#include #include #include #include #include #include "game.h" #include "domino.h" #include "characters.h" #include "assets/white_and_blue_dominoes.h" #include "assets/red_and_peach_dominoes.h" #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)) size_t mouse_x = 0, mouse_y = 0; struct bricks bricks = {0}; struct brick hand[5]; size_t hand_count = 0; struct brick active = {0}; bool has_active = 0; struct brick preview[256] = {0}; size_t preview_count = 0; #define DIRECTIONS 6 struct eye direction[DIRECTIONS] = { {.x = 0, .y = -1}, {.x = -2, .y = 0}, {.x = 1, .y = 0}, {.x = 0, .y = 1}, {.x = -1, .y = -1}, {.x = -1, .y = 1}, }; 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 && e.val != active.back.val) continue; struct brick p = active; p.front.x = e.x; p.front.y = e.y; p.back.x = e.x + !active.front.vertical; p.back.y = e.y + active.front.vertical; struct brick previews[DIRECTIONS] = {0}; for (size_t ii = 0; ii < DIRECTIONS; ii++) { int offset_x = active.front.vertical ? direction[ii].y : direction[ii].x; int offset_y = active.front.vertical ? direction[ii].x : direction[ii].y; previews[ii] = p; previews[ii].front.x += offset_x; previews[ii].front.y += offset_y; previews[ii].front.val = 0; previews[ii].back.x += offset_x; previews[ii].back.y += offset_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) || (e.val == active.front.val && direction[ii].x < 0) || (e.val == active.back.val && direction[ii].x >= 0) ); } } for (size_t ii = 0; ii < DIRECTIONS; ii++) { if (!previews[ii].front.val) preview[preview_count++] = previews[ii]; } } } 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"); } void key_callback(int key, int scancode, int action, int mods) { (void) scancode; (void) mods; if (action != GLFW_PRESS) return; switch (key) { case GLFW_KEY_R: if (active.front.vertical) { struct eye tmp = active.front; active.front.val = active.back.val; active.back.val = tmp.val; } active.front.vertical = !active.front.vertical; get_prewiews(); printf("rotate\n"); break; case GLFW_KEY_ENTER: break; case GLFW_KEY_BACKSPACE: break; } } void cursor_position_callback(int xpos, int ypos) { mouse_x = xpos; mouse_y = ypos; } void mouse_button_callback(int button, int action, int mods) { (void) mods; if (button == GLFW_MOUSE_BUTTON_LEFT && action == GLFW_PRESS) { // pick up brick from hand 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]; } } if (has_active) { hand_count--; get_prewiews(); } } printf("click!\n"); if (button == GLFW_MOUSE_BUTTON_LEFT && action == GLFW_RELEASE) { if (has_active) { has_active = 0; 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; preview[min_dist].front.vertical = active.front.vertical; preview[min_dist].back.val = active.back.val; bricks_append(&bricks, preview[min_dist]); for (size_t i = 0; i < bricks.count; i++) print_brick(bricks.items.brick[i]); } else { hand[hand_count++] = active; } preview_count = 0; } } } 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}, } ); hand_count = 3; hand[0] = (struct brick) { .front = {.x = 12, .y = 5, .val = 0}, .back = {.x = 13, .y = 5, .val = 3}, }; hand[1] = (struct brick) { .front = {.x = 12, .y = 5, .val = 4}, .back = {.x = 13, .y = 5, .val = 1}, }; hand[2] = (struct brick) { .front = {.x = 12, .y = 5, .val = 2}, .back = {.x = 13, .y = 5, .val = 5}, }; } void draw( 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++) { 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]; } } } void draw_character( struct image canvas, char *character, size_t xpos, size_t ypos ) { 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; } } } draw(canvas, texture, xpos + i * texture.width, ypos, 0); } } //void //draw_text( // //) void render(struct image canvas) { for (size_t i = 0; i < canvas.bufsize; i++) canvas.buf[i] = i; // domino playground for (size_t i = 0; i < bricks.count; i++) { struct brick *b = &bricks.items.brick[i]; 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); } for (size_t i = 0; i < preview_count; i++) { 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); } // hand for (size_t i = 0; i < hand_count; i++) { struct brick *b = &hand[i]; b->front.x = (canvas.width - hand_count *(DOMINO_WIDTH + 4))/2 + i * (DOMINO_WIDTH + 4); b->front.y = canvas.height - DOMINO_WIDTH; draw(canvas, red_and_peach_dominoes[b->back.val][b->front.val], b->front.x, b->front.y, b->front.vertical); } // active if (has_active) { 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); } // character draw_character(canvas, "Hallo Welt", 50, 20); // debugging }