#include "ingame.h" #include "title.h" #include "scene.h" #include "townengine/game_api.h" static void ingame_tick(struct state *state) { struct scene_ingame *scn = (struct scene_ingame *)state->scene; world_drawdef(scn->world); player_calc(scn->player); static t_camera cam = { .pos = { 32, 0, 1 }, .up = { 0, 1, 0 }, .fov = (float)M_PI_2 }; 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; scn->pitch -= (float)ctx.input.mouse_relative_position.y * sensitivity; scn->pitch = clampf(scn->pitch, -89.0f, 89.0f); const float yaw_rad = scn->yaw * (float)DEG2RAD; const float pitch_rad = scn->pitch * (float)DEG2RAD; cam.target = m_vec_norm(((t_fvec3){ cosf(yaw_rad) * cosf(pitch_rad), sinf(pitch_rad), sinf(yaw_rad) * cosf(pitch_rad) })); } const t_fvec3 right = m_vec_norm(m_vec_cross(cam.target, cam.up)); const float speed = 0.04f; /* TODO: put this in a better place */ if (input_is_action_pressed(&ctx.input, "player_left")) cam.pos = fvec3_sub(cam.pos, m_vec_scale(right, speed)); if (input_is_action_pressed(&ctx.input, "player_right")) cam.pos = fvec3_add(cam.pos, m_vec_scale(right, speed)); if (input_is_action_pressed(&ctx.input, "player_forward")) cam.pos = fvec3_add(cam.pos, m_vec_scale(cam.target, speed)); if (input_is_action_pressed(&ctx.input, "player_backward")) cam.pos = fvec3_sub(cam.pos, m_vec_scale(cam.target, speed)); if (input_is_action_pressed(&ctx.input, "player_jump")) cam.pos.y += speed; if (input_is_action_pressed(&ctx.input, "player_run")) cam.pos.y -= speed; /* toggle mouse capture with end key */ if (input_is_action_just_pressed(&ctx.input, "mouse_capture_toggle")) { input_set_mouse_captured(&ctx.input, !input_is_mouse_captured(&ctx.input)); } m_sprite(m_set(path, "/assets/player/baron-walk.png"), m_set(rect, ((t_frect){ 256, 256, 48, 48 })), m_opt(color, ((t_color){ 255, 255, 255, 255 })), m_opt(stretch, false ), m_opt(texture_origin, ((t_fvec2){ ctx.tick_count % 48, ctx.tick_count % 48 }))); m_sprite(m_set(path, "/assets/light.png"), m_set(rect, ((t_frect){ 48, 64, 64, 64 })), m_opt(color, ((t_color){ 255, 0, 0, 255 }))); m_sprite(m_set(path, "/assets/light.png"), m_set(rect, ((t_frect){ 64, 64, 64, 64 })), m_opt(color, ((t_color){ 0, 255, 0, 255 }))); m_sprite(m_set(path, "/assets/light.png"), m_set(rect, ((t_frect){ 80, 64, 64, 64 })), m_opt(color, ((t_color){ 0, 0, 255, 255 }))); m_sprite(m_set(path, "/assets/player/baron-walk.png"), m_set(rect, ((t_frect){ 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, ((t_frect){ 128, 32, 128, 64 })), m_opt(rotation, (float)M_PI * 2 * (float)(ctx.tick_count % 64) / 64 )); set_camera(&cam); for (int y = 64; y--;) for (int x = 64; x--;) { float d0 = sample_perlin_2d((t_fvec2){x, y}, 0.2, 5) * 8 - 6; float d1 = sample_perlin_2d((t_fvec2){x + 1, y}, 0.2, 5) * 8 - 6; float d2 = sample_perlin_2d((t_fvec2){x + 1, y - 1}, 0.2, 5) * 8 - 6; float d3 = sample_perlin_2d((t_fvec2){x, y - 1}, 0.2, 5) * 8 - 6; unfurl_triangle("/assets/grass.gif", (t_fvec3){ x, d0, y }, (t_fvec3){ x + 1, d1, y }, (t_fvec3){ x, d3, y - 1 }, (t_shvec2){ 0, 768 }, (t_shvec2){ 1024, 768 }, (t_shvec2){ 1024, 0 }); unfurl_triangle("/assets/grass.gif", (t_fvec3){ x + 1, d1, y }, (t_fvec3){ x + 1, d2, y - 1 }, (t_fvec3){ x, d3, y - 1 }, (t_shvec2){ 1024, 0 }, (t_shvec2){ 0, 0 }, (t_shvec2){ 0, 768 }); } } static void ingame_end(struct state *state) { struct scene_ingame *scn = (struct scene_ingame *)state->scene; player_destroy(scn->player); world_destroy(scn->world); free(state->scene); } struct scene *ingame_scene(struct state *state) { (void)state; struct scene_ingame *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); play_audio_ex("music/mod65.xm", "soundtrack", (t_play_audio_args){ .repeat = true, .volume = 1.0f }); input_set_mouse_captured(&ctx.input, true); return (struct scene *)new_scene; }