test/snake.c

Thu, 21 Mar 2024 23:00:39 +0100

author
Mike Becker <universe@uap-core.de>
date
Thu, 21 Mar 2024 23:00:39 +0100
changeset 42
cc912686f663
parent 37
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child 44
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permissions
-rw-r--r--

increase maximum possible number of 2D layers

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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/ascension.h>
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29 #include <cx/printf.h>
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30
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31 static void update_fps_counter(AscSceneNode *node) {
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32 // addition and multiplication is more efficient testing for zero
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33 // at an unnoticeable cost of imprecision
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34 static unsigned last_fps = 0u;
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35 static unsigned debounce = 999u;
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36 unsigned fps = 1000u;
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37 debounce += asc_context.elapsed_millis;
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38 if (debounce >= 1000u) {
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39 debounce = 0;
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40 fps /= asc_context.elapsed_millis;
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41 if (fps != last_fps) {
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42 last_fps = fps;
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43 snprintf(asc_text_data(node)->text, 9, "%u FPS", fps);
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44 asc_node_update(node);
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45 }
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46 }
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47 }
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48
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49 static void create_fps_counter(void) {
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50 asc_set_font(asc_font(ASC_FONT_REGULAR, 24));
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51 asc_ink_rgb(255, 0, 0);
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52 AscSceneNode* node = asc_text(10, 10, "XXXXX FPS");
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53 asc_scene_add_behavior(node, update_fps_counter);
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54 asc_scene_add(&asc_window_active->ui, node);
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55 }
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56
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57 static void update_score_counter(AscSceneNode *node) {
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58 AscText *text = asc_text_data(node);
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59
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60 // tie to bottom left of the screen
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61 if (asc_window_active->resized) {
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62 asc_vec2i bottom_left = asc_window_active->dimensions;
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63 text->position.x = bottom_left.x - text->dimension.width - 10;
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64 text->position.y = bottom_left.y - text->dimension.height - 10;
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65 asc_node_update_transform(text);
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66 }
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67 }
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68
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69 static void create_score_counter(void) {
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70 asc_set_font(asc_font(ASC_FONT_BOLD, 14));
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71 asc_ink_rgb(0, 255, 0);
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72 AscSceneNode* node = asc_text(0, 0, "Score: 0");
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73 asc_scene_add_behavior(node, update_score_counter);
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74 asc_scene_add(&asc_window_active->ui, node);
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75 }
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76
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77 int main(int argc, char** argv) {
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78 asc_context_initialize();
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79 if (asc_has_error()) {
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80 SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR,
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81 "Fatal Error",asc_get_error(),NULL);
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82 return 1;
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83 }
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84
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85 AscWindowSettings settings;
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86 asc_window_settings_init_defaults(&settings);
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87 settings.title = "Snake";
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88
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89 AscWindow *window = asc_window_initialize(0, &settings);
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90 asc_shader_initialize_predefined();
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91
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92 // create UI elements
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93 create_fps_counter();
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94 create_score_counter();
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95
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96
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97 // Main Loop
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98 do {
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99 // quit application on any error
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100 if (asc_has_error()) {
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101 SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR,
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102 "Fatal Error", asc_get_error(), window->window);
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103 asc_clear_error();
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104 break;
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105 }
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106 } while (asc_loop_next());
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107
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108 asc_context_destroy();
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109 return 0;
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110 }
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111

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