townengine/apps/testgame/scenes/ingame.c

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#include "ingame.h"
#include "title.h"
#include "scene.h"
#include "townengine/game_api.h"
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#include "townengine/tabela.h"
#define STB_PERLIN_IMPLEMENTATION
#include <stb_perlin.h>
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static void ingame_tick(struct state *state) {
struct scene_ingame *scn = (struct scene_ingame *)state->scene;
world_drawdef(scn->world);
player_calc(scn->player);
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static t_camera cam = { .pos = { 32, 0, 1 }, .up = { 0, 1, 0 }, .fov = (float)M_PI_2 };
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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;
cam.target = m_vec_norm(((t_fvec3){
cosf(yaw_rad) * cosf(pitch_rad),
sinf(pitch_rad),
sinf(yaw_rad) * cosf(pitch_rad)
}));
}
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const t_fvec3 right = m_vec_norm(m_vec_cross(cam.target, cam.up));
const float speed = 0.04f; /* TODO: put this in a better place */
if (input_is_action_pressed(&ctx.input, "player_left"))
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cam.pos = fvec3_sub(cam.pos, m_vec_scale(right, speed));
if (input_is_action_pressed(&ctx.input, "player_right"))
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cam.pos = fvec3_add(cam.pos, m_vec_scale(right, speed));
if (input_is_action_pressed(&ctx.input, "player_forward"))
cam.pos = fvec3_add(cam.pos, m_vec_scale(cam.target, speed));
if (input_is_action_pressed(&ctx.input, "player_backward"))
cam.pos = fvec3_sub(cam.pos, m_vec_scale(cam.target, speed));
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if (input_is_action_pressed(&ctx.input, "player_jump"))
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cam.pos.y += speed;
if (input_is_action_pressed(&ctx.input, "player_run"))
cam.pos.y -= speed;
/* 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/player/baron-walk.png"),
m_set(rect, ((t_frect){ 256, 256, 48, 48 })),
m_opt(color, ((t_color){ 255, 255, 255, 255 })),
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m_opt(stretch, false ),
m_opt(texture_origin, ((t_fvec2){ ctx.tick_count % 48, ctx.tick_count % 48 })));
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m_sprite(m_set(path, "/assets/light.png"),
m_set(rect, ((t_frect){ 48, 64, 64, 64 })),
m_opt(color, ((t_color){ 255, 0, 0, 255 })));
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m_sprite(m_set(path, "/assets/light.png"),
m_set(rect, ((t_frect){ 64, 64, 64, 64 })),
m_opt(color, ((t_color){ 0, 255, 0, 255 })));
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m_sprite(m_set(path, "/assets/light.png"),
m_set(rect, ((t_frect){ 80, 64, 64, 64 })),
m_opt(color, ((t_color){ 0, 0, 255, 255 })));
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m_sprite(m_set(path, "/assets/player/baron-walk.png"),
m_set(rect, ((t_frect){ 32, 32, 64, 64 })),
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, ((t_frect){ 128, 32, 128, 64 })),
m_opt(rotation, (float)M_PI * 2 * (float)(ctx.tick_count % 64) / 64 ));
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set_camera(&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) * 10 - 6;
float d1 = stb_perlin_noise3((float)(x + 1) * TERRAIN_FREQUENCY, (float)y * TERRAIN_FREQUENCY, 0, 0, 0, 0) * 10 - 6;
float d2 = stb_perlin_noise3((float)(x + 1) * TERRAIN_FREQUENCY, (float)(y - 1) * TERRAIN_FREQUENCY, 0, 0, 0, 0) * 10 - 6;
float d3 = stb_perlin_noise3((float)x * TERRAIN_FREQUENCY, (float)(y - 1) * TERRAIN_FREQUENCY, 0, 0, 0, 0) * 10 - 6;
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unfurl_triangle("/assets/grass.gif",
(t_fvec3){ x, d0, y },
(t_fvec3){ x + 1, d1, y },
(t_fvec3){ x, d3, y - 1 },
(t_shvec2){ 0, 768 },
(t_shvec2){ 1024, 768 },
(t_shvec2){ 1024, 0 });
unfurl_triangle("/assets/grass.gif",
(t_fvec3){ x + 1, d1, y },
(t_fvec3){ x + 1, d2, y - 1 },
(t_fvec3){ x, d3, y - 1 },
(t_shvec2){ 1024, 0 },
(t_shvec2){ 0, 0 },
(t_shvec2){ 0, 768 });
}
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}
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}
static void ingame_end(struct state *state) {
struct scene_ingame *scn = (struct scene_ingame *)state->scene;
player_destroy(scn->player);
world_destroy(scn->world);
free(state->scene);
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}
struct scene *ingame_scene(struct state *state) {
(void)state;
struct scene_ingame *new_scene = ccalloc(1, sizeof *new_scene);
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);
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play_audio_ex("music/mod65.xm", "soundtrack", (t_play_audio_args){
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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);
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return (struct scene *)new_scene;
}