demo/snake/snake.c

Sun, 25 Jan 2026 15:37:23 +0100

author
Mike Becker <universe@uap-core.de>
date
Sun, 25 Jan 2026 15:37:23 +0100
changeset 296
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parent 294
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permissions
-rw-r--r--

recreate player sprite from scratch and remove all the interpolation noise

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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 #include <ascension/shader.h>
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33 #include <ascension/util.h>
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34
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35 #include <cx/printf.h>
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36 #include <cx/linked_list.h>
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37
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38 #define TEXTURE_2D_COUNT 3
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39 static AscTexture tex2d[TEXTURE_2D_COUNT];
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40 #define TEXTURE_PLAYER &tex2d[0]
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41 #define TEXTURE_PLAYER_COLOR_MAP &tex2d[1]
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42 #define TEXTURE_BACKDROP &tex2d[2]
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43
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44 #define SHADER_ID_PLAYER 1
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45
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46 #define BACKDROP_SCENE asc_window_scene(0)
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47 #define MAIN_SCENE asc_window_scene(1)
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48 #define HUD_WIDTH 400
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49
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50 enum MoveDirection {
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51 MOVE_UP,
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52 MOVE_LEFT,
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53 MOVE_DOWN,
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54 MOVE_RIGHT
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55 };
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56
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57 static asc_transform rotations[4];
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58 static asc_vec2i directions[4];
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59
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60 typedef struct {
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61 AscSceneNode *node;
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62 asc_color color;
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63 enum MoveDirection direction;
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64 enum MoveDirection target_direction;
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65 /**
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66 * The number of tiles this player can look.
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67 */
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68 float view_distance;
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69 /**
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70 * The speed in tiles per second.
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71 */
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72 float speed;
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73 /**
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74 * A linked list of vec2u elements describing the current trace.
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75 */
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76 CxList *trace;
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77 /**
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78 * The new position of the player when @c reset_position is @c true.
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79 */
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80 asc_vec2u new_position;
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81 unsigned health;
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82 bool alive;
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83 bool reset_position;
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84 uint8_t number;
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85 } Player;
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86
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87 #define GAME_FIELD_SIZE 32
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88 #define GAME_FIELD_TILE_SIZE 32
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89
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90 /** The bit in the tile data indicating if the tile exists. */
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91 #define GAME_FIELD_TILE_EXISTS_FLAG 0x80
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92 /** The bits in the tile data that identify the owner. */
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93 #define GAME_FIELD_TILE_OWNER_MASK 0xF
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94
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95 typedef struct {
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96 AscSceneNode *nodes[GAME_FIELD_SIZE][GAME_FIELD_SIZE];
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97 int8_t tile_data[GAME_FIELD_SIZE][GAME_FIELD_SIZE];
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98 } GameField;
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99
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100
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101 #define GAME_STATE_MENU 0
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102 #define GAME_STATE_PLAYING 1
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103 #define GAME_STATE_GAME_OVER 2
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104
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105 typedef struct {
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106 int state;
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107 GameField *field;
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108 Player *players[4];
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109 } GameState;
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110
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111 GameState game = {0};
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112
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113 static void globals_init(void) {
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114 asc_transform_identity(rotations[MOVE_UP]);
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115 asc_transform_roll(rotations[MOVE_LEFT], asc_rad(-90));
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116 asc_transform_roll(rotations[MOVE_RIGHT], asc_rad(90));
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117 asc_transform_roll(rotations[MOVE_DOWN], asc_rad(180));
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118 directions[MOVE_UP] = ASC_VEC2I(0, -1);
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119 directions[MOVE_LEFT] = ASC_VEC2I(-1, 0);
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120 directions[MOVE_DOWN] = ASC_VEC2I(0, 1);
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121 directions[MOVE_RIGHT] = ASC_VEC2I(1, 0);
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122 }
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123
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124 static void textures_destroy(void) {
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125 asc_texture_destroy(tex2d, TEXTURE_2D_COUNT);
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126 }
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127
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128 static void textures_init(void) {
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129 // don't use interpolation for pixel art
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130 asc_texture_init(tex2d, 2, ASC_TEXTURE_2D,
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131 ASC_TEXTURE_MIN_FILTER_NEAREST, ASC_TEXTURE_MAG_FILTER_NEAREST);
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132 asc_texture_from_file(TEXTURE_PLAYER, "player.png");
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133 asc_texture_from_file(TEXTURE_PLAYER_COLOR_MAP, "player-color-map.png");
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134 // interpolate larger, not pixelated, textures
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135 asc_texture_init(tex2d+2, 1, ASC_TEXTURE_2D,
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136 ASC_TEXTURE_MIN_FILTER_LINEAR, ASC_TEXTURE_MAG_FILTER_LINEAR);
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137 asc_texture_from_file(TEXTURE_BACKDROP, "backdrop.png");
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138 asc_gl_context_add_cleanup_func(asc_active_glctx, textures_destroy);
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139 }
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140
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141 static void backdrop_scale(AscBehavior *behavior) {
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142 // scale the backdrop to the size of the window
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143 if (!asc_active_window->resized) return;
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144 asc_ptr_cast(AscSprite, sprite, behavior->node);
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145 asc_vec2u window_size = asc_active_window->rect.size;
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146 asc_sprite_set_size(sprite, window_size);
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147 }
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148
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149 static void main_scene_frame_scale(AscBehavior *behavior) {
262
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150 if (!asc_active_window->resized) return;
244
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151 asc_ptr_cast(AscRectangle, frame, behavior->node);
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152 asc_rectangle_set_bounds(frame, asc_scene_viewport(MAIN_SCENE));
213
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153 }
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154
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155 static void backdrop_create(void) {
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156 const float scale = 1.f / asc_active_window->ui_scale;
213
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157 AscSceneNode *node = asc_sprite(
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158 .texture = TEXTURE_BACKDROP,
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159 .texture_scale_mode = ASC_TEXTURE_SCALE_REPEAT,
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160 .texture_scale_x = scale, .texture_scale_y = scale,
213
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161 );
234
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162 asc_behavior_add(node, .func = backdrop_scale);
213
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163 asc_scene_add_node(BACKDROP_SCENE, node);
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164
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165 // also add a frame for the main scene
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166 // add this to the UI layer so that the border size does not scale
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167 AscSceneNode *frame = asc_rectangle(.thickness = 2, .color = ASC_RGBi(66, 142, 161));
244
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168 asc_behavior_add(frame, .func = main_scene_frame_scale);
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169 asc_ui_add_node(frame);
213
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170 }
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171
234
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172 static void fps_counter_update(AscBehavior *behavior) {
193
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173 asc_ptr_cast(AscText, node, behavior->node);
165
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174 static float last_fps = 0.f;
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175 if (fabsf(asc_context.frame_rate - last_fps) > 1) {
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176 last_fps = asc_context.frame_rate;
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177 asc_text_printf(node, "%.2f FPS", asc_context.frame_rate);
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178 }
148
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179 }
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180
234
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181 static void fps_counter_tie_to_corner(AscBehavior *behavior) {
148
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182 // TODO: this should be replaced with some sort of UI layout manager
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183 AscSceneNode *node = behavior->node;
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184 if (asc_test_flag(node->flags, ASC_SCENE_NODE_GRAPHICS_UPDATED) || asc_active_window->resized) {
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185 asc_scene_node_set_position2f(node, ASC_VEC2F(10,
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186 asc_active_window->rect.size.height - ((AscText*)node)->dimension.height - 10
189
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187 ));
37
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188 }
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189 }
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190
260
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191 static AscSceneNode *fps_counter_create(void) {
214
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192 AscSceneNode *node = asc_text(
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193 .name = "FPS Counter",
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194 .color = ASC_RGB(1, 1, 1),
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195 .font = asc_font(ASC_FONT_REGULAR, 12),
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196 );
234
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197 asc_behavior_add(node, .func = fps_counter_update, .interval = asc_seconds(1));
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198 asc_behavior_add(node, fps_counter_tie_to_corner);
279
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199 asc_behavior_disable_all_while_hidden(node);
155
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200 asc_ui_add_node(node);
260
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201 return node;
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202 }
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203
275
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204 static void game_over_text_keep_centered(AscBehavior *behavior) {
279
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205 if (!behavior->reactivated && !asc_active_window->resized) return;
275
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206
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207 AscSceneNode *node = behavior->node;
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208 // center the "game over" text in the game field viewport
287
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209 const asc_rect main_scene_viewport = asc_scene_viewport(MAIN_SCENE);
275
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210 asc_scene_node_set_position2f(node, ASC_VEC2F(
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211 main_scene_viewport.pos.x + main_scene_viewport.size.x / 2.f,
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212 main_scene_viewport.pos.y + main_scene_viewport.size.y / 2.f - 36
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213 ));
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214 }
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215
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216 static AscSceneNode *game_over_create_text(void) {
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217 AscSceneNode *node = asc_text(
278
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218 .name = "game_over_text",
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219 .text = "Game Over\nPress R to Restart",
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220 .color = ASC_RGB(1, 1, 1),
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221 .font = asc_font(ASC_FONT_REGULAR, 36),
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222 .alignment = ASC_TEXT_ALIGN_CENTER,
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223 .centered = true,
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224 );
275
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225
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226 asc_scene_node_hide(node);
279
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227 asc_behavior_add(node, game_over_text_keep_centered, .disable_while_hidden = true);
275
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228 asc_ui_add_node(node);
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229
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230 return node;
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231 }
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232
247
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233 static bool game_field_tile_chown(asc_vec2u coords, Player *player) {
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234 unsigned x = coords.x, y = coords.y;
265
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235 asc_ptr_cast(AscRectangle, tile, game.field->nodes[x][y]);
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236 int old_owner = game.field->tile_data[x][y] & GAME_FIELD_TILE_OWNER_MASK;
247
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237 if (player == NULL) {
265
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238 asc_clear_flag(game.field->tile_data[x][y], GAME_FIELD_TILE_OWNER_MASK);
256
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239 tile->color = ASC_RGBi(16, 50, 160);
247
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240 } else {
265
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241 asc_set_flag_masked(game.field->tile_data[x][y], GAME_FIELD_TILE_OWNER_MASK, player->number);
247
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242 tile->color = player->color;
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243 }
265
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244 int new_owner = game.field->tile_data[x][y] & GAME_FIELD_TILE_OWNER_MASK;
247
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245 return old_owner != new_owner;
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246 }
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247
265
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248 static void game_field_create() {
247
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249 // TODO: create a more interesting map than just a basic grid
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250 AscSceneNode *node = asc_scene_node_empty();
265
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251 game.field = asc_scene_node_allocate_data(node, sizeof(GameField));
247
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252 for (unsigned x = 0; x < GAME_FIELD_SIZE; x++) {
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253 for (unsigned y = 0; y < GAME_FIELD_SIZE; y++) {
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254 AscSceneNode *tile = asc_rectangle(
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255 .x = x*GAME_FIELD_TILE_SIZE, .y = y*GAME_FIELD_TILE_SIZE, .filled = true, .thickness = 2,
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256 .width = GAME_FIELD_TILE_SIZE, .height = GAME_FIELD_TILE_SIZE,
256
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257 .color = ASC_RGBi(16, 50, 160),
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258 .border_color = ASC_RGBi(20, 84, 128),
247
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259 );
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260
265
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261 game.field->tile_data[x][y] = GAME_FIELD_TILE_EXISTS_FLAG;
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262 game.field->nodes[x][y] = tile;
247
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263
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264 asc_scene_node_add(node, tile);
247
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265 }
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266 }
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267 asc_scene_node_set_zindex(node, -2);
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268 asc_scene_add_node(MAIN_SCENE, node);
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269 }
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270
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271 static asc_vec2u game_field_tile_at_position(asc_vec3f position) {
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272 return ASC_VEC2U((int)position.x / GAME_FIELD_TILE_SIZE, (int)position.y / GAME_FIELD_TILE_SIZE);
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273 }
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274
242
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275 typedef struct {
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276 AscShaderProgram program;
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277 asc_uniform_loc map_albedo;
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278 asc_uniform_loc map_color;
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279 asc_uniform_loc color;
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280 } PlayerShader;
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281
290
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282 static void player_shader_init(AscShaderProgram *p, CX_UNUSED int flags) {
270
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283 asc_shader_set_uniform_loc_by_name(p, PlayerShader, map_albedo);
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284 asc_shader_set_uniform_loc_by_name(p, PlayerShader, map_color);
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285 asc_shader_set_uniform_loc_by_name(p, PlayerShader, color);
242
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286 }
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287
290
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288 static AscShaderProgram *player_shader_create(CX_UNUSED int unused) {
242
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289 return asc_shader_create((AscShaderCodes) {
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290 .vtx = {.source_file = "sprite_vtx.glsl"},
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291 .frag = {.source_file = "player.glsl",},
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292 }, sizeof(PlayerShader), player_shader_init, 0);
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293 }
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294
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295 static void player_draw(const AscCamera *camera, const AscSceneNode *node) {
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296 asc_cptr_cast(AscSprite, sprite, node);
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297 const Player *player = node->user_data;
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298
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299 // TODO: we shall finally add the shader information to the node
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300 const AscShaderProgram *s = asc_shader_lookup(
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301 SHADER_ID_PLAYER, player_shader_create, 0
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302 );
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303 if (asc_shader_use(s, camera)) return;
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304 asc_cptr_cast(PlayerShader, shader, s);
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305
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306 asc_shader_upload_model_matrix(s, node);
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307
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308 // Bind texture
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309 asc_texture_bind(TEXTURE_PLAYER, shader->map_albedo, 0);
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310 asc_texture_bind(TEXTURE_PLAYER_COLOR_MAP, shader->map_color, 1);
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311 asc_shader_upload_color(shader->color, player->color);
242
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312 asc_mesh_draw_triangle_strip(&sprite->mesh);
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313 }
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314
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315 static void player_position(Player *pl, unsigned x, unsigned y) {
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316 pl->new_position.x = x;
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317 pl->new_position.y = y;
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318 pl->reset_position = true;
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319 }
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320
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321 static void player_position_random(Player *pl) {
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322 // TODO: check if the spawn location is viable when there is more action on the board
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323 player_position(
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324 pl,
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325 4u + asc_util_rand(GAME_FIELD_SIZE - 8u),
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326 4u + asc_util_rand(GAME_FIELD_SIZE - 8u)
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327 );
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328 }
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329
274
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330 static void player_main_behavior(AscBehavior *behavior) {
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331 AscSceneNode *node = behavior->node;
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332 Player *player = node->user_data;
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333
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334 if (player->alive && player->health == 0) {
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335 player->alive = false;
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336 asc_scene_node_hide(node);
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337 // TODO: probably we don't want the entire trace to disappear instantly
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338 cxListClear(player->trace);
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339 // TODO: this should be controlled by another behavior that watches all players
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340 game.state = GAME_STATE_GAME_OVER;
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341 }
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342
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343 // TODO: replace with respawn event
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344 if (!player->alive && player->health > 0) {
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345 player_position_random(player);
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346 player->alive = true;
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347 asc_scene_node_show(node);
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348 }
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349 }
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350
234
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351 static void player_move(AscBehavior *behavior) {
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352 AscSceneNode *node = behavior->node;
234
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353 Player *player = node->user_data;
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354
247
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355 const float ts = (float) GAME_FIELD_TILE_SIZE;
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356
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357 // check if the position is set programmatically
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358 if (player->reset_position) {
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359 asc_scene_node_set_position2f(node,
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360 ASC_VEC2F(
247
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361 ts * (player->new_position.x + .5f),
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362 ts * (player->new_position.y + .5f)
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363 ));
234
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364 player->reset_position = false;
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365 return;
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366 }
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367
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368 // normal movement
247
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369 const float speed = ts * player->speed * asc_context.frame_factor;
234
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370 const asc_vec2i dir = directions[player->direction];
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371 const asc_vec2f movement = asc_vec2f_scale(asc_vec2_itof(dir), speed);
247
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372
217
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373 // check if we are supposed to change the direction
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374 if (player->direction == player->target_direction) {
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375 // move without changing the direction
216
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376 asc_scene_node_move2f(node, movement);
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377 } else {
217
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378 // determine axis
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379 // and check if we are about to cross the center
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380 // this relies on positive positions!
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381 bool rotate = false;
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382 if (movement.x == 0) {
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383 // vertical movement
247
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384 const float y_0 = floorf(node->position.y / ts);
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385 const float y_curr = node->position.y / ts - y_0;
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386 const float y_next = (node->position.y+movement.y) / ts - y_0;
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387 const bool side_curr = y_curr > 0.5f;
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388 const bool side_next = y_next > 0.5f;
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389 rotate = side_curr ^ side_next;
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390 } else {
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391 // horizontal movement
247
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392 const float x0 = floorf(node->position.x / ts);
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393 const float x_curr = node->position.x / ts - x0;
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394 const float x_next = (node->position.x+movement.x) / ts - x0;
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395 const bool side_curr = x_curr > 0.5f;
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396 const bool side_next = x_next > 0.5f;
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397 rotate = side_curr ^ side_next;
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398 }
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399 if (rotate) {
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400 // snap position to the center of the tile
247
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401 asc_scene_node_set_position2f(node,
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402 ASC_VEC2F(
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403 (.5f+floorf(node->position.x / ts)) * ts,
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404 (.5f+floorf(node->position.y / ts)) * ts
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405 ));
234
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406 player->direction = player->target_direction;
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407 asc_scene_node_set_rotation(node, rotations[player->direction]);
216
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408 } else {
217
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409 // changing the direction not permitted, yet, continue movement
216
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410 asc_scene_node_move2f(node, movement);
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411 }
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412 }
247
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413
265
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414 // die when leaving the game field
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415 if (node->position.x < 0 || node->position.y < 0 ||
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416 node->position.x > GAME_FIELD_SIZE*GAME_FIELD_TILE_SIZE ||
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417 node->position.y > GAME_FIELD_SIZE*GAME_FIELD_TILE_SIZE) {
274
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418 // TODO: replace setting health to zero with a "kill" event
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419 player->health = 0;
265
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diff changeset
420 return;
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diff changeset
421 }
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parents: 264
diff changeset
422
247
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parents: 245
diff changeset
423 // TODO: collision detection
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parents: 245
diff changeset
424
3547254742a7 add player's trace and removes the origin offsets from the game field's tiles
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parents: 245
diff changeset
425 // update the trace, if necessary.
3547254742a7 add player's trace and removes the origin offsets from the game field's tiles
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parents: 245
diff changeset
426 // remark: some calculations are repeated here, but they are cheap enough
3547254742a7 add player's trace and removes the origin offsets from the game field's tiles
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parents: 245
diff changeset
427 {
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parents: 245
diff changeset
428 const asc_vec2u tile_coords = game_field_tile_at_position(node->position);
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parents: 245
diff changeset
429 if (tile_coords.x > GAME_FIELD_SIZE || tile_coords.y > GAME_FIELD_SIZE) return;
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parents: 245
diff changeset
430 if (game_field_tile_chown(tile_coords, player)) {
3547254742a7 add player's trace and removes the origin offsets from the game field's tiles
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parents: 245
diff changeset
431 // new owner of the tile!
3547254742a7 add player's trace and removes the origin offsets from the game field's tiles
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parents: 245
diff changeset
432 asc_vec2u p = tile_coords;
3547254742a7 add player's trace and removes the origin offsets from the game field's tiles
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parents: 245
diff changeset
433 cxListAdd(player->trace, &p);
3547254742a7 add player's trace and removes the origin offsets from the game field's tiles
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parents: 245
diff changeset
434 if (cxListSize(player->trace) > 7) {
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parents: 245
diff changeset
435 // TODO: implement power-up which makes the trace longer
265
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diff changeset
436 cxListRemove(player->trace, 0);
247
3547254742a7 add player's trace and removes the origin offsets from the game field's tiles
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parents: 245
diff changeset
437 }
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parents: 245
diff changeset
438 }
3547254742a7 add player's trace and removes the origin offsets from the game field's tiles
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diff changeset
439 }
205
d1e44c861426 hack a quick example for both rotation directions
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diff changeset
440 }
d1e44c861426 hack a quick example for both rotation directions
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parents: 204
diff changeset
441
272
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442 static void player_controls(AscBehavior *behavior) {
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443 Player *player = behavior->node->user_data;
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444 // TODO: different key bindings for different player number in hot seat mode
260
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445 if (asc_key_pressed(ASC_KEY(LEFT))) {
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446 if (player->direction != MOVE_RIGHT) {
2649d04f0287 start giving the game code more structure
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447 player->target_direction = MOVE_LEFT;
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448 }
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449 }
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diff changeset
450 if (asc_key_pressed(ASC_KEY(RIGHT))) {
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451 if (player->direction != MOVE_LEFT) {
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diff changeset
452 player->target_direction = MOVE_RIGHT;
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453 }
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454 }
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diff changeset
455 if (asc_key_pressed(ASC_KEY(UP))) {
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parents: 257
diff changeset
456 if (player->direction != MOVE_DOWN) {
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diff changeset
457 player->target_direction = MOVE_UP;
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458 }
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parents: 257
diff changeset
459 }
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parents: 257
diff changeset
460 if (asc_key_pressed(ASC_KEY(DOWN))) {
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parents: 257
diff changeset
461 if (player->direction != MOVE_UP) {
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diff changeset
462 player->target_direction = MOVE_DOWN;
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463 }
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parents: 257
diff changeset
464 }
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diff changeset
465 }
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diff changeset
466
247
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diff changeset
467 static void player_destroy(CxAllocator *allocator, Player *player) {
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diff changeset
468 cxListFree(player->trace);
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parents: 245
diff changeset
469 cxFree(allocator, player);
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parents: 245
diff changeset
470 }
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diff changeset
471
265
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diff changeset
472 static void player_trace_release_tile(asc_vec2u *coords) {
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diff changeset
473 game_field_tile_chown(*coords, NULL);
5c915d01bdc0 add simple game over screen
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diff changeset
474 }
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parents: 264
diff changeset
475
234
a1d70b8018c1 improve structure of the game code and add a function to set the player position
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parents: 233
diff changeset
476 static Player *player_create(void) {
247
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parents: 245
diff changeset
477 AscSceneNode *node = asc_sprite(
114
5b91bbab1ac0 give them nodes names
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parents: 110
diff changeset
478 .name = "Player",
245
0cc396ade3b0 add a simple struct for the game field that may be extended later
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parents: 244
diff changeset
479 .width = GAME_FIELD_TILE_SIZE,
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parents: 244
diff changeset
480 .height = GAME_FIELD_TILE_SIZE,
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parents: 244
diff changeset
481 .origin_x = GAME_FIELD_TILE_SIZE / 2,
0cc396ade3b0 add a simple struct for the game field that may be extended later
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parents: 244
diff changeset
482 .origin_y = GAME_FIELD_TILE_SIZE / 2,
88
6234b7ea48f3 add support for 2d textures in sprite shader - fixes #386
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parents: 86
diff changeset
483 );
247
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diff changeset
484 asc_scene_add_node(MAIN_SCENE, node);
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parents: 245
diff changeset
485 Player *player = asc_scene_node_allocate_data(node, sizeof(Player));
288
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diff changeset
486 player->node = node;
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diff changeset
487 player->view_distance = 7.f; // start with 7 tiles
240
5ed38debd4a7 redesign game field and make it larger (and the player faster)
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parents: 238
diff changeset
488 player->speed = 3.f; // start with 3 tiles/sec
247
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diff changeset
489 player->number = 1;
265
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diff changeset
490 player->health = 100;
256
60014484121c remove the asc_col4i datatype in favor of a unified asc_color type
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diff changeset
491 player->color = ASC_RGB(1, 0, 0);
290
2eb3813562e7 update uwproj and ucx
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diff changeset
492 player->trace = cxLinkedListCreate(NULL, sizeof(asc_vec2u));
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diff changeset
493 cxSetDestructor(player->trace, player_trace_release_tile);
247
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diff changeset
494 node->draw_func = player_draw;
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diff changeset
495 node->user_data_free_func = (cx_destructor_func2)player_destroy;
274
ba7f043f9fdf move the player's life "controller" to a behavior
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diff changeset
496
ba7f043f9fdf move the player's life "controller" to a behavior
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diff changeset
497 // add behaviors
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diff changeset
498 asc_behavior_add(node, player_main_behavior, .always_enabled = true);
272
6ed9fb9662c0 move player controls into a behavior
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parents: 271
diff changeset
499 asc_behavior_add(node, player_controls);
247
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parents: 245
diff changeset
500 asc_behavior_add(node, player_move);
279
97a1a7fb4f1a do not use different vocabulary (enable/disable vs. pause/unpause) for the behavior's enabled-state
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parents: 278
diff changeset
501 asc_behavior_disable_all_while_hidden(node);
274
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diff changeset
502
234
a1d70b8018c1 improve structure of the game code and add a function to set the player position
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parents: 233
diff changeset
503 return player;
88
6234b7ea48f3 add support for 2d textures in sprite shader - fixes #386
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parents: 86
diff changeset
504 }
6234b7ea48f3 add support for 2d textures in sprite shader - fixes #386
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parents: 86
diff changeset
505
288
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diff changeset
506 static void main_scene_viewport_update(AscCamera *camera, asc_vec2u window_size) {
233
bda74199223f handle the edge-case when a viewport vanishes
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parents: 231
diff changeset
507 // margins
238
e22abcd22e47 make the default window scaling and positioning screen resolution dependent
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diff changeset
508 const unsigned margin = 16;
233
bda74199223f handle the edge-case when a viewport vanishes
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parents: 231
diff changeset
509
bda74199223f handle the edge-case when a viewport vanishes
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parents: 231
diff changeset
510 // space for score, power-ups, etc.
238
e22abcd22e47 make the default window scaling and positioning screen resolution dependent
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parents: 234
diff changeset
511 const unsigned left_area = (unsigned) (asc_active_window->ui_scale*HUD_WIDTH);
229
5c05b5164a16 first idea of what the main scene could look like
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parents: 227
diff changeset
512
233
bda74199223f handle the edge-case when a viewport vanishes
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diff changeset
513 // calculate how many pixels need to be removed from width and height
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parents: 231
diff changeset
514 const unsigned rw = 2*margin + left_area;
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diff changeset
515 const unsigned rh = 2*margin;
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parents: 231
diff changeset
516
bda74199223f handle the edge-case when a viewport vanishes
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parents: 231
diff changeset
517 // check if there is still a viewport left and chicken out when not
bda74199223f handle the edge-case when a viewport vanishes
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parents: 231
diff changeset
518 if (window_size.width < rw || window_size.height < rh) {
288
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parents: 287
diff changeset
519 camera->viewport = ASC_RECT(0, 0, 0, 0);
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diff changeset
520 return;
233
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parents: 231
diff changeset
521 }
bda74199223f handle the edge-case when a viewport vanishes
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parents: 231
diff changeset
522 window_size.width -= rw;
bda74199223f handle the edge-case when a viewport vanishes
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parents: 231
diff changeset
523 window_size.height -= rh;
229
5c05b5164a16 first idea of what the main scene could look like
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parents: 227
diff changeset
524
99
ac143db979dc add aspect-ration independent rendering
Mike Becker <universe@uap-core.de>
parents: 98
diff changeset
525 // Compute scaling and offsets
105
2b7f92ff2c15 improve datatypes
Mike Becker <universe@uap-core.de>
parents: 101
diff changeset
526 unsigned viewport_size, offset_x = 0, offset_y = 0;
99
ac143db979dc add aspect-ration independent rendering
Mike Becker <universe@uap-core.de>
parents: 98
diff changeset
527 if (window_size.width > window_size.height) {
ac143db979dc add aspect-ration independent rendering
Mike Becker <universe@uap-core.de>
parents: 98
diff changeset
528 // Wider window: letterbox (black bars on top/bottom)
ac143db979dc add aspect-ration independent rendering
Mike Becker <universe@uap-core.de>
parents: 98
diff changeset
529 offset_x = (window_size.width - window_size.height) / 2;
ac143db979dc add aspect-ration independent rendering
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parents: 98
diff changeset
530 viewport_size = window_size.height;
ac143db979dc add aspect-ration independent rendering
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parents: 98
diff changeset
531 } else {
ac143db979dc add aspect-ration independent rendering
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parents: 98
diff changeset
532 // Taller window: pillarbox (black bars on sides)
ac143db979dc add aspect-ration independent rendering
Mike Becker <universe@uap-core.de>
parents: 98
diff changeset
533 offset_y = (window_size.height - window_size.width) / 2;
ac143db979dc add aspect-ration independent rendering
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parents: 98
diff changeset
534 viewport_size = window_size.width;
ac143db979dc add aspect-ration independent rendering
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parents: 98
diff changeset
535 }
229
5c05b5164a16 first idea of what the main scene could look like
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parents: 227
diff changeset
536 offset_x += left_area + margin;
5c05b5164a16 first idea of what the main scene could look like
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parents: 227
diff changeset
537 offset_y += margin;
99
ac143db979dc add aspect-ration independent rendering
Mike Becker <universe@uap-core.de>
parents: 98
diff changeset
538
ac143db979dc add aspect-ration independent rendering
Mike Becker <universe@uap-core.de>
parents: 98
diff changeset
539 // Set the viewport to the scaled and centered region
288
8796f03aac26 make the camera follow the player + add limited vision
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parents: 287
diff changeset
540 camera->viewport = ASC_RECT(offset_x, offset_y, viewport_size, viewport_size);
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parents: 287
diff changeset
541 }
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parents: 287
diff changeset
542
8796f03aac26 make the camera follow the player + add limited vision
Mike Becker <universe@uap-core.de>
parents: 287
diff changeset
543 static void main_scene_camera_update(AscCamera *camera) {
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parents: 287
diff changeset
544 // follow the player
8796f03aac26 make the camera follow the player + add limited vision
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parents: 287
diff changeset
545 // TODO: for hot seat / split screen updates we need to attach custom data to the camera
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parents: 287
diff changeset
546 // s.t. the camera knows which player to follow
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parents: 287
diff changeset
547 const Player *player = game.players[0];
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parents: 287
diff changeset
548
8796f03aac26 make the camera follow the player + add limited vision
Mike Becker <universe@uap-core.de>
parents: 287
diff changeset
549 const AscSceneNode *player_node = player->node;
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parents: 287
diff changeset
550 const float view_distance = player->view_distance;
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parents: 287
diff changeset
551 const float cam_view_distance = (1+view_distance) * GAME_FIELD_TILE_SIZE;
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parents: 287
diff changeset
552 const float proj_size = 2 * cam_view_distance;
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parents: 287
diff changeset
553
8796f03aac26 make the camera follow the player + add limited vision
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parents: 287
diff changeset
554 // TODO: create camera API to avoid direct access to the matrices
8796f03aac26 make the camera follow the player + add limited vision
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parents: 287
diff changeset
555
8796f03aac26 make the camera follow the player + add limited vision
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parents: 287
diff changeset
556 // update the projection matrix
8796f03aac26 make the camera follow the player + add limited vision
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parents: 287
diff changeset
557 asc_mat4f_ortho_update_size(camera->projection, proj_size, proj_size);
8796f03aac26 make the camera follow the player + add limited vision
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parents: 287
diff changeset
558
8796f03aac26 make the camera follow the player + add limited vision
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parents: 287
diff changeset
559 // update the view matrix
8796f03aac26 make the camera follow the player + add limited vision
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parents: 287
diff changeset
560 asc_vec2f pos = asc_scene_node_get_position2f(player_node);
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parents: 287
diff changeset
561 pos.x = -pos.x + cam_view_distance;
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562 pos.y = -pos.y + cam_view_distance;
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563 asc_transform_translate2f(camera->view, pos);
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564 }
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565
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566 int main(void) {
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567 asc_context_initialize();
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568 if (asc_has_error()) {
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569 SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR,
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570 "Fatal Error",asc_get_error(), NULL);
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571 return 1;
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572 }
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573
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574 // initialize globals
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575 globals_init();
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576
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577 // create the window
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578 asc_window_initialize(0, asc_gl_context_settings_default(4, 0));
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579 asc_window_set_title(0, "Snake");
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580 asc_window_set_size(0, asc_vec2_ftou(
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581 asc_vec2f_scale(ASC_VEC2F(600+HUD_WIDTH, 600), asc_ui_scale_auto())));
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582 asc_window_center(0);
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583
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584 // load textures
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585 textures_init();
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586
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587 // initialize backdrop scene
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588 AscCamera backdrop_camera;
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589 asc_camera_init(&backdrop_camera,
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590 .type = ASC_CAMERA_ORTHO,
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591 .viewport_update_func = asc_camera_ortho_update_size
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592 );
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593 asc_scene_init(BACKDROP_SCENE, "backdrop", &backdrop_camera);
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594 backdrop_create();
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595
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596 // Initialize the main scene
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597 AscCamera main_camera;
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598 asc_camera_init(&main_camera,
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599 .type = ASC_CAMERA_ORTHO,
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600 .viewport_clear = true,
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601 .clear_color = ASC_RGBi(0, 32, 16),
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602 .viewport_update_func = main_scene_viewport_update,
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603 .update_func = main_scene_camera_update
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604 );
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605 asc_scene_init(MAIN_SCENE, "main", &main_camera);
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606
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607 // create the fps counter
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608 AscSceneNode *fps_counter = fps_counter_create();
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609 asc_scene_node_hide(fps_counter);
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610
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611 // create game over text
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612 AscSceneNode *text_game_over = game_over_create_text();
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613
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614 // initialize the game state
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615 // TODO: add a main menu and start with the menu
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616 game.state = GAME_STATE_PLAYING;
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617 game.players[0] = player_create();
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618 game_field_create();
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619
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620 // Main Loop
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621 do {
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622 // quit application on any error
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623 if (asc_has_error()) {
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624 SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR,
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625 "Fatal Error", asc_get_error(),
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626 asc_active_window->sdl);
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627 asc_clear_error();
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628 asc_context_quit();
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629 }
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630
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631 // game states
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632 // TODO: move this into a behavior - probably add a state machine that enables/disables behaviors
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633 if (game.state == GAME_STATE_GAME_OVER) {
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634 asc_scene_node_show(text_game_over);
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635 if (asc_key_pressed(ASC_KEY(R))) {
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636 // TODO: instead of setting the health, send a "respawn" event to the behavior
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637 game.players[0]->health = 100;
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638 // TODO: re-load the "level"
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639 game.state = GAME_STATE_PLAYING;
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640 asc_scene_node_hide(text_game_over);
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641 }
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642 }
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643
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644 // debug-key for clearing the shader registry
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645 if (asc_key_pressed(ASC_KEY(S))) {
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646 asc_shader_clear_registry();
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647 }
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648
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649 // show/hide the FPS counter
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650 if (asc_key_pressed(ASC_KEY(F2))) {
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651 asc_scene_node_toggle_visibility(fps_counter);
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652 }
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diff changeset
653
63
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654 // quit application on ESC key press
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655 if (asc_key_pressed(ASC_KEY(ESCAPE))) {
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656 asc_context_quit();
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657 }
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658 } while (asc_loop_next());
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659
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660 // cleanup
0
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661 asc_context_destroy();
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662 return 0;
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663 }
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parents:
diff changeset
664

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