Bunny mark intial files added
Need to add data folder still.
This commit is contained in:
		
							
								
								
									
										16
									
								
								apps/demos/bunnymark/CMakeLists.txt
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										16
									
								
								apps/demos/bunnymark/CMakeLists.txt
									
									
									
									
									
										Normal file
									
								
							| @@ -0,0 +1,16 @@ | ||||
| cmake_minimum_required(VERSION 3.21) | ||||
|  | ||||
| project(bunnymark LANGUAGES C) | ||||
|  | ||||
| if(NOT CMAKE_BUILD_TYPE) | ||||
|         set(CMAKE_BUILD_TYPE Debug) | ||||
| endif() | ||||
|  | ||||
| add_subdirectory($ENV{TWNROOT} $ENV{TWNBUILDDIR}) | ||||
|  | ||||
| set(SOURCE_FILES | ||||
|         game.c | ||||
|         state.h | ||||
| ) | ||||
|  | ||||
| use_townengine(${PROJECT_NAME} "${SOURCE_FILES}" ${CMAKE_CURRENT_SOURCE_DIR}) | ||||
							
								
								
									
										115
									
								
								apps/demos/bunnymark/game.c
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										115
									
								
								apps/demos/bunnymark/game.c
									
									
									
									
									
										Normal file
									
								
							| @@ -0,0 +1,115 @@ | ||||
| #include "twn_game_api.h" | ||||
| #include "state.h" | ||||
|  | ||||
| #include <complex.h> | ||||
| #include <malloc.h> | ||||
| #include <stdio.h> | ||||
| #include <stdlib.h> | ||||
|  | ||||
| #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){ | ||||
|  | ||||
|     State *state = ctx.udata; | ||||
|     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) | ||||
|                 { | ||||
|                     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 | ||||
|         for (int i = 0; i < RIGHT_CLICK_ADD; i++) | ||||
|             { | ||||
|                 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++; | ||||
|                 } | ||||
|             } | ||||
|     } | ||||
| } | ||||
|  | ||||
| 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 | ||||
|         // Allocating State struct to store data there | ||||
|         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) | ||||
|  | ||||
|     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; | ||||
|     } | ||||
|  | ||||
|     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); | ||||
|  | ||||
|     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"); | ||||
| } | ||||
|  | ||||
|  | ||||
| void game_end(void) { | ||||
|     State *state = ctx.udata; | ||||
|  | ||||
|     // Free state when game ends | ||||
|     free(state); | ||||
| } | ||||
							
								
								
									
										25
									
								
								apps/demos/bunnymark/state.h
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										25
									
								
								apps/demos/bunnymark/state.h
									
									
									
									
									
										Normal file
									
								
							| @@ -0,0 +1,25 @@ | ||||
| #ifndef STATE_H | ||||
| #define STATE_H | ||||
|  | ||||
| #include "twn_game_api.h" | ||||
|  | ||||
| #define MAX_BUNNIES        50000    // 50K bunnies limit | ||||
| #define BUNNY_W 26 | ||||
| #define BUNNY_H 37 | ||||
| #define SPRITE_SCALE 1 | ||||
|  | ||||
| typedef struct Bunny { | ||||
|     Vec2 position; | ||||
|     Vec2 speed; | ||||
|     Color color; | ||||
| } Bunny; | ||||
|  | ||||
| typedef struct State { | ||||
|     Bunny bunnies[MAX_BUNNIES]; | ||||
|     int bunniesCount; | ||||
|     InputState mouse_state; | ||||
| } State; | ||||
|  | ||||
|  | ||||
|  | ||||
| #endif | ||||
		Reference in New Issue
	
	Block a user