/apps: separate /apps/testgame into /apps/platformer and /apps/scenery, update /apps/template
This commit is contained in:
		| @@ -1,6 +1,6 @@ | |||||||
| cmake_minimum_required(VERSION 3.21) | cmake_minimum_required(VERSION 3.21) | ||||||
| 
 | 
 | ||||||
| project(testgame LANGUAGES C) | project(platfromer LANGUAGES C) | ||||||
| 
 | 
 | ||||||
| if(NOT CMAKE_BUILD_TYPE) | if(NOT CMAKE_BUILD_TYPE) | ||||||
|         set(CMAKE_BUILD_TYPE Debug) |         set(CMAKE_BUILD_TYPE Debug) | ||||||
							
								
								
									
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								apps/platformer/scenes/ingame.c
									
									
									
									
									
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								apps/platformer/scenes/ingame.c
									
									
									
									
									
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							| @@ -0,0 +1,57 @@ | |||||||
|  | #include "ingame.h" | ||||||
|  | #include "title.h" | ||||||
|  | #include "scene.h" | ||||||
|  |  | ||||||
|  | #include "twn_game_api.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(&ctx.input, "player_left")) | ||||||
|  |         scn->cam.pos = vec3_sub(scn->cam.pos, m_vec_scale(right, speed)); | ||||||
|  |  | ||||||
|  |     if (input_is_action_pressed(&ctx.input, "player_right")) | ||||||
|  |         scn->cam.pos = vec3_add(scn->cam.pos, m_vec_scale(right, speed)); | ||||||
|  |  | ||||||
|  |     if (input_is_action_pressed(&ctx.input, "player_forward")) | ||||||
|  |         scn->cam.pos = vec3_add(scn->cam.pos, m_vec_scale(scn->cam.target, speed)); | ||||||
|  |  | ||||||
|  |     if (input_is_action_pressed(&ctx.input, "player_backward")) | ||||||
|  |         scn->cam.pos = vec3_sub(scn->cam.pos, m_vec_scale(scn->cam.target, speed)); | ||||||
|  |  | ||||||
|  |     if (input_is_action_pressed(&ctx.input, "player_jump")) | ||||||
|  |         scn->cam.pos.y += speed; | ||||||
|  |  | ||||||
|  |     if (input_is_action_pressed(&ctx.input, "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; | ||||||
|  | } | ||||||
							
								
								
									
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								apps/scenery/CMakeLists.txt
									
									
									
									
									
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								apps/scenery/CMakeLists.txt
									
									
									
									
									
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							| @@ -0,0 +1,23 @@ | |||||||
|  | cmake_minimum_required(VERSION 3.21) | ||||||
|  |  | ||||||
|  | project(scenery LANGUAGES C) | ||||||
|  |  | ||||||
|  | if(NOT CMAKE_BUILD_TYPE) | ||||||
|  |         set(CMAKE_BUILD_TYPE Debug) | ||||||
|  | endif() | ||||||
|  |  | ||||||
|  | # add root townengine cmake file | ||||||
|  | if(${CMAKE_SOURCE_DIR} STREQUAL ${CMAKE_CURRENT_SOURCE_DIR}) | ||||||
|  |         add_subdirectory(../../ ../../../.build) | ||||||
|  | endif() | ||||||
|  |  | ||||||
|  | set(SOURCE_FILES | ||||||
|  |         game.c | ||||||
|  |         state.h | ||||||
|  |  | ||||||
|  |         scenes/scene.c scenes/scene.h | ||||||
|  |         scenes/title.c scenes/title.h | ||||||
|  |         scenes/ingame.c scenes/ingame.h | ||||||
|  | ) | ||||||
|  |  | ||||||
|  | use_townengine(${PROJECT_NAME} "${SOURCE_FILES}" ${CMAKE_CURRENT_SOURCE_DIR} ../../data) | ||||||
							
								
								
									
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								apps/scenery/build.sh
									
									
									
									
									
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								apps/scenery/build.sh
									
									
									
									
									
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							| @@ -0,0 +1,7 @@ | |||||||
|  | #!/bin/env sh | ||||||
|  |  | ||||||
|  | if [ $1 = "web" ]; then | ||||||
|  |     emcmake cmake -B .build-web "${@:2}" && cmake --build .build-web | ||||||
|  | else | ||||||
|  |     cmake -B .build "$@" && cmake --build .build | ||||||
|  | fi | ||||||
							
								
								
									
										73
									
								
								apps/scenery/game.c
									
									
									
									
									
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								apps/scenery/game.c
									
									
									
									
									
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							| @@ -0,0 +1,73 @@ | |||||||
|  | #include "state.h" | ||||||
|  | #include "scenes/scene.h" | ||||||
|  | #include "scenes/title.h" | ||||||
|  |  | ||||||
|  | #include "twn_game_api.h" | ||||||
|  |  | ||||||
|  | #include <SDL_scancode.h> | ||||||
|  | #include <stdio.h> | ||||||
|  | #include <malloc.h> | ||||||
|  | #include <stdint.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(&ctx.input, "debug_toggle"); | ||||||
|  |         input_bind_action_scancode(&ctx.input, "debug_toggle", SDL_SCANCODE_BACKSPACE); | ||||||
|  |  | ||||||
|  |         input_add_action(&ctx.input, "player_left"); | ||||||
|  |         input_bind_action_scancode(&ctx.input, "player_left", SDL_SCANCODE_A); | ||||||
|  |  | ||||||
|  |         input_add_action(&ctx.input, "player_right"); | ||||||
|  |         input_bind_action_scancode(&ctx.input, "player_right", SDL_SCANCODE_D); | ||||||
|  |  | ||||||
|  |         input_add_action(&ctx.input, "player_forward"); | ||||||
|  |         input_bind_action_scancode(&ctx.input, "player_forward", SDL_SCANCODE_W); | ||||||
|  |  | ||||||
|  |         input_add_action(&ctx.input, "player_backward"); | ||||||
|  |         input_bind_action_scancode(&ctx.input, "player_backward", SDL_SCANCODE_S); | ||||||
|  |  | ||||||
|  |         input_add_action(&ctx.input, "player_jump"); | ||||||
|  |         input_bind_action_scancode(&ctx.input, "player_jump", SDL_SCANCODE_SPACE); | ||||||
|  |  | ||||||
|  |         input_add_action(&ctx.input, "player_run"); | ||||||
|  |         input_bind_action_scancode(&ctx.input, "player_run", SDL_SCANCODE_LSHIFT); | ||||||
|  |  | ||||||
|  |         input_add_action(&ctx.input, "ui_accept"); | ||||||
|  |         input_bind_action_scancode(&ctx.input, "ui_accept", SDL_SCANCODE_RETURN); | ||||||
|  |  | ||||||
|  |         input_add_action(&ctx.input, "mouse_capture_toggle"); | ||||||
|  |         input_bind_action_scancode(&ctx.input, "mouse_capture_toggle", SDL_SCANCODE_ESCAPE); | ||||||
|  |     } | ||||||
|  |  | ||||||
|  |     State *state = ctx.udata; | ||||||
|  |  | ||||||
|  |     if (input_is_action_just_pressed(&ctx.input, "debug_toggle")) { | ||||||
|  |         ctx.debug = !ctx.debug; | ||||||
|  |     } | ||||||
|  |  | ||||||
|  |     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); | ||||||
|  | } | ||||||
| @@ -11,9 +11,6 @@ | |||||||
| static void ingame_tick(State *state) { | static void ingame_tick(State *state) { | ||||||
|     SceneIngame *scn = (SceneIngame *)state->scene; |     SceneIngame *scn = (SceneIngame *)state->scene; | ||||||
| 
 | 
 | ||||||
|     world_drawdef(scn->world); |  | ||||||
|     player_calc(scn->player); |  | ||||||
| 
 |  | ||||||
|     if (input_is_mouse_captured(&ctx.input)) { |     if (input_is_mouse_captured(&ctx.input)) { | ||||||
|         const float sensitivity = 0.6f; /* TODO: put this in a better place */ |         const float sensitivity = 0.6f; /* TODO: put this in a better place */ | ||||||
|         scn->yaw += (float)ctx.input.mouse_relative_position.x * sensitivity; |         scn->yaw += (float)ctx.input.mouse_relative_position.x * sensitivity; | ||||||
| @@ -55,30 +52,6 @@ static void ingame_tick(State *state) { | |||||||
|         input_set_mouse_captured(&ctx.input, !input_is_mouse_captured(&ctx.input)); |         input_set_mouse_captured(&ctx.input, !input_is_mouse_captured(&ctx.input)); | ||||||
|     } |     } | ||||||
| 
 | 
 | ||||||
|     m_sprite(m_set(path,  "/assets/9slice.png"), |  | ||||||
|              m_set(rect,  ((Rect){ 16, 16, 128, 128 })), |  | ||||||
|              m_opt(texture_region, ((Rect){ 0, 0, (float)(ctx.tick_count % 48), (float)(ctx.tick_count % 48) }))); |  | ||||||
| 
 |  | ||||||
|     m_sprite(m_set(path,  "/assets/light.png"), |  | ||||||
|              m_set(rect,  ((Rect){ 48, 64, 64, 64 })), |  | ||||||
|              m_opt(color, ((Color){ 255, 0, 0, 255 }))); |  | ||||||
| 
 |  | ||||||
|     m_sprite(m_set(path,  "/assets/light.png"), |  | ||||||
|              m_set(rect,  ((Rect){ 64, 64, 64, 64 })), |  | ||||||
|              m_opt(color, ((Color){ 0, 255, 0, 255 }))); |  | ||||||
| 
 |  | ||||||
|     m_sprite(m_set(path,  "/assets/light.png"), |  | ||||||
|              m_set(rect,  ((Rect){ 80, 64, 64, 64 })), |  | ||||||
|              m_opt(color, ((Color){ 0, 0, 255, 255 }))); |  | ||||||
| 
 |  | ||||||
|     m_sprite(m_set(path,     "/assets/player/baron-walk.png"), |  | ||||||
|              m_set(rect,     ((Rect){ 32, 32, 64, 64 })), |  | ||||||
|              m_opt(rotation, (float)M_PI * 2 * (float)(ctx.tick_count % 64) / 64 )); |  | ||||||
| 
 |  | ||||||
|     m_sprite(m_set(path,     "/assets/player/baron-walk.png"), |  | ||||||
|              m_set(rect,     ((Rect){ 128, 32, 128, 64 })), |  | ||||||
|              m_opt(rotation, (float)M_PI * 2 * (float)(ctx.tick_count % 64) / 64 )); |  | ||||||
| 
 |  | ||||||
|     set_camera(&scn->cam); |     set_camera(&scn->cam); | ||||||
| 
 | 
 | ||||||
|     #define TERRAIN_FREQUENCY 0.1f |     #define TERRAIN_FREQUENCY 0.1f | ||||||
| @@ -111,9 +84,6 @@ static void ingame_tick(State *state) { | |||||||
| 
 | 
 | ||||||
| 
 | 
 | ||||||
| static void ingame_end(State *state) { | static void ingame_end(State *state) { | ||||||
|     SceneIngame *scn = (SceneIngame *)state->scene; |  | ||||||
|     player_destroy(scn->player); |  | ||||||
|     world_destroy(scn->world); |  | ||||||
|     free(state->scene); |     free(state->scene); | ||||||
| } | } | ||||||
| 
 | 
 | ||||||
| @@ -125,9 +95,6 @@ Scene *ingame_scene(State *state) { | |||||||
|     new_scene->base.tick = ingame_tick; |     new_scene->base.tick = ingame_tick; | ||||||
|     new_scene->base.end = ingame_end; |     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 }; |     new_scene->cam = (Camera){ .pos = { 32, 0, 1 }, .up = { 0, 1, 0 }, .fov = (float)M_PI_2 }; | ||||||
| 
 | 
 | ||||||
|     audio_play_ex("music/mod65.xm", "soundtrack", (PlayAudioArgs){ |     audio_play_ex("music/mod65.xm", "soundtrack", (PlayAudioArgs){ | ||||||
							
								
								
									
										25
									
								
								apps/scenery/scenes/ingame.h
									
									
									
									
									
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								apps/scenery/scenes/ingame.h
									
									
									
									
									
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							| @@ -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 | ||||||
							
								
								
									
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								apps/scenery/scenes/scene.c
									
									
									
									
									
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								apps/scenery/scenes/scene.c
									
									
									
									
									
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							| @@ -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; | ||||||
|  | } | ||||||
							
								
								
									
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								apps/scenery/scenes/scene.h
									
									
									
									
									
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								apps/scenery/scenes/scene.h
									
									
									
									
									
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							| @@ -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 | ||||||
							
								
								
									
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								apps/scenery/scenes/title.c
									
									
									
									
									
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								apps/scenery/scenes/title.c
									
									
									
									
									
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							| @@ -0,0 +1,64 @@ | |||||||
|  | #include "title.h" | ||||||
|  | #include "ingame.h" | ||||||
|  |  | ||||||
|  | #include "twn_game_api.h" | ||||||
|  |  | ||||||
|  | #include <stdio.h> | ||||||
|  |  | ||||||
|  |  | ||||||
|  | static void title_tick(State *state) { | ||||||
|  |     SceneTitle *scn = (SceneTitle *)state->scene; | ||||||
|  |     (void)scn; | ||||||
|  |  | ||||||
|  |     if (input_is_action_just_pressed(&state->ctx->input, "ui_accept")) { | ||||||
|  |         switch_to(state, ingame_scene); | ||||||
|  |     } | ||||||
|  |  | ||||||
|  |  | ||||||
|  |     m_sprite("/assets/title.png", ((Rect) { | ||||||
|  |             ((float)RENDER_BASE_WIDTH / 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 = text_get_width(text_str, text_h, font); | ||||||
|  |  | ||||||
|  |     push_rectangle( | ||||||
|  |         (Rect) { | ||||||
|  |             .x = 0, | ||||||
|  |             .y = 0, | ||||||
|  |             .w = (float)text_w, | ||||||
|  |             .h = (float)text_h, | ||||||
|  |         }, | ||||||
|  |         (Color) { 0, 0, 0, 255 } | ||||||
|  |     ); | ||||||
|  |     push_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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								apps/scenery/scenes/title.h
									
									
									
									
									
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								apps/scenery/scenes/title.h
									
									
									
									
									
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							| @@ -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 | ||||||
							
								
								
									
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								apps/scenery/state.h
									
									
									
									
									
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								apps/scenery/state.h
									
									
									
									
									
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							| @@ -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 | ||||||
| @@ -1,4 +1,4 @@ | |||||||
| #include "townengine/game_api.h" | #include "twn_game_api.h" | ||||||
| #include "state.h" | #include "state.h" | ||||||
|  |  | ||||||
| #include <malloc.h> | #include <malloc.h> | ||||||
|   | |||||||
| @@ -1,7 +1,7 @@ | |||||||
| #ifndef STATE_H | #ifndef STATE_H | ||||||
| #define STATE_H | #define STATE_H | ||||||
|  |  | ||||||
| #include "townengine/game_api.h" | #include "twn_game_api.h" | ||||||
|  |  | ||||||
| /* populate it with state information */ | /* populate it with state information */ | ||||||
| struct state { | struct state { | ||||||
|   | |||||||
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