#include "game.h" #include "input.h" #include "renderer.h" #include #include #include #include #include #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); } }