domino-dungeon/game.c

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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 <stdbool.h>
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#include "game.h"
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#include "domino.h"
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#include "characters.h"
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#include "assets/white_and_blue_dominoes.h"
#include "assets/red_and_peach_dominoes.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};
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bool has_active = 0;
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struct brick preview[256] = {0};
size_t preview_count = 0;
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struct eye direction[4] = {
{.x = 0, .y = -1},
{.x = -2, .y = 0},
{.x = 1, .y = 0},
{.x = 0, .y = 1},
};
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void get_prewiews() {
preview_count = 0;
for (size_t i = 0; i < bricks.count * 2; i++) {
struct eye e = bricks.items.eye[i];
if (e.val != active.front.val) continue;
struct brick p = active;
p.front.x = e.x;
p.front.y = e.y;
p.back.x = e.x + 1;
p.back.y = e.y;
struct brick previews[4] = {p, p, p, p};
for (size_t ii = 0; ii < 4; ii++) {
previews[ii].front.x += direction[ii].x;
previews[ii].front.y += direction[ii].y;
previews[ii].front.val = 0;
previews[ii].back.x += direction[ii].x;
previews[ii].back.y += direction[ii].y;
for (size_t iii = 0; iii < bricks.count * 2; iii++) {
previews[ii].front.val |= ((bricks.items.eye[iii].x == previews[ii].back.x && bricks.items.eye[iii].y == previews[ii].back.y) ||
(bricks.items.eye[iii].x == previews[ii].front.x && bricks.items.eye[iii].y == previews[ii].front.y));
}
}
for (size_t ii = 0; ii < 4; ii++) {
if (!previews[ii].front.val)
preview[preview_count++] = previews[ii];
}
}
}
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void print_brick(struct brick b) {
struct eye *eyes = (struct eye*) &b;
for (size_t i = 0; i < 2; i++) {
printf("{.x = %zu, .y = %zu, .val = %zu, .vertical = %zu}" , eyes[i].x, eyes[i].y, eyes[i].val, eyes[i].vertical);
}
printf("\n");
}
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void key_callback(int key, int scancode, int action, int mods) {
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(void) scancode;
(void) mods;
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if (action != GLFW_PRESS) return;
switch (key) {
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case GLFW_KEY_R:
if (active.front.vertical) {
struct eye tmp = active.front;
active.front.val = active.back.val;
active.back.val = tmp.val;
get_prewiews();
}
active.front.vertical = !active.front.vertical;
printf("rotate\n");
break;
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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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(void) mods;
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if (button == GLFW_MOUSE_BUTTON_LEFT && action == GLFW_PRESS) {
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// pick up brick from hand
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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--;
get_prewiews();
}
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}
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printf("click!\n");
if (button == GLFW_MOUSE_BUTTON_LEFT && action == GLFW_RELEASE) {
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if (has_active) {
has_active = 0;
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size_t min_dist = -1;
for (size_t i = 0; i < preview_count; i++) {
int active_x = active.front.x + mouse_x + DOMINO_WIDTH / 2;
int active_y = active.front.y + mouse_y + DOMINO_HEIGHT / 2;
int preview_x = preview[i].front.x * EYE_SIZE + DOMINO_WIDTH / 2;
int preview_y = preview[i].front.y * EYE_SIZE + DOMINO_HEIGHT / 2;
preview[i].front.val = (active_x - preview_x) * (active_x - preview_x) + (active_y - preview_y) * (active_y - preview_y);
if (min_dist == (size_t)-1) min_dist = 1;
if (preview[i].front.val < preview[min_dist].front.val) min_dist = i;
}
if (preview[min_dist].front.val < EYE_SIZE * EYE_SIZE && preview_count) {
preview[min_dist].front.val = active.front.val;
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preview[min_dist].front.vertical = active.front.vertical;
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preview[min_dist].back.val = active.back.val;
bricks_append(&bricks, preview[min_dist]);
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for (size_t i = 0; i < bricks.count; i++) print_brick(bricks.items.brick[i]);
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} else {
hand[hand_count++] = active;
}
preview_count = 0;
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}
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}
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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},
};
}
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void draw( struct image canvas, struct image texture, size_t xpos, size_t ypos, bool vertical) {
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for (size_t y = 0; y < texture.height; y++) {
for (size_t x = 0; x < texture.width; x++) {
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size_t canvas_y = vertical ? x : y;
size_t canvas_x = vertical ? y : x;
canvas.buf[(ypos + canvas_y) * canvas.width + xpos + canvas_x] = texture.buf[y * texture.width + x];
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}
}
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}
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void
draw_character(
struct image canvas,
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char *character,
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size_t xpos, size_t ypos
) {
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struct image texture = {
.width = 5,
.height = 6,
.bufsize = 5 * 6,
.buf = (uint32_t[30]) {0}
};
for (size_t i = 0; character[i]; i++) {
const uint32_t bitmask = characters[character[i] - ' '];
texture.buf = (uint32_t[30]) {0};
for (size_t y = 0; y < texture.height; y++) {
for (size_t x = 0; x < texture.width; x++) {
if ((bitmask >> ((texture.height - y - 1) * texture.width + (texture.width - x - 1))) & 1) {
texture.buf[y * texture.width + x] = -1;
}
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}
}
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draw(canvas, texture, xpos + i * texture.width, ypos, 0);
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}
}
//void
//draw_text(
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//
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//)
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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, red_and_peach_dominoes[b->back.val][b->front.val], b->front.x * EYE_SIZE, b->front.y * EYE_SIZE, b->front.vertical);
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}
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for (size_t i = 0; i < preview_count; i++) {
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draw(canvas, white_and_blue_dominoes[active.back.val][active.front.val], preview[i].front.x * EYE_SIZE, preview[i].front.y * EYE_SIZE, active.front.vertical);
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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;
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draw(canvas, red_and_peach_dominoes[b->back.val][b->front.val], b->front.x, b->front.y, b->front.vertical);
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}
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// active
if (has_active) {
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draw(canvas, red_and_peach_dominoes[active.back.val][active.front.val], CLAMP(mouse_x + active.front.x, 0, canvas.width), CLAMP(mouse_y + active.front.y, 0, canvas.height), active.front.vertical);
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}
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// character
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draw_character(canvas, "Hallo Welt", 50, 20); // debugging
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}
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