263 lines
8.2 KiB
C
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});
|
|
}
|
|
|
|
}
|
|
|