#include "game.h" #include "input.h" #include "renderer.h" #include "rng.h" #include #include #include #include #define FIRE_MEAN -0.15 #define FIRE_JITTER 0.01 #define ASTEROID_MIN_VERTS 5 #define ASTEROID_VERT_RANGE (MAX_VERTS - ASTEROID_MIN_VERTS) #define ASTEROID_A_JITTER 0.8 #define ASTEROID_VEL_JITTER 0.001 #define ASTEROID_OMG_JITTER 0.005 #define INIT_ASTEROIDS 8 #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 { vec2_t pos; vec2_t vel; mat2_t dir; float omg; unsigned shapes[MAX_SHAPES_PER_ENTITY]; unsigned shape_count; bool wrap; } entity_t; typedef struct { bool visible; int entity; unsigned vert_count; vec2_t verts[MAX_VERTS]; uint8_t flags; } shape_t; typedef enum { ASTEROID_SMALL, ASTEROID_MEDIUM, ASTEROID_LARGE, } asteroid_size_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 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 gen_asteroid_shape(asteroid_size_t size, shape_t *out) { float r_mean, r_jitter; switch (size) { case ASTEROID_SMALL: r_mean = 0.05; r_jitter = 0.02; break; case ASTEROID_MEDIUM: r_mean = 0.1; r_jitter = 0.02; break; case ASTEROID_LARGE: r_mean = 0.15; r_jitter = 0.05; } const unsigned n = ASTEROID_MIN_VERTS + rng_uint32() % (ASTEROID_VERT_RANGE); out->vert_count = n; const float da = 2.0f * PI / n; for (unsigned i = 0; i < n; ++i) { const float r = r_mean + rng_plusminus() * r_jitter; const float a = i * da + ASTEROID_A_JITTER * rng_plusminus() * da / 2; out->verts[i] = (vec2_t) { r * cosf(a), r * sinf(a) }; } } static void add_asteroid() { unsigned id; entity_t *e = add_entity(&id); e->wrap = true; e->pos.y = rng_plusminus(); e->pos.x = aspect * rng_plusminus(); e->vel = (vec2_t) { ASTEROID_VEL_JITTER * rng_plusminus(), ASTEROID_VEL_JITTER * rng_plusminus(), }; e->omg = ASTEROID_OMG_JITTER * rng_plusminus(); shape_t *s = add_shape(id, nullptr); s->visible = true; s->flags = WRAP | CONNECT; asteroid_size_t size; const float r = rng_canon(); if (r < 0.2) size = ASTEROID_SMALL; else if (r < 0.5) size = ASTEROID_MEDIUM; else size = ASTEROID_LARGE; gen_asteroid_shape(size, s); } 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 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(); } void game_init(float _aspect) { input_on_shoot(shoot); 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)); for (unsigned i = 0; i < INIT_ASTEROIDS; ++i) add_asteroid(); } void 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)); } } 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); } }