#include #include #include #include #include "game.h" #include "domino.h" #include "assets/dominos.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}; int has_active = 0; void key_callback(int key, int scancode, int action, int mods) { if (action != GLFW_PRESS) return; switch (key) { 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) { if (button == GLFW_MOUSE_BUTTON_LEFT && action == GLFW_PRESS) { 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--; } printf("click!\n"); if (button == GLFW_MOUSE_BUTTON_LEFT && action == GLFW_RELEASE) { has_active = 0; hand[hand_count++] = active; } } 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 ) { for (size_t y = 0; y < texture.height; y++) { for (size_t x = 0; x < texture.width; x++) { canvas.buf[(ypos + y) * canvas.width + xpos + x] = texture.buf[y * texture.width + x]; } } } 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, domino[b->back.val][b->front.val], b->front.x * EYE_SIZE, b->front.y * EYE_SIZE); } // 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, domino[b->back.val][b->front.val], b->front.x, b->front.y); } // active if (has_active) { draw(canvas,domino[active.back.val][active.front.val], CLAMP(mouse_x + active.front.x, 0, canvas.width), CLAMP(mouse_y + active.front.y, 0, canvas.height)); } }