From 3a2daedb9dfcdc1d2b9ddf73caa472da90561d7d Mon Sep 17 00:00:00 2001 From: orangerot Date: Tue, 21 Oct 2025 14:57:37 +0200 Subject: [PATCH] style: refactor to functions --- domino.c | 4 +- draw.c | 5 ++- draw.h | 4 +- game.c | 126 ++++++++++++++++++++++++++++++++++--------------------- 4 files changed, 87 insertions(+), 52 deletions(-) diff --git a/domino.c b/domino.c index d9a6448..45c8941 100644 --- a/domino.c +++ b/domino.c @@ -65,8 +65,10 @@ void brick_previews(const struct brick active, const struct bricks bricks, struc ) ); } - if (!previews[ii].front.val) + if (!previews[ii].front.val) { + previews[ii].front.val = p.front.val; bricks_append(preview, previews[ii]); + } } } } diff --git a/draw.c b/draw.c index d60f5d3..d8f9162 100644 --- a/draw.c +++ b/draw.c @@ -1,18 +1,19 @@ #include "characters.h" #include "draw.h" -void draw_image( struct image canvas, struct image texture, size_t xpos, size_t ypos, bool vertical) { +void draw_image(struct image canvas, struct image texture, size_t xpos, size_t ypos, bool vertical) { for (size_t y = 0; y < texture.height; y++) { for (size_t x = 0; x < texture.width; x++) { int canvas_y = (vertical ? x : y) + ypos; int canvas_x = (vertical ? y : x) + xpos; + if (texture.color[y * texture.width + x].a == 0) continue; if (canvas_x < 0 || canvas_x >= (int) canvas.width - 1 || canvas_y < 0 || canvas_y >= (int) canvas.height - 1) continue; canvas.buf[canvas_y * canvas.width + canvas_x] = texture.buf[y * texture.width + x]; } } } -void draw_glyph( struct image canvas, uint32_t glyph, size_t xpos, size_t ypos, struct color color) { +void draw_glyph(struct image canvas, uint32_t glyph, size_t xpos, size_t ypos, struct color color) { struct image texture = { .width = 5, .height = 6, diff --git a/draw.h b/draw.h index 15f95e0..0a9e7da 100644 --- a/draw.h +++ b/draw.h @@ -2,7 +2,7 @@ #include #include "game.h" -void draw_image( struct image canvas, struct image texture, size_t xpos, size_t ypos, bool vertical); -void draw_glyph( struct image canvas, uint32_t glyph, size_t xpos, size_t ypos, struct color color); +void draw_image(struct image canvas, struct image texture, size_t xpos, size_t ypos, bool vertical); +void draw_glyph(struct image canvas, uint32_t glyph, size_t xpos, size_t ypos, struct color color); void draw_text(struct image canvas, char *string, size_t xpos, size_t ypos, struct color color); diff --git a/game.c b/game.c index 024b141..f3fab79 100644 --- a/game.c +++ b/game.c @@ -14,12 +14,17 @@ #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)) +#define VEC2_EQ(a,b) ((a).x == (b).x && (a).y == (b).y) const uint32_t glyph_heart = 0b00010101111111111011100010000000; const uint32_t glyph_flag = 0b00011000111001100010000100011100; const uint32_t glyph_monster = 0b00111011111101011111111111101010; +const uint32_t glyph_sword = 0b00000010001110110011001101010000; +const uint32_t glyph_shield = 0b00111111000110001100010101000100; -int mouse_x = 0, mouse_y = 0; +struct vec2 {int x,y;}; + +struct vec2 mouse = {0,0}; struct bricks bricks = {0}; @@ -31,16 +36,15 @@ bool has_active = 0; struct bricks preview = {0}; -int camera_x = 0; -int camera_y = 0; +struct vec2 camera = {0,0}; bool is_dragging = 0; -int goal_x = 5; -int goal_y = 5; +struct vec2 goal = {5,5}; bool is_goal_reached = 0; struct enemy { int x, y, attack, health; + bool is_reachable; }; struct enemy enemies[20] = {0}; @@ -72,11 +76,29 @@ void key_callback(int key, int scancode, int action, int mods) { void cursor_position_callback(int xpos, int ypos) { if (is_dragging) { - camera_x += xpos - mouse_x; - camera_y += ypos - mouse_y; + camera.x += xpos - mouse.x; + camera.y += ypos - mouse.y; } - mouse_x = xpos; - mouse_y = ypos; + mouse.x = xpos; + mouse.y = ypos; +} + +void preview_closest(const struct bricks preview, struct brick *closest, size_t *min_dist) { + size_t min_dist_i = -1; + *min_dist = (size_t)-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 = camera.x + preview.items.brick[i].front.x * EYE_SIZE + DOMINO_WIDTH / 2; + int preview_y = camera.y + preview.items.brick[i].front.y * EYE_SIZE + DOMINO_HEIGHT / 2; + size_t dist = (active_x - preview_x) * (active_x - preview_x) + (active_y - preview_y) * (active_y - preview_y); + if (min_dist_i == (size_t)-1) min_dist_i = i; + if (dist < *min_dist) { + min_dist_i = i; + *min_dist = dist; + } + } + *closest = preview.items.brick[min_dist_i]; } void mouse_button_callback(int button, int action, int mods) { @@ -95,13 +117,13 @@ void mouse_button_callback(int button, int action, int mods) { hand[i - 1] = hand[i]; continue; } - 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 + 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; + active.front.x -= mouse.x; + active.front.y -= mouse.y; } } if (has_active) { @@ -116,53 +138,43 @@ void mouse_button_callback(int button, int action, int mods) { // get preview with minimal distance from active brick 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 = camera_x + preview.items.brick[i].front.x * EYE_SIZE + DOMINO_WIDTH / 2; - int preview_y = camera_y + preview.items.brick[i].front.y * EYE_SIZE + DOMINO_HEIGHT / 2; - preview.items.brick[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 = i; - if (preview.items.brick[i].front.val < preview.items.brick[min_dist].front.val) min_dist = i; - } + struct brick closest = {0}; + preview_closest(preview, &closest, &min_dist); - if (preview.items.brick[min_dist].front.val < EYE_SIZE * EYE_SIZE && preview.count) { - preview.items.brick[min_dist].front.val = active.front.val; - preview.items.brick[min_dist].front.vertical = active.front.vertical; - preview.items.brick[min_dist].back.val = active.back.val; - bricks_append(&bricks, preview.items.brick[min_dist]); + if (min_dist < EYE_SIZE * EYE_SIZE && preview.count) { + bricks_append(&bricks, closest); + for (size_t i = 0; i < enemy_count; i++) { + enemies[i].is_reachable |= VEC2_EQ(closest.front, enemies[i]) || VEC2_EQ(closest.back, enemies[i]); + } hand[hand_count++] = (struct brick) { .front = {.val = rand() % 6}, .back = {.val = rand() % 6}, }; - if ((preview.items.brick[min_dist].front.x == goal_x && - preview.items.brick[min_dist].front.y == goal_y) || - (preview.items.brick[min_dist].back.x == goal_x && - preview.items.brick[min_dist].back.y == goal_y)) { - is_goal_reached = 1; - } + is_goal_reached |= VEC2_EQ(closest.front, goal) || VEC2_EQ(closest.back, goal); for (size_t i = 0; i < bricks.count; i++) brick_print(bricks.items.brick[i]); } else { hand[hand_count++] = active; } - printf("dist: %d\n", preview.items.brick[min_dist].front.val); + printf("dist: %d\n", closest.front.val); preview.count = 0; } } } -void draw_enemy(struct image canvas, int attack, int health, size_t xpos, size_t ypos) { - char a[] = {(attack + '0'), 0}; - char h[] = {(health + '0'), 0}; - draw_glyph(canvas, glyph_monster, camera_x + xpos * EYE_SIZE + 2, camera_y + ypos * EYE_SIZE + 3, (struct color) {255, 0, 0, 255}); - draw_text(canvas, a, camera_x + xpos * EYE_SIZE + 8, camera_y + ypos * EYE_SIZE, (struct color) {255, 0, 0, 255}); - draw_text(canvas, h, camera_x + xpos * EYE_SIZE + 8, camera_y + ypos * EYE_SIZE + 6, (struct color) {255, 0, 0, 255}); +void draw_enemy(struct image canvas, struct enemy enemy, struct color color) { + char attack[] = {(enemy.attack + '0'), 0}; + char health[] = {(enemy.health + '0'), 0}; + int x = camera.x + enemy.x * EYE_SIZE; + int y = camera.y + enemy.y * EYE_SIZE; + draw_glyph(canvas, glyph_monster, x + 2, y + 3, color); + draw_text(canvas , attack , x + 8, y + 0, color); + draw_text(canvas , health , x + 8, y + 6, color); } void init(struct image canvas) { - camera_x = canvas.width / 2; - camera_y = canvas.height / 2; + camera.x = canvas.width / 2; + camera.y = canvas.height / 2; bricks_append( &bricks, @@ -178,6 +190,14 @@ void init(struct image canvas) { .back = {.val = rand() % 6}, }; } + + enemies[enemy_count++] = (struct enemy) { + .x = 0, + .y = 3, + .attack = 6, + .health = 2, + .is_reachable = 0 + }; } void render(struct image canvas) { @@ -186,17 +206,23 @@ void render(struct image canvas) { // domino playground for (size_t i = 0; i < bricks.count; i++) { struct brick *b = &bricks.items.brick[i]; - draw_image(canvas, red_and_peach_dominoes[b->back.val][b->front.val], camera_x + b->front.x * EYE_SIZE, camera_y + b->front.y * EYE_SIZE, b->front.vertical); + draw_image(canvas, red_and_peach_dominoes[b->back.val][b->front.val], camera.x + b->front.x * EYE_SIZE, camera.y + b->front.y * EYE_SIZE, b->front.vertical); } // preview for (size_t i = 0; i < preview.count; i++) { - draw_image(canvas, white_and_blue_dominoes[active.back.val][active.front.val], camera_x + preview.items.brick[i].front.x * EYE_SIZE, camera_y + preview.items.brick[i].front.y * EYE_SIZE, active.front.vertical); + draw_image(canvas, white_and_blue_dominoes[active.back.val][active.front.val], camera.x + preview.items.brick[i].front.x * EYE_SIZE, camera.y + preview.items.brick[i].front.y * EYE_SIZE, active.front.vertical); } - draw_glyph(canvas, glyph_flag, camera_x + goal_x * EYE_SIZE + 3, camera_y + goal_y * EYE_SIZE + 3, (struct color) {255, 255, 0, 255}); + draw_glyph(canvas, glyph_flag, camera.x + goal.x * EYE_SIZE + 3, camera.y + goal.y * EYE_SIZE + 3, (struct color) {255, 255, 0, 255}); - draw_enemy(canvas, 6, 3, 0, 3); + for (size_t i = 0; i < enemy_count; i++) { + struct color color = {100, 0, 0, 255}; + if (enemies[i].is_reachable && has_active) { + color = (struct color) {255, 0, 0, 255}; + } + draw_enemy(canvas, enemies[i], color); + } // hand for (size_t i = 0; i < hand_count; i++) { @@ -208,7 +234,13 @@ void render(struct image canvas) { // active if (has_active) { - draw_image(canvas, red_and_peach_dominoes[active.back.val][active.front.val], mouse_x + active.front.x, mouse_y + active.front.y, active.front.vertical); + int x = mouse.x + active.front.x; + int y = mouse.y + active.front.y; + draw_image(canvas, red_and_peach_dominoes[active.back.val][active.front.val], x, y, active.front.vertical); + if (active.front.vertical) { + draw_glyph(canvas, glyph_sword, x - 5, y, (struct color) {0, 0, 255, 255}); + draw_glyph(canvas, glyph_shield, x - 5, y + EYE_SIZE, (struct color) {0, 255, 0, 255}); + } } // character