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sortix--sortix/games/aquatinspitz.c

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/*
* Copyright (c) 2014, 2015, 2016 Jonas 'Sortie' Termansen.
*
* Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
* WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
* ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF
* OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*
* aquatinspitz.c
* Aqua tin spitz!
*/
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#include <sys/keycodes.h>
#include <sys/termmode.h>
#include <sys/types.h>
#include <assert.h>
#include <errno.h>
#include <error.h>
#include <math.h>
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#include <signal.h>
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#include <stdint.h>
#include <stdlib.h>
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#include <string.h>
#include <termios.h>
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#include <time.h>
#include <timespec.h>
#include <unistd.h>
#include <dispd.h>
// Utility global variables every game will need.
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static bool game_running = true;
static size_t game_width = 1280;
static size_t game_height = 720;
#define MAX_KEY_NUMBER 512
static bool keys_down[MAX_KEY_NUMBER];
static bool keys_pending[MAX_KEY_NUMBER];
static struct timespec key_handled_last[MAX_KEY_NUMBER];
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// Utility functions every game will need.
bool pop_is_key_just_down(int abskbkey);
static inline uint32_t make_color(uint8_t r, uint8_t g, uint8_t b);
// Your game is customized from here ...
struct player
{
float x;
float y;
int size;
};
struct player player;
struct enemy
{
float x;
float y;
float vx;
float vy;
int size;
int shift;
};
#define NUM_ENEMIES 256
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static struct enemy enemies[NUM_ENEMIES];
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// Prepare the game state for the first round.
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void init(void)
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{
player.x = game_width / 2;
player.y = game_height / 2;
player.size = 24.0;
for ( size_t i = 0; i < NUM_ENEMIES; i++ )
{
enemies[i].x = (float) arc4random_uniform(game_width);
enemies[i].y = (float) arc4random_uniform(game_height);
enemies[i].vx = (float) ((int) arc4random_uniform(96) - 48);
enemies[i].vy = (float) ((int) arc4random_uniform(96) - 48);
enemies[i].size = arc4random_uniform(8) + 8;
enemies[i].shift = (int) arc4random_uniform(6) - 3;
if ( enemies[i].shift <= 0 )
enemies[i].shift -= 1;
}
}
// Calculate the game state of the next round.
void update(float deltatime)
{
float player_speed = 64.0f;
float player_velocity_x = 0.0f;
float player_velocity_y = 0.0f;
if ( keys_down[KBKEY_UP] )
player_velocity_y -= player_speed;
if ( keys_down[KBKEY_DOWN] )
player_velocity_y += player_speed;
if ( keys_down[KBKEY_LEFT] )
player_velocity_x -= player_speed;
if ( keys_down[KBKEY_RIGHT] )
player_velocity_x += player_speed;
player.x += deltatime * player_velocity_x;
player.y += deltatime * player_velocity_y;
if ( pop_is_key_just_down(KBKEY_SPACE) )
player.size = 192 - player.size;
float total_speed = 0.0;
for ( size_t i = 0; i < NUM_ENEMIES; i++ )
{
struct enemy* enemy = &enemies[i];
float g = 10000.0;
float dist_sq = (player.x - enemy->x) * (player.x - enemy->x) +
(player.y - enemy->y) * (player.y - enemy->y);
if ( dist_sq < 0.1 )
dist_sq = 0.1;
float dist = sqrtf(dist_sq);
float f = g * enemy->size * player.size / dist_sq;
float f_x = (player.x - enemy->x) / dist * f;
float f_y = (player.y - enemy->y) / dist * f;
float a_x = f_x / enemy->size;
float a_y = f_y / enemy->size;
enemy->vx += deltatime * a_x;
enemy->vy += deltatime * a_y;
float speed = sqrtf(enemy->vx * enemy->vx + enemy->vy * enemy->vy);
total_speed += speed;
}
float average_speed = total_speed / NUM_ENEMIES;
float mid_game = game_width / 2.0;
for ( size_t i = 0; i < NUM_ENEMIES; i++ )
{
struct enemy* enemy = &enemies[i];
float speed = sqrtf(enemy->vx * enemy->vx + enemy->vy * enemy->vy);
float ox = enemy->x;
float oy = enemy->y;
float nx = ox + deltatime * enemy->vx;
float ny = oy + deltatime * enemy->vy;
if ( mid_game + enemy->size / 2 < ox &&
nx <= mid_game + enemy->size / 2 )
{
if ( speed < average_speed )
{
if ( enemy->vx < 0.0 )
enemy->vx = -enemy->vx;
continue;
}
}
else if ( ox <= mid_game - enemy->size / 2 &&
mid_game - enemy->size / 2 < nx )
{
if ( speed >= average_speed )
{
if ( enemy->vx > 0.0 )
enemy->vx = -enemy->vx;
continue;
}
}
enemy->x = nx;
enemy->y = ny;
}
for ( size_t i = 0; i < NUM_ENEMIES; i++ )
{
struct enemy* enemy = &enemies[i];
if ( enemy->x - enemy->size / 2 < 0 )
{
enemy->x = 0.0f + enemy->size / 2;
if ( enemy->vx < 0.0 )
enemy->vx = -0.9 * enemy->vx;
}
else if ( game_width < (size_t) (enemy->x + enemy->size / 2) )
{
enemy->x = (float) game_width - enemy->size / 2;
if ( 0.0 < enemy->vx )
enemy->vx = -0.9 * enemy->vx;
}
if ( enemy->y - enemy->size / 2 < 0 )
{
enemy->y = 0.0f + enemy->size / 2;
if ( enemy->vy < 0.0 )
enemy->vy = -0.9 * enemy->vy;
}
else if ( game_height < (size_t) (enemy->y + enemy->size / 2) )
{
enemy->y = (float) game_height - enemy->size / 2;
if ( 0.0 < enemy->vy )
enemy->vy = -0.9 * enemy->vy;
}
}
}
// Render the game into the framebuffer.
void render(struct dispd_window* window)
{
struct dispd_framebuffer* window_fb = dispd_begin_render(window);
if ( !window_fb )
{
error(0, 0, "unable to begin rendering dispd window");
game_running = false;
return;
}
uint32_t* fb = (uint32_t*) dispd_get_framebuffer_data(window_fb);
size_t xres = dispd_get_framebuffer_width(window_fb);
size_t yres = dispd_get_framebuffer_height(window_fb);
size_t pitch = dispd_get_framebuffer_pitch(window_fb) / sizeof(uint32_t);
// Render a colorful background.
for ( size_t y = 0; y < yres; y++ )
{
for ( size_t x = 0; x < xres; x++ )
{
uint32_t color = make_color(x * y, y ? x / y : 255, x ^ y);
fb[y * pitch + x] = color;
}
}
// Render the player.
for ( int t = -player.size / 2; t < player.size / 2; t++ )
{
if ( player.y + t < 0 )
continue;
size_t y = (size_t) (player.y + t);
if ( yres <= y )
continue;
for ( int l = -player.size / 2; l < player.size / 2; l++ )
{
if ( player.x + l < 0 )
continue;
size_t x = (size_t) (player.x + l);
if ( xres <= x )
continue;
uint32_t background = fb[y * pitch + x];
uint32_t color = ~background;
fb[y * pitch + x] = color;
}
}
// Render the enemies.
for ( size_t i = 0; i < NUM_ENEMIES; i++ )
{
struct enemy* enemy = &enemies[i];
for ( int t = -enemy->size / 2; t < enemy->size / 2; t++ )
{
if ( enemy->y + t < 0 )
continue;
size_t y = (size_t) (enemy->y + t);
if ( yres <= y )
continue;
for ( int l = -enemy->size / 2; l < enemy->size / 2; l++ )
{
if ( enemy->x + l < 0 )
continue;
size_t x = (size_t) (enemy->x + l);
if ( xres <= x )
continue;
uint32_t background = fb[y * pitch + x];
uint32_t color = enemy->shift < 0 ? background >> -enemy->shift
: background << enemy->shift;
color = ~color;
fb[y * pitch + x] = color;
}
}
}
dispd_finish_render(window_fb);
}
// ... to here. No need to edit stuff below.
// Create a color from rgb values.
static inline uint32_t make_color(uint8_t r, uint8_t g, uint8_t b)
{
return b << 0UL | g << 8UL | r << 16UL;
}
// Return if a keystroke is pending. For instance, if you press A on your
// keyboard and keep pressing it, a new A character will appear every time a
// small interval has passed, not just every time the code checks if A is down.
bool pop_is_key_just_down(int abskbkey)
{
assert(0 <= abskbkey);
if ( MAX_KEY_NUMBER <= (size_t) abskbkey )
return false;
if ( keys_pending[abskbkey] )
{
keys_pending[abskbkey] = false;
clock_gettime(CLOCK_MONOTONIC, &key_handled_last[abskbkey]);
return true;
}
if ( !keys_down[abskbkey] )
return false;
struct timespec now;
clock_gettime(CLOCK_MONOTONIC, &now);
struct timespec elapsed = timespec_sub(now, key_handled_last[abskbkey]);
struct timespec repress_delay = timespec_make(0, 100 * 1000 * 1000);
if ( timespec_lt(elapsed, repress_delay) )
return false;
clock_gettime(CLOCK_MONOTONIC, &key_handled_last[abskbkey]);
return true;
}
// Read input from the keyboard.
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void input(void)
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{
// Read the keyboard input from the user.
unsigned termmode = TERMMODE_KBKEY | TERMMODE_SIGNAL | TERMMODE_NONBLOCK;
if ( settermmode(0, termmode) )
error(1, errno, "settermmode");
uint32_t codepoint;
ssize_t numbytes;
while ( 0 < (numbytes = read(0, &codepoint, sizeof(codepoint))) )
{
int kbkey = KBKEY_DECODE(codepoint);
if( !kbkey )
continue;
int abskbkey = (kbkey < 0) ? -kbkey : kbkey;
if ( MAX_KEY_NUMBER <= (size_t) abskbkey )
continue;
bool is_key_down_event = 0 < kbkey;
if ( !keys_down[abskbkey] && is_key_down_event )
keys_pending[abskbkey] = true;
keys_down[abskbkey] = is_key_down_event;
}
}
// Run the game until no longer needed.
void mainloop(struct dispd_window* window)
{
struct dispd_framebuffer* window_fb = dispd_begin_render(window);
if ( window_fb )
{
game_width = dispd_get_framebuffer_width(window_fb);
game_height = dispd_get_framebuffer_height(window_fb);
dispd_finish_render(window_fb);
}
init();
struct timespec last_frame_time;
clock_gettime(CLOCK_MONOTONIC, &last_frame_time);
render(window);
while ( game_running )
{
struct timespec current_frame_time;
clock_gettime(CLOCK_MONOTONIC, &current_frame_time);
struct timespec deltatime_ts =
timespec_sub(current_frame_time, last_frame_time);
float deltatime = deltatime_ts.tv_sec + deltatime_ts.tv_nsec / 1E9f;
input();
update(deltatime);
render(window);
last_frame_time = current_frame_time;
}
}
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// Reset the terminal state when the process terminates.
static struct termios saved_tio;
static void restore_terminal_on_exit(void)
{
tcsetattr(0, TCSAFLUSH, &saved_tio);
}
static void restore_terminal_on_signal(int signum)
{
if ( signum == SIGTSTP )
{
struct termios tio;
tcgetattr(0, &tio);
tcsetattr(0, TCSAFLUSH, &saved_tio);
raise(SIGSTOP);
tcgetattr(0, &saved_tio);
tcsetattr(0, TCSAFLUSH, &tio);
return;
}
tcsetattr(0, TCSAFLUSH, &saved_tio);
raise(signum);
}
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// Create a display context, run the game, and then cleanly exit.
int main(int argc, char* argv[])
{
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if ( !isatty(0) )
error(1, errno, "standard input");
if ( tcgetattr(0, &saved_tio) < 0 )
error(1, errno, "tcsetattr: standard input");
if ( atexit(restore_terminal_on_exit) != 0 )
error(1, errno, "atexit");
struct sigaction sa;
memset(&sa, 0, sizeof(sa));
sa.sa_handler = restore_terminal_on_signal;
sigaction(SIGTSTP, &sa, NULL);
sa.sa_flags = SA_RESETHAND;
sigaction(SIGINT, &sa, NULL);
sigaction(SIGQUIT, &sa, NULL);
sigaction(SIGTERM, &sa, NULL);
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if ( !dispd_initialize(&argc, &argv) )
error(1, 0, "couldn't initialize dispd library");
struct dispd_session* session = dispd_attach_default_session();
if ( !session )
error(1, 0, "couldn't attach to dispd default session");
if ( !dispd_session_setup_game_rgba(session) )
error(1, 0, "couldn't setup dispd rgba session");
struct dispd_window* window = dispd_create_window_game_rgba(session);
if ( !window )
error(1, 0, "couldn't create dispd rgba window");
mainloop(window);
dispd_destroy_window(window);
dispd_detach_session(session);
return 0;
}