Refactor into more modular architecture

This commit is contained in:
Camden Dixie O'Brien
2025-10-17 14:03:34 +01:00
parent 34e32c6a46
commit 536ee74b61
12 changed files with 813 additions and 428 deletions

183
asteroids.c Normal file
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@@ -0,0 +1,183 @@
#include "asteroids.h"
#include "collisions.h"
#include "entity.h"
#include "renderer.h"
#include "rng.h"
#include "scene.h"
#include <assert.h>
#include <math.h>
#include <string.h>
#define MIN_VERTS 5
#define VERT_RANGE (MAX_VERTS - MIN_VERTS)
#define A_JITTER 0.8
#define V_JITTER 0.001
#define ROT_JITTER 0.005
#define R_JITTER 0.02
#define MIN_DIST 0.8
#define REPLACE_MIN 3
#define REPLACE_MAX 5
#define REPLACE_RANGE (REPLACE_MAX - REPLACE_MIN)
#define REPLACE_R_COEFF 0.8
#define REPLACE_R_JITTER 0.02
#define REPLACE_A_JITTER 0.4
#define REPLACE_V_JITTER 0.0005
#define REPLACE_RADIAL_V_COEFF 0.005
#define REPLACE_ROT_JITTER 0.02
#define COLLIDE_PRIOR 0
typedef struct {
bool valid;
unsigned component_id;
asteroid_size_t size;
} entry_t;
static asteroids_cb_t clear;
static unsigned count;
static entry_t entries[MAX_ENTITIES];
static float radii[] = {
[ASTEROID_SMALL] = 0.05f,
[ASTEROID_MEDIUM] = 0.1f,
[ASTEROID_LARGE] = 0.2f,
[ASTEROID_HUGE] = 0.4f,
};
static void update(unsigned new_entity_id, void *ref)
{
entry_t *old_e = (entry_t *)ref;
entry_t *new_e = entries + new_entity_id;
memcpy(new_e, old_e, sizeof(entry_t));
old_e->valid = false;
entity_update_component(new_entity_id, new_e->component_id, new_e);
}
static void remove(void *ref)
{
entry_t *e = (entry_t *)ref;
e->valid = false;
--count;
if (count == 0)
clear();
}
static void
create_asteroid(vec2_t pos, vec2_t vel, float rot, asteroid_size_t size)
{
const float r_mean = radii[size];
const unsigned n = MIN_VERTS + rng_uint32() % VERT_RANGE;
const float da = 2.0f * PI / n;
vec2_t verts[n];
for (unsigned i = 0; i < n; ++i) {
const float r = r_mean + rng_plusminus() * R_JITTER;
const float a_jitter = A_JITTER * rng_plusminus() * da / 2;
const float a = i * da + a_jitter;
verts[i] = (vec2_t) { r * cosf(a), r * sinf(a) };
}
const unsigned id = entity_add();
scene_add(id, verts, n, true);
physics_add(id, pos, MAT2_ID, vel, rot, r_mean * r_mean);
collisions_add(id, r_mean, COLLIDE_PRIOR, physics_bounce);
entry_t *entry = entries + id;
entry->valid = true;
entry->component_id = entity_add_component(id, update, remove, entry);
entry->size = size;
++count;
}
static asteroid_size_t draw_size(const asteroid_size_dist_entry_t *dist)
{
const float r = rng_canon();
float acc = 0;
for (unsigned i = 0; dist[i].probability != 0.0f; ++i) {
acc += dist[i].probability;
if (r < acc)
return dist[i].size;
}
assert(false);
}
void asteroids_clear()
{
count = 0;
memset(entries, 0, sizeof(entries));
}
void asteroids_on_clear(asteroids_cb_t cb)
{
clear = cb;
}
void asteroids_add(const asteroid_size_dist_entry_t *dist)
{
vec2_t pos;
do {
pos.y = rng_plusminus();
pos.x = aspect * rng_plusminus();
} while (vec2_len(pos) < MIN_DIST);
const vec2_t vel = {
V_JITTER * rng_plusminus(),
V_JITTER * rng_plusminus(),
};
const float rot = ROT_JITTER * rng_plusminus();
const asteroid_size_t size = draw_size(dist);
create_asteroid(pos, vel, rot, size);
}
void asteroids_hit(unsigned shot, unsigned asteroid, physics_sep_t)
{
assert(entries[asteroid].valid);
entity_mark(asteroid);
const asteroid_size_t old_size = entries[asteroid].size;
if (old_size == ASTEROID_SMALL)
return;
const asteroid_size_t size = old_size - 1;
const float mass = radii[size] * radii[size];
const physics_t *phys_shot = physics_get(shot);
const physics_t *phys_ast = physics_get(asteroid);
const vec2_t p_shot = vec2_scale(phys_shot->vel, phys_shot->mass);
const vec2_t p_ast = vec2_scale(phys_ast->vel, phys_ast->mass);
const unsigned n = REPLACE_MIN + rng_uint32() % REPLACE_RANGE;
const float da = 2 * PI / n;
const vec2_t p = vec2_add(p_shot, p_ast);
const vec2_t inherit_v = vec2_scale(p, 1 / (n * mass));
for (unsigned i = 0; i < n; ++i) {
const float r = REPLACE_R_COEFF * radii[old_size]
+ REPLACE_R_JITTER * rng_plusminus();
const float a = i * da + REPLACE_A_JITTER * rng_plusminus();
const vec2_t disp = { r * cosf(a), r * sinf(a) };
const vec2_t radial_v = vec2_scale(
vec2_norm(disp), REPLACE_RADIAL_V_COEFF * rng_canon());
const vec2_t jitter_v = {
REPLACE_V_JITTER * rng_plusminus(),
REPLACE_V_JITTER * rng_plusminus(),
};
const vec2_t pos = vec2_add(phys_ast->pos, disp);
const vec2_t vel = vec2_add(inherit_v, vec2_add(radial_v, jitter_v));
const float rot
= phys_ast->rot / n + REPLACE_ROT_JITTER * rng_plusminus();
create_asteroid(pos, vel, rot, size);
}
}
bool asteroids_check(unsigned id)
{
return entries[id].valid;
}

27
asteroids.h Normal file
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@@ -0,0 +1,27 @@
#ifndef ASTEROIDS_H
#define ASTEROIDS_H
#include "physics.h"
typedef void (*asteroids_cb_t)();
typedef enum {
ASTEROID_SMALL,
ASTEROID_MEDIUM,
ASTEROID_LARGE,
ASTEROID_HUGE,
} asteroid_size_t;
typedef struct {
float probability;
asteroid_size_t size;
} asteroid_size_dist_entry_t;
void asteroids_clear();
void asteroids_on_clear(asteroids_cb_t cb);
void asteroids_add(const asteroid_size_dist_entry_t *dist);
void asteroids_hit(unsigned shot, unsigned asteroid, physics_sep_t sep);
bool asteroids_check(unsigned id);
#endif

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@@ -8,4 +8,5 @@ defs="-D_POSIX_C_SOURCE=200809L"
$cc $warn $flags $libs $defs \
-o asteroids \
fb.c game.c input.c main.c maths.c renderer.c rng.c text.c
asteroids.c collisions.c entity.c fb.c game.c input.c \
main.c maths.c physics.c scene.c renderer.c rng.c text.c

87
collisions.c Normal file
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@@ -0,0 +1,87 @@
#include "collisions.h"
#include "entity.h"
#include <assert.h>
#include <string.h>
typedef struct {
bool valid;
unsigned component_id;
float r;
unsigned priority;
collision_cb_t cb;
} entry_t;
static unsigned max;
static entry_t entries[MAX_ENTITIES];
static void update(unsigned new_entity_id, void *ref)
{
entry_t *old_e = (entry_t *)ref;
entry_t *new_e = entries + new_entity_id;
memcpy(new_e, old_e, sizeof(entry_t));
old_e->valid = false;
entity_update_component(new_entity_id, new_e->component_id, new_e);
}
static void remove(void *ref)
{
entry_t *e = (entry_t *)ref;
e->valid = false;
}
void collisions_init()
{
max = 0;
}
void collisions_update()
{
for (unsigned i = 0; i < max; ++i) {
if (!entries[i].valid)
continue;
for (unsigned j = i + 1; j < max; ++j) {
if (!entries[j].valid)
continue;
const physics_sep_t sep = physics_separation(i, j);
if (sep.dist > entries[i].r + entries[j].r)
continue;
if (sep.va - sep.vb <= 0)
continue;
if (entries[i].priority >= entries[j].priority) {
entries[i].cb(i, j, sep);
} else {
const physics_sep_t flip_sep = {
.dist = sep.dist,
.norm = vec2_scale(sep.norm, -1),
.va = -sep.vb,
.vb = -sep.va,
};
entries[j].cb(j, i, flip_sep);
}
}
}
}
void collisions_add(
unsigned entity, float radius, unsigned priority, collision_cb_t cb)
{
assert(entity < MAX_ENTITIES);
if (entity >= max)
max = entity + 1;
else
assert(!entries[entity].valid);
entry_t *entry = entries + entity;
entry->valid = true;
entry->component_id
= entity_add_component(entity, update, remove, entry);
entry->r = radius;
entry->priority = priority;
entry->cb = cb;
}

14
collisions.h Normal file
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@@ -0,0 +1,14 @@
#ifndef COLLISIONS_H
#define COLLISIONS_H
#include "physics.h"
typedef void (*collision_cb_t)(unsigned a, unsigned b, physics_sep_t sep);
void collisions_init();
void collisions_update();
void collisions_add(
unsigned entity, float radius, unsigned priority, collision_cb_t cb);
#endif

88
entity.c Normal file
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@@ -0,0 +1,88 @@
#include "entity.h"
#include <assert.h>
#include <string.h>
#define MAX_COMPONENTS_PER_ENTITY 4U
typedef struct {
update_cb_t update;
remove_cb_t remove;
void *ref;
} component_t;
typedef struct {
bool marked;
unsigned count;
component_t components[MAX_COMPONENTS_PER_ENTITY];
} entity_t;
static unsigned count;
static entity_t entities[MAX_ENTITIES];
void entities_clear()
{
count = 0;
}
void entities_purge()
{
for (unsigned id = count - 1; id < count; --id) {
entity_t *e = entities + id;
if (!e->marked)
continue;
for (unsigned i = 0; i < e->count; ++i)
e->components[i].remove(e->components[i].ref);
const unsigned last = count - 1;
if (id != last) {
memcpy(e, entities + last, sizeof(entity_t));
for (unsigned i = 0; i < e->count; ++i)
e->components[i].update(id, e->components[i].ref);
}
--count;
}
}
unsigned entity_add()
{
assert(count < MAX_ENTITIES);
const unsigned id = count++;
memset(entities + id, 0, sizeof(entity_t));
return id;
}
void entity_mark(unsigned id)
{
assert(id < count);
entities[id].marked = true;
}
unsigned entity_add_component(
unsigned id, update_cb_t update, remove_cb_t remove, void *ref)
{
assert(id < count);
entity_t *e = entities + id;
assert(e->count < MAX_COMPONENTS_PER_ENTITY);
const unsigned component_id = e->count++;
e->components[component_id] = (component_t) {
.update = update,
.remove = remove,
.ref = ref,
};
return component_id;
}
void entity_update_component(
unsigned entity_id, unsigned component_id, void *new_ref)
{
assert(entity_id < count);
entity_t *e = entities + entity_id;
assert(component_id < e->count);
e->components[component_id].ref = new_ref;
}

20
entity.h Normal file
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@@ -0,0 +1,20 @@
#ifndef ENTITY_H
#define ENTITY_H
#define MAX_ENTITIES 256U
typedef void (*update_cb_t)(unsigned new_entity_id, void *ref);
typedef void (*remove_cb_t)(void *ref);
void entities_clear();
void entities_purge();
unsigned entity_add();
void entity_mark(unsigned id);
unsigned entity_add_component(
unsigned id, update_cb_t update, remove_cb_t remove, void *ref);
void entity_update_component(
unsigned entity_id, unsigned component_id, void *new_ref);
#endif

536
game.c
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@@ -1,8 +1,13 @@
#include "game.h"
#include "asteroids.h"
#include "collisions.h"
#include "entity.h"
#include "input.h"
#include "physics.h"
#include "renderer.h"
#include "rng.h"
#include "scene.h"
#include "text.h"
#include <assert.h>
@@ -10,88 +15,32 @@
#include <math.h>
#include <string.h>
#define INIT_LEVEL 1
#define SHIP_COLLIDE_R 0.05
#define SHIP_MASS 0.5
#define SHIP_MASS 0.02
#define FIRE_MEAN -0.15
#define FIRE_JITTER 0.01
#define INIT_LEVEL 1
#define ASTEROID_MIN_VERTS 5
#define ASTEROID_MAX_VERTS 8
#define ASTEROID_VERT_RANGE (ASTEROID_MAX_VERTS - ASTEROID_MIN_VERTS)
#define ASTEROID_A_JITTER 0.8
#define ASTEROID_VEL_JITTER 0.001
#define ASTEROID_OMG_JITTER 0.005
#define ASTEROID_SMALL 0.05f
#define ASTEROID_MEDIUM 0.1f
#define ASTEROID_LARGE 0.2f
#define ASTEROID_HUGE 0.4f
#define ASTEROID_R_JITTER 0.02
#define ASTEROID_MIN_DIST 0.8
#define REPLACE_MIN 3
#define REPLACE_MAX 5
#define REPLACE_RANGE (REPLACE_MAX - REPLACE_MIN)
#define REPLACE_R_COEFF 0.8
#define REPLACE_R_JITTER 0.02
#define REPLACE_A_JITTER 0.4
#define REPLACE_V_JITTER 0.0005
#define REPLACE_RADIAL_V_COEFF 0.005
#define REPLACE_OMG_JITTER 0.02
#define LIN_PWR 0.0001
#define ROT_PWR 0.002
#define SHOT_VEL 0.04
#define SHOT_COLLIDE_R 0.005
#define SHOT_MASS 0.01
#define MAX_SHAPES 256U
#define MAX_ENTITIES 128U
#define MAX_SHAPES_PER_ENTITY 2
#define MAX_COLLISIONS 128U
#define SHOT_VEL 0.03
#define SHOT_COLLIDE_R 0.03
#define SHOT_MASS 0.001
#define ARROW_SCALE 0.025
#define ARROW_WIDTH 4
#define ARROW_HEIGHT 4
#define COUNTER_MASK (1 << 6)
#define NELEMS(arr) (sizeof(arr) / sizeof(arr[0]))
typedef enum {
COLLISION_SHIP,
COLLISION_SHOT,
COLLISION_ASTEROID,
} collision_tag_t;
typedef struct {
vec2_t pos;
vec2_t vel;
mat2_t dir;
float omg;
unsigned shapes[MAX_SHAPES_PER_ENTITY];
unsigned shape_count;
float radius;
collision_tag_t tag;
bool dead;
} entity_t;
typedef struct {
bool visible;
int entity;
unsigned vert_count;
vec2_t verts[MAX_VERTS];
bool connect;
} shape_t;
typedef struct {
unsigned entities[2];
float vs[2];
vec2_t normal;
} collision_t;
enum {
SHOT_COLLIDE_PRIOR = 1,
SHIP_COLLIDE_PRIOR,
};
static const vec2_t ship_verts[] = {
{ 0.0, 0.11 },
@@ -112,297 +61,37 @@ static const vec2_t arrow_verts[][MAX_VERTS] = {
};
static const unsigned arrow_counts[NELEMS(arrow_verts)] = { 3, 2 };
static entity_t entities[MAX_ENTITIES];
static mat3_t transforms[MAX_ENTITIES];
static shape_t shapes[MAX_SHAPES];
static const vec2_t shot_vel = { 0, SHOT_VEL };
static unsigned entity_count;
static unsigned shape_count;
static const asteroid_size_dist_entry_t easy_dist[] = {
{ 0.5, ASTEROID_MEDIUM },
{ 0.5, ASTEROID_LARGE },
{ 0, 0 },
};
static const asteroid_size_dist_entry_t hard_dist[] = {
{ 0.4, ASTEROID_MEDIUM },
{ 0.5, ASTEROID_LARGE },
{ 0.1, ASTEROID_HUGE },
{ 0, 0 },
};
static unsigned ship_entity_id;
static unsigned fire_scene_id;
static unsigned level;
static bool dead;
static bool clear;
static bool paused;
static unsigned asteroid_count;
static uint8_t counter;
static unsigned score;
static unsigned ship_entity_id;
static unsigned ship_shape_id;
static unsigned fire_shape_id;
static entity_t *add_entity(unsigned *id_out)
{
const unsigned id = entity_count++;
memset(entities + id, 0, sizeof(entity_t));
entities[id].dir = MAT2_ID;
if (id_out != nullptr)
*id_out = id;
return entities + id;
}
static shape_t *add_shape(unsigned entity, unsigned *id_out)
{
assert(entities[entity].shape_count < MAX_SHAPES_PER_ENTITY);
const int id = shape_count++;
memset(shapes + id, 0, sizeof(shape_t));
shapes[id].entity = entity;
entities[entity].shapes[entities[entity].shape_count++] = id;
if (id_out != nullptr)
*id_out = id;
return shapes + id;
}
static void shoot()
{
if (entity_count >= MAX_ENTITIES || shape_count >= MAX_SHAPES)
return;
entity_t *ship = entities + ship_entity_id;
const shape_t *ship_shape = shapes + ship_shape_id;
unsigned id;
entity_t *e = add_entity(&id);
e->dir = ship->dir;
e->pos = vec2_add(
ship->pos, mat2_mul_vec2(ship->dir, ship_shape->verts[0]));
e->vel = vec2_add(
ship->vel, mat2_mul_vec2(ship->dir, (vec2_t) { 0, SHOT_VEL }));
e->radius = SHIP_COLLIDE_R;
e->tag = COLLISION_SHOT;
shape_t *s = add_shape(id, nullptr);
s->visible = true;
s->vert_count = NELEMS(shot_verts);
memcpy(s->verts, shot_verts, sizeof(shot_verts));
const vec2_t ship_p = vec2_scale(ship->vel, SHIP_MASS);
const vec2_t shot_p = vec2_scale(e->vel, SHOT_MASS);
const vec2_t new_ship_p = vec2_sub(ship_p, shot_p);
ship->vel = vec2_scale(new_ship_p, 1 / SHIP_MASS);
}
static entity_t *gen_asteroid(float r_mean, unsigned *id_out)
{
unsigned id;
entity_t *e = add_entity(&id);
e->radius = r_mean;
e->tag = COLLISION_ASTEROID;
shape_t *s = add_shape(id, nullptr);
s->visible = true;
s->connect = true;
const unsigned n
= ASTEROID_MIN_VERTS + rng_uint32() % ASTEROID_VERT_RANGE;
s->vert_count = n;
const float da = 2.0f * PI / n;
for (unsigned i = 0; i < n; ++i) {
const float r = r_mean + rng_plusminus() * ASTEROID_R_JITTER;
const float a
= i * da + ASTEROID_A_JITTER * rng_plusminus() * da / 2;
s->verts[i] = (vec2_t) { r * cosf(a), r * sinf(a) };
}
if (id_out)
*id_out = id;
return e;
}
static bool intersecting(unsigned a, unsigned b)
{
const float sep = vec2_len(vec2_sub(entities[b].pos, entities[a].pos));
return sep <= entities[a].radius + entities[b].radius;
}
static bool intersecting_any(unsigned id)
{
for (unsigned i = 0; i < entity_count; ++i) {
if (i == id)
continue;
if (intersecting(id, i))
return true;
}
return false;
}
static void spawn_asteroid()
{
float r;
const float rnd = rng_canon();
if (rnd < 0.4)
r = ASTEROID_MEDIUM;
else if (level > 3 && rnd < 0.45)
r = ASTEROID_HUGE;
else
r = ASTEROID_LARGE;
unsigned id;
entity_t *e = gen_asteroid(r, &id);
do {
e->pos.y = rng_plusminus();
e->pos.x = aspect * rng_plusminus();
} while (vec2_len(e->pos) < ASTEROID_MIN_DIST || intersecting_any(id));
e->vel = (vec2_t) {
ASTEROID_VEL_JITTER * rng_plusminus(),
ASTEROID_VEL_JITTER * rng_plusminus(),
};
e->omg = ASTEROID_OMG_JITTER * rng_plusminus();
++asteroid_count;
}
static void remove_shape(unsigned id)
{
if (id < shape_count - 1) {
const shape_t *last = shapes + shape_count - 1;
memcpy(shapes + id, last, sizeof(shape_t));
for (unsigned i = 0; i < entities[last->entity].shape_count; ++i) {
if (entities[last->entity].shapes[i] == shape_count - 1) {
entities[last->entity].shapes[i] = id;
break;
}
}
}
--shape_count;
}
static void remove_entity(unsigned id)
{
assert(id != ship_entity_id);
entity_t *e = entities + id;
for (unsigned i = 0; i < e->shape_count; ++i)
remove_shape(e->shapes[i]);
if (id < entity_count - 1) {
const entity_t *last = entities + entity_count - 1;
memcpy(e, last, sizeof(entity_t));
for (unsigned i = 0; i < e->shape_count; ++i)
shapes[e->shapes[i]].entity = id;
}
--entity_count;
}
static void ship_update()
{
entity_t *ship = entities + ship_entity_id;
ship->omg += ROT_PWR * (float)input.spin;
const vec2_t thrust = { 0, (float)input.thrust * LIN_PWR };
const vec2_t acc = mat2_mul_vec2(ship->dir, thrust);
ship->vel = vec2_add(ship->vel, acc);
shape_t *fire = shapes + fire_shape_id;
fire->visible = input.thrust != 0;
fire->verts[0].y = FIRE_MEAN + FIRE_JITTER * rng_plusminus();
}
static unsigned check_collisions(collision_t *out)
{
unsigned count = 0;
for (unsigned i = 0; i < entity_count; ++i) {
for (unsigned j = i + 1; j < entity_count; ++j) {
if (intersecting(i, j)) {
const vec2_t n
= vec2_norm(vec2_sub(entities[j].pos, entities[i].pos));
const float vi = vec2_dot(entities[i].vel, n);
const float vj = vec2_dot(entities[j].vel, n);
if (vi < 0 && vj > 0)
continue;
assert(count < MAX_COLLISIONS);
out[count].entities[0] = i;
out[count].entities[1] = j;
out[count].vs[0] = vi;
out[count].vs[1] = vj;
out[count].normal = n;
++count;
}
}
}
return count;
}
static void bounce(collision_t c)
{
entity_t *a = entities + c.entities[0];
entity_t *b = entities + c.entities[1];
const float ma = a->radius * a->radius;
const float mb = b->radius * b->radius;
const float m = ma + mb;
const vec2_t n = c.normal;
const float va1 = c.vs[0];
const float vb1 = c.vs[1];
const float va2 = (va1 * (ma - mb) + 2 * mb * vb1) / m;
const float vb2 = (vb1 * (mb - ma) + 2 * ma * va1) / m;
a->vel = vec2_add(a->vel, vec2_scale(n, va2 - va1));
b->vel = vec2_add(b->vel, vec2_scale(n, vb2 - vb1));
}
static void cleared()
{
clear = true;
renderer_set_wrap(false);
counter = 0;
}
static void destroy_asteroid(entity_t *a, vec2_t shot_vel)
{
a->dead = true;
--asteroid_count;
++score;
float r;
if (a->radius == ASTEROID_HUGE) {
r = ASTEROID_LARGE;
} else if (a->radius == ASTEROID_LARGE) {
r = ASTEROID_MEDIUM;
} else if (a->radius == ASTEROID_MEDIUM) {
r = ASTEROID_SMALL;
} else {
if (asteroid_count == 0)
cleared();
return;
}
const unsigned n = REPLACE_MIN + rng_uint32() % REPLACE_RANGE;
const float da = 2 * PI / n;
const float m = a->radius * a->radius;
const vec2_t p
= vec2_add(vec2_scale(a->vel, m), vec2_scale(shot_vel, SHOT_MASS));
const vec2_t inherit_v = vec2_scale(p, 1 / n * (m + SHOT_MASS));
for (unsigned i = 0; i < n; ++i) {
const float disp_r = REPLACE_R_COEFF * a->radius
+ REPLACE_R_JITTER * rng_plusminus();
const float disp_a = i * da + REPLACE_A_JITTER * rng_plusminus();
const vec2_t disp = { disp_r * cosf(disp_a), disp_r * sinf(disp_a) };
const vec2_t radial_v = vec2_scale(
vec2_norm(disp), REPLACE_RADIAL_V_COEFF * rng_canon());
const vec2_t jitter_v = {
REPLACE_V_JITTER * rng_plusminus(),
REPLACE_V_JITTER * rng_plusminus(),
};
entity_t *e = gen_asteroid(r, nullptr);
e->pos = vec2_add(a->pos, disp);
e->vel = vec2_add(inherit_v, vec2_add(radial_v, jitter_v));
e->omg = a->omg / n + REPLACE_OMG_JITTER * rng_plusminus();
++asteroid_count;
}
renderer_set_wrap(false);
physics_escape(ship_entity_id);
}
static void die()
@@ -412,40 +101,39 @@ static void die()
counter = 0;
}
static void handle_collisions(const collision_t *collisions, unsigned count)
static void shot_collide(unsigned a, unsigned b, physics_sep_t sep)
{
for (unsigned i = 0; i < count; ++i) {
const collision_t c = collisions[i];
entity_t *a = entities + c.entities[0];
entity_t *b = entities + c.entities[1];
if (a->tag == COLLISION_SHIP || b->tag == COLLISION_SHIP) {
die();
continue;
}
if (a->tag == COLLISION_SHOT && b->tag == COLLISION_SHOT)
continue;
if (a->tag == COLLISION_ASTEROID && b->tag == COLLISION_ASTEROID) {
bounce(c);
continue;
}
if (a->tag == COLLISION_SHOT) {
a->dead = true;
destroy_asteroid(b, a->vel);
}
if (b->tag == COLLISION_SHOT) {
b->dead = true;
destroy_asteroid(a, b->vel);
}
entity_mark(a);
if (asteroids_check(b)) {
++score;
asteroids_hit(a, b, sep);
} else {
entity_mark(b);
}
}
for (unsigned i = 0; i < entity_count; ++i) {
if (entities[i].dead)
remove_entity(i--);
}
static void ship_collide(unsigned, unsigned, physics_sep_t)
{
die();
}
static void shoot()
{
physics_t *ship = physics_get(ship_entity_id);
const vec2_t pos
= vec2_add(ship->pos, mat2_mul_vec2(ship->dir, ship_verts[0]));
const vec2_t vel
= vec2_add(ship->vel, mat2_mul_vec2(ship->dir, shot_vel));
const unsigned id = entity_add();
scene_add(id, shot_verts, NELEMS(shot_verts), false);
physics_add(id, pos, ship->dir, vel, 0, SHOT_MASS);
collisions_add(id, SHOT_COLLIDE_R, SHOT_COLLIDE_PRIOR, shot_collide);
const vec2_t p_ship = vec2_scale(ship->vel, ship->mass);
const vec2_t p_shot = vec2_scale(vel, SHOT_MASS);
ship->vel = vec2_scale(vec2_sub(p_ship, p_shot), 1 / SHIP_MASS);
}
static void draw_arrow()
@@ -467,32 +155,38 @@ static void draw_arrow()
renderer_draw(arrow_verts[i], arrow_counts[i], m, false);
}
static void anim_fire(vec2_t *verts)
{
verts[0].y = FIRE_MEAN + FIRE_JITTER * rng_plusminus();
}
static void create_field()
{
dead = false;
clear = false;
paused = false;
entity_count = shape_count = 0;
asteroid_count = 0;
entity_t *ship = add_entity(&ship_entity_id);
ship->radius = SHIP_COLLIDE_R;
ship->tag = COLLISION_SHIP;
renderer_set_wrap(true);
shape_t *ship_shape = add_shape(ship_entity_id, &ship_shape_id);
ship_shape->visible = true;
ship_shape->connect = true;
ship_shape->vert_count = NELEMS(ship_verts);
memcpy(ship_shape->verts, ship_verts, sizeof(ship_verts));
entities_clear();
scene_clear();
physics_init();
collisions_init();
shape_t *fire = add_shape(ship_entity_id, &fire_shape_id);
fire->visible = true;
fire->connect = true;
fire->vert_count = NELEMS(fire_verts);
memcpy(fire->verts, fire_verts, sizeof(fire_verts));
ship_entity_id = entity_add();
scene_add(ship_entity_id, ship_verts, NELEMS(ship_verts), true);
physics_add(
ship_entity_id, (vec2_t) {}, MAT2_ID, (vec2_t) {}, 0, SHIP_MASS);
collisions_add(
ship_entity_id, SHIP_COLLIDE_R, SHIP_COLLIDE_PRIOR, ship_collide);
fire_scene_id
= scene_add(ship_entity_id, fire_verts, NELEMS(fire_verts), true);
scene_animate(fire_scene_id, anim_fire);
for (unsigned i = 0; i < level; ++i)
spawn_asteroid();
asteroids_add(level < 4 ? easy_dist : hard_dist);
}
static void win()
@@ -506,6 +200,7 @@ static void reset()
{
level = INIT_LEVEL;
score = 0;
asteroids_clear();
create_field();
}
@@ -515,11 +210,31 @@ static void pause()
counter = 0;
}
static void ship_update()
{
physics_t *ship = physics_get(ship_entity_id);
ship->rot += ROT_PWR * (float)input.spin;
if (input.thrust != 0) {
const vec2_t thrust = { 0, (float)input.thrust * LIN_PWR };
const vec2_t acc = mat2_mul_vec2(ship->dir, thrust);
ship->vel = vec2_add(ship->vel, acc);
scene_show(fire_scene_id);
} else {
scene_hide(fire_scene_id);
}
if (clear && ship->pos.x > aspect)
win();
}
void game_init()
{
input_on_shoot(shoot);
input_on_restart(reset);
input_on_pause(pause);
asteroids_on_clear(cleared);
reset();
}
@@ -532,49 +247,18 @@ void game_update()
return;
ship_update();
physics_update();
collisions_update();
scene_update();
for (unsigned i = 0; i < entity_count; ++i) {
entity_t *e = entities + i;
e->dir = mat2_mul_mat2(mat2_rotation(e->omg), e->dir);
e->pos = vec2_add(e->pos, e->vel);
if (clear && i == ship_entity_id) {
if (e->pos.x > aspect)
win();
}
if (e->pos.y > 1)
e->pos.y -= 2;
else if (e->pos.y <= -1)
e->pos.y += 2;
if (e->pos.x >= aspect)
e->pos.x -= 2 * aspect;
else if (e->pos.x < -aspect)
e->pos.x += 2 * aspect;
transforms[i]
= mat3_mul_mat3(mat3_translation(e->pos), mat2_extend(e->dir));
}
static collision_t collisions[MAX_COLLISIONS];
const unsigned ncols = check_collisions(collisions);
handle_collisions(collisions, ncols);
entities_purge();
}
void game_draw()
{
renderer_clear();
for (unsigned i = 0; i < shape_count; ++i) {
if (!shapes[i].visible)
continue;
const mat3_t transform = transforms[shapes[i].entity];
renderer_draw(
shapes[i].verts, shapes[i].vert_count, transform,
shapes[i].connect);
}
scene_draw();
text_draw_score(score);
@@ -582,10 +266,8 @@ void game_draw()
text_draw_centre("PAUSED");
return;
}
if (dead && !(counter & COUNTER_MASK))
text_draw_centre("GAME OVER");
if (clear) {
draw_arrow();
if (!(counter & COUNTER_MASK))

129
physics.c Normal file
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@@ -0,0 +1,129 @@
#include "physics.h"
#include "entity.h"
#include "renderer.h"
#include <assert.h>
#include <string.h>
typedef struct {
bool valid;
unsigned component_id;
physics_t state;
} entry_t;
static unsigned max;
static unsigned escape_entity;
static entry_t entries[MAX_ENTITIES];
static void update(unsigned new_entity_id, void *ref)
{
entry_t *old_e = (entry_t *)ref;
entry_t *new_e = entries + new_entity_id;
memcpy(new_e, old_e, sizeof(entry_t));
old_e->valid = false;
entity_update_component(new_entity_id, new_e->component_id, new_e);
}
static void remove(void *ref)
{
entry_t *e = (entry_t *)ref;
e->valid = false;
}
void physics_init()
{
max = 0;
escape_entity = MAX_ENTITIES;
}
void physics_update()
{
for (unsigned i = 0; i < max; ++i) {
if (!entries[i].valid)
continue;
physics_t *st = &entries[i].state;
st->dir = mat2_mul_mat2(mat2_rotation(st->rot), st->dir);
st->pos = vec2_add(st->pos, st->vel);
if (st->pos.y > 1)
st->pos.y -= 2;
else if (st->pos.y <= -1)
st->pos.y += 2;
if (st->pos.x >= aspect && i != escape_entity)
st->pos.x -= 2 * aspect;
else if (st->pos.x < -aspect)
st->pos.x += 2 * aspect;
}
}
void physics_add(
unsigned entity, vec2_t pos, mat2_t dir, vec2_t vel, float rot,
float mass)
{
assert(entity < MAX_ENTITIES);
if (entity >= max)
max = entity + 1;
else
assert(!entries[entity].valid);
entry_t *entry = entries + entity;
entry->valid = true;
entry->component_id
= entity_add_component(entity, update, remove, entry);
entry->state = (physics_t) {
.pos = pos,
.dir = dir,
.vel = vel,
.rot = rot,
.mass = mass,
};
}
physics_t *physics_get(unsigned entity)
{
assert(entity < max);
assert(entries[entity].valid);
return &entries[entity].state;
}
void physics_escape(unsigned entity)
{
assert(entity < max);
assert(entries[entity].valid);
escape_entity = entity;
}
physics_sep_t physics_separation(unsigned a, unsigned b)
{
const physics_t *pa = physics_get(a);
const physics_t *pb = physics_get(b);
const vec2_t disp = vec2_sub(pb->pos, pa->pos);
const vec2_t norm = vec2_norm(disp);
return (physics_sep_t) {
.dist = vec2_len(disp),
.norm = norm,
.va = vec2_dot(pa->vel, norm),
.vb = vec2_dot(pb->vel, norm),
};
}
void physics_bounce(unsigned a, unsigned b, physics_sep_t sep)
{
physics_t *pa = physics_get(a);
physics_t *pb = physics_get(b);
const float ma = pa->mass;
const float mb = pb->mass;
const float ms = ma + mb;
const float va = (sep.va * (ma - mb) + 2 * mb * sep.vb) / ms;
const float vb = (sep.vb * (mb - ma) + 2 * ma * sep.va) / ms;
pa->vel = vec2_add(pa->vel, vec2_scale(sep.norm, va - sep.va));
pb->vel = vec2_add(pb->vel, vec2_scale(sep.norm, vb - sep.vb));
}

31
physics.h Normal file
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@@ -0,0 +1,31 @@
#ifndef PHYSICS_H
#define PHYSICS_H
#include "maths.h"
typedef struct {
vec2_t pos;
mat2_t dir;
vec2_t vel;
float rot;
float mass;
} physics_t;
typedef struct {
float dist, va, vb;
vec2_t norm;
} physics_sep_t;
void physics_init();
void physics_update();
void physics_add(
unsigned entity, vec2_t pos, mat2_t dir, vec2_t vel, float rot,
float mass);
physics_t *physics_get(unsigned entity);
void physics_escape(unsigned entity);
physics_sep_t physics_separation(unsigned a, unsigned b);
void physics_bounce(unsigned a, unsigned b, physics_sep_t sep);
#endif

105
scene.c Normal file
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@@ -0,0 +1,105 @@
#include "scene.h"
#include "entity.h"
#include "physics.h"
#include "renderer.h"
#include <assert.h>
#include <string.h>
#define MAX_SHAPES 256U
typedef struct {
unsigned entity_id;
unsigned component_id;
unsigned vert_count;
vec2_t verts[MAX_VERTS];
scene_anim_cb_t anim_cb;
bool hidden;
bool connect;
} shape_t;
static unsigned count;
static shape_t shapes[MAX_SHAPES];
static void update(unsigned new_entity_id, void *ref)
{
shape_t *s = (shape_t *)ref;
s->entity_id = new_entity_id;
}
static void remove(void *ref)
{
shape_t *s = (shape_t *)ref;
const shape_t *last = shapes + (count - 1);
if (s < last) {
memcpy(s, last, sizeof(shape_t));
entity_update_component(s->entity_id, s->component_id, s);
}
--count;
}
static mat3_t get_transform(unsigned entity_id)
{
const physics_t *phys = physics_get(entity_id);
return mat3_mul_mat3(
mat3_translation(phys->pos), mat2_extend(phys->dir));
}
void scene_clear()
{
count = 0;
}
void scene_update()
{
for (unsigned i = 0; i < count; ++i) {
if (shapes[i].anim_cb != nullptr)
shapes[i].anim_cb(shapes[i].verts);
}
}
void scene_draw()
{
for (unsigned i = 0; i < count; ++i) {
const shape_t *s = shapes + i;
if (!s->hidden) {
const mat3_t m = get_transform(s->entity_id);
renderer_draw(s->verts, s->vert_count, m, s->connect);
}
}
}
unsigned scene_add(
unsigned entity, const vec2_t *verts, unsigned vert_count, bool connect)
{
assert(count < MAX_SHAPES);
const unsigned id = count++;
shape_t *s = shapes + id;
*s = (shape_t) {
.entity_id = entity,
.vert_count = vert_count,
.connect = connect,
};
memcpy(s->verts, verts, vert_count * sizeof(vec2_t));
s->component_id = entity_add_component(entity, update, remove, s);
return id;
}
void scene_hide(unsigned id)
{
assert(id < count);
shapes[id].hidden = true;
}
void scene_show(unsigned id)
{
assert(id < count);
shapes[id].hidden = false;
}
void scene_animate(unsigned id, scene_anim_cb_t cb)
{
assert(id < count);
shapes[id].anim_cb = cb;
}

18
scene.h Normal file
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@@ -0,0 +1,18 @@
#ifndef SCENE_H
#define SCENE_H
#include "maths.h"
typedef void (*scene_anim_cb_t)(vec2_t *verts);
void scene_clear();
void scene_update();
void scene_draw();
unsigned scene_add(
unsigned entity, const vec2_t *verts, unsigned vert_count, bool connect);
void scene_hide(unsigned id);
void scene_show(unsigned id);
void scene_animate(unsigned id, scene_anim_cb_t cb);
#endif