/apps: separate /apps/testgame into /apps/platformer and /apps/scenery, update /apps/template
This commit is contained in:
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a7d97a1070
@ -1,6 +1,6 @@
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cmake_minimum_required(VERSION 3.21)
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project(testgame LANGUAGES C)
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project(platfromer LANGUAGES C)
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if(NOT CMAKE_BUILD_TYPE)
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set(CMAKE_BUILD_TYPE Debug)
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57
apps/platformer/scenes/ingame.c
Normal file
57
apps/platformer/scenes/ingame.c
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@ -0,0 +1,57 @@
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#include "ingame.h"
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#include "title.h"
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#include "scene.h"
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#include "twn_game_api.h"
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static void ingame_tick(State *state) {
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SceneIngame *scn = (SceneIngame *)state->scene;
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world_drawdef(scn->world);
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player_calc(scn->player);
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const Vec3 right = m_vec_norm(m_vec_cross(scn->cam.target, scn->cam.up));
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const float speed = 0.04f; /* TODO: put this in a better place */
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if (input_is_action_pressed(&ctx.input, "player_left"))
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scn->cam.pos = vec3_sub(scn->cam.pos, m_vec_scale(right, speed));
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if (input_is_action_pressed(&ctx.input, "player_right"))
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scn->cam.pos = vec3_add(scn->cam.pos, m_vec_scale(right, speed));
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if (input_is_action_pressed(&ctx.input, "player_forward"))
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scn->cam.pos = vec3_add(scn->cam.pos, m_vec_scale(scn->cam.target, speed));
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if (input_is_action_pressed(&ctx.input, "player_backward"))
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scn->cam.pos = vec3_sub(scn->cam.pos, m_vec_scale(scn->cam.target, speed));
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if (input_is_action_pressed(&ctx.input, "player_jump"))
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scn->cam.pos.y += speed;
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if (input_is_action_pressed(&ctx.input, "player_run"))
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scn->cam.pos.y -= speed;
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}
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static void ingame_end(State *state) {
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SceneIngame *scn = (SceneIngame *)state->scene;
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player_destroy(scn->player);
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world_destroy(scn->world);
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free(state->scene);
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}
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Scene *ingame_scene(State *state) {
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(void)state;
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SceneIngame *new_scene = ccalloc(1, sizeof *new_scene);
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new_scene->base.tick = ingame_tick;
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new_scene->base.end = ingame_end;
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new_scene->world = world_create();
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new_scene->player = player_create(new_scene->world);
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new_scene->cam = (Camera){ .pos = { 32, 0, 1 }, .up = { 0, 1, 0 }, .fov = (float)M_PI_2 };
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return (Scene *)new_scene;
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}
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23
apps/scenery/CMakeLists.txt
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23
apps/scenery/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(scenery 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 root townengine cmake file
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if(${CMAKE_SOURCE_DIR} STREQUAL ${CMAKE_CURRENT_SOURCE_DIR})
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add_subdirectory(../../ ../../../.build)
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endif()
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set(SOURCE_FILES
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game.c
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state.h
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scenes/scene.c scenes/scene.h
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scenes/title.c scenes/title.h
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scenes/ingame.c scenes/ingame.h
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)
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use_townengine(${PROJECT_NAME} "${SOURCE_FILES}" ${CMAKE_CURRENT_SOURCE_DIR} ../../data)
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7
apps/scenery/build.sh
Executable file
7
apps/scenery/build.sh
Executable file
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#!/bin/env sh
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if [ $1 = "web" ]; then
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emcmake cmake -B .build-web "${@:2}" && cmake --build .build-web
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else
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cmake -B .build "$@" && cmake --build .build
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fi
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73
apps/scenery/game.c
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73
apps/scenery/game.c
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@ -0,0 +1,73 @@
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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 <SDL_scancode.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(&ctx.input, "debug_toggle");
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input_bind_action_scancode(&ctx.input, "debug_toggle", SDL_SCANCODE_BACKSPACE);
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input_add_action(&ctx.input, "player_left");
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input_bind_action_scancode(&ctx.input, "player_left", SDL_SCANCODE_A);
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input_add_action(&ctx.input, "player_right");
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input_bind_action_scancode(&ctx.input, "player_right", SDL_SCANCODE_D);
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input_add_action(&ctx.input, "player_forward");
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input_bind_action_scancode(&ctx.input, "player_forward", SDL_SCANCODE_W);
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input_add_action(&ctx.input, "player_backward");
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input_bind_action_scancode(&ctx.input, "player_backward", SDL_SCANCODE_S);
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input_add_action(&ctx.input, "player_jump");
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input_bind_action_scancode(&ctx.input, "player_jump", SDL_SCANCODE_SPACE);
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input_add_action(&ctx.input, "player_run");
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input_bind_action_scancode(&ctx.input, "player_run", SDL_SCANCODE_LSHIFT);
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input_add_action(&ctx.input, "ui_accept");
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input_bind_action_scancode(&ctx.input, "ui_accept", SDL_SCANCODE_RETURN);
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input_add_action(&ctx.input, "mouse_capture_toggle");
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input_bind_action_scancode(&ctx.input, "mouse_capture_toggle", SDL_SCANCODE_ESCAPE);
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}
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State *state = ctx.udata;
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if (input_is_action_just_pressed(&ctx.input, "debug_toggle")) {
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ctx.debug = !ctx.debug;
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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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@ -11,9 +11,6 @@
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static void ingame_tick(State *state) {
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SceneIngame *scn = (SceneIngame *)state->scene;
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world_drawdef(scn->world);
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player_calc(scn->player);
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if (input_is_mouse_captured(&ctx.input)) {
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const float sensitivity = 0.6f; /* TODO: put this in a better place */
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scn->yaw += (float)ctx.input.mouse_relative_position.x * sensitivity;
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@ -55,30 +52,6 @@ static void ingame_tick(State *state) {
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input_set_mouse_captured(&ctx.input, !input_is_mouse_captured(&ctx.input));
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}
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m_sprite(m_set(path, "/assets/9slice.png"),
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m_set(rect, ((Rect){ 16, 16, 128, 128 })),
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m_opt(texture_region, ((Rect){ 0, 0, (float)(ctx.tick_count % 48), (float)(ctx.tick_count % 48) })));
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m_sprite(m_set(path, "/assets/light.png"),
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m_set(rect, ((Rect){ 48, 64, 64, 64 })),
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m_opt(color, ((Color){ 255, 0, 0, 255 })));
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m_sprite(m_set(path, "/assets/light.png"),
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m_set(rect, ((Rect){ 64, 64, 64, 64 })),
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m_opt(color, ((Color){ 0, 255, 0, 255 })));
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m_sprite(m_set(path, "/assets/light.png"),
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m_set(rect, ((Rect){ 80, 64, 64, 64 })),
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m_opt(color, ((Color){ 0, 0, 255, 255 })));
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m_sprite(m_set(path, "/assets/player/baron-walk.png"),
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m_set(rect, ((Rect){ 32, 32, 64, 64 })),
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m_opt(rotation, (float)M_PI * 2 * (float)(ctx.tick_count % 64) / 64 ));
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m_sprite(m_set(path, "/assets/player/baron-walk.png"),
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m_set(rect, ((Rect){ 128, 32, 128, 64 })),
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m_opt(rotation, (float)M_PI * 2 * (float)(ctx.tick_count % 64) / 64 ));
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set_camera(&scn->cam);
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#define TERRAIN_FREQUENCY 0.1f
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@ -111,9 +84,6 @@ static void ingame_tick(State *state) {
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static void ingame_end(State *state) {
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SceneIngame *scn = (SceneIngame *)state->scene;
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player_destroy(scn->player);
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world_destroy(scn->world);
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free(state->scene);
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}
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@ -125,9 +95,6 @@ Scene *ingame_scene(State *state) {
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new_scene->base.tick = ingame_tick;
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new_scene->base.end = ingame_end;
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new_scene->world = world_create();
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new_scene->player = player_create(new_scene->world);
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new_scene->cam = (Camera){ .pos = { 32, 0, 1 }, .up = { 0, 1, 0 }, .fov = (float)M_PI_2 };
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audio_play_ex("music/mod65.xm", "soundtrack", (PlayAudioArgs){
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25
apps/scenery/scenes/ingame.h
Normal file
25
apps/scenery/scenes/ingame.h
Normal file
@ -0,0 +1,25 @@
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#ifndef INGAME_H
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#define INGAME_H
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#include "twn_game_api.h"
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#include "../state.h"
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#include "scene.h"
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typedef struct SceneIngame {
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Scene base;
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Camera cam;
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/* TODO: put this in a better place */
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float yaw;
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float pitch;
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float roll;
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} SceneIngame;
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Scene *ingame_scene(State *state);
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#endif
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8
apps/scenery/scenes/scene.c
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8
apps/scenery/scenes/scene.c
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#include "scene.h"
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#include "../state.h"
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void switch_to(State *state, Scene *(*scene_func)(State *)) {
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state->next_scene = scene_func(state);
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state->is_scene_switching = true;
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}
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16
apps/scenery/scenes/scene.h
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16
apps/scenery/scenes/scene.h
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#ifndef SCENE_H
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#define SCENE_H
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typedef struct State State;
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typedef struct Scene {
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char *id;
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void (*tick)(State *);
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void (*end)(State *);
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} Scene;
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void switch_to(State *state, Scene *(*scene_func)(State *));
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#endif
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64
apps/scenery/scenes/title.c
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64
apps/scenery/scenes/title.c
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#include "title.h"
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#include "ingame.h"
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#include "twn_game_api.h"
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#include <stdio.h>
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static void title_tick(State *state) {
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SceneTitle *scn = (SceneTitle *)state->scene;
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(void)scn;
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if (input_is_action_just_pressed(&state->ctx->input, "ui_accept")) {
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switch_to(state, ingame_scene);
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}
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m_sprite("/assets/title.png", ((Rect) {
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((float)RENDER_BASE_WIDTH / 2) - ((float)320 / 2), 64, 320, 128 }));
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/* draw the tick count as an example of dynamic text */
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size_t text_str_len = snprintf(NULL, 0, "%lu", state->ctx->tick_count) + 1;
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char *text_str = cmalloc(text_str_len);
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snprintf(text_str, text_str_len, "%lu", state->ctx->tick_count);
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const char *font = "fonts/kenney-pixel.ttf";
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int text_h = 32;
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int text_w = text_get_width(text_str, text_h, font);
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push_rectangle(
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(Rect) {
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.x = 0,
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.y = 0,
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.w = (float)text_w,
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.h = (float)text_h,
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},
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(Color) { 0, 0, 0, 255 }
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);
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push_text(
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text_str,
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(Vec2){ 0, 0 },
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text_h,
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(Color) { 255, 255, 255, 255 },
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font
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);
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free(text_str);
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}
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static void title_end(State *state) {
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free(state->scene);
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}
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Scene *title_scene(State *state) {
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(void)state;
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SceneTitle *new_scene = ccalloc(1, sizeof *new_scene);
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new_scene->base.tick = title_tick;
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new_scene->base.end = title_end;
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return (Scene *)new_scene;
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}
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16
apps/scenery/scenes/title.h
Normal file
16
apps/scenery/scenes/title.h
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@ -0,0 +1,16 @@
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#ifndef TITLE_H
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#define TITLE_H
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#include "../state.h"
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#include "scene.h"
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typedef struct SceneTitle {
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Scene base;
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} SceneTitle;
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Scene *title_scene(State *state);
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#endif
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20
apps/scenery/state.h
Normal file
20
apps/scenery/state.h
Normal file
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#ifndef STATE_H
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#define STATE_H
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#include "twn_game_api.h"
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#include <stdbool.h>
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typedef struct Scene Scene;
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typedef struct State {
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Context *ctx;
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Scene *scene;
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Scene *next_scene;
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bool is_scene_switching;
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} State;
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#endif
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@ -1,4 +1,4 @@
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#include "townengine/game_api.h"
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#include "twn_game_api.h"
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#include "state.h"
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#include <malloc.h>
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@ -1,7 +1,7 @@
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#ifndef STATE_H
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#define STATE_H
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#include "townengine/game_api.h"
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#include "twn_game_api.h"
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/* populate it with state information */
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struct state {
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