/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) | ||||
| 
 | ||||
| project(testgame LANGUAGES C) | ||||
| project(platfromer LANGUAGES C) | ||||
| 
 | ||||
| if(NOT CMAKE_BUILD_TYPE) | ||||
|         set(CMAKE_BUILD_TYPE Debug) | ||||
							
								
								
									
										57
									
								
								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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										23
									
								
								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) { | ||||
|     SceneIngame *scn = (SceneIngame *)state->scene; | ||||
| 
 | ||||
|     world_drawdef(scn->world); | ||||
|     player_calc(scn->player); | ||||
| 
 | ||||
|     if (input_is_mouse_captured(&ctx.input)) { | ||||
|         const float sensitivity = 0.6f; /* TODO: put this in a better place */ | ||||
|         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)); | ||||
|     } | ||||
| 
 | ||||
|     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); | ||||
| 
 | ||||
|     #define TERRAIN_FREQUENCY 0.1f | ||||
| @@ -111,9 +84,6 @@ static void ingame_tick(State *state) { | ||||
| 
 | ||||
| 
 | ||||
| static void ingame_end(State *state) { | ||||
|     SceneIngame *scn = (SceneIngame *)state->scene; | ||||
|     player_destroy(scn->player); | ||||
|     world_destroy(scn->world); | ||||
|     free(state->scene); | ||||
| } | ||||
| 
 | ||||
| @@ -125,9 +95,6 @@ Scene *ingame_scene(State *state) { | ||||
|     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 }; | ||||
| 
 | ||||
|     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 | ||||
							
								
								
									
										64
									
								
								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 | ||||
							
								
								
									
										20
									
								
								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 <malloc.h> | ||||
|   | ||||
| @@ -1,7 +1,7 @@ | ||||
| #ifndef STATE_H | ||||
| #define STATE_H | ||||
|  | ||||
| #include "townengine/game_api.h" | ||||
| #include "twn_game_api.h" | ||||
|  | ||||
| /* populate it with state information */ | ||||
| struct state { | ||||
|   | ||||
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