style: refactor to functions
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parent
464069851c
commit
3a2daedb9d
4
domino.c
4
domino.c
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@ -65,8 +65,10 @@ void brick_previews(const struct brick active, const struct bricks bricks, struc
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)
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);
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}
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if (!previews[ii].front.val)
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if (!previews[ii].front.val) {
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previews[ii].front.val = p.front.val;
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bricks_append(preview, previews[ii]);
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}
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}
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}
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}
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5
draw.c
5
draw.c
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@ -1,18 +1,19 @@
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#include "characters.h"
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#include "draw.h"
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void draw_image( struct image canvas, struct image texture, size_t xpos, size_t ypos, bool vertical) {
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void draw_image(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++) {
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for (size_t x = 0; x < texture.width; x++) {
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int canvas_y = (vertical ? x : y) + ypos;
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int canvas_x = (vertical ? y : x) + xpos;
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if (texture.color[y * texture.width + x].a == 0) continue;
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if (canvas_x < 0 || canvas_x >= (int) canvas.width - 1 || canvas_y < 0 || canvas_y >= (int) canvas.height - 1) continue;
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canvas.buf[canvas_y * canvas.width + canvas_x] = texture.buf[y * texture.width + x];
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}
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}
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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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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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4
draw.h
4
draw.h
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@ -2,7 +2,7 @@
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#include <stddef.h>
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#include "game.h"
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void draw_image( struct image canvas, struct image texture, size_t xpos, size_t ypos, bool vertical);
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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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void draw_image(struct image canvas, struct image texture, size_t xpos, size_t ypos, bool vertical);
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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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void draw_text(struct image canvas, char *string, size_t xpos, size_t ypos, struct color color);
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126
game.c
126
game.c
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@ -14,12 +14,17 @@
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#define MIN(a,b) (((a)<(b))?(a):(b))
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#define MAX(a,b) (((a)>(b))?(a):(b))
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#define CLAMP(x,a,b) (MIN(MAX(x,a),b))
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#define VEC2_EQ(a,b) ((a).x == (b).x && (a).y == (b).y)
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const uint32_t glyph_heart = 0b00010101111111111011100010000000;
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const uint32_t glyph_flag = 0b00011000111001100010000100011100;
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const uint32_t glyph_monster = 0b00111011111101011111111111101010;
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const uint32_t glyph_sword = 0b00000010001110110011001101010000;
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const uint32_t glyph_shield = 0b00111111000110001100010101000100;
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int mouse_x = 0, mouse_y = 0;
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struct vec2 {int x,y;};
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struct vec2 mouse = {0,0};
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struct bricks bricks = {0};
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@ -31,16 +36,15 @@ bool has_active = 0;
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struct bricks preview = {0};
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int camera_x = 0;
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int camera_y = 0;
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struct vec2 camera = {0,0};
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bool is_dragging = 0;
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int goal_x = 5;
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int goal_y = 5;
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struct vec2 goal = {5,5};
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bool is_goal_reached = 0;
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struct enemy {
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int x, y, attack, health;
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bool is_reachable;
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};
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struct enemy enemies[20] = {0};
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@ -72,11 +76,29 @@ void key_callback(int key, int scancode, int action, int mods) {
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void cursor_position_callback(int xpos, int ypos) {
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if (is_dragging) {
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camera_x += xpos - mouse_x;
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camera_y += ypos - mouse_y;
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camera.x += xpos - mouse.x;
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camera.y += ypos - mouse.y;
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}
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mouse_x = xpos;
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mouse_y = ypos;
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mouse.x = xpos;
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mouse.y = ypos;
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}
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void preview_closest(const struct bricks preview, struct brick *closest, size_t *min_dist) {
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size_t min_dist_i = -1;
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*min_dist = (size_t)-1;
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for (size_t i = 0; i < preview.count; i++) {
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int active_x = active.front.x + mouse.x + DOMINO_WIDTH / 2;
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int active_y = active.front.y + mouse.y + DOMINO_HEIGHT / 2;
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int preview_x = camera.x + preview.items.brick[i].front.x * EYE_SIZE + DOMINO_WIDTH / 2;
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int preview_y = camera.y + preview.items.brick[i].front.y * EYE_SIZE + DOMINO_HEIGHT / 2;
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size_t dist = (active_x - preview_x) * (active_x - preview_x) + (active_y - preview_y) * (active_y - preview_y);
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if (min_dist_i == (size_t)-1) min_dist_i = i;
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if (dist < *min_dist) {
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min_dist_i = i;
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*min_dist = dist;
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}
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}
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*closest = preview.items.brick[min_dist_i];
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}
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void mouse_button_callback(int button, int action, int mods) {
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@ -95,13 +117,13 @@ void mouse_button_callback(int button, int action, int mods) {
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hand[i - 1] = hand[i];
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continue;
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}
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if (b->front.x <= mouse_x && mouse_x <= b->front.x + DOMINO_WIDTH &&
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b->front.y <= mouse_y && mouse_y <= b->front.y + DOMINO_HEIGHT
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if (b->front.x <= mouse.x && mouse.x <= b->front.x + DOMINO_WIDTH &&
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b->front.y <= mouse.y && mouse.y <= b->front.y + DOMINO_HEIGHT
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) {
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has_active = 1;
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active = *b;
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active.front.x -= mouse_x;
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active.front.y -= mouse_y;
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active.front.x -= mouse.x;
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active.front.y -= mouse.y;
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}
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}
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if (has_active) {
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@ -116,53 +138,43 @@ void mouse_button_callback(int button, int action, int mods) {
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// get preview with minimal distance from active brick
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size_t min_dist = -1;
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for (size_t i = 0; i < preview.count; i++) {
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int active_x = active.front.x + mouse_x + DOMINO_WIDTH / 2;
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int active_y = active.front.y + mouse_y + DOMINO_HEIGHT / 2;
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int preview_x = camera_x + preview.items.brick[i].front.x * EYE_SIZE + DOMINO_WIDTH / 2;
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int preview_y = camera_y + preview.items.brick[i].front.y * EYE_SIZE + DOMINO_HEIGHT / 2;
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preview.items.brick[i].front.val = (active_x - preview_x) * (active_x - preview_x) + (active_y - preview_y) * (active_y - preview_y);
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if (min_dist == (size_t)-1) min_dist = i;
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if (preview.items.brick[i].front.val < preview.items.brick[min_dist].front.val) min_dist = i;
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}
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struct brick closest = {0};
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preview_closest(preview, &closest, &min_dist);
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if (preview.items.brick[min_dist].front.val < EYE_SIZE * EYE_SIZE && preview.count) {
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preview.items.brick[min_dist].front.val = active.front.val;
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preview.items.brick[min_dist].front.vertical = active.front.vertical;
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preview.items.brick[min_dist].back.val = active.back.val;
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bricks_append(&bricks, preview.items.brick[min_dist]);
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if (min_dist < EYE_SIZE * EYE_SIZE && preview.count) {
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bricks_append(&bricks, closest);
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for (size_t i = 0; i < enemy_count; i++) {
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enemies[i].is_reachable |= VEC2_EQ(closest.front, enemies[i]) || VEC2_EQ(closest.back, enemies[i]);
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}
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hand[hand_count++] = (struct brick) {
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.front = {.val = rand() % 6},
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.back = {.val = rand() % 6},
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};
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if ((preview.items.brick[min_dist].front.x == goal_x &&
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preview.items.brick[min_dist].front.y == goal_y) ||
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(preview.items.brick[min_dist].back.x == goal_x &&
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preview.items.brick[min_dist].back.y == goal_y)) {
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is_goal_reached = 1;
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}
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is_goal_reached |= VEC2_EQ(closest.front, goal) || VEC2_EQ(closest.back, goal);
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for (size_t i = 0; i < bricks.count; i++) brick_print(bricks.items.brick[i]);
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} else {
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hand[hand_count++] = active;
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}
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printf("dist: %d\n", preview.items.brick[min_dist].front.val);
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printf("dist: %d\n", closest.front.val);
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preview.count = 0;
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}
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}
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}
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void draw_enemy(struct image canvas, int attack, int health, size_t xpos, size_t ypos) {
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char a[] = {(attack + '0'), 0};
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char h[] = {(health + '0'), 0};
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draw_glyph(canvas, glyph_monster, camera_x + xpos * EYE_SIZE + 2, camera_y + ypos * EYE_SIZE + 3, (struct color) {255, 0, 0, 255});
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draw_text(canvas, a, camera_x + xpos * EYE_SIZE + 8, camera_y + ypos * EYE_SIZE, (struct color) {255, 0, 0, 255});
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draw_text(canvas, h, camera_x + xpos * EYE_SIZE + 8, camera_y + ypos * EYE_SIZE + 6, (struct color) {255, 0, 0, 255});
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void draw_enemy(struct image canvas, struct enemy enemy, struct color color) {
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char attack[] = {(enemy.attack + '0'), 0};
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char health[] = {(enemy.health + '0'), 0};
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int x = camera.x + enemy.x * EYE_SIZE;
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int y = camera.y + enemy.y * EYE_SIZE;
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draw_glyph(canvas, glyph_monster, x + 2, y + 3, color);
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draw_text(canvas , attack , x + 8, y + 0, color);
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draw_text(canvas , health , x + 8, y + 6, color);
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}
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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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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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@ -178,6 +190,14 @@ void init(struct image canvas) {
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.back = {.val = rand() % 6},
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};
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}
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enemies[enemy_count++] = (struct enemy) {
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.x = 0,
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.y = 3,
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.attack = 6,
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.health = 2,
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.is_reachable = 0
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};
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}
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void render(struct image canvas) {
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@ -186,17 +206,23 @@ void render(struct image canvas) {
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// domino playground
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for (size_t i = 0; i < bricks.count; i++) {
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struct brick *b = &bricks.items.brick[i];
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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);
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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);
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}
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// preview
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for (size_t i = 0; i < preview.count; i++) {
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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);
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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);
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}
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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});
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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});
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draw_enemy(canvas, 6, 3, 0, 3);
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for (size_t i = 0; i < enemy_count; i++) {
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struct color color = {100, 0, 0, 255};
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if (enemies[i].is_reachable && has_active) {
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color = (struct color) {255, 0, 0, 255};
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}
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draw_enemy(canvas, enemies[i], color);
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}
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// hand
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for (size_t i = 0; i < hand_count; i++) {
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@ -208,7 +234,13 @@ void render(struct image canvas) {
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// active
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if (has_active) {
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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);
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int x = mouse.x + active.front.x;
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int y = mouse.y + active.front.y;
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draw_image(canvas, red_and_peach_dominoes[active.back.val][active.front.val], x, y, active.front.vertical);
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if (active.front.vertical) {
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draw_glyph(canvas, glyph_sword, x - 5, y, (struct color) {0, 0, 255, 255});
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draw_glyph(canvas, glyph_shield, x - 5, y + EYE_SIZE, (struct color) {0, 255, 0, 255});
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}
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}
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// character
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