Add asteroids
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92
game.c
92
game.c
@@ -6,11 +6,19 @@
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#include <assert.h>
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#include <linux/input-event-codes.h>
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#include <math.h>
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#include <string.h>
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#define FIRE_MEAN -0.15
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#define FIRE_JITTER 0.01
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#define ASTEROID_MIN_VERTS 5
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#define ASTEROID_VERT_RANGE (MAX_VERTS - ASTEROID_MIN_VERTS)
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#define ASTEROID_A_JITTER 0.8
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#define ASTEROID_VEL_JITTER 0.001
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#define ASTEROID_OMG_JITTER 0.005
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#define INIT_ASTEROIDS 8
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#define LIN_PWR 0.0001
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#define ROT_PWR 0.002
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@@ -22,14 +30,6 @@
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#define NELEMS(arr) (sizeof(arr) / sizeof(arr[0]))
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typedef struct {
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bool visible;
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int entity;
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unsigned vert_count;
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vec2_t verts[MAX_VERTS];
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uint8_t flags;
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} shape_t;
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typedef struct {
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vec2_t pos;
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vec2_t vel;
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@@ -40,6 +40,20 @@ typedef struct {
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bool wrap;
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} entity_t;
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typedef struct {
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bool visible;
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int entity;
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unsigned vert_count;
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vec2_t verts[MAX_VERTS];
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uint8_t flags;
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} shape_t;
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typedef enum {
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ASTEROID_SMALL,
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ASTEROID_MEDIUM,
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ASTEROID_LARGE,
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} asteroid_size_t;
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static const vec2_t ship_verts[] = {
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{ 0.0, 0.11 },
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{ 0.05, -0.07 },
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@@ -110,6 +124,65 @@ static void shoot()
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memcpy(s->verts, shot_verts, sizeof(shot_verts));
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}
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static void gen_asteroid_shape(asteroid_size_t size, shape_t *out)
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{
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float r_mean, r_jitter;
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switch (size) {
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case ASTEROID_SMALL:
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r_mean = 0.05;
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r_jitter = 0.02;
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break;
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case ASTEROID_MEDIUM:
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r_mean = 0.1;
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r_jitter = 0.02;
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break;
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case ASTEROID_LARGE:
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r_mean = 0.15;
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r_jitter = 0.05;
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}
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const unsigned n
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= ASTEROID_MIN_VERTS + rng_uint32() % (ASTEROID_VERT_RANGE);
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out->vert_count = n;
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const float da = 2.0f * PI / n;
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for (unsigned i = 0; i < n; ++i) {
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const float r = r_mean + rng_plusminus() * r_jitter;
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const float a
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= i * da + ASTEROID_A_JITTER * rng_plusminus() * da / 2;
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out->verts[i] = (vec2_t) { r * cosf(a), r * sinf(a) };
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}
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}
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static void add_asteroid()
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{
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unsigned id;
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entity_t *e = add_entity(&id);
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e->wrap = true;
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e->pos.y = rng_plusminus();
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e->pos.x = aspect * rng_plusminus();
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e->vel = (vec2_t) {
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ASTEROID_VEL_JITTER * rng_plusminus(),
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ASTEROID_VEL_JITTER * rng_plusminus(),
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};
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e->omg = ASTEROID_OMG_JITTER * rng_plusminus();
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shape_t *s = add_shape(id, nullptr);
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s->visible = true;
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s->flags = WRAP | CONNECT;
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asteroid_size_t size;
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const float r = rng_canon();
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if (r < 0.2)
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size = ASTEROID_SMALL;
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else if (r < 0.5)
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size = ASTEROID_MEDIUM;
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else
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size = ASTEROID_LARGE;
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gen_asteroid_shape(size, s);
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}
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static void remove_shape(unsigned id)
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{
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if (id < shape_count - 1) {
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@@ -179,6 +252,9 @@ void game_init(float _aspect)
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fire->flags = WRAP | CONNECT;
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fire->vert_count = NELEMS(fire_verts);
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memcpy(fire->verts, fire_verts, sizeof(fire_verts));
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for (unsigned i = 0; i < INIT_ASTEROIDS; ++i)
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add_asteroid();
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}
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void game_update()
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