Sun, 13 Jul 2025 17:17:15 +0200
hack a quick example for both rotation directions
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 | |
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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"); |
101 | 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 | asc_ptr_cast(AscText, 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); |
0 | 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) { |
105 | 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_node_set_position2f(node, ASC_VEC2F( |
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74 | (int) bottom_right.x - (int) text_size.width - 10, |
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75 | (int) bottom_right.y - (int) text_size.height - 10 |
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76 | )); |
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77 | } |
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78 | } |
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79 | |
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80 | static void scale_backdrop(AscBehavior *behavior) { |
101 | 81 | // scale the backdrop to the size of the window |
82 | if (asc_active_window->resized) { | |
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83 | asc_ptr_cast(AscSprite, sprite, behavior->node); |
105 | 84 | asc_vec2u window_size = asc_active_window->dimensions; |
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85 | asc_sprite_set_size(sprite, window_size); |
101 | 86 | } |
87 | } | |
88 | ||
89 | static void create_backdrop(void) { | |
117
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90 | AscSceneNode *node = asc_sprite( |
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91 | .texture = TEXTURE_BACKDROP, |
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92 | .texture_scale_mode = ASC_TEXTURE_SCALE_REPEAT |
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93 | ); |
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94 | asc_behavior_add(node, .func = scale_backdrop); |
101 | 95 | asc_scene_add_node(BACKDROP_SCENE, node); |
96 | } | |
97 | ||
70 | 98 | static void create_fps_counter(void) { |
99 | asc_font(ASC_FONT_REGULAR, 12); | |
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100 | asc_ink_rgb(255, 255, 255); |
114 | 101 | AscSceneNode *node = asc_text(.name = "FPS Counter"); |
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102 | asc_behavior_add(node, .func = update_fps_counter, .interval = asc_seconds(1)); |
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103 | asc_behavior_add(node, tie_fps_counter_to_corner); |
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104 | asc_ui_add_node(node); |
70 | 105 | } |
106 | ||
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107 | static void create_score_counter(void) { |
70 | 108 | asc_font(ASC_FONT_BOLD, 16); |
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109 | asc_ink_rgb(0, 255, 0); |
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110 | AscSceneNode *node = asc_text( |
114 | 111 | .name = "Score Counter", |
112 | .x = 10, .y = 10, | |
113 | .text = "Score: 0" | |
70 | 114 | ); |
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115 | asc_ui_add_node(node); |
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116 | } |
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117 | |
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118 | enum MoveDirection { |
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119 | MOVE_UP, |
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120 | MOVE_LEFT, |
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121 | MOVE_DOWN, |
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122 | MOVE_RIGHT |
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123 | }; |
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124 | |
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125 | static asc_transform rotations[4]; |
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126 | static asc_vec2f directions[4]; |
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127 | |
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128 | typedef struct { |
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129 | AscSceneNode *sprite; |
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130 | enum MoveDirection direction; |
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131 | } Spaceship; |
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132 | |
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133 | static void turn_left(Spaceship *spaceship) { |
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134 | spaceship->direction = (spaceship->direction + 1) % 4; |
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135 | asc_node_set_rotation(spaceship->sprite, rotations[spaceship->direction]); |
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136 | } |
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137 | |
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138 | static void turn_right(Spaceship *spaceship) { |
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139 | spaceship->direction = (spaceship->direction + 3) % 4; |
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140 | asc_node_set_rotation(spaceship->sprite, rotations[spaceship->direction]); |
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141 | } |
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142 | |
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143 | static Spaceship *create_spaceship(void) { |
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144 | // TODO: this all belongs somewhere else, this is just quickly hacked into here for testing |
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145 | asc_transform_identity(rotations[MOVE_UP]); |
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146 | asc_transform_roll(rotations[MOVE_LEFT], asc_rad(-90)); |
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147 | asc_transform_roll(rotations[MOVE_RIGHT], asc_rad(90)); |
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148 | asc_transform_roll(rotations[MOVE_DOWN], asc_rad(180)); |
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149 | directions[MOVE_UP] = ASC_VEC2F(0, -1); |
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150 | directions[MOVE_LEFT] = ASC_VEC2F(-1, 0); |
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151 | directions[MOVE_DOWN] = ASC_VEC2F(0, 1); |
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152 | directions[MOVE_RIGHT] = ASC_VEC2F(1, 0); |
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153 | AscSceneNode *sprite = asc_sprite( |
114 | 154 | .name = "Player", |
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155 | .texture = TEXTURE_SHIP, |
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156 | .x = 250, |
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157 | .y = 300, |
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158 | .width = 64, |
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159 | .height = 64, |
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160 | .origin_x = 32, |
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161 | .origin_y = 32, |
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162 | ); |
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163 | asc_scene_add_node(MAIN_SCENE, sprite); |
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164 | // TODO: this is never freed at the moment |
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165 | Spaceship *ship = cxZallocDefault(sizeof(Spaceship)); |
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166 | ship->sprite = sprite; |
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167 | return ship; |
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168 | } |
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169 | |
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170 | static asc_rect update_viewport_for_window_resize(asc_vec2u window_size) { |
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171 | // Compute scaling and offsets |
105 | 172 | unsigned viewport_size, offset_x = 0, offset_y = 0; |
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173 | if (window_size.width > window_size.height) { |
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174 | // Wider window: letterbox (black bars on top/bottom) |
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175 | offset_x = (window_size.width - window_size.height) / 2; |
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176 | viewport_size = window_size.height; |
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177 | } else { |
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178 | // Taller window: pillarbox (black bars on sides) |
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179 | offset_y = (window_size.height - window_size.width) / 2; |
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180 | viewport_size = window_size.width; |
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181 | } |
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182 | |
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183 | // Set the viewport to the scaled and centered region |
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184 | return ASC_RECT(offset_x, offset_y, viewport_size, viewport_size); |
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185 | } |
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186 | |
105 | 187 | int main(void) { |
0 | 188 | asc_context_initialize(); |
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189 | if (asc_has_error()) { |
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190 | SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, |
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191 | "Fatal Error",asc_get_error(), NULL); |
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192 | return 1; |
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193 | } |
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194 | #ifdef TEST_BUILD |
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195 | asc_set_font_path("../../fonts"); |
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196 | asc_set_shader_path("../../shader"); |
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197 | asc_set_texture_path("../../test/snake/textures"); |
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198 | #endif |
0 | 199 | |
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200 | // create window |
0 | 201 | AscWindowSettings settings; |
202 | asc_window_settings_init_defaults(&settings); | |
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203 | settings.title = "Snake"; |
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204 | asc_window_initialize(0, &settings); |
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205 | asc_ui_scale_auto(); |
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206 | |
101 | 207 | // load textures |
208 | init_textures(); | |
209 | ||
210 | // initialize the scenes | |
211 | const int game_field_size = 500; | |
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212 | asc_scene_init(BACKDROP_SCENE, |
101 | 213 | .type = ASC_CAMERA_ORTHO, |
214 | .projection_update_func = asc_camera_ortho_update_size | |
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215 | ); |
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216 | asc_ink_rgb(0, 128, 90); |
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217 | asc_scene_init(MAIN_SCENE, |
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218 | .type = ASC_CAMERA_ORTHO, |
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219 | .ortho.rect = ASC_RECT(0, 0, game_field_size, game_field_size), |
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220 | .viewport_clear = true, |
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221 | .viewport_update_func = update_viewport_for_window_resize |
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222 | ); |
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223 | |
101 | 224 | // backdrop for letterbox/pillarbox |
225 | create_backdrop(); | |
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226 | |
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227 | // create UI elements |
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228 | create_fps_counter(); |
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229 | create_score_counter(); |
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230 | |
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231 | // create spaceship |
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232 | Spaceship *spaceship = create_spaceship(); |
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233 | |
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234 | // Main Loop |
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235 | do { |
0 | 236 | // quit application on any error |
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237 | if (asc_has_error()) { |
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238 | SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, |
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239 | "Fatal Error", asc_get_error(), |
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240 | asc_active_window->window); |
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241 | asc_clear_error(); |
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242 | asc_context_quit(); |
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243 | } |
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244 | |
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245 | // player rotation |
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246 | if (asc_key_pressed(ASC_KEY(LEFT))) { |
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247 | turn_left(spaceship); |
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248 | } |
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249 | if (asc_key_pressed(ASC_KEY(RIGHT))) { |
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250 | turn_right(spaceship); |
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251 | } |
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252 | |
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253 | // debug-key for clearing the shader registry |
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254 | if (asc_key_pressed(ASC_KEY(S))) { |
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255 | asc_shader_clear_registry(); |
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256 | asc_dprintf("Shader cache cleared."); |
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257 | } |
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258 | |
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259 | // quit application on ESC key press |
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260 | if (asc_key_pressed(ASC_KEY(ESCAPE))) { |
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261 | asc_context_quit(); |
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262 | } |
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263 | } while (asc_loop_next()); |
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264 | |
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265 | // cleanup |
0 | 266 | asc_context_destroy(); |
267 | return 0; | |
268 | } | |
269 |