domino-dungeon/game.c
2025-10-21 14:57:37 +02:00

263 lines
8.2 KiB
C

#include <GLFW/glfw3.h>
#include <stddef.h>
#include <stdint.h>
#include <stdio.h>
#include <stdbool.h>
#include <stdlib.h>
#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;
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 preview_closest(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 min_dist = -1;
struct brick closest = {0};
preview_closest(preview, &closest, &min_dist);
if (min_dist < EYE_SIZE * EYE_SIZE && preview.count) {
bricks_append(&bricks, closest);
for (size_t i = 0; i < enemy_count; i++) {
enemies[i].is_reachable |= VEC2_EQ(closest.front, enemies[i]) || VEC2_EQ(closest.back, enemies[i]);
}
hand[hand_count++] = (struct brick) {
.front = {.val = rand() % 6},
.back = {.val = rand() % 6},
};
is_goal_reached |= VEC2_EQ(closest.front, goal) || VEC2_EQ(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", 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;
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.buf[i] = 0;
// 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};
if (enemies[i].is_reachable && has_active) {
color = (struct color) {255, 0, 0, 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, "10", 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});
}
}