test/snake/snake.c

Fri, 25 Apr 2025 23:06:23 +0200

author
Mike Becker <universe@uap-core.de>
date
Fri, 25 Apr 2025 23:06:23 +0200
changeset 97
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parent 96
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permissions
-rw-r--r--

fix missing update_transform() call when creating a sprite

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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
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31 #include <cx/printf.h>
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32
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33 enum Textures2d {
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34 TEX_SHIP = 0,
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35 TEX2D_COUNT
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36 };
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37 static AscTexture tex2d[TEX2D_COUNT];
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38 #define TEXTURE_SHIP &tex2d[TEX_SHIP]
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39
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40 #define MAIN_SCENE asc_window_scene(0)
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41
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42 static void destroy_textures(void *dummy) {
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43 asc_texture_destroy(tex2d, TEX2D_COUNT);
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44 }
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45
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46 static void init_textures(void) {
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47 asc_texture_init_2d(tex2d, TEX2D_COUNT);
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48 asc_texture_from_file(TEXTURE_SHIP, "ship.png");
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49 cxMempoolRegister(asc_active_glctx_mpool, tex2d, destroy_textures);
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50 }
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51
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52 static void update_fps_counter(AscSceneNode *node) {
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53 static uint64_t last_fps = 0;
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54 static uint64_t debounce = ASC_NANOS_SECOND - 1;
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55 debounce += asc_context.frame_nanos;
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56 // only update text every second
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57 if (debounce >= ASC_NANOS_SECOND) {
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58 debounce = 0;
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59 uint64_t fps = ASC_NANOS_SECOND;
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60 fps /= asc_context.frame_nanos;
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61 if (fps != last_fps) {
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62 last_fps = fps;
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63 asc_text_printf(node, "%"PRIu64" FPS", fps);
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64 }
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65 }
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66 // tie to bottom right of the screen
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67 if (asc_test_flag(node->flags, ASC_SCENE_NODE_GRAPHICS_UPDATED)
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68 || asc_active_window->resized) {
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69 asc_vec2i bottom_right = asc_active_window->dimensions;
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70 asc_vec2i scale = asc_get_scale2d(node);
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71 asc_set_position2d(
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72 node,
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73 bottom_right.x - scale.width - 10,
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74 bottom_right.y - scale.height - 10
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75 );
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76 }
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77 }
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78
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79 static void create_fps_counter(void) {
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80 asc_font(ASC_FONT_REGULAR, 12);
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81 asc_ink_rgba(128, 128, 128, 196);
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82 AscSceneNode *node = asc_text();
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83 asc_scene_add_behavior(node, update_fps_counter);
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84 asc_add_ui_node(node);
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85 }
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86
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87 static void create_score_counter(void) {
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88 asc_font(ASC_FONT_BOLD, 16);
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89 asc_ink_rgb(0, 255, 0);
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90 AscSceneNode* node = asc_text(
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91 .x = 10, .y = 10,
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92 .text = "Score: 0"
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93 );
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94 asc_add_ui_node(node);
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95 }
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96
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97 static void create_spaceship(void) {
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98 AscSceneNode *sprite = asc_sprite(
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99 .texture = TEXTURE_SHIP,
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100 .x = 250,
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101 .y = 300,
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102 .width = 64,
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103 .height = 64
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104 );
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105
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106 asc_scene_add_node(MAIN_SCENE, sprite);
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107
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108 // TODO: return something
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109 }
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110
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111 int main(int argc, char** argv) {
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112 asc_context_initialize();
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113 if (asc_has_error()) {
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114 SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR,
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115 "Fatal Error",asc_get_error(), NULL);
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116 return 1;
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117 }
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118 #ifdef TEST_BUILD
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119 asc_set_font_path("../../fonts");
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120 asc_set_shader_path("../../shader");
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121 asc_set_texture_path("../../test/snake/textures");
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122 #else
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123 #warning "Live build not yet supported"
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124 #endif
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125
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126 // create window
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127 AscWindowSettings settings;
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128 asc_window_settings_init_defaults(&settings);
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129 settings.title = "Snake";
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130 asc_window_initialize(0, &settings);
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131
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132 // initialize the main scene (a 500x500 game field)
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133 asc_scene_init(MAIN_SCENE);
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134 // TODO: this is intentionally bullshit at the moment to force me to care about aspect ratio
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135 asc_camera_ortho(&MAIN_SCENE->camera, (asc_recti){0, 0, 500, 500});
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136
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137 // load textures
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138 init_textures();
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139
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140 // create UI elements
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141 create_fps_counter();
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142 create_score_counter();
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143
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144 // create spaceship
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145 create_spaceship();
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146
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147 // Main Loop
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148 do {
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149 // quit application on any error
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150 if (asc_has_error()) {
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151 SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR,
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152 "Fatal Error", asc_get_error(),
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153 asc_active_window->window);
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154 asc_clear_error();
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155 asc_context_quit();
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156 }
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157
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158 // quit application on ESC key press
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159 if (asc_key_pressed(ESCAPE)) {
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160 asc_context_quit();
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161 }
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162 } while (asc_loop_next());
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163
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164 // cleanup
0
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165 asc_context_destroy();
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166 return 0;
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167 }
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168

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