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https://gitlab.com/sortix/sortix.git
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434 lines
11 KiB
C
434 lines
11 KiB
C
/*******************************************************************************
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Copyright(C) Jonas 'Sortie' Termansen 2014, 2015, 2016.
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This program is free software: you can redistribute it and/or modify it
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under the terms of the GNU General Public License as published by the Free
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Software Foundation, either version 3 of the License, or (at your option)
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any later version.
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This program is distributed in the hope that it will be useful, but WITHOUT
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ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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more details.
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You should have received a copy of the GNU General Public License along with
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this program. If not, see <http://www.gnu.org/licenses/>.
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aquatinspitz.c
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Aqua tin spitz!
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*******************************************************************************/
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#include <sys/keycodes.h>
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#include <sys/termmode.h>
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#include <sys/types.h>
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#include <assert.h>
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#include <errno.h>
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#include <error.h>
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#include <math.h>
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#include <signal.h>
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#include <stdint.h>
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#include <stdlib.h>
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#include <string.h>
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#include <termios.h>
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#include <time.h>
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#include <timespec.h>
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#include <unistd.h>
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#include <dispd.h>
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// Utility global variables every game will need.
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static bool game_running = true;
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static size_t game_width = 1280;
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static size_t game_height = 720;
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#define MAX_KEY_NUMBER 512
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static bool keys_down[MAX_KEY_NUMBER];
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static bool keys_pending[MAX_KEY_NUMBER];
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static struct timespec key_handled_last[MAX_KEY_NUMBER];
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// Utility functions every game will need.
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bool pop_is_key_just_down(int abskbkey);
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static inline uint32_t make_color(uint8_t r, uint8_t g, uint8_t b);
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// Your game is customized from here ...
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struct player
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{
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float x;
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float y;
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int size;
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};
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struct player player;
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struct enemy
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{
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float x;
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float y;
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float vx;
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float vy;
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int size;
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int shift;
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};
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#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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{
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player.x = game_width / 2;
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player.y = game_height / 2;
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player.size = 24.0;
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for ( size_t i = 0; i < NUM_ENEMIES; i++ )
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{
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enemies[i].x = (float) arc4random_uniform(game_width);
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enemies[i].y = (float) arc4random_uniform(game_height);
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enemies[i].vx = (float) ((int) arc4random_uniform(96) - 48);
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enemies[i].vy = (float) ((int) arc4random_uniform(96) - 48);
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enemies[i].size = arc4random_uniform(8) + 8;
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enemies[i].shift = (int) arc4random_uniform(6) - 3;
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if ( enemies[i].shift <= 0 )
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enemies[i].shift -= 1;
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}
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}
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// Calculate the game state of the next round.
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void update(float deltatime)
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{
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float player_speed = 64.0f;
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float player_velocity_x = 0.0f;
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float player_velocity_y = 0.0f;
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if ( keys_down[KBKEY_UP] )
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player_velocity_y -= player_speed;
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if ( keys_down[KBKEY_DOWN] )
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player_velocity_y += player_speed;
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if ( keys_down[KBKEY_LEFT] )
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player_velocity_x -= player_speed;
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if ( keys_down[KBKEY_RIGHT] )
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player_velocity_x += player_speed;
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player.x += deltatime * player_velocity_x;
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player.y += deltatime * player_velocity_y;
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if ( pop_is_key_just_down(KBKEY_SPACE) )
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player.size = 192 - player.size;
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float total_speed = 0.0;
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for ( size_t i = 0; i < NUM_ENEMIES; i++ )
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{
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struct enemy* enemy = &enemies[i];
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float g = 10000.0;
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float dist_sq = (player.x - enemy->x) * (player.x - enemy->x) +
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(player.y - enemy->y) * (player.y - enemy->y);
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if ( dist_sq < 0.1 )
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dist_sq = 0.1;
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float dist = sqrtf(dist_sq);
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float f = g * enemy->size * player.size / dist_sq;
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float f_x = (player.x - enemy->x) / dist * f;
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float f_y = (player.y - enemy->y) / dist * f;
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float a_x = f_x / enemy->size;
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float a_y = f_y / enemy->size;
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enemy->vx += deltatime * a_x;
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enemy->vy += deltatime * a_y;
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float speed = sqrtf(enemy->vx * enemy->vx + enemy->vy * enemy->vy);
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total_speed += speed;
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}
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float average_speed = total_speed / NUM_ENEMIES;
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float mid_game = game_width / 2.0;
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for ( size_t i = 0; i < NUM_ENEMIES; i++ )
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{
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struct enemy* enemy = &enemies[i];
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float speed = sqrtf(enemy->vx * enemy->vx + enemy->vy * enemy->vy);
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float ox = enemy->x;
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float oy = enemy->y;
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float nx = ox + deltatime * enemy->vx;
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float ny = oy + deltatime * enemy->vy;
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if ( mid_game + enemy->size / 2 < ox &&
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nx <= mid_game + enemy->size / 2 )
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{
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if ( speed < average_speed )
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{
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if ( enemy->vx < 0.0 )
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enemy->vx = -enemy->vx;
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continue;
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}
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}
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else if ( ox <= mid_game - enemy->size / 2 &&
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mid_game - enemy->size / 2 < nx )
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{
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if ( speed >= average_speed )
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{
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if ( enemy->vx > 0.0 )
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enemy->vx = -enemy->vx;
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continue;
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}
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}
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enemy->x = nx;
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enemy->y = ny;
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}
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for ( size_t i = 0; i < NUM_ENEMIES; i++ )
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{
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struct enemy* enemy = &enemies[i];
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if ( enemy->x - enemy->size / 2 < 0 )
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{
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enemy->x = 0.0f + enemy->size / 2;
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if ( enemy->vx < 0.0 )
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enemy->vx = -0.9 * enemy->vx;
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}
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else if ( game_width < (size_t) (enemy->x + enemy->size / 2) )
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{
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enemy->x = (float) game_width - enemy->size / 2;
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if ( 0.0 < enemy->vx )
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enemy->vx = -0.9 * enemy->vx;
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}
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if ( enemy->y - enemy->size / 2 < 0 )
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{
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enemy->y = 0.0f + enemy->size / 2;
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if ( enemy->vy < 0.0 )
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enemy->vy = -0.9 * enemy->vy;
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}
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else if ( game_height < (size_t) (enemy->y + enemy->size / 2) )
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{
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enemy->y = (float) game_height - enemy->size / 2;
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if ( 0.0 < enemy->vy )
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enemy->vy = -0.9 * enemy->vy;
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}
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}
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}
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// Render the game into the framebuffer.
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void render(struct dispd_window* window)
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{
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struct dispd_framebuffer* window_fb = dispd_begin_render(window);
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if ( !window_fb )
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{
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error(0, 0, "unable to begin rendering dispd window");
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game_running = false;
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return;
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}
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uint32_t* fb = (uint32_t*) dispd_get_framebuffer_data(window_fb);
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size_t xres = dispd_get_framebuffer_width(window_fb);
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size_t yres = dispd_get_framebuffer_height(window_fb);
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size_t pitch = dispd_get_framebuffer_pitch(window_fb) / sizeof(uint32_t);
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// Render a colorful background.
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for ( size_t y = 0; y < yres; y++ )
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{
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for ( size_t x = 0; x < xres; x++ )
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{
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uint32_t color = make_color(x * y, y ? x / y : 255, x ^ y);
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fb[y * pitch + x] = color;
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}
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}
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// Render the player.
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for ( int t = -player.size / 2; t < player.size / 2; t++ )
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{
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if ( player.y + t < 0 )
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continue;
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size_t y = (size_t) (player.y + t);
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if ( yres <= y )
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continue;
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for ( int l = -player.size / 2; l < player.size / 2; l++ )
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{
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if ( player.x + l < 0 )
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continue;
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size_t x = (size_t) (player.x + l);
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if ( xres <= x )
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continue;
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uint32_t background = fb[y * pitch + x];
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uint32_t color = ~background;
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fb[y * pitch + x] = color;
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}
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}
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// Render the enemies.
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for ( size_t i = 0; i < NUM_ENEMIES; i++ )
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{
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struct enemy* enemy = &enemies[i];
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for ( int t = -enemy->size / 2; t < enemy->size / 2; t++ )
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{
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if ( enemy->y + t < 0 )
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continue;
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size_t y = (size_t) (enemy->y + t);
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if ( yres <= y )
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continue;
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for ( int l = -enemy->size / 2; l < enemy->size / 2; l++ )
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{
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if ( enemy->x + l < 0 )
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continue;
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size_t x = (size_t) (enemy->x + l);
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if ( xres <= x )
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continue;
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uint32_t background = fb[y * pitch + x];
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uint32_t color = enemy->shift < 0 ? background >> -enemy->shift
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: background << enemy->shift;
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color = ~color;
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fb[y * pitch + x] = color;
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}
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}
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}
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dispd_finish_render(window_fb);
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}
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// ... to here. No need to edit stuff below.
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// Create a color from rgb values.
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static inline uint32_t make_color(uint8_t r, uint8_t g, uint8_t b)
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{
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return b << 0UL | g << 8UL | r << 16UL;
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}
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// Return if a keystroke is pending. For instance, if you press A on your
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// keyboard and keep pressing it, a new A character will appear every time a
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// small interval has passed, not just every time the code checks if A is down.
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bool pop_is_key_just_down(int abskbkey)
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{
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assert(0 <= abskbkey);
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if ( MAX_KEY_NUMBER <= (size_t) abskbkey )
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return false;
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if ( keys_pending[abskbkey] )
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{
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keys_pending[abskbkey] = false;
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clock_gettime(CLOCK_MONOTONIC, &key_handled_last[abskbkey]);
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return true;
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}
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if ( !keys_down[abskbkey] )
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return false;
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struct timespec now;
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clock_gettime(CLOCK_MONOTONIC, &now);
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struct timespec elapsed = timespec_sub(now, key_handled_last[abskbkey]);
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struct timespec repress_delay = timespec_make(0, 100 * 1000 * 1000);
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if ( timespec_lt(elapsed, repress_delay) )
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return false;
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clock_gettime(CLOCK_MONOTONIC, &key_handled_last[abskbkey]);
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return true;
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}
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// Read input from the keyboard.
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void input(void)
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{
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// Read the keyboard input from the user.
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unsigned termmode = TERMMODE_KBKEY | TERMMODE_SIGNAL | TERMMODE_NONBLOCK;
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if ( settermmode(0, termmode) )
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error(1, errno, "settermmode");
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uint32_t codepoint;
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ssize_t numbytes;
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while ( 0 < (numbytes = read(0, &codepoint, sizeof(codepoint))) )
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{
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int kbkey = KBKEY_DECODE(codepoint);
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if( !kbkey )
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continue;
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int abskbkey = (kbkey < 0) ? -kbkey : kbkey;
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if ( MAX_KEY_NUMBER <= (size_t) abskbkey )
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continue;
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bool is_key_down_event = 0 < kbkey;
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if ( !keys_down[abskbkey] && is_key_down_event )
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keys_pending[abskbkey] = true;
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keys_down[abskbkey] = is_key_down_event;
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}
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}
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// Run the game until no longer needed.
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void mainloop(struct dispd_window* window)
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{
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struct dispd_framebuffer* window_fb = dispd_begin_render(window);
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if ( window_fb )
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{
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game_width = dispd_get_framebuffer_width(window_fb);
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game_height = dispd_get_framebuffer_height(window_fb);
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dispd_finish_render(window_fb);
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}
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init();
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struct timespec last_frame_time;
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clock_gettime(CLOCK_MONOTONIC, &last_frame_time);
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render(window);
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while ( game_running )
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{
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struct timespec current_frame_time;
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clock_gettime(CLOCK_MONOTONIC, ¤t_frame_time);
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struct timespec deltatime_ts =
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timespec_sub(current_frame_time, last_frame_time);
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float deltatime = deltatime_ts.tv_sec + deltatime_ts.tv_nsec / 1E9f;
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input();
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update(deltatime);
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render(window);
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last_frame_time = current_frame_time;
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}
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}
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// Reset the terminal state when the process terminates.
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static struct termios saved_tio;
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static void restore_terminal_on_exit(void)
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{
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tcsetattr(0, TCSAFLUSH, &saved_tio);
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}
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static void restore_terminal_on_signal(int signum)
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{
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if ( signum == SIGTSTP )
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{
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struct termios tio;
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tcgetattr(0, &tio);
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tcsetattr(0, TCSAFLUSH, &saved_tio);
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raise(SIGSTOP);
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tcgetattr(0, &saved_tio);
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tcsetattr(0, TCSAFLUSH, &tio);
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return;
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}
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tcsetattr(0, TCSAFLUSH, &saved_tio);
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raise(signum);
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}
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// Create a display context, run the game, and then cleanly exit.
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int main(int argc, char* argv[])
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{
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if ( !isatty(0) )
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error(1, errno, "standard input");
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if ( tcgetattr(0, &saved_tio) < 0 )
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error(1, errno, "tcsetattr: standard input");
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if ( atexit(restore_terminal_on_exit) != 0 )
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error(1, errno, "atexit");
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struct sigaction sa;
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memset(&sa, 0, sizeof(sa));
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sa.sa_handler = restore_terminal_on_signal;
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sigaction(SIGTSTP, &sa, NULL);
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sa.sa_flags = SA_RESETHAND;
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sigaction(SIGINT, &sa, NULL);
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sigaction(SIGQUIT, &sa, NULL);
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sigaction(SIGTERM, &sa, NULL);
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if ( !dispd_initialize(&argc, &argv) )
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error(1, 0, "couldn't initialize dispd library");
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struct dispd_session* session = dispd_attach_default_session();
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if ( !session )
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error(1, 0, "couldn't attach to dispd default session");
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if ( !dispd_session_setup_game_rgba(session) )
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error(1, 0, "couldn't setup dispd rgba session");
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struct dispd_window* window = dispd_create_window_game_rgba(session);
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if ( !window )
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error(1, 0, "couldn't create dispd rgba window");
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mainloop(window);
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dispd_destroy_window(window);
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dispd_detach_session(session);
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return 0;
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}
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