416 lines
9.3 KiB
C
416 lines
9.3 KiB
C
#include "game.h"
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#include "input.h"
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#include "renderer.h"
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#include "rng.h"
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#include <assert.h>
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#include <linux/input-event-codes.h>
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#include <math.h>
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#include <string.h>
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#define SHIP_COLLIDE_R 0.05
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#define FIRE_MEAN -0.15
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#define FIRE_JITTER 0.01
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#define ASTEROID_MIN_VERTS 5
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#define ASTEROID_VERT_RANGE (MAX_VERTS - ASTEROID_MIN_VERTS)
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#define ASTEROID_A_JITTER 0.8
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#define ASTEROID_VEL_JITTER 0.001
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#define ASTEROID_OMG_JITTER 0.005
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#define INIT_ASTEROIDS 8
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#define ASTEROID_SMALL 0.05
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#define ASTEROID_MEDIUM 0.1
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#define ASTEROID_LARGE 0.15
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#define ASTEROID_R_JITTER 0.02
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#define ASTEROID_MIN_DIST 0.8
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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 SHOT_COLLIDE_R 0.005
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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_COLLISIONS 128U
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#define NELEMS(arr) (sizeof(arr) / sizeof(arr[0]))
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typedef enum {
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COLLISION_SHIP,
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COLLISION_SHOT,
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COLLISION_ASTEROID,
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} collision_tag_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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float radius;
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collision_tag_t tag;
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bool wrap;
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bool dead;
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} entity_t;
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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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unsigned entities[2];
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} collision_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 dead;
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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 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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e->radius = SHIP_COLLIDE_R;
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e->tag = COLLISION_SHOT;
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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 entity_t *gen_asteroid(float r_mean, unsigned *id_out)
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{
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unsigned id;
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entity_t *e = add_entity(&id);
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e->wrap = true;
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e->radius = r_mean;
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e->tag = COLLISION_ASTEROID;
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shape_t *s = add_shape(id, nullptr);
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s->visible = true;
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s->flags = WRAP | CONNECT;
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const unsigned n
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= ASTEROID_MIN_VERTS + rng_uint32() % ASTEROID_VERT_RANGE;
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s->vert_count = n;
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const float da = 2.0f * PI / n;
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for (unsigned i = 0; i < n; ++i) {
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const float r = r_mean + rng_plusminus() * ASTEROID_R_JITTER;
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const float a
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= i * da + ASTEROID_A_JITTER * rng_plusminus() * da / 2;
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s->verts[i] = (vec2_t) { r * cosf(a), r * sinf(a) };
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}
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if (id_out)
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*id_out = id;
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return e;
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}
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static bool intersecting(unsigned a, unsigned b)
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{
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const float sep = vec2_len(vec2_sub(entities[b].pos, entities[a].pos));
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return sep <= entities[a].radius + entities[b].radius;
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}
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static bool intersecting_any(unsigned id)
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{
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for (unsigned i = 0; i < entity_count; ++i) {
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if (i == id)
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continue;
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if (intersecting(id, i))
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return true;
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}
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return false;
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}
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static void spawn_asteroid()
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{
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float r;
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const float rnd = rng_canon();
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if (rnd < 0.2)
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r = ASTEROID_SMALL;
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else if (rnd < 0.6)
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r = ASTEROID_MEDIUM;
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else
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r = ASTEROID_LARGE;
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unsigned id;
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entity_t *e = gen_asteroid(r, &id);
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do {
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e->pos.y = rng_plusminus();
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e->pos.x = aspect * rng_plusminus();
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} while (vec2_len(e->pos) < ASTEROID_MIN_DIST || intersecting_any(id));
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e->vel = (vec2_t) {
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ASTEROID_VEL_JITTER * rng_plusminus(),
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ASTEROID_VEL_JITTER * rng_plusminus(),
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};
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e->omg = ASTEROID_OMG_JITTER * rng_plusminus();
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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, last, 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 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.spin;
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const vec2_t thrust = { 0, (float)input.thrust * 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.thrust != 0;
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fire->verts[0].y = FIRE_MEAN + FIRE_JITTER * rng_plusminus();
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}
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static unsigned check_collisions(collision_t *out)
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{
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unsigned count = 0;
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for (unsigned i = 0; i < entity_count; ++i) {
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for (unsigned j = i + 1; j < entity_count; ++j) {
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if (intersecting(i, j)) {
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assert(count < MAX_COLLISIONS);
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out[count].entities[0] = i;
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out[count].entities[1] = j;
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++count;
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}
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}
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}
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return count;
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}
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static void bounce_asteroids(entity_t *a, entity_t *b)
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{
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const float ma = a->radius * a->radius;
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const float mb = b->radius * b->radius;
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const float m = ma + mb;
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const vec2_t n = vec2_norm(vec2_sub(b->pos, a->pos));
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const float va1 = vec2_dot(a->vel, n);
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const float vb1 = vec2_dot(b->vel, n);
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const float va2 = (va1 * (ma - mb) + 2 * mb * vb1) / m;
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const float vb2 = (vb1 * (mb - ma) + 2 * ma * va1) / m;
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a->vel = vec2_add(a->vel, vec2_scale(n, va2 - va1));
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b->vel = vec2_add(b->vel, vec2_scale(n, vb2 - vb1));
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}
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static void handle_collisions(const collision_t *collisions, unsigned count)
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{
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for (unsigned i = 0; i < count; ++i) {
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const collision_t c = collisions[i];
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entity_t *a = entities + c.entities[0];
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entity_t *b = entities + c.entities[1];
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if (a->tag == COLLISION_SHIP || b->tag == COLLISION_SHIP) {
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dead = true;
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continue;
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}
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if (a->tag == COLLISION_SHOT && b->tag == COLLISION_SHOT)
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continue;
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if (a->tag == COLLISION_ASTEROID && b->tag == COLLISION_ASTEROID) {
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bounce_asteroids(a, b);
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continue;
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}
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if (a->tag == COLLISION_SHOT) {
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a->dead = true;
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b->dead = true;
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}
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if (b->tag == COLLISION_SHOT) {
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a->dead = true;
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b->dead = true;
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}
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}
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for (unsigned i = 0; i < entity_count; ++i) {
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if (entities[i].dead)
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remove_entity(i--);
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}
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}
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void game_init(float _aspect)
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{
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input_on_shoot(shoot);
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aspect = _aspect;
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dead = false;
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entity_count = shape_count = 0;
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entity_t *ship = add_entity(&ship_entity_id);
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ship->wrap = true;
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ship->radius = SHIP_COLLIDE_R;
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ship->tag = COLLISION_SHIP;
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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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for (unsigned i = 0; i < INIT_ASTEROIDS; ++i)
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spawn_asteroid();
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}
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void game_update()
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{
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if (dead)
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return;
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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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static collision_t collisions[MAX_COLLISIONS];
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const unsigned ncols = check_collisions(collisions);
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handle_collisions(collisions, ncols);
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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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