Factor game logic into own module

This commit is contained in:
Camden Dixie O'Brien
2025-10-13 23:25:46 +01:00
parent 941cb8745c
commit a698e0af7d
4 changed files with 318 additions and 287 deletions

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

302
game.c Normal file
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@@ -0,0 +1,302 @@
#include "game.h"
#include "input.h"
#include "renderer.h"
#include <assert.h>
#include <linux/input-event-codes.h>
#include <stdlib.h>
#include <string.h>
#include <sys/time.h>
#define FIRE_MEAN -0.15
#define FIRE_JITTER 0.01
#define LIN_PWR 0.0001
#define ROT_PWR 0.002
#define SHOT_VEL 0.04
#define MAX_SHAPES 256U
#define MAX_ENTITIES 128U
#define MAX_SHAPES_PER_ENTITY 2
#define NELEMS(arr) (sizeof(arr) / sizeof(arr[0]))
typedef struct {
bool visible;
int entity;
unsigned vert_count;
vec2_t verts[MAX_VERTS];
uint8_t flags;
} shape_t;
typedef struct {
vec2_t pos;
vec2_t vel;
mat2_t dir;
float omg;
unsigned shapes[MAX_SHAPES_PER_ENTITY];
unsigned shape_count;
bool wrap;
} entity_t;
static const vec2_t ship_verts[] = {
{ 0.0, 0.11 },
{ 0.05, -0.07 },
{ 0.0, -0.04 },
{ -0.05, -0.07 },
};
static const vec2_t fire_verts[] = {
{ 0.0, -0.15 },
{ 0.015, -0.07 },
{ -0.015, -0.07 },
};
static const vec2_t shot_verts[] = { { 0.0, -0.02 }, { 0.0, 0.02 } };
static entity_t entities[MAX_ENTITIES];
static mat3_t transforms[MAX_ENTITIES];
static shape_t shapes[MAX_SHAPES];
static unsigned entity_count;
static unsigned shape_count;
static bool quit;
static float aspect;
static unsigned ship_entity_id;
static unsigned ship_shape_id;
static unsigned fire_shape_id;
static struct {
int rot;
int fwd;
} input;
static entity_t *add_entity(unsigned *id_out)
{
const unsigned id = entity_count++;
memset(entities + id, 0, sizeof(entity_t));
entities[id].dir = (mat2_t) { { 1, 0 }, { 0, 1 } };
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;
const 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 }));
shape_t *s = add_shape(id, nullptr);
s->visible = true;
s->vert_count = NELEMS(shot_verts);
memcpy(s->verts, shot_verts, sizeof(shot_verts));
}
static void key_press_callback(int key)
{
switch (key) {
case KEY_Q:
quit = true;
break;
case KEY_UP:
++input.fwd;
break;
case KEY_LEFT:
++input.rot;
break;
case KEY_RIGHT:
--input.rot;
break;
case KEY_SPACE:
shoot();
break;
default:
break;
}
}
static void key_release_callback(int key)
{
switch (key) {
case KEY_UP:
--input.fwd;
break;
case KEY_LEFT:
--input.rot;
break;
case KEY_RIGHT:
++input.rot;
break;
default:
break;
}
}
static void key_repeat_callback(int key)
{
switch (key) {
case KEY_SPACE:
shoot();
break;
}
}
static void remove_shape(unsigned id)
{
if (id < shape_count - 1) {
const shape_t *last = shapes + shape_count - 1;
memcpy(shapes + id, shapes + shape_count - 1, 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 float rand_plusminus()
{
return 2.0f * ((float)rand() / RAND_MAX - 0.5f);
}
static void ship_update()
{
entity_t *ship = entities + ship_entity_id;
ship->omg += ROT_PWR * (float)input.rot;
const vec2_t thrust = { 0, (float)input.fwd * 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.fwd != 0;
fire->verts[0].y = FIRE_MEAN + FIRE_JITTER * rand_plusminus();
}
void game_init(float _aspect)
{
input_on_press(key_press_callback);
input_on_release(key_release_callback);
input_on_repeat(key_repeat_callback);
struct timeval tv;
gettimeofday(&tv, NULL);
srand(tv.tv_usec);
aspect = _aspect;
quit = false;
entity_t *ship = add_entity(&ship_entity_id);
ship->wrap = true;
shape_t *ship_shape = add_shape(ship_entity_id, &ship_shape_id);
ship_shape->visible = true;
ship_shape->flags = WRAP | CONNECT;
ship_shape->vert_count = NELEMS(ship_verts);
memcpy(ship_shape->verts, ship_verts, sizeof(ship_verts));
shape_t *fire = add_shape(ship_entity_id, &fire_shape_id);
fire->visible = true;
fire->flags = WRAP | CONNECT;
fire->vert_count = NELEMS(fire_verts);
memcpy(fire->verts, fire_verts, sizeof(fire_verts));
}
bool game_update()
{
ship_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 (e->wrap) {
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;
} else if (
e->pos.y > 1 || e->pos.y <= -1 || e->pos.x >= aspect
|| e->pos.x < -aspect) {
remove_entity(i--);
continue;
}
transforms[i]
= mat3_mul_mat3(mat3_translation(e->pos), mat2_extend(e->dir));
}
return !quit;
}
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].flags);
}
}

8
game.h Normal file
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@@ -0,0 +1,8 @@
#ifndef GAME_H
#define GAME_H
void game_init(float aspect);
bool game_update();
void game_draw();
#endif

293
main.c
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@@ -1,305 +1,27 @@
#include "game.h"
#include "input.h" #include "input.h"
#include "renderer.h" #include "renderer.h"
#include <assert.h>
#include <linux/input-event-codes.h>
#include <stdio.h> #include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <sys/select.h> #include <sys/select.h>
#include <sys/time.h>
#define SHIP 0
#define FIRE 1
#define FIRE_MEAN -0.15
#define FIRE_JITTER 0.01
#define LIN_PWR 0.0001
#define ROT_PWR 0.002
#define SHOT_VEL 0.04
#define MAX_SHAPES 256U
#define MAX_ENTITIES 128U
#define MAX_SHAPES_PER_ENTITY 2
#define MAX(a, b) ((a) < (b) ? (b) : (a)) #define MAX(a, b) ((a) < (b) ? (b) : (a))
#define NELEMS(arr) (sizeof(arr) / sizeof(arr[0]))
typedef struct {
bool visible;
int entity;
unsigned vert_count;
vec2_t verts[MAX_VERTS];
uint8_t flags;
} shape_t;
typedef struct {
vec2_t pos;
vec2_t vel;
mat2_t dir;
float omg;
unsigned shapes[MAX_SHAPES_PER_ENTITY];
unsigned shape_count;
bool wrap;
} entity_t;
static vec2_t shot_verts[] = { { 0.0, -0.015 }, { 0.0, 0.015 } };
static shape_t shapes[MAX_SHAPES] = {
{
.visible = true,
.entity = SHIP,
.vert_count = 4,
.verts = {
{ 0.0, 0.11 },
{ 0.05, -0.07 },
{ 0.0, -0.04 },
{ -0.05, -0.07 },
},
.flags = WRAP | CONNECT,
},
{
.visible = false,
.entity = SHIP,
.vert_count = 3,
.verts = {
{ 0.0, -0.15 },
{ 0.015, -0.07 },
{ -0.015, -0.07 },
},
.flags = WRAP | CONNECT,
},
};
static entity_t entities[MAX_ENTITIES] = {
{
.dir = { { 1, 0 }, { 0, 1 } },
.shape_count = 2,
.shapes = { 0, 1 },
.wrap = true,
},
};
static mat3_t transforms[MAX_ENTITIES];
static unsigned shape_count = 2;
static unsigned entity_count = 1;
static float aspect;
static bool quit = false;
static struct {
int rot;
int fwd;
} input;
static void shoot()
{
if (entity_count >= MAX_ENTITIES || shape_count >= MAX_SHAPES)
return;
const entity_t *ship = entities + SHIP;
const shape_t *ship_shape = shapes + SHIP;
const int id = entity_count++;
entity_t *e = entities + 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->omg = 0;
const int shape_id = shape_count++;
shape_t *s = shapes + shape_id;
s->visible = true;
s->entity = id;
s->vert_count = NELEMS(shot_verts);
memcpy(s->verts, shot_verts, sizeof(shot_verts));
s->flags = 0;
e->shapes[0] = shape_id;
e->shape_count = 1;
}
static void remove_shape(unsigned id)
{
if (id < shape_count - 1) {
const shape_t *last = shapes + shape_count - 1;
memcpy(shapes + id, shapes + shape_count - 1, 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_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 key_press_callback(int key)
{
switch (key) {
case KEY_Q:
quit = true;
break;
case KEY_UP:
++input.fwd;
break;
case KEY_LEFT:
++input.rot;
break;
case KEY_RIGHT:
--input.rot;
break;
case KEY_SPACE:
shoot();
break;
default:
break;
}
}
static void key_release_callback(int key)
{
switch (key) {
case KEY_UP:
--input.fwd;
break;
case KEY_LEFT:
--input.rot;
break;
case KEY_RIGHT:
++input.rot;
break;
default:
break;
}
}
static void key_repeat_callback(int key)
{
switch (key) {
case KEY_SPACE:
shoot();
break;
}
}
static mat3_t entity_transform(unsigned id)
{
const entity_t *e = entities + id;
return mat3_mul_mat3(mat3_translation(e->pos), mat2_extend(e->dir));
}
static float rand_plusminus()
{
return 2.0f * ((float)rand() / RAND_MAX - 0.5f);
}
static void ship_update()
{
entity_t *ship = entities + SHIP;
ship->omg += ROT_PWR * (float)input.rot;
const vec2_t thrust = { 0, (float)input.fwd * LIN_PWR };
const vec2_t acc = mat2_mul_vec2(ship->dir, thrust);
ship->vel = vec2_add(ship->vel, acc);
shapes[FIRE].visible = input.fwd != 0;
shapes[FIRE].verts[0].y = FIRE_MEAN + FIRE_JITTER * rand_plusminus();
}
static void update()
{
ship_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 (e->wrap) {
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;
} else if (
e->pos.y > 1 || e->pos.y <= -1 || e->pos.x >= aspect
|| e->pos.x < -aspect) {
remove_entity(i--);
continue;
}
transforms[i] = entity_transform(i);
}
}
static void draw()
{
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].flags);
}
}
int main() int main()
{ {
struct timeval tv;
gettimeofday(&tv, NULL);
srand(tv.tv_usec);
const int input_fd = input_init(); const int input_fd = input_init();
input_on_press(key_press_callback);
input_on_release(key_release_callback);
input_on_repeat(key_repeat_callback);
const renderer_params_t renderer_params = renderer_init(); const renderer_params_t renderer_params = renderer_init();
aspect = renderer_params.aspect;
const int drm_fd = renderer_params.drm_fd; const int drm_fd = renderer_params.drm_fd;
renderer_clear(); renderer_clear();
renderer_swap(); renderer_swap();
game_init(renderer_params.aspect);
const int max_fd = MAX(input_fd, drm_fd); const int max_fd = MAX(input_fd, drm_fd);
fd_set set; fd_set set;
while (!quit) { while (1) {
FD_ZERO(&set); FD_ZERO(&set);
FD_SET(input_fd, &set); FD_SET(input_fd, &set);
FD_SET(drm_fd, &set); FD_SET(drm_fd, &set);
@@ -312,10 +34,9 @@ int main()
if (FD_ISSET(drm_fd, &set)) { if (FD_ISSET(drm_fd, &set)) {
renderer_handle(); renderer_handle();
update(); if (!game_update())
break;
renderer_clear(); game_draw();
draw();
renderer_swap(); renderer_swap();
} }