feat: print description
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4f478efc65
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0ac20b711b
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@ -46,7 +46,7 @@ uint32_t characters[96] = {
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0b111001000011100100001000000000, // F
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0b011001000010000101000110000000, // G
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0b101001010011100101001010000000, // H
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0b111000100001000010001110000000, // I
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0b011100010000100001000111000000, // I
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0b111000010000100101000110000000, // J
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0b101001010011000101001010000000, // K
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0b100001000010000100001110000000, // L
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@ -78,7 +78,7 @@ uint32_t characters[96] = {
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0b011000100011100010000100000000, // f
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0b000001110010100111000010011100, // g
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0b100001000011100101001010000000, // h
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0b100000000010000100001100000000, // i
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0b010000000001000010000110000000, // i
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0b010000000001000010000100011000, // j
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0b100001000010100110001010000000, // k
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0b110000100001000010001110000000, // l
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84
game.c
84
game.c
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@ -184,34 +184,33 @@ void mouse_button_callback(int button, int action, int mods) {
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}
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void init() {
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void init(struct image canvas) {
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camera_x = canvas.width / 2;
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camera_y = canvas.height / 2;
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bricks_append(
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&bricks,
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(struct brick) {
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.front = {.x = 10, .y = 5, .val = 3},
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.back = {.x = 11, .y = 5, .val = 2},
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}
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);
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bricks_append(
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&bricks,
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(struct brick) {
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.front = {.x = 12, .y = 5, .val = 2},
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.back = {.x = 13, .y = 5, .val = 5},
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.front = {.x = 0, .y = 0, .val = 3},
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.back = {.x = 1, .y = 0, .val = 2},
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}
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);
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hand_count = 3;
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hand[0] = (struct brick) {
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.front = {.x = 12, .y = 5, .val = 0},
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.back = {.x = 13, .y = 5, .val = 3},
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hand[hand_count++] = (struct brick) {
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.front = {.val = 0},
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.back = {.val = 3},
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};
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hand[1] = (struct brick) {
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.front = {.x = 12, .y = 5, .val = 4},
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.back = {.x = 13, .y = 5, .val = 1},
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hand[hand_count++] = (struct brick) {
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.front = {.val = 4},
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.back = {.val = 1},
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};
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hand[2] = (struct brick) {
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.front = {.x = 12, .y = 5, .val = 2},
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.back = {.x = 13, .y = 5, .val = 5},
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hand[hand_count++] = (struct brick) {
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.front = {.val = 2},
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.back = {.val = 5},
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};
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hand[hand_count++] = (struct brick) {
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.front = {.val = 2},
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.back = {.val = 5},
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};
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}
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@ -225,12 +224,7 @@ void draw( struct image canvas, struct image texture, size_t xpos, size_t ypos,
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}
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}
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void
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draw_character(
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struct image canvas,
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char *character,
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size_t xpos, size_t ypos
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) {
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void draw_glyph( struct image canvas, uint32_t glyph, size_t xpos, size_t ypos, struct color color) {
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struct image texture = {
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.width = 5,
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.height = 6,
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@ -238,28 +232,27 @@ draw_character(
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.buf = (uint32_t[30]) {0}
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};
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for (size_t i = 0; character[i]; i++) {
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const uint32_t bitmask = characters[character[i] - ' '];
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texture.buf = (uint32_t[30]) {0};
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texture.buf = (uint32_t[30]) {0};
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for (size_t y = 0; y < texture.height; y++) {
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for (size_t x = 0; x < texture.width; x++) {
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if ((bitmask >> ((texture.height - y - 1) * texture.width + (texture.width - x - 1))) & 1) {
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texture.buf[y * texture.width + x] = -1;
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}
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for (size_t y = 0; y < texture.height; y++) {
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for (size_t x = 0; x < texture.width; x++) {
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if ((glyph >> ((texture.height - y - 1) * texture.width + (texture.width - x - 1))) & 1) {
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texture.color[y * texture.width + x] = color;
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}
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}
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draw(canvas, texture, xpos + i * texture.width, ypos, 0);
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}
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draw(canvas, texture, xpos, ypos, 0);
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}
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void print(struct image canvas, char *string, size_t xpos, size_t ypos, struct color color) {
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for (size_t i = 0; string[i]; i++) {
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uint32_t glyph = characters[string[i] - ' '];
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draw_glyph(canvas, glyph, xpos + i * 5, ypos, color);
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}
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}
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//void
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//draw_text(
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//
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//)
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void render(struct image canvas) {
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for (size_t i = 0; i < canvas.bufsize; i++) canvas.buf[i] = i;
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for (size_t i = 0; i < canvas.bufsize; i++) canvas.buf[i] = 0;
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// domino playground
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for (size_t i = 0; i < bricks.count; i++) {
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@ -280,13 +273,20 @@ void render(struct image canvas) {
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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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draw_glyph(canvas, (uint32_t) 0b00011000111001100010000100011100, 50, 50, (struct color) {255, 255, 0, 255});
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// active
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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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char title[] = "domino dungeon";
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char inventory[] = "Inventory";
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// print(canvas, title, (canvas.width - (sizeof(title)-1) * 5) / 2, 5, (struct color) {255, 255, 255, 255});
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print(canvas, inventory, (canvas.width - (sizeof(inventory)-1) * 5) / 2, canvas.height - DOMINO_WIDTH - 10, (struct color) {255, 255, 255, 255});
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print(canvas, "Drag Dominos from your inventory onto the chain to", 3, 2, (struct color) {255, 255, 255, 255});
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print(canvas, "reach the goal. Press [R] to rotate", 3, 9, (struct color) {255, 255, 255, 255});
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}
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6
main.c
6
main.c
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@ -22,8 +22,8 @@ unsigned int VAO;
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extern void key_callback(int key, int scancode, int action, int mods);
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extern void cursor_position_callback(int xpos, int ypos);
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extern void mouse_button_callback(int button, int action, int mods);
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extern void init();
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extern void render(struct image img);
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extern void init(struct image canvas);
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extern void render(struct image canvas);
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uint32_t buffer[256 * 240] = {0};
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@ -252,7 +252,7 @@ int main() {
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glUseProgram(shader_program);
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glUniform1i(glGetUniformLocation(shader_program, "texture1"), 0);
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init();
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init(canvas);
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#ifdef __EMSCRIPTEN__
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emscripten_set_main_loop(loop, 0, true);
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