demo/snake/snake.c

Thu, 21 Aug 2025 22:13:51 +0200

author
Mike Becker <universe@uap-core.de>
date
Thu, 21 Aug 2025 22:13:51 +0200
changeset 273
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parent 272
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permissions
-rw-r--r--

add random spawn positions

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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 asc_color color;
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62 enum MoveDirection direction;
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63 enum MoveDirection target_direction;
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64 /**
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65 * The speed in tiles per second.
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66 */
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67 float speed;
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68 /**
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69 * A linked list of vec2u elements describing the current trace.
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70 */
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71 CxList *trace;
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72 /**
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73 * The new position of the player when @c reset_position is @c true.
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74 */
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75 asc_vec2i new_position;
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76 unsigned health;
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77 bool reset_position;
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78 uint8_t number;
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79 } Player;
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80
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81 #define GAME_FIELD_SIZE 32
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82 #define GAME_FIELD_TILE_SIZE 32
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83
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84 /** The bit in the tile data indicating if the tile exists. */
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85 #define GAME_FIELD_TILE_EXISTS_FLAG 0x80
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86 /** The bits in the tile data that identify the owner. */
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87 #define GAME_FIELD_TILE_OWNER_MASK 0xF
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88
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89 typedef struct {
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90 AscSceneNode *nodes[GAME_FIELD_SIZE][GAME_FIELD_SIZE];
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91 int8_t tile_data[GAME_FIELD_SIZE][GAME_FIELD_SIZE];
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92 } GameField;
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93
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94
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95 #define GAME_STATE_MENU 0
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96 #define GAME_STATE_PLAYING 1
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97 #define GAME_STATE_GAME_OVER 2
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98
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99 typedef struct {
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100 int state;
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101 GameField *field;
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102 Player *players[4];
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103 } GameState;
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104
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105 GameState game = {0};
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106
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107 static void globals_init(void) {
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108 asc_transform_identity(rotations[MOVE_UP]);
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109 asc_transform_roll(rotations[MOVE_LEFT], asc_rad(-90));
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110 asc_transform_roll(rotations[MOVE_RIGHT], asc_rad(90));
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111 asc_transform_roll(rotations[MOVE_DOWN], asc_rad(180));
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112 directions[MOVE_UP] = ASC_VEC2I(0, -1);
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113 directions[MOVE_LEFT] = ASC_VEC2I(-1, 0);
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114 directions[MOVE_DOWN] = ASC_VEC2I(0, 1);
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115 directions[MOVE_RIGHT] = ASC_VEC2I(1, 0);
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116 }
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117
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118 static void textures_destroy(void) {
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119 asc_texture_destroy(tex2d, TEXTURE_2D_COUNT);
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120 }
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121
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122 static void textures_init(void) {
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123 asc_texture_init_2d(tex2d, TEXTURE_2D_COUNT);
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124 asc_texture_from_file(TEXTURE_PLAYER, "player.png");
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125 asc_texture_from_file(TEXTURE_PLAYER_COLOR_MAP, "player-color-map.png");
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126 asc_texture_from_file(TEXTURE_BACKDROP, "backdrop.png");
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127 asc_gl_context_add_cleanup_func(asc_active_glctx, textures_destroy);
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128 }
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129
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130 static void backdrop_scale(AscBehavior *behavior) {
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131 // scale the backdrop to the size of the window
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132 if (!asc_active_window->resized) return;
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133 asc_ptr_cast(AscSprite, sprite, behavior->node);
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134 asc_vec2u window_size = asc_active_window->dimensions;
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135 asc_sprite_set_size(sprite, window_size);
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136 }
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137
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138 static void main_scene_frame_scale(AscBehavior *behavior) {
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139 if (!asc_active_window->resized) return;
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140 asc_ptr_cast(AscRectangle, frame, behavior->node);
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141 asc_rectangle_set_bounds(frame, MAIN_SCENE->camera.viewport);
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142 }
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143
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144 static void backdrop_create(void) {
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145 const float scale = 1.f / asc_active_window->ui_scale;
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146 AscSceneNode *node = asc_sprite(
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147 .texture = TEXTURE_BACKDROP,
230
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148 .texture_scale_mode = ASC_TEXTURE_SCALE_REPEAT,
238
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149 .texture_scale_x = scale, .texture_scale_y = scale,
213
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150 );
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151 asc_behavior_add(node, .func = backdrop_scale);
213
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152 asc_scene_add_node(BACKDROP_SCENE, node);
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153
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154 // also add a frame for the main scene
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155 // add this to the UI layer so that the border size does not scale
256
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156 AscSceneNode *frame = asc_rectangle(.thickness = 2, .color = ASC_RGBi(66, 142, 161));
244
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157 asc_behavior_add(frame, .func = main_scene_frame_scale);
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158 asc_ui_add_node(frame);
213
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159 }
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160
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161 static void fps_counter_update(AscBehavior *behavior) {
193
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162 asc_ptr_cast(AscText, node, behavior->node);
165
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163 static float last_fps = 0.f;
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164 if (fabsf(asc_context.frame_rate - last_fps) > 1) {
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165 last_fps = asc_context.frame_rate;
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166 asc_text_printf(node, "%.2f FPS", asc_context.frame_rate);
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167 }
148
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168 }
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169
234
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170 static void fps_counter_tie_to_corner(AscBehavior *behavior) {
148
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171 // TODO: this should be replaced with some sort of UI layout manager
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172 AscSceneNode *node = behavior->node;
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173 if (asc_test_flag(node->flags, ASC_SCENE_NODE_GRAPHICS_UPDATED) || asc_active_window->resized) {
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174 asc_scene_node_set_position2f(node, ASC_VEC2F(10,
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175 asc_active_window->dimensions.y - ((AscText*)node)->dimension.height - 10
189
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176 ));
37
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177 }
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178 }
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179
260
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180 static AscSceneNode *fps_counter_create(void) {
214
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181 AscSceneNode *node = asc_text(
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182 .name = "FPS Counter",
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183 .color = ASC_RGB(1, 1, 1),
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184 .font = asc_font(ASC_FONT_REGULAR, 12),
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185 );
234
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186 asc_behavior_add(node, .func = fps_counter_update, .interval = asc_seconds(1));
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187 asc_behavior_add(node, fps_counter_tie_to_corner);
268
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188 asc_behavior_pause_all_while_hidden(node);
155
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189 asc_ui_add_node(node);
260
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190 return node;
70
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191 }
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192
247
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193 static bool game_field_tile_chown(asc_vec2u coords, Player *player) {
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194 unsigned x = coords.x, y = coords.y;
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195 asc_ptr_cast(AscRectangle, tile, game.field->nodes[x][y]);
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196 int old_owner = game.field->tile_data[x][y] & GAME_FIELD_TILE_OWNER_MASK;
247
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197 if (player == NULL) {
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198 asc_clear_flag(game.field->tile_data[x][y], GAME_FIELD_TILE_OWNER_MASK);
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199 tile->color = ASC_RGBi(16, 50, 160);
247
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200 } else {
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201 asc_set_flag_masked(game.field->tile_data[x][y], GAME_FIELD_TILE_OWNER_MASK, player->number);
247
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202 tile->color = player->color;
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203 }
265
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204 int new_owner = game.field->tile_data[x][y] & GAME_FIELD_TILE_OWNER_MASK;
247
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205 return old_owner != new_owner;
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206 }
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207
265
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208 static void game_field_create() {
247
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209 // TODO: create a more interesting map than just a basic grid
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210 AscSceneNode *node = asc_scene_node_empty();
265
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211 game.field = asc_scene_node_allocate_data(node, sizeof(GameField));
247
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212 for (unsigned x = 0; x < GAME_FIELD_SIZE; x++) {
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213 for (unsigned y = 0; y < GAME_FIELD_SIZE; y++) {
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214 AscSceneNode *tile = asc_rectangle(
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215 .x = x*GAME_FIELD_TILE_SIZE, .y = y*GAME_FIELD_TILE_SIZE, .filled = true, .thickness = 2,
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216 .width = GAME_FIELD_TILE_SIZE, .height = GAME_FIELD_TILE_SIZE,
256
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217 .color = ASC_RGBi(16, 50, 160),
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218 .border_color = ASC_RGBi(20, 84, 128),
247
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219 );
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220
265
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221 game.field->tile_data[x][y] = GAME_FIELD_TILE_EXISTS_FLAG;
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222 game.field->nodes[x][y] = tile;
247
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223
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224 asc_scene_node_link(node, tile);
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225 }
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226 }
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227 asc_scene_node_set_zindex(node, -2);
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228 asc_scene_add_node(MAIN_SCENE, node);
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229 }
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230
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231 static asc_vec2u game_field_tile_at_position(asc_vec3f position) {
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232 return ASC_VEC2U((int)position.x / GAME_FIELD_TILE_SIZE, (int)position.y / GAME_FIELD_TILE_SIZE);
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233 }
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234
242
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235 typedef struct {
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236 AscShaderProgram program;
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237 asc_uniform_loc map_albedo;
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238 asc_uniform_loc map_color;
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239 asc_uniform_loc color;
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240 } PlayerShader;
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241
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242 static void player_shader_init(AscShaderProgram *p, cx_attr_unused int flags) {
270
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243 asc_shader_set_uniform_loc_by_name(p, PlayerShader, map_albedo);
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244 asc_shader_set_uniform_loc_by_name(p, PlayerShader, map_color);
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245 asc_shader_set_uniform_loc_by_name(p, PlayerShader, color);
242
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246 }
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247
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248 static AscShaderProgram *player_shader_create(cx_attr_unused int unused) {
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249 return asc_shader_create((AscShaderCodes) {
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250 .vtx = {.source_file = "sprite_vtx.glsl"},
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251 .frag = {.source_file = "player.glsl",},
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252 }, sizeof(PlayerShader), player_shader_init, 0);
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253 }
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254
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255 static void player_draw(const AscCamera *camera, const AscSceneNode *node) {
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256 asc_cptr_cast(AscSprite, sprite, node);
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257 const Player *player = node->user_data;
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258
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259 // TODO: we shall finally add the shader information to the node
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260 const AscShaderProgram *s = asc_shader_lookup(
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261 SHADER_ID_PLAYER, player_shader_create, 0
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262 );
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263 if (asc_shader_use(s, camera)) return;
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264 asc_cptr_cast(PlayerShader, shader, s);
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265
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266 asc_shader_upload_model_matrix(s, node);
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267
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268 // Bind texture
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269 asc_texture_bind(TEXTURE_PLAYER, shader->map_albedo, 0);
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270 asc_texture_bind(TEXTURE_PLAYER_COLOR_MAP, shader->map_color, 1);
256
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271 asc_shader_upload_color(shader->color, player->color);
242
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272 asc_mesh_draw_triangle_strip(&sprite->mesh);
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273 }
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274
265
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275 static void player_set_health(Player *player, unsigned health) {
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276 player->health = health;
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277 // TODO: probably we want to add more effects when the health changes
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278 }
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279
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280 static unsigned player_get_health(Player *player) {
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281 return player->health;
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282 }
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283
234
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284 static void player_move(AscBehavior *behavior) {
206
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diff changeset
285 AscSceneNode *node = behavior->node;
234
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286 Player *player = node->user_data;
265
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287
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288 // TODO: instead of skipping this behavior, it should be disabled when health is zero
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289 if (player_get_health(player) == 0) return;
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290
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291 // TODO: move this to a different behavior
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292 asc_scene_node_show(node);
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293
247
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294 const float ts = (float) GAME_FIELD_TILE_SIZE;
234
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295
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296 // check if the position is set programmatically
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297 if (player->reset_position) {
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298 asc_scene_node_set_position2f(node,
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299 ASC_VEC2F(
247
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300 ts * (player->new_position.x + .5f),
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301 ts * (player->new_position.y + .5f)
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302 ));
234
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303 player->reset_position = false;
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304 return;
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305 }
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306
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307 // normal movement
247
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308 const float speed = ts * player->speed * asc_context.frame_factor;
234
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309 const asc_vec2i dir = directions[player->direction];
217
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310 const asc_vec2f movement = asc_vec2f_scale(asc_vec2_itof(dir), speed);
247
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311
217
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312 // check if we are supposed to change the direction
234
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313 if (player->direction == player->target_direction) {
217
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314 // move without changing the direction
216
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315 asc_scene_node_move2f(node, movement);
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316 } else {
217
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317 // determine axis
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318 // and check if we are about to cross the center
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319 // this relies on positive positions!
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320 bool rotate = false;
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321 if (movement.x == 0) {
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322 // vertical movement
247
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323 const float y_0 = floorf(node->position.y / ts);
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324 const float y_curr = node->position.y / ts - y_0;
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325 const float y_next = (node->position.y+movement.y) / ts - y_0;
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326 const bool side_curr = y_curr > 0.5f;
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327 const bool side_next = y_next > 0.5f;
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328 rotate = side_curr ^ side_next;
217
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329 } else {
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330 // horizontal movement
247
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331 const float x0 = floorf(node->position.x / ts);
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332 const float x_curr = node->position.x / ts - x0;
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333 const float x_next = (node->position.x+movement.x) / ts - x0;
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334 const bool side_curr = x_curr > 0.5f;
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335 const bool side_next = x_next > 0.5f;
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336 rotate = side_curr ^ side_next;
217
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337 }
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338 if (rotate) {
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339 // snap position to the center of the tile
247
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340 asc_scene_node_set_position2f(node,
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341 ASC_VEC2F(
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342 (.5f+floorf(node->position.x / ts)) * ts,
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343 (.5f+floorf(node->position.y / ts)) * ts
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344 ));
234
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345 player->direction = player->target_direction;
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346 asc_scene_node_set_rotation(node, rotations[player->direction]);
216
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347 } else {
217
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348 // changing the direction not permitted, yet, continue movement
216
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349 asc_scene_node_move2f(node, movement);
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350 }
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351 }
247
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352
265
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353 // die when leaving the game field
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354 if (node->position.x < 0 || node->position.y < 0 ||
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355 node->position.x > GAME_FIELD_SIZE*GAME_FIELD_TILE_SIZE ||
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diff changeset
356 node->position.y > GAME_FIELD_SIZE*GAME_FIELD_TILE_SIZE) {
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357 // TODO: add fancy death animation
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358 asc_scene_node_hide(node);
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359 player_set_health(player, 0);
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360 // TODO: remove the trace gradually (dequeuing the trace should be a different behavior)
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diff changeset
361 cxListClear(player->trace);
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diff changeset
362 game.state = GAME_STATE_GAME_OVER;
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363 return;
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diff changeset
364 }
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diff changeset
365
247
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366 // TODO: collision detection
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diff changeset
367
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368 // update the trace, if necessary.
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diff changeset
369 // remark: some calculations are repeated here, but they are cheap enough
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diff changeset
370 {
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diff changeset
371 const asc_vec2u tile_coords = game_field_tile_at_position(node->position);
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diff changeset
372 if (tile_coords.x > GAME_FIELD_SIZE || tile_coords.y > GAME_FIELD_SIZE) return;
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diff changeset
373 if (game_field_tile_chown(tile_coords, player)) {
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diff changeset
374 // new owner of the tile!
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diff changeset
375 asc_vec2u p = tile_coords;
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376 cxListAdd(player->trace, &p);
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diff changeset
377 if (cxListSize(player->trace) > 7) {
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diff changeset
378 // TODO: implement power-up which makes the trace longer
265
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diff changeset
379 cxListRemove(player->trace, 0);
247
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diff changeset
380 }
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diff changeset
381 }
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diff changeset
382 }
205
d1e44c861426 hack a quick example for both rotation directions
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diff changeset
383 }
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diff changeset
384
272
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diff changeset
385 static void player_controls(AscBehavior *behavior) {
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diff changeset
386 // TODO: instead of checking the game state, disable the behavior when the player is dead
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diff changeset
387 if (game.state != GAME_STATE_PLAYING) return;
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diff changeset
388
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diff changeset
389 Player *player = behavior->node->user_data;
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390 // TODO: different key bindings for different player number in hot seat mode
260
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diff changeset
391 if (asc_key_pressed(ASC_KEY(LEFT))) {
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diff changeset
392 if (player->direction != MOVE_RIGHT) {
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diff changeset
393 player->target_direction = MOVE_LEFT;
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394 }
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diff changeset
395 }
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diff changeset
396 if (asc_key_pressed(ASC_KEY(RIGHT))) {
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diff changeset
397 if (player->direction != MOVE_LEFT) {
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diff changeset
398 player->target_direction = MOVE_RIGHT;
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diff changeset
399 }
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diff changeset
400 }
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diff changeset
401 if (asc_key_pressed(ASC_KEY(UP))) {
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diff changeset
402 if (player->direction != MOVE_DOWN) {
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diff changeset
403 player->target_direction = MOVE_UP;
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diff changeset
404 }
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diff changeset
405 }
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diff changeset
406 if (asc_key_pressed(ASC_KEY(DOWN))) {
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diff changeset
407 if (player->direction != MOVE_UP) {
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diff changeset
408 player->target_direction = MOVE_DOWN;
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diff changeset
409 }
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parents: 257
diff changeset
410 }
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diff changeset
411 }
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diff changeset
412
234
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diff changeset
413 static void player_position(Player *pl, int x, int y) {
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parents: 233
diff changeset
414 pl->new_position.x = x;
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diff changeset
415 pl->new_position.y = y;
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diff changeset
416 pl->reset_position = true;
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diff changeset
417 }
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diff changeset
418
273
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diff changeset
419 static void player_position_random(Player *pl) {
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420 // TODO: check if the spawn location is viable when there is more action on the board
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diff changeset
421 player_position(
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diff changeset
422 pl,
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diff changeset
423 4 + asc_util_rand(GAME_FIELD_SIZE - 8),
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diff changeset
424 4 + asc_util_rand(GAME_FIELD_SIZE - 8)
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diff changeset
425 );
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426 }
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427
247
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428 static void player_destroy(CxAllocator *allocator, Player *player) {
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429 cxListFree(player->trace);
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430 cxFree(allocator, player);
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431 }
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432
265
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433 static void player_trace_release_tile(asc_vec2u *coords) {
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434 game_field_tile_chown(*coords, NULL);
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435 }
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436
234
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437 static Player *player_create(void) {
247
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diff changeset
438 AscSceneNode *node = asc_sprite(
114
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439 .name = "Player",
245
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440 .width = GAME_FIELD_TILE_SIZE,
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441 .height = GAME_FIELD_TILE_SIZE,
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442 .origin_x = GAME_FIELD_TILE_SIZE / 2,
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443 .origin_y = GAME_FIELD_TILE_SIZE / 2,
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444 );
247
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diff changeset
445 asc_scene_add_node(MAIN_SCENE, node);
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446 Player *player = asc_scene_node_allocate_data(node, sizeof(Player));
273
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447 player_position_random(player);
240
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448 player->speed = 3.f; // start with 3 tiles/sec
247
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449 player->number = 1;
265
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450 player->health = 100;
256
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451 player->color = ASC_RGB(1, 0, 0);
265
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452 player->trace = cxLinkedListCreateSimple(sizeof(asc_vec2u));
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453 cxDefineDestructor(player->trace, player_trace_release_tile);
247
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454 node->draw_func = player_draw;
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455 node->user_data_free_func = (cx_destructor_func2)player_destroy;
272
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456 // add behaviors (the order is important!)
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457 asc_behavior_add(node, player_controls);
247
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458 asc_behavior_add(node, player_move);
234
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459 return player;
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460 }
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461
234
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462 static asc_rect main_scene_viewport_update(asc_vec2u window_size) {
229
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463
233
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464 // margins
238
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465 const unsigned margin = 16;
233
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466
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467 // space for score, power-ups, etc.
238
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468 const unsigned left_area = (unsigned) (asc_active_window->ui_scale*HUD_WIDTH);
229
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469
233
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470 // calculate how many pixels need to be removed from width and height
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471 const unsigned rw = 2*margin + left_area;
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472 const unsigned rh = 2*margin;
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473
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474 // check if there is still a viewport left and chicken out when not
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475 if (window_size.width < rw || window_size.height < rh) {
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476 return ASC_RECT(0, 0, 0, 0);
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477 }
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478 window_size.width -= rw;
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479 window_size.height -= rh;
229
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480
99
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diff changeset
481 // Compute scaling and offsets
105
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482 unsigned viewport_size, offset_x = 0, offset_y = 0;
99
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483 if (window_size.width > window_size.height) {
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484 // Wider window: letterbox (black bars on top/bottom)
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485 offset_x = (window_size.width - window_size.height) / 2;
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486 viewport_size = window_size.height;
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487 } else {
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488 // Taller window: pillarbox (black bars on sides)
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489 offset_y = (window_size.height - window_size.width) / 2;
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490 viewport_size = window_size.width;
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491 }
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492 offset_x += left_area + margin;
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493 offset_y += margin;
99
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494
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495 // Set the viewport to the scaled and centered region
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496 return ASC_RECT(offset_x, offset_y, viewport_size, viewport_size);
99
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diff changeset
497 }
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498
105
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499 int main(void) {
0
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diff changeset
500 asc_context_initialize();
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501 if (asc_has_error()) {
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diff changeset
502 SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR,
89
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503 "Fatal Error",asc_get_error(), NULL);
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504 return 1;
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diff changeset
505 }
0
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parents:
diff changeset
506
206
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diff changeset
507 // initialize globals
234
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diff changeset
508 globals_init();
206
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509
231
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510 // create the window
257
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diff changeset
511 asc_window_initialize(0, asc_gl_context_settings_default(4, 0));
231
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diff changeset
512 asc_window_set_title(0, "Snake");
238
e22abcd22e47 make the default window scaling and positioning screen resolution dependent
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diff changeset
513 asc_window_set_size(0, asc_vec2_ftou(
264
653869cd653f fix that the window would take a little more than the full height not giving space for potential docks on the desktop
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parents: 263
diff changeset
514 asc_vec2f_scale(ASC_VEC2F(1000+HUD_WIDTH, 1000), asc_ui_scale_auto())));
238
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diff changeset
515 asc_window_center(0);
16
c5dde81b6fb2 add text rendering and demo FPS counter
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parents: 15
diff changeset
516
101
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diff changeset
517 // load textures
234
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diff changeset
518 textures_init();
101
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diff changeset
519
263
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diff changeset
520 // initialize backdrop scene
220
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diff changeset
521 asc_scene_init(BACKDROP_SCENE, "backdrop",
101
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diff changeset
522 .type = ASC_CAMERA_ORTHO,
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diff changeset
523 .projection_update_func = asc_camera_ortho_update_size
121
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diff changeset
524 );
263
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525 backdrop_create();
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526
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diff changeset
527 // Initialize main scene
220
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parents: 217
diff changeset
528 asc_scene_init(MAIN_SCENE, "main",
100
5231da78831e change asc_scene_init() to also request parameters for camera initialization
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parents: 99
diff changeset
529 .type = ASC_CAMERA_ORTHO,
247
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diff changeset
530 .ortho.rect = ASC_RECT(
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diff changeset
531 -GAME_FIELD_TILE_SIZE,
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diff changeset
532 -GAME_FIELD_TILE_SIZE,
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diff changeset
533 (GAME_FIELD_SIZE+2)*GAME_FIELD_TILE_SIZE,
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diff changeset
534 (GAME_FIELD_SIZE+2)*GAME_FIELD_TILE_SIZE
213
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diff changeset
535 ),
121
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diff changeset
536 .viewport_clear = true,
256
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diff changeset
537 .clear_color = ASC_RGBi(0, 32, 16),
234
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parents: 233
diff changeset
538 .viewport_update_func = main_scene_viewport_update
121
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diff changeset
539 );
89
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diff changeset
540
260
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diff changeset
541 // create the fps counter
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diff changeset
542 AscSceneNode *fps_counter = fps_counter_create();
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diff changeset
543 asc_scene_node_hide(fps_counter);
213
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diff changeset
544
265
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545 // create game over text
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parents: 264
diff changeset
546 AscSceneNode *text_game_over = asc_text(
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diff changeset
547 .name = "game_over_text",
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parents: 264
diff changeset
548 .text = "Game Over\nPress R to Restart",
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parents: 264
diff changeset
549 .color = ASC_RGB(1, 1, 1),
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diff changeset
550 .font = asc_font(ASC_FONT_REGULAR, 36),
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diff changeset
551 .alignment = ASC_TEXT_ALIGN_CENTER,
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diff changeset
552 .centered = true,
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diff changeset
553 .x = (GAME_FIELD_SIZE+2)*GAME_FIELD_TILE_SIZE/2,
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diff changeset
554 .y = (GAME_FIELD_SIZE+2)*GAME_FIELD_TILE_SIZE/2 - 60,
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parents: 264
diff changeset
555 );
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diff changeset
556 asc_scene_node_hide(text_game_over);
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parents: 264
diff changeset
557 // TODO: add as a UI node and add a behavior which centers the node in the main scenes viewport
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parents: 264
diff changeset
558 // otherwise we won't be able to implement a moving camera in the future
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diff changeset
559 asc_scene_add_node(MAIN_SCENE, text_game_over);
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diff changeset
560
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diff changeset
561 // initialize the game state
260
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diff changeset
562 // TODO: add a main menu and start with the menu
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diff changeset
563 game.state = GAME_STATE_PLAYING;
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diff changeset
564 game.players[0] = player_create();
265
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diff changeset
565 game_field_create();
88
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diff changeset
566
33
e7ddb52facd3 add behavior nodes + restructure test program
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567 // Main Loop
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568 do {
0
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569 // quit application on any error
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570 if (asc_has_error()) {
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571 SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR,
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572 "Fatal Error", asc_get_error(),
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573 asc_active_window->window);
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574 asc_clear_error();
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575 asc_context_quit();
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576 }
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577
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578 // game states
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579 // TODO: move this into a behavior - probably add a state machine that enables/disables behaviors
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580 if (game.state == GAME_STATE_GAME_OVER) {
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581 asc_scene_node_show(text_game_over);
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582 if (asc_key_pressed(ASC_KEY(R))) {
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583 // TODO: re-load the "level"
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584 player_position_random(game.players[0]);
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585 player_set_health(game.players[0], 100);
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586 game.state = GAME_STATE_PLAYING;
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587 asc_scene_node_hide(text_game_over);
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588 }
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589 }
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590
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591 // debug-key for clearing the shader registry
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592 if (asc_key_pressed(ASC_KEY(S))) {
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593 asc_shader_clear_registry();
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594 }
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595
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596 // show/hide the FPS counter
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597 if (asc_key_pressed(ASC_KEY(F2))) {
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598 asc_scene_node_toggle_visibility(fps_counter);
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599 }
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600
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601 // quit application on ESC key press
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602 if (asc_key_pressed(ASC_KEY(ESCAPE))) {
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603 asc_context_quit();
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604 }
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605 } while (asc_loop_next());
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606
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607 // cleanup
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608 asc_context_destroy();
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609 return 0;
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610 }
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611

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