clang-format on /apps/demos/bunnymark files
This commit is contained in:
@ -6,108 +6,105 @@
|
||||
#include <stdio.h>
|
||||
#include <stdlib.h>
|
||||
|
||||
#define GRAY ((Color){ 130,130,130,255 })
|
||||
#define BLACK ((Color){ 0,0,0,255 })
|
||||
#define GRAY ((Color){130, 130, 130, 255})
|
||||
#define BLACK ((Color){0, 0, 0, 255})
|
||||
|
||||
#define LEFT_CLICK_ADD 20
|
||||
#define RIGHT_CLICK_ADD 500
|
||||
|
||||
|
||||
void handle_input(void){
|
||||
|
||||
void handle_input(void)
|
||||
{
|
||||
State *state = ctx.udata;
|
||||
if(ctx.input.mouse_state == 1 && ctx.input.mouse_window_position.y > 60){ // Left click
|
||||
if (ctx.input.mouse_state == 1 && ctx.input.mouse_window_position.y > 60)
|
||||
{ // Left click
|
||||
for (int i = 0; i < LEFT_CLICK_ADD; i++)
|
||||
{
|
||||
if (state->bunniesCount < MAX_BUNNIES)
|
||||
{
|
||||
if (state->bunniesCount < MAX_BUNNIES)
|
||||
{
|
||||
state->bunnies[state->bunniesCount].position = (Vec2){
|
||||
(float)ctx.input.mouse_window_position.x,
|
||||
(float)ctx.input.mouse_window_position.y
|
||||
};
|
||||
state->bunnies[state->bunniesCount].speed.x = (float)(rand() % 500 - 250) / 60.0;
|
||||
state->bunnies[state->bunniesCount].speed.y = (float)(rand() % 500 - 250) / 60.0;
|
||||
state->bunnies[state->bunniesCount].color = (Color){
|
||||
rand() % 190 + 50,
|
||||
rand() % 160 + 80,
|
||||
rand() % 140 + 100,
|
||||
255
|
||||
};
|
||||
state->bunniesCount++;
|
||||
}
|
||||
state->bunnies[state->bunniesCount].position =
|
||||
(Vec2){(float)ctx.input.mouse_window_position.x, (float)ctx.input.mouse_window_position.y};
|
||||
state->bunnies[state->bunniesCount].speed.x = (float)(rand() % 500 - 250) / 60.0;
|
||||
state->bunnies[state->bunniesCount].speed.y = (float)(rand() % 500 - 250) / 60.0;
|
||||
state->bunnies[state->bunniesCount].color =
|
||||
(Color){rand() % 190 + 50, rand() % 160 + 80, rand() % 140 + 100, 255};
|
||||
state->bunniesCount++;
|
||||
}
|
||||
}
|
||||
}
|
||||
if(ctx.input.mouse_state == 4){ // Right click
|
||||
|
||||
if (ctx.input.mouse_state == 4)
|
||||
{ // Right click
|
||||
for (int i = 0; i < RIGHT_CLICK_ADD; i++)
|
||||
{
|
||||
if (state->bunniesCount < MAX_BUNNIES)
|
||||
{
|
||||
if (state->bunniesCount < MAX_BUNNIES)
|
||||
{
|
||||
state->bunnies[state->bunniesCount].position = (Vec2){
|
||||
(float)ctx.input.mouse_window_position.x,
|
||||
(float)ctx.input.mouse_window_position.y
|
||||
};
|
||||
state->bunnies[state->bunniesCount].speed.x = (float)(rand() % 500 - 250) / 60.0;
|
||||
state->bunnies[state->bunniesCount].speed.y = (float)(rand() % 500 - 250) / 60.0;
|
||||
state->bunnies[state->bunniesCount].color = (Color){
|
||||
rand() % 190 + 50,
|
||||
rand() % 160 + 80,
|
||||
rand() % 140 + 100,
|
||||
255
|
||||
};
|
||||
state->bunniesCount++;
|
||||
}
|
||||
state->bunnies[state->bunniesCount].position =
|
||||
(Vec2){(float)ctx.input.mouse_window_position.x, (float)ctx.input.mouse_window_position.y};
|
||||
state->bunnies[state->bunniesCount].speed.x = (float)(rand() % 500 - 250) / 60.0;
|
||||
state->bunnies[state->bunniesCount].speed.y = (float)(rand() % 500 - 250) / 60.0;
|
||||
state->bunnies[state->bunniesCount].color =
|
||||
(Color){rand() % 190 + 50, rand() % 160 + 80, rand() % 140 + 100, 255};
|
||||
state->bunniesCount++;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void game_tick(void) {
|
||||
void game_tick(void)
|
||||
{
|
||||
static char bunny_count_text[64];
|
||||
static char bunny_path[64] = "wabbit_alpha.png";
|
||||
|
||||
// State *state = ctx.udata;
|
||||
if (ctx.initialization_needed) { // First tick, initalizing data
|
||||
if (ctx.initialization_needed)
|
||||
{ // First tick, initalizing data
|
||||
// Allocating State struct to store data there
|
||||
if (!ctx.udata) ctx.udata = ccalloc(1, sizeof(State));
|
||||
if (!ctx.udata)
|
||||
ctx.udata = ccalloc(1, sizeof(State));
|
||||
((State *)ctx.udata)->bunniesCount = 0;
|
||||
}
|
||||
|
||||
State *state = ctx.udata;
|
||||
|
||||
const double delta = (double)(ctx.delta_time) / 1000.0; // Receiving floating point delta value (diving by 1000 based on vibe)
|
||||
const double delta =
|
||||
(double)(ctx.delta_time) / 1000.0; // Receiving floating point delta value (diving by 1000 based on vibe)
|
||||
|
||||
for (int i = 0; i < state->bunniesCount; i++){
|
||||
state->bunnies[i].position.x += state->bunnies[i].speed.x;
|
||||
state->bunnies[i].position.y += state->bunnies[i].speed.y;
|
||||
for (int i = 0; i < state->bunniesCount; i++)
|
||||
{
|
||||
state->bunnies[i].position.x += state->bunnies[i].speed.x;
|
||||
state->bunnies[i].position.y += state->bunnies[i].speed.y;
|
||||
|
||||
if (((state->bunnies[i].position.x + BUNNY_W/2) > ctx.window_w) ||
|
||||
((state->bunnies[i].position.x + BUNNY_W/2) < 0)) state->bunnies[i].speed.x *= -1;
|
||||
if (((state->bunnies[i].position.y + BUNNY_H/2) > ctx.window_h) ||
|
||||
((state->bunnies[i].position.y + BUNNY_H/2 - 60) < 0)) state->bunnies[i].speed.y *= -1;
|
||||
if (((state->bunnies[i].position.x + BUNNY_W / 2) > ctx.window_w) ||
|
||||
((state->bunnies[i].position.x + BUNNY_W / 2) < 0))
|
||||
state->bunnies[i].speed.x *= -1;
|
||||
if (((state->bunnies[i].position.y + BUNNY_H / 2) > ctx.window_h) ||
|
||||
((state->bunnies[i].position.y + BUNNY_H / 2 - 60) < 0))
|
||||
state->bunnies[i].speed.y *= -1;
|
||||
}
|
||||
|
||||
handle_input();
|
||||
|
||||
// Clear window with Gray color (set the background color this way)
|
||||
draw_rectangle((Rect){0,0, ctx.window_w, ctx.window_h}, GRAY);
|
||||
draw_rectangle((Rect){0, 0, ctx.window_w, ctx.window_h}, GRAY);
|
||||
|
||||
for (int i = 0; i < state->bunniesCount; i++){ // Draw each bunny based on their position and color, also scale accordingly
|
||||
m_sprite(
|
||||
m_set(path, bunny_path),
|
||||
m_set(rect, ((Rect){ .x = (int)state->bunnies[i].position.x, .y = (int)state->bunnies[i].position.y,
|
||||
.w = BUNNY_W * SPRITE_SCALE, .h = BUNNY_H * SPRITE_SCALE
|
||||
})),
|
||||
m_opt(color, (state->bunnies[i].color)),
|
||||
m_opt(stretch, true),
|
||||
);
|
||||
for (int i = 0; i < state->bunniesCount; i++)
|
||||
{ // Draw each bunny based on their position and color, also scale accordingly
|
||||
m_sprite(m_set(path, bunny_path),
|
||||
m_set(rect, ((Rect){.x = (int)state->bunnies[i].position.x,
|
||||
.y = (int)state->bunnies[i].position.y,
|
||||
.w = BUNNY_W * SPRITE_SCALE,
|
||||
.h = BUNNY_H * SPRITE_SCALE})),
|
||||
m_opt(color, (state->bunnies[i].color)), m_opt(stretch, true), );
|
||||
}
|
||||
// Formatting text to display, might want to add FPS here too
|
||||
snprintf(bunny_count_text, 64, "Bunnies: %d", state->bunniesCount);
|
||||
|
||||
draw_text(bunny_count_text, (Vec2){ 0, 0 }, 40, BLACK, "/fonts/kenney-pixel.ttf");
|
||||
draw_text(bunny_count_text, (Vec2){0, 0}, 40, BLACK, "/fonts/kenney-pixel.ttf");
|
||||
}
|
||||
|
||||
|
||||
void game_end(void) {
|
||||
void game_end(void)
|
||||
{
|
||||
State *state = ctx.udata;
|
||||
|
||||
// Free state when game ends
|
||||
|
@ -3,23 +3,23 @@
|
||||
|
||||
#include "twn_game_api.h"
|
||||
|
||||
#define MAX_BUNNIES 50000 // 50K bunnies limit
|
||||
#define MAX_BUNNIES 100000 // 100K bunnies limit
|
||||
#define BUNNY_W 26
|
||||
#define BUNNY_H 37
|
||||
#define SPRITE_SCALE 1
|
||||
|
||||
typedef struct Bunny {
|
||||
typedef struct Bunny
|
||||
{
|
||||
Vec2 position;
|
||||
Vec2 speed;
|
||||
Color color;
|
||||
} Bunny;
|
||||
|
||||
typedef struct State {
|
||||
typedef struct State
|
||||
{
|
||||
Bunny bunnies[MAX_BUNNIES];
|
||||
int bunniesCount;
|
||||
InputState mouse_state;
|
||||
} State;
|
||||
|
||||
|
||||
|
||||
#endif
|
||||
|
Reference in New Issue
Block a user