test/snake/snake.c

Thu, 03 Jul 2025 23:01:52 +0200

author
Mike Becker <universe@uap-core.de>
date
Thu, 03 Jul 2025 23:01:52 +0200
changeset 176
cb2f60f48337
parent 175
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permissions
-rw-r--r--

add asc_behavior_remove()

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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 static void destroy_textures(void) {
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48 asc_texture_destroy(tex2d, TEX2D_COUNT);
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49 }
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50
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51 static void init_textures(void) {
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52 asc_texture_init_2d(tex2d, TEX2D_COUNT);
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53 asc_texture_from_file(TEXTURE_SHIP, "ship.png");
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54 asc_texture_from_file(TEXTURE_BACKDROP, "backdrop.png");
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55 asc_gl_context_add_cleanup_func(asc_active_glctx, destroy_textures);
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56 }
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57
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58 static void update_fps_counter(AscBehavior *behavior) {
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59 AscSceneNode *node = behavior->node;
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60 static float last_fps = 0.f;
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61 if (fabsf(asc_context.frame_rate - last_fps) > 1) {
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62 last_fps = asc_context.frame_rate;
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63 asc_text_printf(node, "%.2f FPS", asc_context.frame_rate);
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64 }
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65 }
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66
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67 static void tie_fps_counter_to_corner(AscBehavior *behavior) {
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68 // TODO: this should be replaced with some sort of UI layout manager
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69 AscSceneNode *node = behavior->node;
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70 if (asc_test_flag(node->flags, ASC_SCENE_NODE_GRAPHICS_UPDATED) || asc_active_window->resized) {
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71 asc_vec2u bottom_right = asc_active_window->dimensions;
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72 asc_vec2u text_size = ((AscText*)node)->dimension;
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73 asc_set_position2d(
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74 node,
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75 (int)bottom_right.x - (int)text_size.width - 10,
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76 (int)bottom_right.y - (int)text_size.height - 10
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77 );
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78 }
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79 }
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80
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81 static void scale_backdrop(AscBehavior *behavior) {
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82 // scale the backdrop to the size of the window
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83 if (asc_active_window->resized) {
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84 AscSceneNode *node = behavior->node;
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85 asc_vec2u window_size = asc_active_window->dimensions;
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86 asc_sprite_set_size(node, window_size.width, window_size.height);
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87 }
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88 }
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89
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90 static void create_backdrop(void) {
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91 AscSceneNode *node = asc_sprite(
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92 .texture = TEXTURE_BACKDROP,
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93 .texture_scale_mode = ASC_TEXTURE_SCALE_REPEAT
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94 );
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95 asc_behavior_add(node, .func = scale_backdrop);
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96 asc_scene_add_node(BACKDROP_SCENE, node);
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97 }
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98
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99 static void create_fps_counter(void) {
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100 asc_font(ASC_FONT_REGULAR, 12);
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101 asc_ink_rgb(255, 255, 255);
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102 AscSceneNode *node = asc_text(.name = "FPS Counter");
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103 asc_behavior_add(node, .func = update_fps_counter, .interval = asc_seconds(1));
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104 asc_behavior_add(node, tie_fps_counter_to_corner);
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105 asc_ui_add_node(node);
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106 }
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107
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108 static void update_score_counter(AscBehavior *behavior) {
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109 AscSceneNode *node = behavior->node;
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110 static unsigned test_score = 0;
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111 test_score += 100;
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112 asc_text_printf(node, "Score: %u", test_score);
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113 if (test_score > 9000) {
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114 asc_behavior_remove(behavior);
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115 }
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116 }
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117
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118 static void create_score_counter(void) {
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119 asc_font(ASC_FONT_BOLD, 16);
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120 asc_ink_rgb(0, 255, 0);
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121 AscSceneNode *node = asc_text(
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122 .name = "Score Counter",
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123 .x = 10, .y = 10,
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124 .text = "Score: 0"
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125 );
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126 // TODO: remove this test behavior
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127 asc_behavior_add(node, .func = update_score_counter, .interval = asc_milliseconds(250));
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128 asc_ui_add_node(node);
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129 }
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130
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131 static void create_spaceship(void) {
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132 AscSceneNode *sprite = asc_sprite(
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133 .name = "Player",
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134 .texture = TEXTURE_SHIP,
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135 .x = 250,
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136 .y = 300,
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137 .width = 64,
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138 .height = 64
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139 );
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140 asc_scene_add_node(MAIN_SCENE, sprite);
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142 // TODO: return something
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143 }
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144
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145 static asc_recti update_viewport_for_window_resize(asc_vec2u window_size) {
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146 // Compute scaling and offsets
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147 unsigned viewport_size, offset_x = 0, offset_y = 0;
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148 if (window_size.width > window_size.height) {
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149 // Wider window: letterbox (black bars on top/bottom)
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150 offset_x = (window_size.width - window_size.height) / 2;
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151 viewport_size = window_size.height;
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152 } else {
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153 // Taller window: pillarbox (black bars on sides)
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154 offset_y = (window_size.height - window_size.width) / 2;
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155 viewport_size = window_size.width;
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156 }
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157
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158 // Set the viewport to the scaled and centered region
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159 return ASC_RECTI(offset_x, offset_y, viewport_size, viewport_size);
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160 }
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161
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162 int main(void) {
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163 asc_context_initialize();
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164 if (asc_has_error()) {
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165 SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR,
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166 "Fatal Error",asc_get_error(), NULL);
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167 return 1;
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168 }
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169 #ifdef TEST_BUILD
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170 asc_set_font_path("../../fonts");
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171 asc_set_shader_path("../../shader");
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172 asc_set_texture_path("../../test/snake/textures");
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173 #endif
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174
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175 // create window
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176 AscWindowSettings settings;
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177 asc_window_settings_init_defaults(&settings);
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178 settings.title = "Snake";
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179 asc_window_initialize(0, &settings);
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180 asc_ui_scale_auto();
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181
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182 // load textures
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183 init_textures();
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184
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185 // initialize the scenes
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186 const int game_field_size = 500;
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187 asc_scene_init(BACKDROP_SCENE,
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188 .type = ASC_CAMERA_ORTHO,
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189 .projection_update_func = asc_camera_ortho_update_size
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190 );
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191 asc_ink_rgb(0, 128, 90);
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192 asc_scene_init(MAIN_SCENE,
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193 .type = ASC_CAMERA_ORTHO,
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194 .ortho.rect = ASC_RECTI(0, 0, game_field_size, game_field_size),
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195 .viewport_clear = true,
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196 .viewport_update_func = update_viewport_for_window_resize
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197 );
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198
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199 // backdrop for letterbox/pillarbox
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200 create_backdrop();
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201
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202 // create UI elements
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203 create_fps_counter();
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204 create_score_counter();
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205
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206 // create spaceship
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207 create_spaceship();
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208
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209 // Main Loop
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210 do {
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211 // quit application on any error
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212 if (asc_has_error()) {
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213 SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR,
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214 "Fatal Error", asc_get_error(),
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215 asc_active_window->window);
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216 asc_clear_error();
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217 asc_context_quit();
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218 }
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219
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220 // debug-key for clearing the shader registry
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221 if (asc_key_pressed(ASC_KEY(S))) {
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222 asc_shader_clear_registry();
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223 asc_dprintf("Shader cache cleared.");
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224 }
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225
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226 // quit application on ESC key press
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227 if (asc_key_pressed(ASC_KEY(ESCAPE))) {
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228 asc_context_quit();
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229 }
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230 } while (asc_loop_next());
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231
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232 // cleanup
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233 asc_context_destroy();
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234 return 0;
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235 }
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236

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