domino-dungeon/game.c

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#include <GLFW/glfw3.h>
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#include <stddef.h>
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#include <stdint.h>
#include <stdio.h>
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#include "game.h"
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#include "domino.h"
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#include "assets/dominos.h"
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#include "characters.h"
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#define MIN(a,b) (((a)<(b))?(a):(b))
#define MAX(a,b) (((a)>(b))?(a):(b))
#define CLAMP(x,a,b) (MIN(MAX(x,a),b))
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size_t mouse_x = 0, mouse_y = 0;
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struct bricks bricks = {0};
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struct brick hand[5];
size_t hand_count = 0;
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struct brick active = {0};
int has_active = 0;
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void key_callback(int key, int scancode, int action, int mods) {
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if (action != GLFW_PRESS) return;
switch (key) {
case GLFW_KEY_ENTER:
break;
case GLFW_KEY_BACKSPACE:
break;
}
}
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void cursor_position_callback(int xpos, int ypos) {
mouse_x = xpos;
mouse_y = ypos;
}
void mouse_button_callback(int button, int action, int mods) {
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if (button == GLFW_MOUSE_BUTTON_LEFT && action == GLFW_PRESS) {
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for (size_t i = 0; i < hand_count; i++) {
struct brick *b = &hand[i];
if (!has_active) {
if (b->front.x <= mouse_x && mouse_x <= b->front.x + DOMINO_WIDTH &&
b->front.y <= mouse_y && mouse_y <= b->front.y + DOMINO_HEIGHT
) {
has_active = 1;
active = *b;
active.front.x -= mouse_x;
active.front.y -= mouse_y;
}
} else {
hand[i - 1] = hand[i];
}
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}
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if (has_active) hand_count--;
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}
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printf("click!\n");
if (button == GLFW_MOUSE_BUTTON_LEFT && action == GLFW_RELEASE) {
has_active = 0;
hand[hand_count++] = active;
}
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}
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void init() {
bricks_append(
&bricks,
(struct brick) {
.front = {.x = 10, .y = 5, .val = 3},
.back = {.x = 11, .y = 5, .val = 2},
}
);
bricks_append(
&bricks,
(struct brick) {
.front = {.x = 12, .y = 5, .val = 2},
.back = {.x = 13, .y = 5, .val = 5},
}
);
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hand_count = 3;
hand[0] = (struct brick) {
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.front = {.x = 12, .y = 5, .val = 0},
.back = {.x = 13, .y = 5, .val = 3},
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};
hand[1] = (struct brick) {
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.front = {.x = 12, .y = 5, .val = 4},
.back = {.x = 13, .y = 5, .val = 1},
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};
hand[2] = (struct brick) {
.front = {.x = 12, .y = 5, .val = 2},
.back = {.x = 13, .y = 5, .val = 5},
};
}
void
draw(
struct image canvas, struct image texture,
size_t xpos, size_t ypos
) {
for (size_t y = 0; y < texture.height; y++) {
for (size_t x = 0; x < texture.width; x++) {
canvas.buf[(ypos + y) * canvas.width + xpos + x] = texture.buf[y * texture.width + x];
}
}
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}
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void
draw_character(
struct image canvas,
char character,
size_t xpos, size_t ypos
) {
const int character_width = 5;
const int character_height = 6;
struct image texture;
texture.width = character_height;
texture.height = character_width;
texture.buf = (uint32_t[30]) {0};
const uint32_t bitmask = characters[character - ' '];
for (size_t i = 0; i < character_width; i++) {
for (size_t j = 0; j < character_height; j++) {
if (bitmask >> ((character_height - j - 1) * character_width + (character_width - i + 1)) & 1) {
// (0b101101 >> ((height - y - 1) * width + (width - x + 1))) & 1
texture.color[j*character_width + i] = (struct color){255, 255, 255, 0};
}
//else {
// texture.color[j*character_width + i] = (struct color){0, 0, 0, 255};
//};
}
}
draw(canvas, texture, xpos, ypos);
}
//void
//draw_text(
//
//)
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void render(struct image canvas) {
for (size_t i = 0; i < canvas.bufsize; i++) canvas.buf[i] = i;
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// domino playground
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for (size_t i = 0; i < bricks.count; i++) {
struct brick *b = &bricks.items.brick[i];
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draw(canvas, domino[b->back.val][b->front.val], b->front.x * EYE_SIZE, b->front.y * EYE_SIZE);
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}
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// hand
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for (size_t i = 0; i < hand_count; i++) {
struct brick *b = &hand[i];
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b->front.x = (canvas.width - hand_count *(DOMINO_WIDTH + 4))/2 + i * (DOMINO_WIDTH + 4);
b->front.y = canvas.height - DOMINO_WIDTH;
draw(canvas, domino[b->back.val][b->front.val], b->front.x, b->front.y);
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}
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// active
if (has_active) {
draw(canvas,domino[active.back.val][active.front.val], CLAMP(mouse_x + active.front.x, 0, canvas.width), CLAMP(mouse_y + active.front.y, 0, canvas.height));
}
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// character
draw_character(canvas, 'D', 50, 20); // debugging
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}
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