move platformes and scenery to /apps/demos/
This commit is contained in:
23
apps/demos/platformer/CMakeLists.txt
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23
apps/demos/platformer/CMakeLists.txt
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@ -0,0 +1,23 @@
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cmake_minimum_required(VERSION 3.21)
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project(platformer LANGUAGES C)
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if(NOT CMAKE_BUILD_TYPE)
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set(CMAKE_BUILD_TYPE Debug)
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endif()
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add_subdirectory($ENV{TWNROOT} $ENV{TWNBUILDDIR})
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set(SOURCE_FILES
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game.c
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state.h
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player.c player.h
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world.c world.h
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scenes/scene.c scenes/scene.h
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scenes/title.c scenes/title.h
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scenes/ingame.c scenes/ingame.h
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)
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use_townengine(${PROJECT_NAME} "${SOURCE_FILES}" ${CMAKE_CURRENT_SOURCE_DIR})
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3
apps/demos/platformer/data/packs/data.toml
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3
apps/demos/platformer/data/packs/data.toml
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[[deps]]
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source = "../../common-data" # where does it come from, might be an url
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name = "common-data" # should be globally unique
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11
apps/demos/platformer/data/twn.toml
Normal file
11
apps/demos/platformer/data/twn.toml
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[about]
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title = "Platfomer Demo"
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developer = "Townengine Team"
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app_id = "platformer-demo"
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dev_id = "townengine-team"
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[game]
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base_render_width = 640
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base_render_height = 360
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[engine]
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79
apps/demos/platformer/game.c
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79
apps/demos/platformer/game.c
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@ -0,0 +1,79 @@
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#include "state.h"
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#include "scenes/scene.h"
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#include "scenes/title.h"
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#include "twn_game_api.h"
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#include <stdio.h>
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#include <malloc.h>
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#include <stdint.h>
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void game_tick(void) {
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if (ctx.initialization_needed) {
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if (!ctx.udata) {
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ctx.udata = ccalloc(1, sizeof (State));
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State *state = ctx.udata;
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state->ctx = &ctx;
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state->scene = title_scene(state);
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}
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input_add_action("debug_toggle");
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input_bind_action_control("debug_toggle", CONTROL_BACKSPACE);
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input_add_action("debug_dump_atlases");
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input_bind_action_control("debug_dump_atlases", CONTROL_HOME);
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input_add_action("player_left");
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input_bind_action_control("player_left", CONTROL_A);
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input_add_action("player_right");
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input_bind_action_control("player_right", CONTROL_D);
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input_add_action("player_forward");
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input_bind_action_control("player_forward", CONTROL_W);
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input_add_action("player_backward");
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input_bind_action_control("player_backward", CONTROL_S);
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input_add_action("player_jump");
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input_bind_action_control("player_jump", CONTROL_SPACE);
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input_add_action("player_run");
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input_bind_action_control("player_run", CONTROL_LSHIFT);
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input_add_action("ui_accept");
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input_bind_action_control("ui_accept", CONTROL_RETURN);
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input_add_action("mouse_capture_toggle");
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input_bind_action_control("mouse_capture_toggle", CONTROL_ESCAPE);
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}
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State *state = ctx.udata;
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if (input_is_action_just_pressed("debug_toggle")) {
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ctx.debug = !ctx.debug;
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}
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if (input_is_action_just_pressed("debug_dump_atlases")) {
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textures_dump_atlases();
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}
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state->scene->tick(state);
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/* there's a scene switch pending, we can do it now that the tick is done */
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if (state->next_scene != NULL) {
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state->scene->end(state);
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state->scene = state->next_scene;
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state->is_scene_switching = false;
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state->next_scene = NULL;
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}
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}
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void game_end(void) {
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State *state = ctx.udata;
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state->scene->end(state);
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free(state);
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}
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304
apps/demos/platformer/player.c
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304
apps/demos/platformer/player.c
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@ -0,0 +1,304 @@
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#include "player.h"
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#include "world.h"
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#include "twn_game_api.h"
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#include <SDL2/SDL.h>
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#include <stdbool.h>
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#include <stdlib.h>
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#include <tgmath.h>
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static void update_timers(Player *player) {
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tick_timer(&player->jump_air_timer);
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tick_timer(&player->jump_coyote_timer);
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tick_timer(&player->jump_buffer_timer);
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}
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static void input_move(Player *player) {
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/* apply horizontal damping when the player stops moving */
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/* in other words, make it decelerate to a standstill */
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if (!input_is_action_pressed("player_left") &&
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!input_is_action_pressed("player_right"))
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{
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player->dx *= player->horizontal_damping;
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}
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int input_dir = 0;
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if (input_is_action_pressed("player_left"))
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input_dir = -1;
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if (input_is_action_pressed("player_right"))
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input_dir = 1;
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if (input_is_action_pressed("player_left") &&
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input_is_action_pressed("player_right"))
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input_dir = 0;
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player->dx += (float)input_dir * player->run_horizontal_speed;
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player->dx = SDL_clamp(player->dx, -player->max_dx, player->max_dx);
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if (fabs(player->dx) < player->run_horizontal_speed) {
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player->dx = 0;
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}
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}
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static void jump(Player *player) {
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player->jump_coyote_timer = 0;
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player->jump_buffer_timer = 0;
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player->dy = player->jump_force_initial;
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player->action = PLAYER_ACTION_JUMP;
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player->jump_air_timer = player->jump_air_ticks;
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}
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static void input_jump(Player *player) {
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player->current_gravity_multiplier = player->jump_default_multiplier;
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if (input_is_action_just_pressed("player_jump")) {
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player->jump_air_timer = 0;
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player->jump_buffer_timer = player->jump_buffer_ticks;
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if (player->action == PLAYER_ACTION_GROUND || player->jump_coyote_timer > 0) {
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jump(player);
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}
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}
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if (input_is_action_pressed("player_jump")) {
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if (player->action != PLAYER_ACTION_GROUND && player->jump_air_timer > 0) {
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player->current_gravity_multiplier = player->jump_boosted_multiplier;
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player->dy += player->jump_force_increase;
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}
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}
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}
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static void update_collider_x(Player *player) {
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player->collider_x.w = player->rect.w;
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player->collider_x.h = player->rect.h - 8;
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player->collider_x.x = player->rect.x;
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player->collider_x.y = player->rect.y + ((player->rect.h - player->collider_x.h) / 2);
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}
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static void update_collider_y(Player *player) {
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player->collider_y.w = player->rect.w;
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player->collider_y.h = player->rect.h;
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player->collider_y.x = player->rect.x + ((player->rect.w - player->collider_y.w) / 2);
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player->collider_y.y = player->rect.y;
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}
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static void apply_gravity(Player *player, float gravity) {
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player->dy -= gravity * player->current_gravity_multiplier;
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player->dy = fmax(player->dy, -player->terminal_velocity);
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if (player->dy < 0) {
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/* just started falling */
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if (player->action == PLAYER_ACTION_GROUND) {
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player->jump_coyote_timer = player->jump_coyote_ticks;
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}
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player->action = PLAYER_ACTION_FALL;
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}
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}
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/* returns whether or not a correction was applied */
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static bool corner_correct(Player *player, Rect collision) {
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/*
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* somewhat of a hack here. we only want to do corner correction
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* if the corner in question really is the corner of a "platform,"
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* and not simply the edge of a single tile in a row of many
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* tiles, as that would briefly clip the player into the ceiling,
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* halting movement. the dumbest way i could think of to fix this
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* is to simply ensure that there's no tile to possibly clip into
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* before correcting, by checking if there's a tile right above
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* the center of the player
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*/
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if (world_is_tile_at(player->world,
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player->rect.x + (player->rect.w / 2),
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player->rect.y - 1))
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{
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return false;
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}
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float player_center_x = player->collider_x.x + (player->collider_x.w / 2);
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float collision_center_x = collision.x + (collision.w / 2);
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float abs_difference = fabs(player_center_x - collision_center_x);
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/* we're good, no correction needed */
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if (abs_difference < player->jump_corner_correction_offset)
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return false;
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/* collision was on player's right side */
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if (player_center_x < collision_center_x) {
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player->rect.x -= collision.w / 2;
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}
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/* collision was on player's left side */
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else if (player_center_x > collision_center_x) {
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player->rect.x += collision.w / 2;
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}
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return true;
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}
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static void calc_collisions_x(Player *player) {
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Rect collision;
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bool is_colliding = world_find_intersect_frect(player->world, player->collider_x, &collision);
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if (!is_colliding) return;
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float player_center_x = player->collider_x.x + (player->collider_x.w / 2);
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float collision_center_x = collision.x + (collision.w / 2);
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typedef enum CollisionDirection { COLLISION_LEFT = -1, COLLISION_RIGHT = 1 } CollisionDirection;
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CollisionDirection dir_x =
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player_center_x > collision_center_x ? COLLISION_LEFT : COLLISION_RIGHT;
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player->rect.x -= collision.w * (float)dir_x;
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player->dx = 0;
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}
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static void calc_collisions_y(Player *player) {
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Rect collision;
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bool is_colliding = world_find_intersect_frect(player->world, player->collider_y, &collision);
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if (!is_colliding) return;
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float player_center_y = player->collider_y.y + (player->collider_y.h / 2);
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float collision_center_y = collision.y + (collision.h / 2);
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typedef enum CollisionDirection { COLLISION_ABOVE = -1, COLLISION_BELOW = 1 } CollisionDirection;
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CollisionDirection dir_y =
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player_center_y > collision_center_y ? COLLISION_ABOVE : COLLISION_BELOW;
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/* before the resolution */
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if (dir_y == COLLISION_ABOVE) {
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if (corner_correct(player, collision)) {
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return;
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}
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}
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/* resolution */
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player->rect.y -= collision.h * (float)dir_y;
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player->dy = 0;
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/* after the resolution */
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if (dir_y == COLLISION_BELOW) {
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/* bandaid fix for float precision-related jittering */
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player->rect.y = ceilf(player->rect.y);
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player->action = PLAYER_ACTION_GROUND;
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if (player->jump_buffer_timer > 0) {
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jump(player);
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apply_gravity(player, player->world->gravity);
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}
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} else if (dir_y == COLLISION_ABOVE) {
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player->jump_air_timer = 0;
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}
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}
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Player *player_create(World *world) {
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Player *player = cmalloc(sizeof *player);
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*player = (Player) {
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.world = world,
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.sprite_w = 48,
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.sprite_h = 48,
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.rect = (Rect) {
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.x = 92,
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||||
.y = 200,
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.w = 16,
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.h = 32,
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||||
},
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.action = PLAYER_ACTION_GROUND,
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||||
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||||
.collider_thickness = 42,
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.max_dx = 8,
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.run_horizontal_speed = 0.5f,
|
||||
.horizontal_damping = 0.9f,
|
||||
.current_gravity_multiplier = 1,
|
||||
.terminal_velocity = 30,
|
||||
|
||||
.jump_force_initial = 10,
|
||||
.jump_force_increase = 1,
|
||||
.jump_air_ticks = 18,
|
||||
.jump_coyote_ticks = 8,
|
||||
.jump_buffer_ticks = 8,
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||||
|
||||
.jump_default_multiplier = 1.4f,
|
||||
.jump_boosted_multiplier = 1,
|
||||
|
||||
.jump_corner_correction_offset = 16.0f,
|
||||
};
|
||||
|
||||
return player;
|
||||
}
|
||||
|
||||
|
||||
static void drawdef(Player *player) {
|
||||
m_sprite("/assets/player/baron-walk.png",
|
||||
(Rect) {
|
||||
.x = player->rect.x + ((player->rect.w - player->sprite_w) / 2),
|
||||
.y = player->rect.y - 8,
|
||||
.w = player->sprite_w,
|
||||
.h = player->sprite_h,
|
||||
});
|
||||
|
||||
draw_circle((Vec2) { 256, 128 },
|
||||
24,
|
||||
(Color) { 255, 0, 0, 255 });
|
||||
}
|
||||
|
||||
|
||||
static void drawdef_debug(Player *player) {
|
||||
if (!ctx.debug)
|
||||
return;
|
||||
|
||||
/* const int info_separation = 24; */
|
||||
/* const struct RectPrimitive info_theme = { */
|
||||
/* .x = 8, */
|
||||
/* .r = 0, .g = 0, .b = 0, .a = 255, */
|
||||
/* }; */
|
||||
|
||||
draw_rectangle(player->collider_x,
|
||||
(Color){ 0, 0, 255, 128 });
|
||||
|
||||
draw_rectangle(player->collider_y,
|
||||
(Color){ 0, 0, 255, 128 });
|
||||
}
|
||||
|
||||
|
||||
void player_destroy(Player *player) {
|
||||
free(player);
|
||||
}
|
||||
|
||||
|
||||
void player_calc(Player *player) {
|
||||
update_timers(player);
|
||||
|
||||
input_move(player);
|
||||
input_jump(player);
|
||||
|
||||
player->rect.x += player->dx;
|
||||
update_collider_x(player);
|
||||
calc_collisions_x(player);
|
||||
|
||||
apply_gravity(player, player->world->gravity);
|
||||
player->rect.y -= player->dy;
|
||||
update_collider_y(player);
|
||||
calc_collisions_y(player);
|
||||
|
||||
update_collider_x(player);
|
||||
update_collider_y(player);
|
||||
|
||||
drawdef(player);
|
||||
drawdef_debug(player);
|
||||
}
|
65
apps/demos/platformer/player.h
Normal file
65
apps/demos/platformer/player.h
Normal file
@ -0,0 +1,65 @@
|
||||
#ifndef PLAYER_H
|
||||
#define PLAYER_H
|
||||
|
||||
#include "twn_game_api.h"
|
||||
|
||||
|
||||
typedef struct World World;
|
||||
|
||||
|
||||
typedef enum PlayerAction {
|
||||
PLAYER_ACTION_GROUND,
|
||||
PLAYER_ACTION_FALL,
|
||||
PLAYER_ACTION_JUMP,
|
||||
} PlayerAction;
|
||||
|
||||
|
||||
typedef struct Player {
|
||||
World *world;
|
||||
|
||||
/* visual */
|
||||
float sprite_w;
|
||||
float sprite_h;
|
||||
|
||||
/* body */
|
||||
Rect rect;
|
||||
|
||||
/* state */
|
||||
PlayerAction action;
|
||||
|
||||
/* physics */
|
||||
Rect collider_x;
|
||||
Rect collider_y;
|
||||
int collider_thickness;
|
||||
float dx;
|
||||
float dy;
|
||||
float max_dx;
|
||||
float run_horizontal_speed;
|
||||
float horizontal_damping;
|
||||
float current_gravity_multiplier;
|
||||
float terminal_velocity;
|
||||
|
||||
/* jumping */
|
||||
float jump_force_initial;
|
||||
float jump_force_increase; /* aka "jump power", increment of dy per tick */
|
||||
int jump_air_ticks;
|
||||
int jump_air_timer;
|
||||
int jump_coyote_ticks;
|
||||
int jump_coyote_timer;
|
||||
int jump_buffer_ticks;
|
||||
int jump_buffer_timer;
|
||||
|
||||
/* gravity multipliers */
|
||||
float jump_default_multiplier;
|
||||
float jump_boosted_multiplier;
|
||||
|
||||
float jump_corner_correction_offset; /* from center */
|
||||
} Player;
|
||||
|
||||
|
||||
Player *player_create(World *world);
|
||||
void player_destroy(Player *player);
|
||||
void player_calc(Player *player);
|
||||
|
||||
|
||||
#endif
|
60
apps/demos/platformer/scenes/ingame.c
Normal file
60
apps/demos/platformer/scenes/ingame.c
Normal file
@ -0,0 +1,60 @@
|
||||
#include "ingame.h"
|
||||
#include "title.h"
|
||||
#include "scene.h"
|
||||
|
||||
#include "twn_game_api.h"
|
||||
#include "twn_vec.h"
|
||||
|
||||
#include <SDL2/SDL.h>
|
||||
|
||||
|
||||
static void ingame_tick(State *state) {
|
||||
SceneIngame *scn = (SceneIngame *)state->scene;
|
||||
|
||||
world_drawdef(scn->world);
|
||||
player_calc(scn->player);
|
||||
|
||||
const Vec3 right = m_vec_norm(m_vec_cross(scn->cam.target, scn->cam.up));
|
||||
const float speed = 0.04f; /* TODO: put this in a better place */
|
||||
if (input_is_action_pressed("player_left"))
|
||||
scn->cam.pos = vec3_sub(scn->cam.pos, m_vec_scale(right, speed));
|
||||
|
||||
if (input_is_action_pressed("player_right"))
|
||||
scn->cam.pos = vec3_add(scn->cam.pos, m_vec_scale(right, speed));
|
||||
|
||||
if (input_is_action_pressed("player_forward"))
|
||||
scn->cam.pos = vec3_add(scn->cam.pos, m_vec_scale(scn->cam.target, speed));
|
||||
|
||||
if (input_is_action_pressed("player_backward"))
|
||||
scn->cam.pos = vec3_sub(scn->cam.pos, m_vec_scale(scn->cam.target, speed));
|
||||
|
||||
if (input_is_action_pressed("player_jump"))
|
||||
scn->cam.pos.y += speed;
|
||||
|
||||
if (input_is_action_pressed("player_run"))
|
||||
scn->cam.pos.y -= speed;
|
||||
}
|
||||
|
||||
|
||||
static void ingame_end(State *state) {
|
||||
SceneIngame *scn = (SceneIngame *)state->scene;
|
||||
player_destroy(scn->player);
|
||||
world_destroy(scn->world);
|
||||
free(state->scene);
|
||||
}
|
||||
|
||||
|
||||
Scene *ingame_scene(State *state) {
|
||||
(void)state;
|
||||
|
||||
SceneIngame *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);
|
||||
|
||||
new_scene->cam = (Camera){ .pos = { 32, 0, 1 }, .up = { 0, 1, 0 }, .fov = (float)M_PI_2 };
|
||||
|
||||
return (Scene *)new_scene;
|
||||
}
|
30
apps/demos/platformer/scenes/ingame.h
Normal file
30
apps/demos/platformer/scenes/ingame.h
Normal file
@ -0,0 +1,30 @@
|
||||
#ifndef INGAME_H
|
||||
#define INGAME_H
|
||||
|
||||
#include "twn_game_api.h"
|
||||
|
||||
#include "../state.h"
|
||||
#include "scene.h"
|
||||
#include "../player.h"
|
||||
#include "../world.h"
|
||||
|
||||
|
||||
typedef struct SceneIngame {
|
||||
Scene base;
|
||||
|
||||
World *world;
|
||||
Player *player;
|
||||
|
||||
Camera cam;
|
||||
|
||||
/* TODO: put this in a better place */
|
||||
float yaw;
|
||||
float pitch;
|
||||
float roll;
|
||||
} SceneIngame;
|
||||
|
||||
|
||||
Scene *ingame_scene(State *state);
|
||||
|
||||
|
||||
#endif
|
8
apps/demos/platformer/scenes/scene.c
Normal file
8
apps/demos/platformer/scenes/scene.c
Normal file
@ -0,0 +1,8 @@
|
||||
#include "scene.h"
|
||||
#include "../state.h"
|
||||
|
||||
|
||||
void switch_to(State *state, Scene *(*scene_func)(State *)) {
|
||||
state->next_scene = scene_func(state);
|
||||
state->is_scene_switching = true;
|
||||
}
|
16
apps/demos/platformer/scenes/scene.h
Normal file
16
apps/demos/platformer/scenes/scene.h
Normal file
@ -0,0 +1,16 @@
|
||||
#ifndef SCENE_H
|
||||
#define SCENE_H
|
||||
|
||||
|
||||
typedef struct State State;
|
||||
typedef struct Scene {
|
||||
char *id;
|
||||
void (*tick)(State *);
|
||||
void (*end)(State *);
|
||||
} Scene;
|
||||
|
||||
|
||||
void switch_to(State *state, Scene *(*scene_func)(State *));
|
||||
|
||||
|
||||
#endif
|
75
apps/demos/platformer/scenes/title.c
Normal file
75
apps/demos/platformer/scenes/title.c
Normal file
@ -0,0 +1,75 @@
|
||||
#include "title.h"
|
||||
#include "ingame.h"
|
||||
#include "../world.h"
|
||||
#include "../player.h"
|
||||
|
||||
#include "twn_game_api.h"
|
||||
|
||||
#include <SDL2/SDL.h>
|
||||
|
||||
#include <stdio.h>
|
||||
|
||||
|
||||
static void title_tick(State *state) {
|
||||
SceneTitle *scn = (SceneTitle *)state->scene;
|
||||
(void)scn;
|
||||
|
||||
if (input_is_action_just_pressed("ui_accept")) {
|
||||
switch_to(state, ingame_scene);
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
m_sprite("/assets/title.png", ((Rect) {
|
||||
((float)ctx.base_draw_w / 2) - ((float)320 / 2), 64, 320, 128 }));
|
||||
|
||||
|
||||
/* draw the tick count as an example of dynamic text */
|
||||
size_t text_str_len = snprintf(NULL, 0, "%lu", state->ctx->tick_count) + 1;
|
||||
char *text_str = cmalloc(text_str_len);
|
||||
snprintf(text_str, text_str_len, "%lu", state->ctx->tick_count);
|
||||
|
||||
const char *font = "fonts/kenney-pixel.ttf";
|
||||
int text_h = 32;
|
||||
int text_w = draw_text_width(text_str, text_h, font);
|
||||
|
||||
draw_rectangle(
|
||||
(Rect) {
|
||||
.x = 0,
|
||||
.y = 0,
|
||||
.w = (float)text_w,
|
||||
.h = (float)text_h,
|
||||
},
|
||||
(Color) { 0, 0, 0, 255 }
|
||||
);
|
||||
draw_text(
|
||||
text_str,
|
||||
(Vec2){ 0, 0 },
|
||||
text_h,
|
||||
(Color) { 255, 255, 255, 255 },
|
||||
font
|
||||
);
|
||||
free(text_str);
|
||||
}
|
||||
|
||||
|
||||
static void title_end(State *state) {
|
||||
SceneTitle *scn = (SceneTitle *)state->scene;
|
||||
player_destroy(scn->player);
|
||||
world_destroy(scn->world);
|
||||
free(state->scene);
|
||||
}
|
||||
|
||||
|
||||
Scene *title_scene(State *state) {
|
||||
(void)state;
|
||||
|
||||
SceneTitle *new_scene = ccalloc(1, sizeof *new_scene);
|
||||
new_scene->base.tick = title_tick;
|
||||
new_scene->base.end = title_end;
|
||||
|
||||
new_scene->world = world_create();
|
||||
new_scene->player = player_create(new_scene->world);
|
||||
|
||||
return (Scene *)new_scene;
|
||||
}
|
21
apps/demos/platformer/scenes/title.h
Normal file
21
apps/demos/platformer/scenes/title.h
Normal file
@ -0,0 +1,21 @@
|
||||
#ifndef TITLE_H
|
||||
#define TITLE_H
|
||||
|
||||
#include "../state.h"
|
||||
#include "scene.h"
|
||||
#include "../player.h"
|
||||
#include "../world.h"
|
||||
|
||||
|
||||
typedef struct SceneTitle {
|
||||
Scene base;
|
||||
|
||||
World *world;
|
||||
Player *player;
|
||||
} SceneTitle;
|
||||
|
||||
|
||||
Scene *title_scene(State *state);
|
||||
|
||||
|
||||
#endif
|
20
apps/demos/platformer/state.h
Normal file
20
apps/demos/platformer/state.h
Normal file
@ -0,0 +1,20 @@
|
||||
#ifndef STATE_H
|
||||
#define STATE_H
|
||||
|
||||
|
||||
#include "twn_game_api.h"
|
||||
|
||||
#include <stdbool.h>
|
||||
|
||||
|
||||
typedef struct Scene Scene;
|
||||
|
||||
typedef struct State {
|
||||
Context *ctx;
|
||||
Scene *scene;
|
||||
Scene *next_scene;
|
||||
bool is_scene_switching;
|
||||
} State;
|
||||
|
||||
|
||||
#endif
|
188
apps/demos/platformer/world.c
Normal file
188
apps/demos/platformer/world.c
Normal file
@ -0,0 +1,188 @@
|
||||
#include "twn_game_api.h"
|
||||
|
||||
#include "world.h"
|
||||
|
||||
#include <stdbool.h>
|
||||
#include <stdlib.h>
|
||||
#include <stdint.h>
|
||||
#include <tgmath.h>
|
||||
|
||||
|
||||
static void update_tiles(struct World *world) {
|
||||
for (size_t row = 0; row < world->tilemap_height; ++row) {
|
||||
for (size_t col = 0; col < world->tilemap_width; ++col) {
|
||||
world->tiles[(row * world->tilemap_width) + col] = (struct Tile) {
|
||||
.rect = (Recti) {
|
||||
.x = (int)col * world->tile_size,
|
||||
.y = (int)row * world->tile_size,
|
||||
.w = world->tile_size,
|
||||
.h = world->tile_size,
|
||||
},
|
||||
.type = world->tilemap[row][col],
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
static Vec2i to_grid_location(struct World *world, float x, float y) {
|
||||
return (Vec2i) {
|
||||
.x = (int)floor(x / (float)world->tile_size),
|
||||
.y = (int)floor(y / (float)world->tile_size),
|
||||
};
|
||||
}
|
||||
|
||||
|
||||
static void drawdef_debug(struct World *world) {
|
||||
if (!ctx.debug) return;
|
||||
|
||||
for (size_t i = 0; i < world->tilemap_height * world->tilemap_width; ++i) {
|
||||
if (world->tiles[i].type == TILE_TYPE_VOID) continue;
|
||||
|
||||
draw_rectangle(to_frect(world->tiles[i].rect),
|
||||
(Color) { 255, 0, 255, 128 });
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
struct World *world_create(void) {
|
||||
struct World *world = cmalloc(sizeof *world);
|
||||
|
||||
*world = (struct World) {
|
||||
.tiles = NULL,
|
||||
.tile_size = 42,
|
||||
.tilemap_width = 20,
|
||||
.tilemap_height = 12,
|
||||
.gravity = 1,
|
||||
};
|
||||
|
||||
/* create the tilemap */
|
||||
/* it simply stores what's in each tile as a 2d array */
|
||||
/* on its own, it's entirely unrelated to drawing or logic */
|
||||
world->tilemap = cmalloc(sizeof *world->tilemap * world->tilemap_height);
|
||||
for (size_t i = 0; i < world->tilemap_height; ++i) {
|
||||
world->tilemap[i] = cmalloc(sizeof **world->tilemap * world->tilemap_width);
|
||||
|
||||
for (size_t j = 0; j < world->tilemap_width; ++j) {
|
||||
world->tilemap[i][j] = TILE_TYPE_VOID;
|
||||
}
|
||||
}
|
||||
|
||||
for (size_t i = 0; i < 12; ++i) {
|
||||
world->tilemap[world->tilemap_height-2][2+i] = TILE_TYPE_SOLID;
|
||||
}
|
||||
world->tilemap[world->tilemap_height-3][8] = TILE_TYPE_SOLID;
|
||||
world->tilemap[world->tilemap_height-4][8] = TILE_TYPE_SOLID;
|
||||
world->tilemap[world->tilemap_height-5][10] = TILE_TYPE_SOLID;
|
||||
world->tilemap[world->tilemap_height-6][10] = TILE_TYPE_SOLID;
|
||||
for (size_t i = 0; i < 7; ++i) {
|
||||
world->tilemap[world->tilemap_height-6][12+i] = TILE_TYPE_SOLID;
|
||||
}
|
||||
|
||||
/* the tiles array contains data meant to be used by other logic */
|
||||
/* most importantly, it is used to draw the tiles */
|
||||
const size_t tile_count = world->tilemap_height * world->tilemap_width;
|
||||
world->tiles = cmalloc(sizeof *world->tiles * tile_count);
|
||||
update_tiles(world);
|
||||
|
||||
return world;
|
||||
}
|
||||
|
||||
|
||||
void world_destroy(struct World *world) {
|
||||
free(world->tiles);
|
||||
|
||||
for (size_t i = 0; i < world->tilemap_height; ++i) {
|
||||
free(world->tilemap[i]);
|
||||
}
|
||||
free(world->tilemap);
|
||||
|
||||
free(world);
|
||||
}
|
||||
|
||||
|
||||
void world_drawdef(struct World *world) {
|
||||
for (size_t i = 0; i < world->tilemap_height * world->tilemap_width; ++i) {
|
||||
if (world->tiles[i].type == TILE_TYPE_VOID)
|
||||
continue;
|
||||
|
||||
m_sprite("/assets/white.png", to_frect(world->tiles[i].rect));
|
||||
}
|
||||
|
||||
drawdef_debug(world);
|
||||
}
|
||||
|
||||
|
||||
bool world_find_intersect_frect(struct World *world, Rect rect, Rect *intersection) {
|
||||
bool is_intersecting = false;
|
||||
|
||||
const size_t tile_count = world->tilemap_height * world->tilemap_width;
|
||||
for (size_t i = 0; i < tile_count; ++i) {
|
||||
if (world->tiles[i].type == TILE_TYPE_VOID)
|
||||
continue;
|
||||
|
||||
Rect tile_frect = {
|
||||
.x = (float)(world->tiles[i].rect.x),
|
||||
.y = (float)(world->tiles[i].rect.y),
|
||||
.w = (float)(world->tiles[i].rect.w),
|
||||
.h = (float)(world->tiles[i].rect.h),
|
||||
};
|
||||
|
||||
if (intersection == NULL) {
|
||||
Rect temp;
|
||||
is_intersecting = overlap_frect(&rect, &tile_frect, &temp);
|
||||
} else {
|
||||
is_intersecting = overlap_frect(&rect, &tile_frect, intersection);
|
||||
}
|
||||
|
||||
if (is_intersecting)
|
||||
break;
|
||||
}
|
||||
|
||||
return is_intersecting;
|
||||
}
|
||||
|
||||
|
||||
bool world_find_intersect_rect(struct World *world, Recti rect, Recti *intersection) {
|
||||
bool is_intersecting = false;
|
||||
|
||||
const size_t tile_count = world->tilemap_height * world->tilemap_width;
|
||||
for (size_t i = 0; i < tile_count; ++i) {
|
||||
if (world->tiles[i].type == TILE_TYPE_VOID)
|
||||
continue;
|
||||
|
||||
Recti *tile_rect = &world->tiles[i].rect;
|
||||
|
||||
if (intersection == NULL) {
|
||||
Recti temp;
|
||||
is_intersecting = overlap_rect(&rect, tile_rect, &temp);
|
||||
} else {
|
||||
is_intersecting = overlap_rect(&rect, tile_rect, intersection);
|
||||
}
|
||||
|
||||
if (is_intersecting)
|
||||
break;
|
||||
}
|
||||
|
||||
return is_intersecting;
|
||||
}
|
||||
|
||||
|
||||
bool world_is_tile_at(struct World *world, float x, float y) {
|
||||
Vec2i position_in_grid = to_grid_location(world, x, y);
|
||||
return world->tilemap[position_in_grid.y][position_in_grid.x] != TILE_TYPE_VOID;
|
||||
}
|
||||
|
||||
|
||||
void world_place_tile(struct World *world, float x, float y) {
|
||||
Vec2i position_in_grid = to_grid_location(world, x, y);
|
||||
world->tilemap[position_in_grid.y][position_in_grid.x] = TILE_TYPE_SOLID;
|
||||
update_tiles(world);
|
||||
}
|
||||
|
||||
|
||||
void world_remove_tile(struct World *world, float x, float y) {
|
||||
Vec2i position_in_grid = to_grid_location(world, x, y);
|
||||
world->tilemap[position_in_grid.y][position_in_grid.x] = TILE_TYPE_VOID;
|
||||
update_tiles(world);
|
||||
}
|
44
apps/demos/platformer/world.h
Normal file
44
apps/demos/platformer/world.h
Normal file
@ -0,0 +1,44 @@
|
||||
#ifndef WORLD_H
|
||||
#define WORLD_H
|
||||
|
||||
#include "twn_game_api.h"
|
||||
|
||||
#include <stdint.h>
|
||||
#include <stdbool.h>
|
||||
|
||||
|
||||
typedef enum TileType {
|
||||
TILE_TYPE_VOID,
|
||||
TILE_TYPE_SOLID,
|
||||
} TileType;
|
||||
|
||||
|
||||
typedef struct Tile {
|
||||
Recti rect;
|
||||
TileType type;
|
||||
} Tile;
|
||||
|
||||
|
||||
typedef struct World {
|
||||
TileType **tilemap;
|
||||
Tile *tiles;
|
||||
|
||||
int tile_size;
|
||||
unsigned int tilemap_width;
|
||||
unsigned int tilemap_height;
|
||||
size_t tile_nonvoid_count;
|
||||
float gravity;
|
||||
} World;
|
||||
|
||||
|
||||
World *world_create(void);
|
||||
void world_destroy(World *world);
|
||||
void world_drawdef(World *world);
|
||||
bool world_find_intersect_frect(World *world, Rect rect, Rect *intersection);
|
||||
bool world_find_intersect_rect(World *world, Recti rect, Recti *intersection);
|
||||
bool world_is_tile_at(World *world, float x, float y);
|
||||
void world_place_tile(World *world, float x, float y);
|
||||
void world_remove_tile(World *world, float x, float y);
|
||||
|
||||
|
||||
#endif
|
20
apps/demos/scenery/CMakeLists.txt
Normal file
20
apps/demos/scenery/CMakeLists.txt
Normal file
@ -0,0 +1,20 @@
|
||||
cmake_minimum_required(VERSION 3.21)
|
||||
|
||||
project(scenery LANGUAGES C)
|
||||
|
||||
if(NOT CMAKE_BUILD_TYPE)
|
||||
set(CMAKE_BUILD_TYPE Debug)
|
||||
endif()
|
||||
|
||||
add_subdirectory($ENV{TWNROOT} $ENV{TWNBUILDDIR})
|
||||
|
||||
set(SOURCE_FILES
|
||||
game.c
|
||||
state.h
|
||||
|
||||
scenes/scene.c scenes/scene.h
|
||||
scenes/title.c scenes/title.h
|
||||
scenes/ingame.c scenes/ingame.h
|
||||
)
|
||||
|
||||
use_townengine(${PROJECT_NAME} "${SOURCE_FILES}" ${CMAKE_CURRENT_SOURCE_DIR})
|
3
apps/demos/scenery/data/packs/data.toml
Normal file
3
apps/demos/scenery/data/packs/data.toml
Normal file
@ -0,0 +1,3 @@
|
||||
[[deps]]
|
||||
source = "../../common-data" # where does it come from, might be an url
|
||||
name = "common-data" # should be globally unique
|
11
apps/demos/scenery/data/twn.toml
Normal file
11
apps/demos/scenery/data/twn.toml
Normal file
@ -0,0 +1,11 @@
|
||||
[about]
|
||||
title = "Serene Scenery"
|
||||
developer = "Townengine Team"
|
||||
app_id = "platformer-demo"
|
||||
dev_id = "townengine-team"
|
||||
|
||||
[game]
|
||||
base_render_width = 640
|
||||
base_render_height = 360
|
||||
|
||||
[engine]
|
80
apps/demos/scenery/game.c
Normal file
80
apps/demos/scenery/game.c
Normal file
@ -0,0 +1,80 @@
|
||||
#include "state.h"
|
||||
#include "scenes/scene.h"
|
||||
#include "scenes/title.h"
|
||||
|
||||
#include "twn_game_api.h"
|
||||
|
||||
#include <stdio.h>
|
||||
#include <malloc.h>
|
||||
#include <stdint.h>
|
||||
#include <stdlib.h>
|
||||
|
||||
|
||||
void game_tick(void) {
|
||||
if (ctx.initialization_needed) {
|
||||
if (!ctx.udata) {
|
||||
ctx.udata = ccalloc(1, sizeof (State));
|
||||
|
||||
State *state = ctx.udata;
|
||||
state->ctx = &ctx;
|
||||
state->scene = title_scene(state);
|
||||
}
|
||||
|
||||
input_add_action("debug_toggle");
|
||||
input_bind_action_control("debug_toggle", CONTROL_BACKSPACE);
|
||||
|
||||
input_add_action("debug_dump_atlases");
|
||||
input_bind_action_control("debug_dump_atlases", CONTROL_HOME);
|
||||
|
||||
input_add_action("player_left");
|
||||
input_bind_action_control("player_left", CONTROL_A);
|
||||
|
||||
input_add_action("player_right");
|
||||
input_bind_action_control("player_right", CONTROL_D);
|
||||
|
||||
input_add_action("player_forward");
|
||||
input_bind_action_control("player_forward", CONTROL_W);
|
||||
|
||||
input_add_action("player_backward");
|
||||
input_bind_action_control("player_backward", CONTROL_S);
|
||||
|
||||
input_add_action("player_jump");
|
||||
input_bind_action_control("player_jump", CONTROL_SPACE);
|
||||
|
||||
input_add_action("player_run");
|
||||
input_bind_action_control("player_run", CONTROL_LSHIFT);
|
||||
|
||||
input_add_action("ui_accept");
|
||||
input_bind_action_control("ui_accept", CONTROL_RETURN);
|
||||
|
||||
input_add_action("mouse_capture_toggle");
|
||||
input_bind_action_control("mouse_capture_toggle", CONTROL_ESCAPE);
|
||||
}
|
||||
|
||||
State *state = ctx.udata;
|
||||
|
||||
if (input_is_action_just_pressed("debug_toggle")) {
|
||||
ctx.debug = !ctx.debug;
|
||||
}
|
||||
|
||||
if (input_is_action_just_pressed("debug_dump_atlases")) {
|
||||
textures_dump_atlases();
|
||||
}
|
||||
|
||||
state->scene->tick(state);
|
||||
|
||||
/* there's a scene switch pending, we can do it now that the tick is done */
|
||||
if (state->next_scene != NULL) {
|
||||
state->scene->end(state);
|
||||
state->scene = state->next_scene;
|
||||
state->is_scene_switching = false;
|
||||
state->next_scene = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void game_end(void) {
|
||||
State *state = ctx.udata;
|
||||
state->scene->end(state);
|
||||
free(state);
|
||||
}
|
117
apps/demos/scenery/scenes/ingame.c
Normal file
117
apps/demos/scenery/scenes/ingame.c
Normal file
@ -0,0 +1,117 @@
|
||||
#include "ingame.h"
|
||||
#include "title.h"
|
||||
#include "scene.h"
|
||||
|
||||
#include "twn_game_api.h"
|
||||
#include "twn_vec.h"
|
||||
|
||||
#define STB_PERLIN_IMPLEMENTATION
|
||||
#include <stb_perlin.h>
|
||||
#include <SDL2/SDL.h>
|
||||
|
||||
#include <stdlib.h>
|
||||
|
||||
|
||||
static void ingame_tick(State *state) {
|
||||
SceneIngame *scn = (SceneIngame *)state->scene;
|
||||
|
||||
if (input_is_mouse_captured()) {
|
||||
const float sensitivity = 0.6f; /* TODO: put this in a better place */
|
||||
scn->yaw += (float)ctx.mouse_relative_position.x * sensitivity;
|
||||
scn->pitch -= (float)ctx.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){
|
||||
cosf(yaw_rad) * cosf(pitch_rad),
|
||||
sinf(pitch_rad),
|
||||
sinf(yaw_rad) * cosf(pitch_rad)
|
||||
}));
|
||||
}
|
||||
|
||||
const Vec3 right = m_vec_norm(m_vec_cross(scn->cam.target, scn->cam.up));
|
||||
const float speed = 0.04f; /* TODO: put this in a better place */
|
||||
if (input_is_action_pressed("player_left"))
|
||||
scn->cam.pos = vec3_sub(scn->cam.pos, m_vec_scale(right, speed));
|
||||
|
||||
if (input_is_action_pressed("player_right"))
|
||||
scn->cam.pos = vec3_add(scn->cam.pos, m_vec_scale(right, speed));
|
||||
|
||||
if (input_is_action_pressed("player_forward"))
|
||||
scn->cam.pos = vec3_add(scn->cam.pos, m_vec_scale(scn->cam.target, speed));
|
||||
|
||||
if (input_is_action_pressed("player_backward"))
|
||||
scn->cam.pos = vec3_sub(scn->cam.pos, m_vec_scale(scn->cam.target, speed));
|
||||
|
||||
if (input_is_action_pressed("player_jump"))
|
||||
scn->cam.pos.y += speed;
|
||||
|
||||
if (input_is_action_pressed("player_run"))
|
||||
scn->cam.pos.y -= speed;
|
||||
|
||||
/* toggle mouse capture with end key */
|
||||
if (input_is_action_just_pressed("mouse_capture_toggle")) {
|
||||
input_set_mouse_captured(!input_is_mouse_captured());
|
||||
}
|
||||
|
||||
draw_camera(&scn->cam);
|
||||
|
||||
#define TERRAIN_FREQUENCY 0.1f
|
||||
|
||||
for (int ly = 64; ly--;) {
|
||||
for (int lx = 64; lx--;) {
|
||||
float x = SDL_truncf(scn->cam.pos.x + 32 - lx);
|
||||
float y = SDL_truncf(scn->cam.pos.z + 32 - ly);
|
||||
|
||||
float d0 = stb_perlin_noise3((float)x * TERRAIN_FREQUENCY, (float)y * TERRAIN_FREQUENCY, 0, 0, 0, 0) * 3 - 6;
|
||||
float d1 = stb_perlin_noise3((float)(x + 1) * TERRAIN_FREQUENCY, (float)y * TERRAIN_FREQUENCY, 0, 0, 0, 0) * 3 - 6;
|
||||
float d2 = stb_perlin_noise3((float)(x + 1) * TERRAIN_FREQUENCY, (float)(y - 1) * TERRAIN_FREQUENCY, 0, 0, 0, 0) * 3 - 6;
|
||||
float d3 = stb_perlin_noise3((float)x * TERRAIN_FREQUENCY, (float)(y - 1) * TERRAIN_FREQUENCY, 0, 0, 0, 0) * 3 - 6;
|
||||
|
||||
draw_triangle("/assets/grass.png",
|
||||
(Vec3){ (float)x, d0, (float)y },
|
||||
(Vec3){ (float)x + 1, d1, (float)y },
|
||||
(Vec3){ (float)x, d3, (float)y - 1 },
|
||||
(Vec2){ 128, 128 },
|
||||
(Vec2){ 128, 0 },
|
||||
(Vec2){ 0, 128 });
|
||||
|
||||
draw_triangle("/assets/grass.png",
|
||||
(Vec3){ (float)x + 1, d1, (float)y },
|
||||
(Vec3){ (float)x + 1, d2, (float)y - 1 },
|
||||
(Vec3){ (float)x, d3, (float)y - 1 },
|
||||
(Vec2){ 128, 0 },
|
||||
(Vec2){ 0, 0 },
|
||||
(Vec2){ 0, 128 });
|
||||
}
|
||||
}
|
||||
|
||||
draw_skybox("/assets/miramar/miramar_*.tga");
|
||||
draw_fog(0.9, 1.0, 0.05, (Color){ 140, 147, 160, 255 });
|
||||
}
|
||||
|
||||
|
||||
static void ingame_end(State *state) {
|
||||
free(state->scene);
|
||||
}
|
||||
|
||||
|
||||
Scene *ingame_scene(State *state) {
|
||||
(void)state;
|
||||
|
||||
SceneIngame *new_scene = ccalloc(1, sizeof *new_scene);
|
||||
new_scene->base.tick = ingame_tick;
|
||||
new_scene->base.end = ingame_end;
|
||||
|
||||
new_scene->cam = (Camera){ .pos = { 32, 0, 1 }, .up = { 0, 1, 0 }, .fov = (float)M_PI_2 };
|
||||
|
||||
m_audio(m_set(path, "music/mod65.xm"),
|
||||
m_opt(channel, "soundtrack"),
|
||||
m_opt(repeat, true));
|
||||
|
||||
input_set_mouse_captured(true);
|
||||
|
||||
return (Scene *)new_scene;
|
||||
}
|
25
apps/demos/scenery/scenes/ingame.h
Normal file
25
apps/demos/scenery/scenes/ingame.h
Normal file
@ -0,0 +1,25 @@
|
||||
#ifndef INGAME_H
|
||||
#define INGAME_H
|
||||
|
||||
#include "twn_game_api.h"
|
||||
|
||||
#include "../state.h"
|
||||
#include "scene.h"
|
||||
|
||||
|
||||
typedef struct SceneIngame {
|
||||
Scene base;
|
||||
|
||||
Camera cam;
|
||||
|
||||
/* TODO: put this in a better place */
|
||||
float yaw;
|
||||
float pitch;
|
||||
float roll;
|
||||
} SceneIngame;
|
||||
|
||||
|
||||
Scene *ingame_scene(State *state);
|
||||
|
||||
|
||||
#endif
|
8
apps/demos/scenery/scenes/scene.c
Normal file
8
apps/demos/scenery/scenes/scene.c
Normal file
@ -0,0 +1,8 @@
|
||||
#include "scene.h"
|
||||
#include "../state.h"
|
||||
|
||||
|
||||
void switch_to(State *state, Scene *(*scene_func)(State *)) {
|
||||
state->next_scene = scene_func(state);
|
||||
state->is_scene_switching = true;
|
||||
}
|
16
apps/demos/scenery/scenes/scene.h
Normal file
16
apps/demos/scenery/scenes/scene.h
Normal file
@ -0,0 +1,16 @@
|
||||
#ifndef SCENE_H
|
||||
#define SCENE_H
|
||||
|
||||
|
||||
typedef struct State State;
|
||||
typedef struct Scene {
|
||||
char *id;
|
||||
void (*tick)(State *);
|
||||
void (*end)(State *);
|
||||
} Scene;
|
||||
|
||||
|
||||
void switch_to(State *state, Scene *(*scene_func)(State *));
|
||||
|
||||
|
||||
#endif
|
61
apps/demos/scenery/scenes/title.c
Normal file
61
apps/demos/scenery/scenes/title.c
Normal file
@ -0,0 +1,61 @@
|
||||
#include "title.h"
|
||||
#include "ingame.h"
|
||||
|
||||
#include "twn_game_api.h"
|
||||
|
||||
#include <stdio.h>
|
||||
#include <stdlib.h>
|
||||
|
||||
|
||||
static void title_tick(State *state) {
|
||||
SceneTitle *scn = (SceneTitle *)state->scene;
|
||||
(void)scn;
|
||||
|
||||
if (input_is_action_just_pressed("ui_accept")) {
|
||||
switch_to(state, ingame_scene);
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
m_sprite("/assets/title.png", ((Rect) {
|
||||
((float)ctx.base_draw_w / 2) - ((float)320 / 2), 64, 320, 128 }));
|
||||
|
||||
|
||||
/* draw the tick count as an example of dynamic text */
|
||||
size_t text_str_len = snprintf(NULL, 0, "%lu", state->ctx->tick_count) + 1;
|
||||
char *text_str = cmalloc(text_str_len);
|
||||
snprintf(text_str, text_str_len, "%lu", state->ctx->tick_count);
|
||||
|
||||
const char *font = "/fonts/kenney-pixel.ttf";
|
||||
int text_h = 32;
|
||||
int text_w = draw_text_width(text_str, text_h, font);
|
||||
|
||||
draw_rectangle(
|
||||
(Rect) {
|
||||
.x = 0,
|
||||
.y = 0,
|
||||
.w = (float)text_w,
|
||||
.h = (float)text_h,
|
||||
},
|
||||
(Color) { 0, 0, 0, 255 }
|
||||
);
|
||||
draw_text(text_str, (Vec2){ 0, 0 }, text_h, (Color) { 255, 255, 255, 255 }, font);
|
||||
|
||||
free(text_str);
|
||||
}
|
||||
|
||||
|
||||
static void title_end(State *state) {
|
||||
free(state->scene);
|
||||
}
|
||||
|
||||
|
||||
Scene *title_scene(State *state) {
|
||||
(void)state;
|
||||
|
||||
SceneTitle *new_scene = ccalloc(1, sizeof *new_scene);
|
||||
new_scene->base.tick = title_tick;
|
||||
new_scene->base.end = title_end;
|
||||
|
||||
return (Scene *)new_scene;
|
||||
}
|
16
apps/demos/scenery/scenes/title.h
Normal file
16
apps/demos/scenery/scenes/title.h
Normal file
@ -0,0 +1,16 @@
|
||||
#ifndef TITLE_H
|
||||
#define TITLE_H
|
||||
|
||||
#include "../state.h"
|
||||
#include "scene.h"
|
||||
|
||||
|
||||
typedef struct SceneTitle {
|
||||
Scene base;
|
||||
} SceneTitle;
|
||||
|
||||
|
||||
Scene *title_scene(State *state);
|
||||
|
||||
|
||||
#endif
|
20
apps/demos/scenery/state.h
Normal file
20
apps/demos/scenery/state.h
Normal file
@ -0,0 +1,20 @@
|
||||
#ifndef STATE_H
|
||||
#define STATE_H
|
||||
|
||||
|
||||
#include "twn_game_api.h"
|
||||
|
||||
#include <stdbool.h>
|
||||
|
||||
|
||||
typedef struct Scene Scene;
|
||||
|
||||
typedef struct State {
|
||||
Context *ctx;
|
||||
Scene *scene;
|
||||
Scene *next_scene;
|
||||
bool is_scene_switching;
|
||||
} State;
|
||||
|
||||
|
||||
#endif
|
Reference in New Issue
Block a user