move platformes and scenery to /apps/demos/

This commit is contained in:
2024-10-11 19:26:46 +03:00
parent 9c01264fd0
commit 4ac87b3021
26 changed files with 0 additions and 0 deletions

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#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;
}

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#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

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#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;
}

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#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

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#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;
}

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#ifndef TITLE_H
#define TITLE_H
#include "../state.h"
#include "scene.h"
typedef struct SceneTitle {
Scene base;
} SceneTitle;
Scene *title_scene(State *state);
#endif