#include #include #include #include #include #include #include "game.h" #include "domino.h" #include "draw.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)) #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; struct vec2 {int x,y;}; struct vec2 mouse = {0,0}; struct bricks bricks = {0}; struct brick hand[5]; size_t hand_count = 0; struct brick active = {0}; bool has_active = 0; struct bricks preview = {0}; struct vec2 camera = {0,0}; bool is_dragging = 0; 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}; size_t enemy_count = 0; size_t player_health = 10; char player_health_s[4] = " "; 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; brick_previews(active, bricks, &preview); printf("rotate\n"); break; case GLFW_KEY_ENTER: break; case GLFW_KEY_BACKSPACE: break; } } void cursor_position_callback(int xpos, int ypos) { if (is_dragging) { camera.x += xpos - mouse.x; camera.y += ypos - mouse.y; } mouse.x = xpos; mouse.y = ypos; } void enemy_closest_get(const struct enemy *enemies, const size_t enemy_count, size_t *closest_i, size_t *min_dist) { *closest_i = -1; *min_dist = (size_t)-1; for (size_t i = 0; i < enemy_count; i++) { if (!enemies[i].is_reachable) continue; 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 + enemies[i].x * EYE_SIZE + EYE_SIZE / 2; int preview_y = camera.y + enemies[i].y * EYE_SIZE + EYE_SIZE / 2; size_t dist = (active_x - preview_x) * (active_x - preview_x) + (active_y - preview_y) * (active_y - preview_y); if (*closest_i == (size_t)-1) *closest_i = i; if (dist < *min_dist) { *closest_i = i; *min_dist = dist; } } } void brick_preview_closest_get(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) { (void) mods; printf("click!\n"); if (button == GLFW_MOUSE_BUTTON_RIGHT) { is_dragging = (action == GLFW_PRESS); } 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) { 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 ) { has_active = 1; active = *b; active.front.x -= mouse.x; active.front.y -= mouse.y; } } if (has_active) { hand_count--; brick_previews(active, bricks, &preview); } } if (button == GLFW_MOUSE_BUTTON_LEFT && action == GLFW_RELEASE) { if (has_active) { has_active = 0; // get preview with minimal distance from active brick size_t brick_preview_min_dist = -1; struct brick brick_preview_closest = {0}; brick_preview_closest_get(preview, &brick_preview_closest, &brick_preview_min_dist); size_t enemy_min_dist = -1; size_t enemy_closest_i = -1; if (active.front.vertical) enemy_closest_get(enemies, enemy_count, &enemy_closest_i, &enemy_min_dist); if (enemy_min_dist < brick_preview_min_dist && enemy_min_dist < EYE_SIZE * EYE_SIZE && enemy_count) { enemies[enemy_closest_i].health -= active.front.val + 1; if (enemies[enemy_closest_i].health <= 0) { enemies[enemy_closest_i].health = 0; for (size_t i = enemy_closest_i + 1; i < enemy_count; i++) { enemies[i - 1] = enemies[i]; } enemy_count--; enemies[enemy_count++] = (struct enemy) { .attack = rand() % 6 + 1, .health = rand() % 6 + 1, .x = bricks.items.brick[bricks.count - 1].front.x + rand() % 8 - 4, .y = bricks.items.brick[bricks.count - 1].front.y + rand() % 8 - 4, .is_reachable = 0, }; for (size_t i = 0; i < bricks.count * 2; i++) { if (VEC2_EQ(bricks.items.eye[i], enemies[enemy_count - 1])) { enemies[enemy_count - 1].is_reachable = 1; break; } } for (size_t i = 0; i < 3; i++) { hand[hand_count = MIN(hand_count + 1, 4)] = (struct brick) { .front = {.val = rand() % 6}, .back = {.val = rand() % 6}, }; } } else { player_health -= enemies[enemy_closest_i].attack - (active.back.val + 1); sprintf(player_health_s, "%zu", player_health); } } else if (brick_preview_min_dist < EYE_SIZE * EYE_SIZE && preview.count) { bricks_append(&bricks, brick_preview_closest); for (size_t i = 0; i < enemy_count; i++) { enemies[i].is_reachable |= VEC2_EQ(brick_preview_closest.front, enemies[i]) || VEC2_EQ(brick_preview_closest.back, enemies[i]); } // hand[hand_count++] = (struct brick) { // .front = {.val = rand() % 6}, // .back = {.val = rand() % 6}, // }; is_goal_reached |= VEC2_EQ(brick_preview_closest.front, goal) || VEC2_EQ(brick_preview_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", brick_preview_closest.front.val); preview.count = 0; } } } 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; sprintf(player_health_s, "%zu", player_health); bricks_append( &bricks, (struct brick) { .front = {.x = 0, .y = 0, .val = rand() % 6}, .back = {.x = 1, .y = 0, .val = rand() % 6}, } ); for (size_t i = 0; i < 5; i++) { hand[hand_count++] = (struct brick) { .front = {.val = rand() % 6}, .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) { for (size_t i = 0; i < canvas.bufsize; i++) canvas.color[i] = (struct color) {0x12, 0x0b, 0x10, 0xFF}; // 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); } // 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_glyph(canvas, glyph_flag, camera.x + goal.x * EYE_SIZE + 3, camera.y + goal.y * EYE_SIZE + 3, (struct color) {255, 255, 0, 255}); for (size_t i = 0; i < enemy_count; i++) { // struct color color = {100, 0, 0, 255}; struct color color = {0xFF, 0x00, 0x55, 0xFF}; if (enemies[i].is_reachable) { color = (struct color) {255, 0, 0, 255}; if (has_active) { color = (struct color) {0, 0, 255, 255}; } } draw_enemy(canvas, enemies[i], color); } // 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_image(canvas, red_and_peach_dominoes[b->back.val][b->front.val], b->front.x, b->front.y, b->front.vertical); } // active if (has_active) { 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 // char title[] = "domino dungeon"; char inventory[] = "Inventory"; char game_over[] = "You reached the goal!"; // print(canvas, title, (canvas.width - (sizeof(title)-1) * 5) / 2, 5, (struct color) {255, 255, 255, 255}); draw_text(canvas, inventory, (canvas.width - (sizeof(inventory)-1) * 5) / 2, canvas.height - DOMINO_WIDTH - 10, (struct color) {255, 255, 255, 255}); draw_text(canvas, "Drag Dominos from your inventory onto the chain to", 3, 2, (struct color) {255, 255, 255, 255}); draw_text(canvas, "reach the goal. Press [R] to rotate", 3, 9, (struct color) {255, 255, 255, 255}); draw_glyph(canvas, glyph_heart, 3, 20, (struct color) {255, 0, 0, 255}); draw_text(canvas, player_health_s, 10, 20, (struct color) {255, 255, 255, 255}); if (is_goal_reached) { draw_text(canvas, game_over, (canvas.width - (sizeof(game_over)-1) * 5) / 2, 20, (struct color) {255, 255, 255, 255}); } }