#include "game.h" #include "input.h" #include "renderer.h" #include "rng.h" #include "text.h" #include #include #include #include #define SHIP_COLLIDE_R 0.05 #define SHIP_MASS 0.5 #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 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; 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 const vec2_t arrow_verts[][MAX_VERTS] = { { { 1, 2 }, { 2, 0 }, { 1, -2 } }, { { -2, 0 }, { 2, 0 } }, }; 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 unsigned entity_count; static unsigned shape_count; static float aspect; static unsigned level; static bool dead; 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 (rnd < 0.8) r = ASTEROID_LARGE; else r = ASTEROID_HUGE; 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() { renderer_set_wrap(false); } 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; } } static void handle_collisions(const collision_t *collisions, unsigned count) { 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) { dead = true; 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); } } for (unsigned i = 0; i < entity_count; ++i) { if (entities[i].dead) remove_entity(i--); } } static void draw_arrow() { const float tx = aspect - ARROW_SCALE * (ARROW_WIDTH / 2.0 + 2); const mat3_t m = { { ARROW_SCALE, 0, 0 }, { 0, ARROW_SCALE, 0 }, { tx, 0, 1 }, }; const vec3_t c_mod = { 0, 0, 1 }; const vec3_t s_mod = { ARROW_WIDTH + 2, ARROW_HEIGHT + 2, 0 }; const vec3_t c = mat3_mul_vec3(m, c_mod); const vec3_t s = mat3_mul_vec3(m, s_mod); renderer_clear_rect(vec3_reduce(c), (vec2_t) { s.x, s.y }); for (unsigned i = 0; i < NELEMS(arrow_verts); ++i) renderer_draw(arrow_verts[i], arrow_counts[i], m, false); } static void create_field() { dead = false; counter = 0; 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; 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)); 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)); for (unsigned i = 0; i < level; ++i) spawn_asteroid(); } static void win() { renderer_set_wrap(true); ++level; create_field(); } static void reset() { level = INIT_LEVEL; score = 0; create_field(); } void game_init(float _aspect) { input_on_shoot(shoot); input_on_restart(reset); aspect = _aspect; reset(); } void game_update() { if (dead || asteroid_count == 0) ++counter; if (dead) return; 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 (asteroid_count == 0 && 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); } 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); } text_draw_score(aspect, score); if (dead && !(counter & COUNTER_MASK)) text_draw_centre("GAME OVER"); if (!dead && asteroid_count == 0) { draw_arrow(); if (!(counter & COUNTER_MASK)) text_draw_centre("CLEAR"); } }