townengine/apps/demos/bunnymark/game.c

116 lines
4.0 KiB
C

#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
static void handle_input(void)
{
State *state = ctx.udata;
if (ctx.mouse_position.y <= 60)
return;
if (input_is_action_pressed("add_a_bit"))
{ // Left click
for (int i = 0; i < LEFT_CLICK_ADD; i++)
{
if (state->bunniesCount < MAX_BUNNIES)
{
state->bunnies[state->bunniesCount].position = input_get_action_position("add_a_bit");
state->bunnies[state->bunniesCount].speed.x = (float)(rand() % 500 - 250) / 60.0f;
state->bunnies[state->bunniesCount].speed.y = (float)(rand() % 500 - 250) / 60.0f;
state->bunnies[state->bunniesCount].color =
(Color){(uint8_t)(rand() % 190 + 50), (uint8_t)(rand() % 160 + 80), (uint8_t)(rand() % 140 + 100), 255};
state->bunniesCount++;
}
}
}
if (input_is_action_pressed("add_a_lot"))
{ // Right click
for (int i = 0; i < RIGHT_CLICK_ADD; i++)
{
if (state->bunniesCount < MAX_BUNNIES)
{
state->bunnies[state->bunniesCount].position = input_get_action_position("add_a_lot");
state->bunnies[state->bunniesCount].speed.x = (float)(rand() % 500 - 250) / 60.0f;
state->bunnies[state->bunniesCount].speed.y = (float)(rand() % 500 - 250) / 60.0f;
state->bunnies[state->bunniesCount].color =
(Color){(uint8_t)(rand() % 190 + 50), (uint8_t)(rand() % 160 + 80), (uint8_t)(rand() % 140 + 100), 255};
state->bunniesCount++;
}
}
}
}
void game_tick(void)
{
char bunny_count_text[64];
// 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));
input_add_action("add_a_bit");
input_bind_action_control("add_a_bit", CONTROL_LEFT_MOUSE);
input_add_action("add_a_lot");
input_bind_action_control("add_a_lot", CONTROL_RIGHT_MOUSE);
}
State *state = ctx.udata;
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 + (float)BUNNY_W / 2) > (float)ctx.resolution.x) ||
((state->bunnies[i].position.x + (float)BUNNY_W / 2) < 0))
state->bunnies[i].speed.x *= -1;
if (((state->bunnies[i].position.y + (float)BUNNY_H / 2) > (float)ctx.resolution.y) ||
((state->bunnies[i].position.y + (float)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, (float)ctx.resolution.x, (float)ctx.resolution.y}, 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, "wabbit_alpha.png"),
m_set(rect, ((Rect){.x = state->bunnies[i].position.x,
.y = 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);
}