test/snake/snake.c

changeset 256
60014484121c
parent 249
2522fbeccede
--- a/test/snake/snake.c	Tue Aug 05 20:38:11 2025 +0200
+++ b/test/snake/snake.c	Wed Aug 06 00:37:01 2025 +0200
@@ -58,7 +58,7 @@
 static asc_vec2i directions[4];
 
 typedef struct {
-    asc_col4f color;
+    asc_color color;
     enum MoveDirection direction;
     enum MoveDirection target_direction;
     /**
@@ -143,7 +143,7 @@
 
     // also add a frame for the main scene
     // add this to the UI layer so that the border size does not scale
-    AscSceneNode *frame = asc_rectangle(.thickness = 2, .color = ASC_RGB(66, 142, 161));
+    AscSceneNode *frame = asc_rectangle(.thickness = 2, .color = ASC_RGBi(66, 142, 161));
     asc_behavior_add(frame, .func = main_scene_frame_scale);
     asc_ui_add_node(frame);
 }
@@ -170,7 +170,7 @@
 static void fps_counter_create(void) {
     AscSceneNode *node = asc_text(
         .name = "FPS Counter",
-        .color = ASC_RGB(255, 255, 255),
+        .color = ASC_RGB(1, 1, 1),
         .font = asc_font(ASC_FONT_REGULAR, 12),
     );
     asc_behavior_add(node, .func = fps_counter_update, .interval = asc_seconds(1));
@@ -187,7 +187,7 @@
     int old_owner = game_field->tile_data[x][y] & GAME_FIELD_TILE_OWNER_MASK;
     if (player == NULL) {
         asc_clear_flag(game_field->tile_data[x][y], GAME_FIELD_TILE_OWNER_MASK);
-        tile->color = asc_col_itof(ASC_RGB(16, 50, 160));
+        tile->color = ASC_RGBi(16, 50, 160);
     } else {
         asc_set_flag_masked(game_field->tile_data[x][y], GAME_FIELD_TILE_OWNER_MASK, player->number);
         tile->color = player->color;
@@ -205,8 +205,8 @@
             AscSceneNode *tile = asc_rectangle(
                 .x = x*GAME_FIELD_TILE_SIZE, .y = y*GAME_FIELD_TILE_SIZE, .filled = true, .thickness = 2,
                 .width = GAME_FIELD_TILE_SIZE, .height = GAME_FIELD_TILE_SIZE,
-                .color = ASC_RGB(16, 50, 160),
-                .border_color = ASC_RGB(20, 84, 128),
+                .color = ASC_RGBi(16, 50, 160),
+                .border_color = ASC_RGBi(20, 84, 128),
             );
 
             game_field->tile_data[x][y] = GAME_FIELD_TILE_EXISTS_FLAG;
@@ -259,7 +259,7 @@
     // Bind texture
     asc_texture_bind(TEXTURE_PLAYER, shader->map_albedo, 0);
     asc_texture_bind(TEXTURE_PLAYER_COLOR_MAP, shader->map_color, 1);
-    asc_shader_upload_col4f(shader->color, player->color);
+    asc_shader_upload_color(shader->color, player->color);
     asc_mesh_draw_triangle_strip(&sprite->mesh);
 }
 
@@ -370,7 +370,7 @@
     player_position(player, 12, 8);
     player->speed = 3.f; // start with 3 tiles/sec
     player->number = 1;
-    player->color = ASC_RGB_F(1, 0, 0);
+    player->color = ASC_RGB(1, 0, 0);
     player->trace = cxLinkedListCreateSimple(sizeof(asc_vec2i));
     node->draw_func = player_draw;
     node->user_data_free_func = (cx_destructor_func2)player_destroy;
@@ -452,7 +452,7 @@
             (GAME_FIELD_SIZE+2)*GAME_FIELD_TILE_SIZE
         ),
         .viewport_clear = true,
-        .clear_color = ASC_RGB(0, 32, 16),
+        .clear_color = ASC_RGBi(0, 32, 16),
         .viewport_update_func = main_scene_viewport_update
     );
 

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