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82afb4fdd1
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| 82afb4fdd1 |
6
README
6
README
@@ -3,10 +3,8 @@
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This is a clone (ish) of the classic game Asteroids, written in C23
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This is a clone (ish) of the classic game Asteroids, written in C23
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for Linux. To build the program, you'll need the Linux headers, a
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for Linux. To build the program, you'll need the Linux headers, a
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C23-compatible compiler and libdrm, along with its headers. There is
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C23-compatible compiler and libdrm, along with its headers. There is
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a build script that uses GCC; simply running this (./build.sh) is
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a build script that uses GCC; simply running this (`./build.sh`) is
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likely to work on many systems. However, you will likely need to
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likely to work on many systems.
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adjust the input and video devices used (in input.c and renderer.c
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respectively) to match your system.
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The game directly uses Linux DRM, so it doesn't play nice with X,
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The game directly uses Linux DRM, so it doesn't play nice with X,
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display managers etc. You'll likely want to change to a virtual TTY
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display managers etc. You'll likely want to change to a virtual TTY
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3
build.sh
3
build.sh
@@ -9,5 +9,4 @@ defs="-D_POSIX_C_SOURCE=200809L"
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$cc $warn $flags $libs $defs \
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$cc $warn $flags $libs $defs \
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-o asteroids \
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-o asteroids \
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asteroids.c collisions.c entity.c fb.c game.c input.c \
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asteroids.c collisions.c entity.c fb.c game.c input.c \
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main.c maths.c physics.c scene.c renderer.c rng.c \
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main.c maths.c physics.c scene.c renderer.c rng.c text.c
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self_destruct.c text.c
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15
game.c
15
game.c
@@ -8,7 +8,6 @@
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#include "renderer.h"
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#include "renderer.h"
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#include "rng.h"
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#include "rng.h"
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#include "scene.h"
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#include "scene.h"
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#include "self_destruct.h"
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#include "text.h"
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#include "text.h"
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#include <assert.h>
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#include <assert.h>
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@@ -16,8 +15,6 @@
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#include <math.h>
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#include <math.h>
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#include <string.h>
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#include <string.h>
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#define FPS 60
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#define INIT_LEVEL 1
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#define INIT_LEVEL 1
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#define SHIP_COLLIDE_R 0.025
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#define SHIP_COLLIDE_R 0.025
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@@ -26,12 +23,11 @@
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#define FIRE_JITTER 0.005
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#define FIRE_JITTER 0.005
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#define LIN_PWR 0.00005
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#define LIN_PWR 0.00005
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#define ROT_PWR 0.002
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#define ROT_PWR 0.001
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#define SHOT_VEL 0.03
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#define SHOT_VEL 0.015
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#define SHOT_COLLIDE_R 0.015
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#define SHOT_COLLIDE_R 0.015
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#define SHOT_MASS 0.00025
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#define SHOT_MASS 0.0005
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#define SHOT_LIFETIME_S 4
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#define ARROW_SCALE 0.0125
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#define ARROW_SCALE 0.0125
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#define ARROW_WIDTH 4
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#define ARROW_WIDTH 4
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@@ -178,7 +174,6 @@ static void shoot()
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scene_add(id, shot_verts, NELEMS(shot_verts), false);
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scene_add(id, shot_verts, NELEMS(shot_verts), false);
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physics_add(id, pos, ship->dir, vel, 0, SHOT_MASS);
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physics_add(id, pos, ship->dir, vel, 0, SHOT_MASS);
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collisions_add(id, SHOT_COLLIDE_R, SHOT_COLLIDE_PRIOR, shot_collide);
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collisions_add(id, SHOT_COLLIDE_R, SHOT_COLLIDE_PRIOR, shot_collide);
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self_destruct_add(id, FPS * SHOT_LIFETIME_S);
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const vec2_t p_ship = vec2_scale(ship->vel, ship->mass);
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const vec2_t p_ship = vec2_scale(ship->vel, ship->mass);
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const vec2_t p_shot = vec2_scale(vel, SHOT_MASS);
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const vec2_t p_shot = vec2_scale(vel, SHOT_MASS);
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@@ -218,7 +213,6 @@ static void create_field()
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scene_clear();
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scene_clear();
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physics_init();
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physics_init();
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collisions_init();
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collisions_init();
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self_destruct_clear();
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ship_entity_id = entity_add();
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ship_entity_id = entity_add();
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scene_add(ship_entity_id, ship_verts, NELEMS(ship_verts), true);
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scene_add(ship_entity_id, ship_verts, NELEMS(ship_verts), true);
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@@ -315,7 +309,6 @@ void game_update()
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ship_update();
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ship_update();
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physics_update();
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physics_update();
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self_destruct_update();
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collisions_update();
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collisions_update();
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scene_update();
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scene_update();
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@@ -324,7 +317,7 @@ void game_update()
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const bool items_enabled
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const bool items_enabled
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= !clear && score >= ITEM_MIN_SCORE && armour_level < 9;
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= !clear && score >= ITEM_MIN_SCORE && armour_level < 9;
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if (items_enabled && !item
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if (items_enabled && !item
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&& rng_canon() < 1.0f / (FPS * ITEM_SPAWN_EXP_S))
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&& rng_canon() < 1.0f / (60 * ITEM_SPAWN_EXP_S))
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add_item();
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add_item();
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}
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}
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@@ -1,60 +0,0 @@
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#include "self_destruct.h"
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#include "entity.h"
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#include <assert.h>
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#include <string.h>
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#define MAX 256U
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typedef struct {
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unsigned entity_id;
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unsigned component_id;
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unsigned rem;
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} cmp_t;
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static unsigned count;
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static cmp_t cmps[MAX];
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static void update(unsigned new_entity_id, void *ref)
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{
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cmp_t *c = (cmp_t *)ref;
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c->entity_id = new_entity_id;
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}
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static void remove(void *ref)
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{
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cmp_t *c = (cmp_t *)ref;
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const cmp_t *last = cmps + (count - 1);
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if (c < last) {
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memcpy(c, last, sizeof(cmp_t));
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entity_update_component(c->entity_id, c->component_id, c);
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}
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--count;
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}
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void self_destruct_clear()
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{
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count = 0;
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}
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void self_destruct_update()
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{
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for (unsigned i = 0; i < count; ++i) {
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if (cmps[i].rem == 0)
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entity_mark(cmps[i].entity_id);
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else
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--cmps[i].rem;
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}
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}
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void self_destruct_add(unsigned id, unsigned frames)
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{
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assert(count < MAX);
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cmp_t *c = cmps + count++;
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*c = (cmp_t) {
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.entity_id = id,
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.rem = frames,
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.component_id = entity_add_component(id, update, remove, c),
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};
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}
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@@ -1,8 +0,0 @@
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#ifndef SELF_DESTRUCT_H
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#define SELF_DESTRUCT_H
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void self_destruct_clear();
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void self_destruct_update();
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void self_destruct_add(unsigned id, unsigned frames);
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#endif
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