void move_spaceship(AscBehavior *behavior) {
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154 AscSceneNode *node = behavior->node;
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155 Spaceship *spaceship = node->user_data;
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156 const float ts = (float) game_field_tile_size;
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157 const float speed = ts * spaceship->speed * asc_context.frame_factor;
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158 const asc_vec2f dvec = directions[spaceship->direction];
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159 const asc_vec2f movement = asc_vec2f_scale(dvec, speed);
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160 if (spaceship->direction == spaceship->target_direction) {
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161 // no change of direction - keep moving
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162 asc_scene_node_move2f(node, movement);
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163 } else {
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164 // identify the tile we are currently in
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165 int x = (int) (node->position.x / ts);
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166 int y = (int) (node->position.y / ts);
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167 const asc_vec2f tcenter = ASC_VEC2F(x*ts, y*ts);
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168 // calculate the (squared) distance to the tile's center
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169 float cdist = asc_vec2f_sqrlen(asc_vec2f_sub(tcenter, ASC_VEC2F(node->position.x, node->position.y)));
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170 // if it is less than squared length of the movement vector, snap to the center and rotate
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171 // TODO: think about if we should allow changing direction only when we haven't passed the center yet
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172 if (cdist < asc_vec2f_sqrlen(dvec)) {
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173 asc_scene_node_set_position2f(node, tcenter);
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174 spaceship->direction = spaceship->target_direction;
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175 asc_scene_node_set_rotation(node, rotations[spaceship->direction]);
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176 // TODO: this is losing some speed - improve the calculation and add partial movement after rotation
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177 } else {
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178 // too far away from center, continue normal movement
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179 asc_scene_node_move2f(node, movement);
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180 }
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181 }
205
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182 }
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183
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184 static Spaceship *create_spaceship(void) {
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185 AscSceneNode *sprite = asc_sprite(
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186 .name = "Player",
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187 .texture = TEXTURE_SHIP,
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188 // TODO: introduce a function to set the position of a space ship
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189 .x = game_field_tile_size * 8,
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190 .y = game_field_tile_size * 12,
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191 .width = game_field_tile_size,
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192 .height = game_field_tile_size,
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193 .origin_x = game_field_tile_size / 2,
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194 .origin_y = game_field_tile_size / 2,
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195 );
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196 asc_scene_add_node(MAIN_SCENE, sprite);
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197 Spaceship *ship = asc_scene_node_allocate_data(sprite, sizeof(Spaceship));
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198 ship->speed = 2.f; // start with 2 tiles/sec
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199 asc_behavior_add(sprite, move_spaceship);
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200 return sprite->user_data;
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201 }
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202
213
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203 static void create_gamefield() {
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204 // TODO: create a proper data structure and a more interesting map than just a basic grid
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205 AscSceneNode *gamefield = asc_scene_node_empty();
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206 for (unsigned x = 0; x < game_field_size; x+=game_field_tile_size) {
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207 for (unsigned y = 0; y < game_field_size; y+=game_field_tile_size) {
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208 AscSceneNode *tile = asc_rectangle(
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209 .x = x, .y = y, .filled = true, .thickness = 1,
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210 .origin_x = game_field_tile_size / 2, .origin_y = game_field_tile_size / 2,
213
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211 .width = game_field_tile_size, .height = game_field_tile_size,
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212 .color = ASC_RGB(0, 128, 255),
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213 .border_color = ASC_RGB(64, 196, 255),
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214 );
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215 asc_scene_node_link(gamefield, tile);
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216 }
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217 }
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218 asc_scene_node_set_zindex(gamefield, -2);
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219 asc_scene_add_node(MAIN_SCENE, gamefield);
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220 }
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221
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222 static asc_rect update_viewport_for_window_resize(asc_vec2u window_size) {
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223 // Compute scaling and offsets
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224 unsigned viewport_size, offset_x = 0, offset_y = 0;
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225 if (window_size.width > window_size.height) {
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226 // Wider window: letterbox (black bars on top/bottom)
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227 offset_x = (window_size.width - window_size.height) / 2;
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228 viewport_size = window_size.height;
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229 } else {
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230 // Taller window: pillarbox (black bars on sides)
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231 offset_y = (window_size.height - window_size.width) / 2;
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232 viewport_size = window_size.width;
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233 }
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234
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235 // Set the viewport to the scaled and centered region
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236 return ASC_RECT(offset_x, offset_y, viewport_size, viewport_size);
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237 }
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238
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239 int main(void) {
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240 asc_context_initialize();
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241 if (asc_has_error()) {
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242 SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR,
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243 "Fatal Error",asc_get_error(), NULL);
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244 return 1;
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245 }
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246 #ifdef TEST_BUILD
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247 asc_set_font_path("../../fonts");
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248 asc_set_shader_path("../../shader");
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249 asc_set_texture_path("../../test/snake/textures");
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250 #endif
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251
206
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252 // initialize globals
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253 init_globals();
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254
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255 // create window
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256 AscWindowSettings settings;
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257 asc_window_settings_init_defaults(&settings);
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258 settings.title = "Snake";
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259 settings.dimensions = ASC_VEC2U(800, 800);
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260 asc_window_initialize(0, &settings);
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261 asc_ui_scale_auto();
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262
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263 // load textures
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264 init_textures();
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265
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266 // initialize the scenes
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267 asc_scene_init(BACKDROP_SCENE,
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268 .type = ASC_CAMERA_ORTHO,
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269 .projection_update_func = asc_camera_ortho_update_size
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270 );
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271 asc_scene_init(MAIN_SCENE,
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272 .type = ASC_CAMERA_ORTHO,
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273 .ortho.rect = ASC_RECT(
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274 -game_field_tile_size,
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275 -game_field_tile_size,
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276 game_field_size+game_field_tile_size,
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277 game_field_size+game_field_tile_size
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278 ),
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279 .viewport_clear = true,
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280 .clear_color = ASC_RGB(0, 128, 90),
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281 .viewport_update_func = update_viewport_for_window_resize
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282 );
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283
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284 // backdrop for letterbox/pillarbox
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285 create_backdrop();
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286
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287 // the game field
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288 create_gamefield();
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289
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290 // create UI elements
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291 create_fps_counter();
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292 create_score_counter();
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293
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294 // create spaceship
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295 Spaceship *spaceship = create_spaceship();
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296
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297 // Main Loop
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298 do {
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299 // quit application on any error
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300 if (asc_has_error()) {
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301 SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR,
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302 "Fatal Error", asc_get_error(),
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303 asc_active_window->window);
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304 asc_clear_error();
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305 asc_context_quit();
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306 }
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307
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308 // player rotation
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309 if (asc_key_pressed(ASC_KEY(LEFT))) {
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310 if (spaceship->direction != MOVE_RIGHT) {
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311 spaceship->target_direction = MOVE_LEFT;
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312 }
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313 }
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314 if (asc_key_pressed(ASC_KEY(RIGHT))) {
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315 if (spaceship->direction != MOVE_LEFT) {
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316 spaceship->target_direction = MOVE_RIGHT;
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317 }
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318 }
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319 if (asc_key_pressed(ASC_KEY(UP))) {
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320 if (spaceship->direction != MOVE_DOWN) {
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321 spaceship->target_direction = MOVE_UP;
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322 }
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323 }
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324 if (asc_key_pressed(ASC_KEY(DOWN))) {
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325 if (spaceship->direction != MOVE_UP) {
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326 spaceship->target_direction = MOVE_DOWN;
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327 }
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328 }
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329
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330 // debug-key for clearing the shader registry
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331 if (asc_key_pressed(ASC_KEY(S))) {
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332 asc_shader_clear_registry();
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333 asc_dprintf("Shader cache cleared.");
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334 }
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335
63
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336 // quit application on ESC key press
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337 if (asc_key_pressed(ASC_KEY(ESCAPE))) {
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338 asc_context_quit();
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339 }
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340 } while (asc_loop_next());
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341
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342 // cleanup
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343 asc_context_destroy();
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344 return 0;
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345 }
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346

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