feat: data structure for domino blocks

This commit is contained in:
orangerot 2025-10-14 14:48:54 +02:00
parent 1be303f6f6
commit e7bfbbc35c
3 changed files with 39 additions and 3 deletions

View file

@ -1,7 +1,8 @@
CFLAGS := -Wall -Wextra
CFLAGS := -ggdb -Wall -Wextra
# -fsanitize=address
LDFLAGS = -lglfw -lm -lGL -I./glad/include
SOURCES = main.c game.c game.h glad/src/glad.c assets/dominos.h
SOURCES = main.c game.c game.h glad/src/glad.c assets/dominos.h domino.c domino.h
domino-dungeon: ${SOURCES}
$(CC) ${CFLAGS} ${LDFLAGS} -o $@ $^

34
game.c
View file

@ -1,8 +1,10 @@
#include <GLFW/glfw3.h>
#include <stddef.h>
#include <stdint.h>
#include <stdio.h>
#include "game.h"
#include "domino.h"
#include "assets/dominos.h"
#define MIN(a,b) (((a)<(b))?(a):(b))
@ -12,6 +14,8 @@
int mouse_x = 0, mouse_y = 0;
int eyes_front = 0, eyes_back = 0;
struct bricks bricks = {0};
void key_callback(int key, int scancode, int action, int mods) {
if (action != GLFW_PRESS) return;
switch (key) {
@ -38,8 +42,36 @@ void mouse_button_callback(int button, int action, int mods) {
}
}
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},
}
);
}
void draw_image(decoded_image img) {
for (int i = 0; i < img.buf_size; i++) img.buf[i] = i;
for (size_t i = 0; i < img.buf_size; i++) img.buf[i] = i;
for (size_t i = 0; i < bricks.count; i++) {
struct brick *b = &bricks.items.brick[i];
for (int y = 0; y < DOMINO_HEIGHT; y++) {
for (int x = 0; x < DOMINO_WIDTH; x++) {
img.buf[(b->front.y * 10 + y) * img.width + b->front.x * 10 + x] =
(*(uint32_t*) &domino[b->front.val][b->back.val][y * DOMINO_WIDTH * BYTES_PER_PIXEL + x * BYTES_PER_PIXEL]);
}
}
}
for (int y = 0; y < DOMINO_HEIGHT; y++) {
for (int x = 0; x < DOMINO_WIDTH; x++) {

3
main.c
View file

@ -22,6 +22,7 @@ unsigned int VAO;
extern void key_callback(int key, int scancode, int action, int mods);
extern void cursor_position_callback(int xpos, int ypos);
extern void mouse_button_callback(int button, int action, int mods);
extern void init();
extern void draw_image(decoded_image img);
uint32_t buffer[256 * 240] = {0};
@ -251,6 +252,8 @@ int main() {
glUseProgram(shader_program);
glUniform1i(glGetUniformLocation(shader_program, "texture1"), 0);
init();
#ifdef __EMSCRIPTEN__
emscripten_set_main_loop(loop, 0, true);
#else