Factor game logic into own module
This commit is contained in:
2
build.sh
2
build.sh
@@ -8,4 +8,4 @@ defs="-D_POSIX_C_SOURCE=200809L"
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$cc $warn $flags $libs $defs \
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-o asteroids \
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fb.c input.c main.c maths.c renderer.c
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fb.c game.c input.c main.c maths.c renderer.c
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302
game.c
Normal file
302
game.c
Normal file
@@ -0,0 +1,302 @@
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#include "game.h"
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#include "input.h"
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#include "renderer.h"
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#include <assert.h>
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#include <linux/input-event-codes.h>
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#include <stdlib.h>
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#include <string.h>
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#include <sys/time.h>
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#define FIRE_MEAN -0.15
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#define FIRE_JITTER 0.01
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#define LIN_PWR 0.0001
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#define ROT_PWR 0.002
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#define SHOT_VEL 0.04
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#define MAX_SHAPES 256U
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#define MAX_ENTITIES 128U
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#define MAX_SHAPES_PER_ENTITY 2
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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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mat2_t dir;
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float omg;
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unsigned shapes[MAX_SHAPES_PER_ENTITY];
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unsigned shape_count;
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bool wrap;
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} entity_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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{ 0.0, -0.04 },
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{ -0.05, -0.07 },
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};
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static const vec2_t fire_verts[] = {
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{ 0.0, -0.15 },
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{ 0.015, -0.07 },
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{ -0.015, -0.07 },
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};
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static const vec2_t shot_verts[] = { { 0.0, -0.02 }, { 0.0, 0.02 } };
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static entity_t entities[MAX_ENTITIES];
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static mat3_t transforms[MAX_ENTITIES];
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static shape_t shapes[MAX_SHAPES];
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static unsigned entity_count;
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static unsigned shape_count;
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static bool quit;
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static float aspect;
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static unsigned ship_entity_id;
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static unsigned ship_shape_id;
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static unsigned fire_shape_id;
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static struct {
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int rot;
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int fwd;
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} input;
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static entity_t *add_entity(unsigned *id_out)
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{
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const unsigned id = entity_count++;
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memset(entities + id, 0, sizeof(entity_t));
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entities[id].dir = (mat2_t) { { 1, 0 }, { 0, 1 } };
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if (id_out != nullptr)
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*id_out = id;
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return entities + id;
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}
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static shape_t *add_shape(unsigned entity, unsigned *id_out)
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{
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assert(entities[entity].shape_count < MAX_SHAPES_PER_ENTITY);
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const int id = shape_count++;
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memset(shapes + id, 0, sizeof(shape_t));
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shapes[id].entity = entity;
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entities[entity].shapes[entities[entity].shape_count++] = id;
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if (id_out != nullptr)
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*id_out = id;
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return shapes + id;
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}
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static void shoot()
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{
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if (entity_count >= MAX_ENTITIES || shape_count >= MAX_SHAPES)
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return;
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const entity_t *ship = entities + ship_entity_id;
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const shape_t *ship_shape = shapes + ship_shape_id;
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unsigned id;
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entity_t *e = add_entity(&id);
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e->dir = ship->dir;
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e->pos = vec2_add(
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ship->pos, mat2_mul_vec2(ship->dir, ship_shape->verts[0]));
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e->vel = vec2_add(
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ship->vel, mat2_mul_vec2(ship->dir, (vec2_t) { 0, SHOT_VEL }));
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shape_t *s = add_shape(id, nullptr);
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s->visible = true;
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s->vert_count = NELEMS(shot_verts);
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memcpy(s->verts, shot_verts, sizeof(shot_verts));
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}
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static void key_press_callback(int key)
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{
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switch (key) {
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case KEY_Q:
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quit = true;
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break;
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case KEY_UP:
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++input.fwd;
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break;
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case KEY_LEFT:
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++input.rot;
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break;
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case KEY_RIGHT:
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--input.rot;
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break;
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case KEY_SPACE:
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shoot();
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break;
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default:
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break;
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}
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}
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static void key_release_callback(int key)
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{
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switch (key) {
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case KEY_UP:
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--input.fwd;
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break;
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case KEY_LEFT:
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--input.rot;
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break;
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case KEY_RIGHT:
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++input.rot;
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break;
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default:
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break;
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}
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}
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static void key_repeat_callback(int key)
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{
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switch (key) {
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case KEY_SPACE:
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shoot();
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break;
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}
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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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const shape_t *last = shapes + shape_count - 1;
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memcpy(shapes + id, shapes + shape_count - 1, sizeof(shape_t));
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for (unsigned i = 0; i < entities[last->entity].shape_count; ++i) {
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if (entities[last->entity].shapes[i] == shape_count - 1) {
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entities[last->entity].shapes[i] = id;
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break;
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}
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}
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}
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--shape_count;
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}
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static void remove_entity(unsigned id)
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{
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assert(id != ship_entity_id);
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entity_t *e = entities + id;
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for (unsigned i = 0; i < e->shape_count; ++i)
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remove_shape(e->shapes[i]);
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if (id < entity_count - 1) {
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const entity_t *last = entities + entity_count - 1;
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memcpy(e, last, sizeof(entity_t));
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for (unsigned i = 0; i < e->shape_count; ++i)
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shapes[e->shapes[i]].entity = id;
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}
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--entity_count;
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}
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static float rand_plusminus()
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{
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return 2.0f * ((float)rand() / RAND_MAX - 0.5f);
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}
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static void ship_update()
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{
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entity_t *ship = entities + ship_entity_id;
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ship->omg += ROT_PWR * (float)input.rot;
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const vec2_t thrust = { 0, (float)input.fwd * LIN_PWR };
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const vec2_t acc = mat2_mul_vec2(ship->dir, thrust);
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ship->vel = vec2_add(ship->vel, acc);
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shape_t *fire = shapes + fire_shape_id;
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fire->visible = input.fwd != 0;
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fire->verts[0].y = FIRE_MEAN + FIRE_JITTER * rand_plusminus();
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}
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void game_init(float _aspect)
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{
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input_on_press(key_press_callback);
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input_on_release(key_release_callback);
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input_on_repeat(key_repeat_callback);
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struct timeval tv;
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gettimeofday(&tv, NULL);
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srand(tv.tv_usec);
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aspect = _aspect;
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quit = false;
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entity_t *ship = add_entity(&ship_entity_id);
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ship->wrap = true;
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shape_t *ship_shape = add_shape(ship_entity_id, &ship_shape_id);
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ship_shape->visible = true;
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ship_shape->flags = WRAP | CONNECT;
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ship_shape->vert_count = NELEMS(ship_verts);
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memcpy(ship_shape->verts, ship_verts, sizeof(ship_verts));
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shape_t *fire = add_shape(ship_entity_id, &fire_shape_id);
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fire->visible = true;
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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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}
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bool game_update()
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{
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ship_update();
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for (unsigned i = 0; i < entity_count; ++i) {
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entity_t *e = entities + i;
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e->dir = mat2_mul_mat2(mat2_rotation(e->omg), e->dir);
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e->pos = vec2_add(e->pos, e->vel);
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if (e->wrap) {
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if (e->pos.y > 1)
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e->pos.y -= 2;
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else if (e->pos.y <= -1)
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e->pos.y += 2;
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if (e->pos.x >= aspect)
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e->pos.x -= 2 * aspect;
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else if (e->pos.x < -aspect)
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e->pos.x += 2 * aspect;
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} else if (
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e->pos.y > 1 || e->pos.y <= -1 || e->pos.x >= aspect
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|| e->pos.x < -aspect) {
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remove_entity(i--);
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continue;
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}
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transforms[i]
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= mat3_mul_mat3(mat3_translation(e->pos), mat2_extend(e->dir));
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}
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return !quit;
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}
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void game_draw()
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{
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renderer_clear();
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for (unsigned i = 0; i < shape_count; ++i) {
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if (!shapes[i].visible)
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continue;
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const mat3_t transform = transforms[shapes[i].entity];
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renderer_draw(
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shapes[i].verts, shapes[i].vert_count, transform,
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shapes[i].flags);
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}
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}
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8
game.h
Normal file
8
game.h
Normal file
@@ -0,0 +1,8 @@
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#ifndef GAME_H
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#define GAME_H
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void game_init(float aspect);
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bool game_update();
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void game_draw();
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#endif
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293
main.c
293
main.c
@@ -1,305 +1,27 @@
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#include "game.h"
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#include "input.h"
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#include "renderer.h"
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#include <assert.h>
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#include <linux/input-event-codes.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <sys/select.h>
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#include <sys/time.h>
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#define SHIP 0
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#define FIRE 1
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#define FIRE_MEAN -0.15
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#define FIRE_JITTER 0.01
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#define LIN_PWR 0.0001
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#define ROT_PWR 0.002
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#define SHOT_VEL 0.04
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#define MAX_SHAPES 256U
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#define MAX_ENTITIES 128U
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#define MAX_SHAPES_PER_ENTITY 2
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#define MAX(a, b) ((a) < (b) ? (b) : (a))
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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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mat2_t dir;
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float omg;
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unsigned shapes[MAX_SHAPES_PER_ENTITY];
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unsigned shape_count;
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bool wrap;
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} entity_t;
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static vec2_t shot_verts[] = { { 0.0, -0.015 }, { 0.0, 0.015 } };
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static shape_t shapes[MAX_SHAPES] = {
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{
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.visible = true,
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.entity = SHIP,
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.vert_count = 4,
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.verts = {
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{ 0.0, 0.11 },
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{ 0.05, -0.07 },
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{ 0.0, -0.04 },
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{ -0.05, -0.07 },
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},
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.flags = WRAP | CONNECT,
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},
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{
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.visible = false,
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.entity = SHIP,
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.vert_count = 3,
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.verts = {
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{ 0.0, -0.15 },
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{ 0.015, -0.07 },
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{ -0.015, -0.07 },
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},
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.flags = WRAP | CONNECT,
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},
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};
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static entity_t entities[MAX_ENTITIES] = {
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{
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.dir = { { 1, 0 }, { 0, 1 } },
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.shape_count = 2,
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.shapes = { 0, 1 },
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.wrap = true,
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},
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};
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static mat3_t transforms[MAX_ENTITIES];
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static unsigned shape_count = 2;
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static unsigned entity_count = 1;
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static float aspect;
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static bool quit = false;
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static struct {
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int rot;
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int fwd;
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} input;
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static void shoot()
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{
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if (entity_count >= MAX_ENTITIES || shape_count >= MAX_SHAPES)
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return;
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const entity_t *ship = entities + SHIP;
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const shape_t *ship_shape = shapes + SHIP;
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const int id = entity_count++;
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entity_t *e = entities + id;
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e->dir = ship->dir;
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e->pos = vec2_add(
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ship->pos, mat2_mul_vec2(ship->dir, ship_shape->verts[0]));
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e->vel = vec2_add(
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ship->vel, mat2_mul_vec2(ship->dir, (vec2_t) { 0, SHOT_VEL }));
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e->omg = 0;
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const int shape_id = shape_count++;
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shape_t *s = shapes + shape_id;
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s->visible = true;
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s->entity = id;
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s->vert_count = NELEMS(shot_verts);
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memcpy(s->verts, shot_verts, sizeof(shot_verts));
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s->flags = 0;
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e->shapes[0] = shape_id;
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e->shape_count = 1;
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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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const shape_t *last = shapes + shape_count - 1;
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memcpy(shapes + id, shapes + shape_count - 1, sizeof(shape_t));
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for (unsigned i = 0; i < entities[last->entity].shape_count; ++i) {
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if (entities[last->entity].shapes[i] == shape_count - 1) {
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entities[last->entity].shapes[i] = id;
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break;
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}
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}
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}
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--shape_count;
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}
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static void remove_entity(unsigned id)
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{
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assert(id != SHIP);
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entity_t *e = entities + id;
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for (unsigned i = 0; i < e->shape_count; ++i)
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remove_shape(e->shapes[i]);
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if (id < entity_count - 1) {
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const entity_t *last = entities + entity_count - 1;
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memcpy(e, last, sizeof(entity_t));
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for (unsigned i = 0; i < e->shape_count; ++i)
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shapes[e->shapes[i]].entity = id;
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}
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--entity_count;
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}
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static void key_press_callback(int key)
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{
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switch (key) {
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case KEY_Q:
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quit = true;
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break;
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case KEY_UP:
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++input.fwd;
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break;
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case KEY_LEFT:
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++input.rot;
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break;
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case KEY_RIGHT:
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--input.rot;
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break;
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case KEY_SPACE:
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shoot();
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break;
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default:
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break;
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}
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}
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static void key_release_callback(int key)
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{
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switch (key) {
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case KEY_UP:
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--input.fwd;
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break;
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case KEY_LEFT:
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--input.rot;
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break;
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case KEY_RIGHT:
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++input.rot;
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break;
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default:
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break;
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}
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}
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static void key_repeat_callback(int key)
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{
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switch (key) {
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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()
|
||||
{
|
||||
struct timeval tv;
|
||||
gettimeofday(&tv, NULL);
|
||||
srand(tv.tv_usec);
|
||||
|
||||
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();
|
||||
aspect = renderer_params.aspect;
|
||||
const int drm_fd = renderer_params.drm_fd;
|
||||
renderer_clear();
|
||||
renderer_swap();
|
||||
|
||||
game_init(renderer_params.aspect);
|
||||
|
||||
const int max_fd = MAX(input_fd, drm_fd);
|
||||
fd_set set;
|
||||
|
||||
while (!quit) {
|
||||
while (1) {
|
||||
FD_ZERO(&set);
|
||||
FD_SET(input_fd, &set);
|
||||
FD_SET(drm_fd, &set);
|
||||
@@ -312,10 +34,9 @@ int main()
|
||||
if (FD_ISSET(drm_fd, &set)) {
|
||||
renderer_handle();
|
||||
|
||||
update();
|
||||
|
||||
renderer_clear();
|
||||
draw();
|
||||
if (!game_update())
|
||||
break;
|
||||
game_draw();
|
||||
|
||||
renderer_swap();
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user