Wed, 13 Aug 2025 23:49:39 +0200
fix that backdrop texture scale was not inverting the ui scale
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> |
242 | 32 | #include <ascension/shader.h> |
48 | 33 | |
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34 | #include <cx/printf.h> |
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35 | #include <cx/linked_list.h> |
0 | 36 | |
242 | 37 | #define TEXTURE_2D_COUNT 3 |
38 | static AscTexture tex2d[TEXTURE_2D_COUNT]; | |
39 | #define TEXTURE_PLAYER &tex2d[0] | |
40 | #define TEXTURE_PLAYER_COLOR_MAP &tex2d[1] | |
41 | #define TEXTURE_BACKDROP &tex2d[2] | |
42 | ||
43 | #define SHADER_ID_PLAYER 1 | |
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44 | |
101 | 45 | #define BACKDROP_SCENE asc_window_scene(0) |
46 | #define MAIN_SCENE asc_window_scene(1) | |
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47 | #define HUD_WIDTH 400 |
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48 | |
206 | 49 | enum MoveDirection { |
50 | MOVE_UP, | |
51 | MOVE_LEFT, | |
52 | MOVE_DOWN, | |
53 | MOVE_RIGHT | |
54 | }; | |
55 | ||
56 | static asc_transform rotations[4]; | |
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57 | static asc_vec2i directions[4]; |
206 | 58 | |
59 | typedef struct { | |
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60 | asc_color color; |
206 | 61 | enum MoveDirection direction; |
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62 | enum MoveDirection target_direction; |
213 | 63 | /** |
64 | * The speed in tiles per second. | |
65 | */ | |
66 | float speed; | |
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67 | /** |
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68 | * A linked list of vec2u elements describing the current trace. |
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69 | */ |
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70 | CxList *trace; |
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71 | /** |
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72 | * The new position of the player when @c reset_position is @c true. |
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73 | */ |
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74 | asc_vec2i new_position; |
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75 | bool reset_position; |
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76 | uint8_t number; |
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77 | } Player; |
206 | 78 | |
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79 | #define GAME_FIELD_SIZE 32 |
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80 | #define GAME_FIELD_TILE_SIZE 32 |
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81 | |
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82 | /** The bit in the tile data indicating if the tile exists. */ |
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83 | #define GAME_FIELD_TILE_EXISTS_FLAG 0x80 |
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84 | /** The bits in the tile data that identify the owner. */ |
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85 | #define GAME_FIELD_TILE_OWNER_MASK 0xF |
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86 | |
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87 | typedef struct { |
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88 | AscSceneNode *nodes[GAME_FIELD_SIZE][GAME_FIELD_SIZE]; |
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89 | int8_t tile_data[GAME_FIELD_SIZE][GAME_FIELD_SIZE]; |
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90 | } GameField; |
213 | 91 | |
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92 | static void globals_init(void) { |
206 | 93 | asc_transform_identity(rotations[MOVE_UP]); |
94 | asc_transform_roll(rotations[MOVE_LEFT], asc_rad(-90)); | |
95 | asc_transform_roll(rotations[MOVE_RIGHT], asc_rad(90)); | |
96 | asc_transform_roll(rotations[MOVE_DOWN], asc_rad(180)); | |
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97 | directions[MOVE_UP] = ASC_VEC2I(0, -1); |
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98 | directions[MOVE_LEFT] = ASC_VEC2I(-1, 0); |
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99 | directions[MOVE_DOWN] = ASC_VEC2I(0, 1); |
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100 | directions[MOVE_RIGHT] = ASC_VEC2I(1, 0); |
206 | 101 | } |
102 | ||
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103 | static void textures_destroy(void) { |
242 | 104 | asc_texture_destroy(tex2d, TEXTURE_2D_COUNT); |
93
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105 | } |
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106 | |
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107 | static void textures_init(void) { |
242 | 108 | asc_texture_init_2d(tex2d, TEXTURE_2D_COUNT); |
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109 | asc_texture_from_file(TEXTURE_PLAYER, "player.png"); |
242 | 110 | asc_texture_from_file(TEXTURE_PLAYER_COLOR_MAP, "player-color-map.png"); |
101 | 111 | asc_texture_from_file(TEXTURE_BACKDROP, "backdrop.png"); |
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112 | asc_gl_context_add_cleanup_func(asc_active_glctx, textures_destroy); |
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113 | } |
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114 | |
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115 | static void backdrop_scale(AscBehavior *behavior) { |
213 | 116 | // scale the backdrop to the size of the window |
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117 | if (!asc_active_window->resized) return; |
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118 | asc_ptr_cast(AscSprite, sprite, behavior->node); |
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119 | asc_vec2u window_size = asc_active_window->dimensions; |
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120 | asc_sprite_set_size(sprite, window_size); |
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121 | } |
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122 | |
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123 | static void main_scene_frame_scale(AscBehavior *behavior) { |
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124 | if (!asc_active_window->resized) return; |
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125 | asc_ptr_cast(AscRectangle, frame, behavior->node); |
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126 | asc_rectangle_set_bounds(frame, MAIN_SCENE->camera.viewport); |
213 | 127 | } |
128 | ||
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129 | static void backdrop_create(void) { |
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130 | const float scale = 1.f / asc_active_window->ui_scale; |
213 | 131 | AscSceneNode *node = asc_sprite( |
132 | .texture = TEXTURE_BACKDROP, | |
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133 | .texture_scale_mode = ASC_TEXTURE_SCALE_REPEAT, |
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134 | .texture_scale_x = scale, .texture_scale_y = scale, |
213 | 135 | ); |
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136 | asc_behavior_add(node, .func = backdrop_scale); |
213 | 137 | asc_scene_add_node(BACKDROP_SCENE, node); |
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138 | |
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139 | // also add a frame for the main scene |
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140 | // add this to the UI layer so that the border size does not scale |
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141 | AscSceneNode *frame = asc_rectangle(.thickness = 2, .color = ASC_RGBi(66, 142, 161)); |
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142 | asc_behavior_add(frame, .func = main_scene_frame_scale); |
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143 | asc_ui_add_node(frame); |
213 | 144 | } |
145 | ||
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146 | static void fps_counter_update(AscBehavior *behavior) { |
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147 | asc_ptr_cast(AscText, node, behavior->node); |
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148 | static float last_fps = 0.f; |
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149 | if (fabsf(asc_context.frame_rate - last_fps) > 1) { |
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150 | last_fps = asc_context.frame_rate; |
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151 | asc_text_printf(node, "%.2f FPS", asc_context.frame_rate); |
0 | 152 | } |
148
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153 | } |
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154 | |
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155 | static void fps_counter_tie_to_corner(AscBehavior *behavior) { |
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156 | // TODO: this should be replaced with some sort of UI layout manager |
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157 | AscSceneNode *node = behavior->node; |
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158 | if (asc_test_flag(node->flags, ASC_SCENE_NODE_GRAPHICS_UPDATED) || asc_active_window->resized) { |
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159 | asc_scene_node_set_position2f(node, ASC_VEC2F(10, |
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160 | asc_active_window->dimensions.y - ((AscText*)node)->dimension.height - 10 |
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161 | )); |
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162 | } |
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163 | } |
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164 | |
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165 | static AscSceneNode *fps_counter_create(void) { |
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166 | AscSceneNode *node = asc_text( |
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167 | .name = "FPS Counter", |
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168 | .color = ASC_RGB(1, 1, 1), |
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169 | .font = asc_font(ASC_FONT_REGULAR, 12), |
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170 | ); |
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171 | asc_behavior_add(node, .func = fps_counter_update, .interval = asc_seconds(1)); |
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172 | asc_behavior_add(node, fps_counter_tie_to_corner); |
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173 | asc_ui_add_node(node); |
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174 | return node; |
70 | 175 | } |
176 | ||
247
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177 | |
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178 | static GameField *game_field; |
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179 | |
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180 | static bool game_field_tile_chown(asc_vec2u coords, Player *player) { |
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181 | unsigned x = coords.x, y = coords.y; |
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182 | asc_ptr_cast(AscRectangle, tile, game_field->nodes[x][y]); |
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183 | int old_owner = game_field->tile_data[x][y] & GAME_FIELD_TILE_OWNER_MASK; |
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184 | if (player == NULL) { |
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185 | asc_clear_flag(game_field->tile_data[x][y], GAME_FIELD_TILE_OWNER_MASK); |
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186 | tile->color = ASC_RGBi(16, 50, 160); |
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187 | } else { |
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188 | asc_set_flag_masked(game_field->tile_data[x][y], GAME_FIELD_TILE_OWNER_MASK, player->number); |
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189 | tile->color = player->color; |
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190 | } |
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191 | int new_owner = game_field->tile_data[x][y] & GAME_FIELD_TILE_OWNER_MASK; |
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192 | return old_owner != new_owner; |
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193 | } |
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194 | |
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195 | static GameField *game_field_create() { |
247
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196 | // TODO: create a more interesting map than just a basic grid |
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197 | AscSceneNode *node = asc_scene_node_empty(); |
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198 | game_field = asc_scene_node_allocate_data(node, sizeof(GameField)); |
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199 | for (unsigned x = 0; x < GAME_FIELD_SIZE; x++) { |
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200 | for (unsigned y = 0; y < GAME_FIELD_SIZE; y++) { |
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201 | AscSceneNode *tile = asc_rectangle( |
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202 | .x = x*GAME_FIELD_TILE_SIZE, .y = y*GAME_FIELD_TILE_SIZE, .filled = true, .thickness = 2, |
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203 | .width = GAME_FIELD_TILE_SIZE, .height = GAME_FIELD_TILE_SIZE, |
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204 | .color = ASC_RGBi(16, 50, 160), |
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205 | .border_color = ASC_RGBi(20, 84, 128), |
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206 | ); |
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207 | |
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208 | game_field->tile_data[x][y] = GAME_FIELD_TILE_EXISTS_FLAG; |
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209 | game_field->nodes[x][y] = tile; |
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210 | |
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211 | asc_scene_node_link(node, tile); |
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212 | } |
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213 | } |
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214 | asc_scene_node_set_zindex(node, -2); |
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215 | asc_scene_add_node(MAIN_SCENE, node); |
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216 | return game_field; |
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217 | } |
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218 | |
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219 | static asc_vec2u game_field_tile_at_position(asc_vec3f position) { |
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220 | return ASC_VEC2U((int)position.x / GAME_FIELD_TILE_SIZE, (int)position.y / GAME_FIELD_TILE_SIZE); |
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221 | } |
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222 | |
242 | 223 | typedef struct { |
224 | AscShaderProgram program; | |
225 | asc_uniform_loc map_albedo; | |
226 | asc_uniform_loc map_color; | |
227 | asc_uniform_loc color; | |
228 | } PlayerShader; | |
229 | ||
230 | static void player_shader_init(AscShaderProgram *p, cx_attr_unused int flags) { | |
231 | asc_shader_init_uniform_loc_nice(p, PlayerShader, map_albedo); | |
232 | asc_shader_init_uniform_loc_nice(p, PlayerShader, map_color); | |
233 | asc_shader_init_uniform_loc_nice(p, PlayerShader, color); | |
234 | } | |
235 | ||
236 | static AscShaderProgram *player_shader_create(cx_attr_unused int unused) { | |
237 | return asc_shader_create((AscShaderCodes) { | |
238 | .vtx = {.source_file = "sprite_vtx.glsl"}, | |
239 | .frag = {.source_file = "player.glsl",}, | |
240 | }, sizeof(PlayerShader), player_shader_init, 0); | |
241 | } | |
242 | ||
243 | static void player_draw(const AscCamera *camera, const AscSceneNode *node) { | |
244 | asc_cptr_cast(AscSprite, sprite, node); | |
245 | const Player *player = node->user_data; | |
246 | ||
247 | // TODO: we shall finally add the shader information to the node | |
248 | const AscShaderProgram *s = asc_shader_lookup( | |
249 | SHADER_ID_PLAYER, player_shader_create, 0 | |
250 | ); | |
251 | if (asc_shader_use(s, camera)) return; | |
252 | asc_cptr_cast(PlayerShader, shader, s); | |
253 | ||
254 | asc_shader_upload_model_matrix(s, node); | |
255 | ||
256 | // Bind texture | |
257 | asc_texture_bind(TEXTURE_PLAYER, shader->map_albedo, 0); | |
258 | asc_texture_bind(TEXTURE_PLAYER_COLOR_MAP, shader->map_color, 1); | |
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259 | asc_shader_upload_color(shader->color, player->color); |
242 | 260 | asc_mesh_draw_triangle_strip(&sprite->mesh); |
261 | } | |
262 | ||
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263 | static void player_move(AscBehavior *behavior) { |
206 | 264 | AscSceneNode *node = behavior->node; |
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265 | Player *player = node->user_data; |
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266 | const float ts = (float) GAME_FIELD_TILE_SIZE; |
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267 | |
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268 | // check if the position is set programmatically |
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269 | if (player->reset_position) { |
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270 | asc_scene_node_set_position2f(node, |
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271 | ASC_VEC2F( |
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272 | ts * (player->new_position.x + .5f), |
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273 | ts * (player->new_position.y + .5f) |
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274 | )); |
234
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275 | player->reset_position = false; |
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276 | return; |
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277 | } |
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278 | |
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279 | // normal movement |
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280 | const float speed = ts * player->speed * asc_context.frame_factor; |
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281 | const asc_vec2i dir = directions[player->direction]; |
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282 | const asc_vec2f movement = asc_vec2f_scale(asc_vec2_itof(dir), speed); |
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283 | |
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284 | // check if we are supposed to change the direction |
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285 | if (player->direction == player->target_direction) { |
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286 | // move without changing the direction |
216
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287 | asc_scene_node_move2f(node, movement); |
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288 | } else { |
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289 | // determine axis |
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290 | // and check if we are about to cross the center |
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291 | // this relies on positive positions! |
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292 | bool rotate = false; |
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293 | if (movement.x == 0) { |
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294 | // vertical movement |
247
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295 | const float y_0 = floorf(node->position.y / ts); |
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296 | const float y_curr = node->position.y / ts - y_0; |
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297 | const float y_next = (node->position.y+movement.y) / ts - y_0; |
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298 | const bool side_curr = y_curr > 0.5f; |
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299 | const bool side_next = y_next > 0.5f; |
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300 | rotate = side_curr ^ side_next; |
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301 | } else { |
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302 | // horizontal movement |
247
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303 | const float x0 = floorf(node->position.x / ts); |
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304 | const float x_curr = node->position.x / ts - x0; |
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305 | const float x_next = (node->position.x+movement.x) / ts - x0; |
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306 | const bool side_curr = x_curr > 0.5f; |
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307 | const bool side_next = x_next > 0.5f; |
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308 | rotate = side_curr ^ side_next; |
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309 | } |
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310 | if (rotate) { |
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311 | // snap position to the center of the tile |
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312 | asc_scene_node_set_position2f(node, |
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313 | ASC_VEC2F( |
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314 | (.5f+floorf(node->position.x / ts)) * ts, |
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315 | (.5f+floorf(node->position.y / ts)) * ts |
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316 | )); |
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317 | player->direction = player->target_direction; |
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318 | asc_scene_node_set_rotation(node, rotations[player->direction]); |
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319 | } else { |
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320 | // changing the direction not permitted, yet, continue movement |
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321 | asc_scene_node_move2f(node, movement); |
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322 | } |
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323 | } |
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324 | |
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325 | // TODO: collision detection |
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326 | |
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327 | // update the trace, if necessary. |
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328 | // remark: some calculations are repeated here, but they are cheap enough |
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329 | { |
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330 | const asc_vec2u tile_coords = game_field_tile_at_position(node->position); |
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331 | // TODO: player should have been destroyed before leaving the field |
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332 | if (tile_coords.x > GAME_FIELD_SIZE || tile_coords.y > GAME_FIELD_SIZE) return; |
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333 | if (game_field_tile_chown(tile_coords, player)) { |
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334 | // new owner of the tile! |
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335 | asc_vec2u p = tile_coords; |
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336 | cxListAdd(player->trace, &p); |
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337 | if (cxListSize(player->trace) > 7) { |
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338 | // TODO: implement power-up which makes the trace longer |
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339 | cxListPopFront(player->trace, &p); |
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340 | game_field_tile_chown(p, NULL); |
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341 | } |
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342 | } |
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343 | } |
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344 | } |
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345 | |
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346 | static void player_controls(Player *player) { |
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347 | if (asc_key_pressed(ASC_KEY(LEFT))) { |
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348 | if (player->direction != MOVE_RIGHT) { |
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349 | player->target_direction = MOVE_LEFT; |
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350 | } |
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351 | } |
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352 | if (asc_key_pressed(ASC_KEY(RIGHT))) { |
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353 | if (player->direction != MOVE_LEFT) { |
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354 | player->target_direction = MOVE_RIGHT; |
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355 | } |
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356 | } |
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357 | if (asc_key_pressed(ASC_KEY(UP))) { |
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358 | if (player->direction != MOVE_DOWN) { |
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359 | player->target_direction = MOVE_UP; |
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360 | } |
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361 | } |
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362 | if (asc_key_pressed(ASC_KEY(DOWN))) { |
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363 | if (player->direction != MOVE_UP) { |
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364 | player->target_direction = MOVE_DOWN; |
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365 | } |
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366 | } |
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367 | } |
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368 | |
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369 | static void player_position(Player *pl, int x, int y) { |
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370 | pl->new_position.x = x; |
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371 | pl->new_position.y = y; |
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372 | pl->reset_position = true; |
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373 | } |
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374 | |
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375 | static void player_destroy(CxAllocator *allocator, Player *player) { |
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376 | cxListFree(player->trace); |
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377 | cxFree(allocator, player); |
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378 | } |
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379 | |
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380 | static Player *player_create(void) { |
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381 | AscSceneNode *node = asc_sprite( |
114 | 382 | .name = "Player", |
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383 | .width = GAME_FIELD_TILE_SIZE, |
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384 | .height = GAME_FIELD_TILE_SIZE, |
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385 | .origin_x = GAME_FIELD_TILE_SIZE / 2, |
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386 | .origin_y = GAME_FIELD_TILE_SIZE / 2, |
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387 | ); |
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388 | asc_scene_add_node(MAIN_SCENE, node); |
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389 | Player *player = asc_scene_node_allocate_data(node, sizeof(Player)); |
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390 | player_position(player, 12, 8); |
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391 | player->speed = 3.f; // start with 3 tiles/sec |
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392 | player->number = 1; |
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393 | player->color = ASC_RGB(1, 0, 0); |
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394 | player->trace = cxLinkedListCreateSimple(sizeof(asc_vec2i)); |
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395 | node->draw_func = player_draw; |
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396 | node->user_data_free_func = (cx_destructor_func2)player_destroy; |
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397 | asc_behavior_add(node, player_move); |
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398 | return player; |
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399 | } |
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400 | |
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401 | static asc_rect main_scene_viewport_update(asc_vec2u window_size) { |
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402 | |
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403 | // margins |
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404 | const unsigned margin = 16; |
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405 | |
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406 | // space for score, power-ups, etc. |
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407 | const unsigned left_area = (unsigned) (asc_active_window->ui_scale*HUD_WIDTH); |
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408 | |
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409 | // calculate how many pixels need to be removed from width and height |
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410 | const unsigned rw = 2*margin + left_area; |
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411 | const unsigned rh = 2*margin; |
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412 | |
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413 | // check if there is still a viewport left and chicken out when not |
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414 | if (window_size.width < rw || window_size.height < rh) { |
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415 | return ASC_RECT(0, 0, 0, 0); |
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416 | } |
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417 | window_size.width -= rw; |
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418 | window_size.height -= rh; |
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419 | |
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420 | // Compute scaling and offsets |
105 | 421 | unsigned viewport_size, offset_x = 0, offset_y = 0; |
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422 | if (window_size.width > window_size.height) { |
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423 | // Wider window: letterbox (black bars on top/bottom) |
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424 | offset_x = (window_size.width - window_size.height) / 2; |
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425 | viewport_size = window_size.height; |
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426 | } else { |
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427 | // Taller window: pillarbox (black bars on sides) |
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428 | offset_y = (window_size.height - window_size.width) / 2; |
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429 | viewport_size = window_size.width; |
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430 | } |
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431 | offset_x += left_area + margin; |
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432 | offset_y += margin; |
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433 | |
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434 | // Set the viewport to the scaled and centered region |
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435 | return ASC_RECT(offset_x, offset_y, viewport_size, viewport_size); |
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436 | } |
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437 | |
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438 | #define GAME_STATE_MENU 0 |
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439 | #define GAME_STATE_PLAYING 1 |
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440 | #define GAME_STATE_GAME_OVER 2 |
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441 | |
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442 | typedef struct { |
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443 | int state; |
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444 | GameField *field; |
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445 | Player *players[4]; |
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446 | } GameState; |
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447 | |
105 | 448 | int main(void) { |
0 | 449 | asc_context_initialize(); |
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450 | if (asc_has_error()) { |
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451 | SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, |
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452 | "Fatal Error",asc_get_error(), NULL); |
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453 | return 1; |
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454 | } |
0 | 455 | |
206 | 456 | // initialize globals |
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457 | globals_init(); |
206 | 458 | |
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459 | // create the window |
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460 | asc_window_initialize(0, asc_gl_context_settings_default(4, 0)); |
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461 | asc_window_set_title(0, "Snake"); |
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462 | asc_window_set_size(0, asc_vec2_ftou( |
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463 | asc_vec2f_scale(ASC_VEC2F(1024+HUD_WIDTH, 1024), asc_ui_scale_auto()))); |
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464 | asc_window_center(0); |
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465 | |
101 | 466 | // load textures |
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467 | textures_init(); |
101 | 468 | |
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469 | // initialize backdrop scene |
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470 | asc_scene_init(BACKDROP_SCENE, "backdrop", |
101 | 471 | .type = ASC_CAMERA_ORTHO, |
472 | .projection_update_func = asc_camera_ortho_update_size | |
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473 | ); |
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474 | backdrop_create(); |
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475 | |
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476 | // Initialize main scene |
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477 | asc_scene_init(MAIN_SCENE, "main", |
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478 | .type = ASC_CAMERA_ORTHO, |
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479 | .ortho.rect = ASC_RECT( |
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480 | -GAME_FIELD_TILE_SIZE, |
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481 | -GAME_FIELD_TILE_SIZE, |
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482 | (GAME_FIELD_SIZE+2)*GAME_FIELD_TILE_SIZE, |
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483 | (GAME_FIELD_SIZE+2)*GAME_FIELD_TILE_SIZE |
213 | 484 | ), |
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485 | .viewport_clear = true, |
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486 | .clear_color = ASC_RGBi(0, 32, 16), |
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487 | .viewport_update_func = main_scene_viewport_update |
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488 | ); |
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489 | |
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490 | // create the fps counter |
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491 | AscSceneNode *fps_counter = fps_counter_create(); |
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492 | asc_scene_node_hide(fps_counter); |
213 | 493 | |
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494 | // create the game state |
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495 | GameState game = {0}; |
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496 | // TODO: add a main menu and start with the menu |
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497 | game.state = GAME_STATE_PLAYING; |
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498 | game.field = game_field_create(); |
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499 | game.players[0] = player_create(); |
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500 | |
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501 | // Main Loop |
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502 | do { |
0 | 503 | // quit application on any error |
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504 | if (asc_has_error()) { |
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505 | SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, |
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506 | "Fatal Error", asc_get_error(), |
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507 | asc_active_window->window); |
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508 | asc_clear_error(); |
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509 | asc_context_quit(); |
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510 | } |
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511 | |
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512 | // game states |
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513 | if (game.state == GAME_STATE_PLAYING) { |
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514 | // TODO: implement hot seat 1on1 multiplayer |
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515 | player_controls(game.players[0]); |
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516 | } |
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517 | |
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518 | // debug-key for clearing the shader registry |
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519 | if (asc_key_pressed(ASC_KEY(S))) { |
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520 | asc_shader_clear_registry(); |
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521 | asc_dprintf("Shader cache cleared."); |
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522 | } |
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523 | |
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524 | // show/hide the FPS counter |
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525 | if (asc_key_pressed(ASC_KEY(F2))) { |
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526 | asc_scene_node_toggle_visibility(fps_counter); |
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527 | } |
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528 | |
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529 | // quit application on ESC key press |
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530 | if (asc_key_pressed(ASC_KEY(ESCAPE))) { |
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531 | asc_context_quit(); |
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532 | } |
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533 | } while (asc_loop_next()); |
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534 | |
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535 | // cleanup |
0 | 536 | asc_context_destroy(); |
537 | return 0; | |
538 | } | |
539 |