townengine/apps/testgame/scenes/ingame.c

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#include "ingame.h"
#include "title.h"
#include "scene.h"
#include "twn_game_api.h"
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#define STB_PERLIN_IMPLEMENTATION
#include <stb_perlin.h>
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static void ingame_tick(State *state) {
SceneIngame *scn = (SceneIngame *)state->scene;
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world_drawdef(scn->world);
player_calc(scn->player);
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if (input_is_mouse_captured(&ctx.input)) {
const float sensitivity = 0.6f; /* TODO: put this in a better place */
scn->yaw += (float)ctx.input.mouse_relative_position.x * sensitivity;
scn->pitch -= (float)ctx.input.mouse_relative_position.y * sensitivity;
scn->pitch = clampf(scn->pitch, -89.0f, 89.0f);
const float yaw_rad = scn->yaw * (float)DEG2RAD;
const float pitch_rad = scn->pitch * (float)DEG2RAD;
scn->cam.target = m_vec_norm(((Vec3){
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cosf(yaw_rad) * cosf(pitch_rad),
sinf(pitch_rad),
sinf(yaw_rad) * cosf(pitch_rad)
}));
}
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const Vec3 right = m_vec_norm(m_vec_cross(scn->cam.target, scn->cam.up));
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const float speed = 0.04f; /* TODO: put this in a better place */
if (input_is_action_pressed(&ctx.input, "player_left"))
scn->cam.pos = vec3_sub(scn->cam.pos, m_vec_scale(right, speed));
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if (input_is_action_pressed(&ctx.input, "player_right"))
scn->cam.pos = vec3_add(scn->cam.pos, m_vec_scale(right, speed));
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if (input_is_action_pressed(&ctx.input, "player_forward"))
scn->cam.pos = vec3_add(scn->cam.pos, m_vec_scale(scn->cam.target, speed));
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if (input_is_action_pressed(&ctx.input, "player_backward"))
scn->cam.pos = vec3_sub(scn->cam.pos, m_vec_scale(scn->cam.target, speed));
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if (input_is_action_pressed(&ctx.input, "player_jump"))
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scn->cam.pos.y += speed;
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if (input_is_action_pressed(&ctx.input, "player_run"))
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scn->cam.pos.y -= speed;
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/* toggle mouse capture with end key */
if (input_is_action_just_pressed(&ctx.input, "mouse_capture_toggle")) {
input_set_mouse_captured(&ctx.input, !input_is_mouse_captured(&ctx.input));
}
m_sprite(m_set(path, "/assets/9slice.png"),
m_set(rect, ((Rect){ 16, 16, 128, 128 })),
m_opt(texture_region, ((Rect){ 0, 0, (float)(ctx.tick_count % 48), (float)(ctx.tick_count % 48) })));
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m_sprite(m_set(path, "/assets/light.png"),
m_set(rect, ((Rect){ 48, 64, 64, 64 })),
m_opt(color, ((Color){ 255, 0, 0, 255 })));
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m_sprite(m_set(path, "/assets/light.png"),
m_set(rect, ((Rect){ 64, 64, 64, 64 })),
m_opt(color, ((Color){ 0, 255, 0, 255 })));
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m_sprite(m_set(path, "/assets/light.png"),
m_set(rect, ((Rect){ 80, 64, 64, 64 })),
m_opt(color, ((Color){ 0, 0, 255, 255 })));
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m_sprite(m_set(path, "/assets/player/baron-walk.png"),
m_set(rect, ((Rect){ 32, 32, 64, 64 })),
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m_opt(rotation, (float)M_PI * 2 * (float)(ctx.tick_count % 64) / 64 ));
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m_sprite(m_set(path, "/assets/player/baron-walk.png"),
m_set(rect, ((Rect){ 128, 32, 128, 64 })),
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m_opt(rotation, (float)M_PI * 2 * (float)(ctx.tick_count % 64) / 64 ));
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set_camera(&scn->cam);
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#define TERRAIN_FREQUENCY 0.1f
for (int y = 64; y--;) {
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for (int x = 64; x--;) {
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float d0 = stb_perlin_noise3((float)x * TERRAIN_FREQUENCY, (float)y * TERRAIN_FREQUENCY, 0, 0, 0, 0) * 20 - 6;
float d1 = stb_perlin_noise3((float)(x + 1) * TERRAIN_FREQUENCY, (float)y * TERRAIN_FREQUENCY, 0, 0, 0, 0) * 20 - 6;
float d2 = stb_perlin_noise3((float)(x + 1) * TERRAIN_FREQUENCY, (float)(y - 1) * TERRAIN_FREQUENCY, 0, 0, 0, 0) * 20 - 6;
float d3 = stb_perlin_noise3((float)x * TERRAIN_FREQUENCY, (float)(y - 1) * TERRAIN_FREQUENCY, 0, 0, 0, 0) * 20 - 6;
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unfurl_triangle("/assets/grass.gif",
(Vec3){ (float)x, d0, (float)y },
(Vec3){ (float)x + 1, d1, (float)y },
(Vec3){ (float)x, d3, (float)y - 1 },
(Vec2sh){ 1024, 768 },
(Vec2sh){ 1024, 0 },
(Vec2sh){ 0, 768 });
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unfurl_triangle("/assets/grass.gif",
(Vec3){ (float)x + 1, d1, (float)y },
(Vec3){ (float)x + 1, d2, (float)y - 1 },
(Vec3){ (float)x, d3, (float)y - 1 },
(Vec2sh){ 1024, 0 },
(Vec2sh){ 0, 0 },
(Vec2sh){ 0, 768 });
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}
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}
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}
static void ingame_end(State *state) {
SceneIngame *scn = (SceneIngame *)state->scene;
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player_destroy(scn->player);
world_destroy(scn->world);
free(state->scene);
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}
Scene *ingame_scene(State *state) {
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(void)state;
SceneIngame *new_scene = ccalloc(1, sizeof *new_scene);
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new_scene->base.tick = ingame_tick;
new_scene->base.end = ingame_end;
new_scene->world = world_create();
new_scene->player = player_create(new_scene->world);
new_scene->cam = (Camera){ .pos = { 32, 0, 1 }, .up = { 0, 1, 0 }, .fov = (float)M_PI_2 };
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audio_play_ex("music/mod65.xm", "soundtrack", (PlayAudioArgs){
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.repeat = true,
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.volume = 1.0f
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});
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input_set_mouse_captured(&ctx.input, true);
return (Scene *)new_scene;
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}