Fri, 18 Jul 2025 18:01:41 +0200
remove global active font and color (also fixes #693)
0 | 1 | /* |
2 | * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS HEADER. | |
3 | * Copyright 2023 Mike Becker. All rights reserved. | |
4 | * | |
5 | * Redistribution and use in source and binary forms, with or without | |
6 | * modification, are permitted provided that the following conditions are met: | |
7 | * | |
8 | * 1. Redistributions of source code must retain the above copyright | |
9 | * notice, this list of conditions and the following disclaimer. | |
10 | * | |
11 | * 2. Redistributions in binary form must reproduce the above copyright | |
12 | * notice, this list of conditions and the following disclaimer in the | |
13 | * documentation and/or other materials provided with the distribution. | |
14 | * | |
15 | * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" | |
16 | * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE | |
17 | * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE | |
18 | * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE | |
19 | * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR | |
20 | * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF | |
21 | * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS | |
22 | * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN | |
23 | * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) | |
24 | * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE | |
25 | * POSSIBILITY OF SUCH DAMAGE. | |
26 | */ | |
27 | ||
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28 | #include <ascension/core.h> |
48 | 29 | #include <ascension/ui.h> |
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30 | #include <ascension/sprite.h> |
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31 | #include <ascension/2d.h> |
48 | 32 | |
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33 | #include <cx/printf.h> |
0 | 34 | |
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35 | enum Textures2d { |
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36 | TEX_SHIP = 0, |
101 | 37 | TEX_BACKDROP, |
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38 | TEX2D_COUNT |
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39 | }; |
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40 | static AscTexture tex2d[TEX2D_COUNT]; |
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41 | #define TEXTURE_SHIP &tex2d[TEX_SHIP] |
101 | 42 | #define TEXTURE_BACKDROP &tex2d[TEX_BACKDROP] |
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43 | |
101 | 44 | #define BACKDROP_SCENE asc_window_scene(0) |
45 | #define MAIN_SCENE asc_window_scene(1) | |
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46 | |
206 | 47 | enum MoveDirection { |
48 | MOVE_UP, | |
49 | MOVE_LEFT, | |
50 | MOVE_DOWN, | |
51 | MOVE_RIGHT | |
52 | }; | |
53 | ||
54 | static asc_transform rotations[4]; | |
55 | static asc_vec2f directions[4]; | |
56 | ||
57 | typedef struct { | |
58 | enum MoveDirection direction; | |
213 | 59 | /** |
60 | * The speed in tiles per second. | |
61 | */ | |
62 | float speed; | |
206 | 63 | } Spaceship; |
64 | ||
213 | 65 | static const unsigned game_field_size = 512; |
66 | static const unsigned game_field_tile_size = 32; | |
67 | ||
206 | 68 | static void init_globals(void) { |
69 | asc_transform_identity(rotations[MOVE_UP]); | |
70 | asc_transform_roll(rotations[MOVE_LEFT], asc_rad(-90)); | |
71 | asc_transform_roll(rotations[MOVE_RIGHT], asc_rad(90)); | |
72 | asc_transform_roll(rotations[MOVE_DOWN], asc_rad(180)); | |
73 | directions[MOVE_UP] = ASC_VEC2F(0, -1); | |
74 | directions[MOVE_LEFT] = ASC_VEC2F(-1, 0); | |
75 | directions[MOVE_DOWN] = ASC_VEC2F(0, 1); | |
76 | directions[MOVE_RIGHT] = ASC_VEC2F(1, 0); | |
77 | } | |
78 | ||
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79 | static void destroy_textures(void) { |
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80 | asc_texture_destroy(tex2d, TEX2D_COUNT); |
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81 | } |
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82 | |
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83 | static void init_textures(void) { |
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84 | asc_texture_init_2d(tex2d, TEX2D_COUNT); |
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85 | asc_texture_from_file(TEXTURE_SHIP, "ship.png"); |
101 | 86 | asc_texture_from_file(TEXTURE_BACKDROP, "backdrop.png"); |
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87 | asc_gl_context_add_cleanup_func(asc_active_glctx, destroy_textures); |
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88 | } |
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89 | |
213 | 90 | static void scale_backdrop(AscBehavior *behavior) { |
91 | // scale the backdrop to the size of the window | |
92 | if (asc_active_window->resized) { | |
93 | asc_ptr_cast(AscSprite, sprite, behavior->node); | |
94 | asc_vec2u window_size = asc_active_window->dimensions; | |
95 | asc_sprite_set_size(sprite, window_size); | |
96 | } | |
97 | } | |
98 | ||
99 | static void create_backdrop(void) { | |
100 | AscSceneNode *node = asc_sprite( | |
101 | .texture = TEXTURE_BACKDROP, | |
102 | .texture_scale_mode = ASC_TEXTURE_SCALE_REPEAT | |
103 | ); | |
104 | asc_behavior_add(node, .func = scale_backdrop); | |
105 | asc_scene_add_node(BACKDROP_SCENE, node); | |
106 | } | |
107 | ||
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108 | static void update_fps_counter(AscBehavior *behavior) { |
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109 | asc_ptr_cast(AscText, node, behavior->node); |
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110 | static float last_fps = 0.f; |
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111 | if (fabsf(asc_context.frame_rate - last_fps) > 1) { |
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112 | last_fps = asc_context.frame_rate; |
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113 | asc_text_printf(node, "%.2f FPS", asc_context.frame_rate); |
0 | 114 | } |
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115 | } |
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116 | |
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117 | static void tie_fps_counter_to_corner(AscBehavior *behavior) { |
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118 | // TODO: this should be replaced with some sort of UI layout manager |
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119 | AscSceneNode *node = behavior->node; |
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120 | if (asc_test_flag(node->flags, ASC_SCENE_NODE_GRAPHICS_UPDATED) || asc_active_window->resized) { |
105 | 121 | asc_vec2u bottom_right = asc_active_window->dimensions; |
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122 | asc_vec2u text_size = ((AscText*)node)->dimension; |
206 | 123 | asc_scene_node_set_position2f(node, ASC_VEC2F( |
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124 | (int) bottom_right.x - (int) text_size.width - 10, |
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125 | (int) bottom_right.y - (int) text_size.height - 10 |
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126 | )); |
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127 | } |
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128 | } |
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129 | |
70 | 130 | static void create_fps_counter(void) { |
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131 | AscSceneNode *node = asc_text( |
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132 | .name = "FPS Counter", |
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133 | .color = ASC_RGB(255, 255, 255), |
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134 | .font = asc_font(ASC_FONT_REGULAR, 12), |
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135 | ); |
148
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136 | asc_behavior_add(node, .func = update_fps_counter, .interval = asc_seconds(1)); |
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137 | asc_behavior_add(node, tie_fps_counter_to_corner); |
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138 | asc_ui_add_node(node); |
70 | 139 | } |
140 | ||
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141 | static void create_score_counter(void) { |
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142 | AscSceneNode *node = asc_text( |
114 | 143 | .name = "Score Counter", |
144 | .x = 10, .y = 10, | |
214
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145 | .text = "Score: 0", |
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146 | .color = ASC_RGB(0, 255, 0), |
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147 | .font = asc_font(ASC_FONT_BOLD, 16), |
70 | 148 | ); |
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149 | asc_ui_add_node(node); |
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150 | } |
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151 | |
206 | 152 | static void move_spaceship(AscBehavior *behavior) { |
153 | AscSceneNode *node = behavior->node; | |
154 | Spaceship *spaceship = node->user_data; | |
213 | 155 | float speed = 32.f * spaceship->speed * asc_context.frame_factor; |
206 | 156 | asc_vec2f movement = asc_vec2f_scale(directions[spaceship->direction], speed); |
157 | asc_scene_node_move2f(node, movement); | |
158 | asc_scene_node_set_rotation(node, rotations[spaceship->direction]); | |
205
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159 | } |
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160 | |
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161 | static Spaceship *create_spaceship(void) { |
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162 | AscSceneNode *sprite = asc_sprite( |
114 | 163 | .name = "Player", |
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164 | .texture = TEXTURE_SHIP, |
213 | 165 | // TODO: introduce a function to set the position of a space ship |
166 | .x = game_field_tile_size * 8 - game_field_tile_size / 2, | |
167 | .y = game_field_tile_size * 12 - game_field_tile_size / 2, | |
168 | .width = game_field_tile_size, | |
169 | .height = game_field_tile_size, | |
170 | .origin_x = game_field_tile_size / 2, | |
171 | .origin_y = game_field_tile_size / 2, | |
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172 | ); |
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173 | asc_scene_add_node(MAIN_SCENE, sprite); |
213 | 174 | Spaceship *ship = asc_scene_node_allocate_data(sprite, sizeof(Spaceship)); |
175 | ship->speed = 2.f; // start with 2 tiles/sec | |
206 | 176 | asc_behavior_add(sprite, move_spaceship); |
177 | return sprite->user_data; | |
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178 | } |
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179 | |
213 | 180 | static void create_gamefield() { |
181 | // TODO: create a proper data structure and a more interesting map than just a basic grid | |
182 | AscSceneNode *gamefield = asc_scene_node_empty(); | |
183 | for (unsigned x = 0; x < game_field_size; x+=game_field_tile_size) { | |
184 | for (unsigned y = 0; y < game_field_size; y+=game_field_tile_size) { | |
185 | AscSceneNode *tile = asc_rectangle( | |
186 | .x = x, .y = y, .filled = true, .thickness = 1, | |
187 | .width = game_field_tile_size, .height = game_field_tile_size, | |
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188 | .color = ASC_RGB(0, 128, 255), |
213 | 189 | .border_color = ASC_RGB(64, 196, 255), |
190 | ); | |
191 | asc_scene_node_link(gamefield, tile); | |
192 | } | |
193 | } | |
194 | asc_scene_node_set_zindex(gamefield, -2); | |
195 | asc_scene_add_node(MAIN_SCENE, gamefield); | |
196 | } | |
197 | ||
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198 | static asc_rect update_viewport_for_window_resize(asc_vec2u window_size) { |
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199 | // Compute scaling and offsets |
105 | 200 | unsigned viewport_size, offset_x = 0, offset_y = 0; |
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201 | if (window_size.width > window_size.height) { |
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202 | // Wider window: letterbox (black bars on top/bottom) |
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203 | offset_x = (window_size.width - window_size.height) / 2; |
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204 | viewport_size = window_size.height; |
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205 | } else { |
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206 | // Taller window: pillarbox (black bars on sides) |
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207 | offset_y = (window_size.height - window_size.width) / 2; |
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208 | viewport_size = window_size.width; |
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209 | } |
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210 | |
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211 | // Set the viewport to the scaled and centered region |
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212 | return ASC_RECT(offset_x, offset_y, viewport_size, viewport_size); |
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213 | } |
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214 | |
105 | 215 | int main(void) { |
0 | 216 | asc_context_initialize(); |
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217 | if (asc_has_error()) { |
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218 | SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, |
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219 | "Fatal Error",asc_get_error(), NULL); |
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220 | return 1; |
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221 | } |
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222 | #ifdef TEST_BUILD |
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223 | asc_set_font_path("../../fonts"); |
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224 | asc_set_shader_path("../../shader"); |
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225 | asc_set_texture_path("../../test/snake/textures"); |
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226 | #endif |
0 | 227 | |
206 | 228 | // initialize globals |
229 | init_globals(); | |
230 | ||
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231 | // create window |
0 | 232 | AscWindowSettings settings; |
233 | asc_window_settings_init_defaults(&settings); | |
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234 | settings.title = "Snake"; |
213 | 235 | settings.dimensions = ASC_VEC2U(800, 800); |
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236 | asc_window_initialize(0, &settings); |
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237 | asc_ui_scale_auto(); |
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238 | |
101 | 239 | // load textures |
240 | init_textures(); | |
241 | ||
242 | // initialize the scenes | |
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243 | asc_scene_init(BACKDROP_SCENE, |
101 | 244 | .type = ASC_CAMERA_ORTHO, |
245 | .projection_update_func = asc_camera_ortho_update_size | |
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246 | ); |
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247 | asc_scene_init(MAIN_SCENE, |
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248 | .type = ASC_CAMERA_ORTHO, |
213 | 249 | .ortho.rect = ASC_RECT( |
250 | -game_field_tile_size/2, | |
251 | -game_field_tile_size/2, | |
252 | game_field_size+game_field_tile_size, | |
253 | game_field_size+game_field_tile_size | |
254 | ), | |
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255 | .viewport_clear = true, |
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256 | .clear_color = ASC_RGB(0, 128, 90), |
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257 | .viewport_update_func = update_viewport_for_window_resize |
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258 | ); |
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259 | |
101 | 260 | // backdrop for letterbox/pillarbox |
261 | create_backdrop(); | |
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262 | |
213 | 263 | // the game field |
264 | create_gamefield(); | |
265 | ||
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266 | // create UI elements |
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267 | create_fps_counter(); |
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268 | create_score_counter(); |
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269 | |
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270 | // create spaceship |
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271 | Spaceship *spaceship = create_spaceship(); |
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272 | |
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273 | // Main Loop |
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274 | do { |
0 | 275 | // quit application on any error |
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276 | if (asc_has_error()) { |
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277 | SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, |
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278 | "Fatal Error", asc_get_error(), |
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279 | asc_active_window->window); |
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280 | asc_clear_error(); |
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281 | asc_context_quit(); |
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282 | } |
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283 | |
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284 | // player rotation |
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285 | if (asc_key_pressed(ASC_KEY(LEFT))) { |
206 | 286 | if (spaceship->direction != MOVE_RIGHT) { |
287 | spaceship->direction = MOVE_LEFT; | |
288 | } | |
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289 | } |
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290 | if (asc_key_pressed(ASC_KEY(RIGHT))) { |
206 | 291 | if (spaceship->direction != MOVE_LEFT) { |
292 | spaceship->direction = MOVE_RIGHT; | |
293 | } | |
294 | } | |
295 | if (asc_key_pressed(ASC_KEY(UP))) { | |
296 | if (spaceship->direction != MOVE_DOWN) { | |
297 | spaceship->direction = MOVE_UP; | |
298 | } | |
299 | } | |
300 | if (asc_key_pressed(ASC_KEY(DOWN))) { | |
301 | if (spaceship->direction != MOVE_UP) { | |
302 | spaceship->direction = MOVE_DOWN; | |
303 | } | |
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304 | } |
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305 | |
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306 | // debug-key for clearing the shader registry |
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307 | if (asc_key_pressed(ASC_KEY(S))) { |
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308 | asc_shader_clear_registry(); |
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309 | asc_dprintf("Shader cache cleared."); |
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310 | } |
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311 | |
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312 | // quit application on ESC key press |
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313 | if (asc_key_pressed(ASC_KEY(ESCAPE))) { |
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314 | asc_context_quit(); |
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315 | } |
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316 | } while (asc_loop_next()); |
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317 | |
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318 | // cleanup |
0 | 319 | asc_context_destroy(); |
320 | return 0; | |
321 | } | |
322 |