Files

265 lines
6.0 KiB
C

#include "cat_api.h"
#include "shared.h"
#include "rendering.c"
#include <time.h>
/* TODO:
- *forces* as linked list struct? entity can have a list of forces acting on it
if force is 0N cleanup remove from list every tick.
or every few ticks do a cleanup routine that also frees memory and stuff
*/
void bye(void)
{
printf("bye!\n");
exit(0);
}
struct keydowns
{
char k;
struct keydowns* next;
};
struct keydowns* first_keydown = NULL;
void add_keydown(char k)
{
struct keydowns* new = malloc(sizeof(struct keydowns));
new->k = k;
new->next = NULL;
if (first_keydown == NULL) first_keydown = new;
else
{
struct keydowns* head;
for (head = first_keydown; head->next != NULL; head = head->next)
if (head->k == k) return;
head->next = new;
}
}
void lit_remove_keydown(struct keydowns* entry)
{
if (first_keydown == entry) first_keydown = entry->next;
else
{
struct keydowns* head;
for (head = first_keydown; head->next != entry; head = head->next) ;
head->next = entry->next;
}
}
void remove_keydown(char k)
{
struct keydowns* head;
for (head = first_keydown; head != NULL; head = head->next)
if (head->k == k) lit_remove_keydown(head);
}
int is_held(char k)
{
struct keydowns* head;
for (head = first_keydown; head != NULL; head = head->next)
if (head->k == k) return 1;
return 0;
}
struct entity* first_entity = NULL;
void add_entity(int is_player, int is_static, int x, int y, int width, int height, unsigned char r,
unsigned char g, unsigned char b, float vx, float vy, float ax, float ay)
{
struct entity* new = malloc(sizeof(struct entity));
new->is_player = is_player;
new->is_static = is_static;
new->x = x;
new->y = y;
new->width = width;
new->height = height;
new->r = r;
new->g = g;
new->b = b;
new->vx = vx;
new->vy = vy;
new->ax = ax;
new->ay = ay;
new->next = NULL;
if (first_entity == NULL) first_entity = new;
else
{
struct entity* head;
for (head = first_entity; head->next != NULL; head = head->next) ;
head->next = new;
}
}
struct entity* get_player(void)
{
struct entity* head;
for (head = first_entity; head != NULL; head = head->next)
if (head->is_player) return head;
return NULL;
}
void key_down(char k)
{
add_keydown(k);
printf("%c pressed!\n", k);
switch (k)
{
case 'a': get_player()->ax = -2; break;
case 'd': get_player()->ax = 2; break;
}
}
void key_up(char k)
{
remove_keydown(k);
printf("%c un-pressed\n", k);
switch (k)
{
case 'a': get_player()->ax = 0; break;
case 'd': get_player()->ax = 0; break;
}
}
static int mousex = 0;
static int mousey = 0;
void mouse_move(int x, int y)
{
/* clear old mouse icn */
mousex = x;
mousey = y;
printf("mouse moved! (%d, %d)\n", x, y);
}
void mouse_down(unsigned char button)
{
printf("mouse button %02x clicked!\n", button);
/* TODO struct for this too?? that seems like a lot. what if we *don't* use mouse for anything... */
}
void mouse_up(unsigned char button)
{
printf("mouse button %02x un-clicked!\n", button);
}
void process_input(void)
{
/* mode switch game or menus */
struct cat_event* e = cat_get_event();
if (e == NULL) return;
if (e->type == QUIT) bye();
else if (e->type == KEYDOWN) key_down(e->key);
else if (e->type == KEYUP) key_up(e->key);
else if (e->type == MOUSEMOVE) mouse_move(e->mousex, e->mousey);
else if (e->type == MOUSEDOWN) mouse_down(e->mouse_button);
else if (e->type == MOUSEUP) mouse_up(e->mouse_button);
}
void erase_entity(struct entity* e)
{
/* get sprite info, etc */
/* FIXME */
if (e->x < 0 || e->y < 0 || e->x >= screen_width || e->y >= screen_height) return;
cat_wireframe(1, 0, e->x, e->y, e->width, e->height, 0, 0, 0);
}
void draw_entity(struct entity* e)
{
/* get sprite info, etc */
/* FIXME */
if (e->x < 0 || e->y < 0 || e->x >= screen_width || e->y >= screen_height) return;
cat_wireframe(1, 1, e->x, e->y, e->width, e->height, e->r, e->g, e->b);
render_entity(e);
/* if out of bounds do not draw */
}
void erase_entities(void)
{
struct entity* head;
for (head = first_entity; head != NULL; head = head->next)
erase_entity(head);
}
void draw_entities(void)
{
struct entity* head;
for (head = first_entity; head != NULL; head = head->next)
draw_entity(head);
}
static long last_sec = 0;
static long last_nsec = 0;
#define NS_PER_TICK 30000000
void apply_friction(void) /* FIXME */
{
struct entity* p = get_player();
if (p->vx > 0) p->vx -= 1;
else if (p->vx < 0) p->vx += 1;
if (p->vy > 0) p->vy -= 1;
else if (p->vy < 0) p->vy += 1;
}
/* FIXME */ static int tick_count = 0;
void tick(void)
{
/* run every N milliseconds... nanoseconds? idk */
struct timespec t;
clock_gettime(CLOCK_REALTIME, &t);
if (last_sec == 0) goto yes;
else if ((t.tv_sec - last_sec) > 0) goto yes;
else if ((t.tv_nsec - last_nsec) > NS_PER_TICK) goto yes;
else return;
/* do a tick */
yes: last_sec = t.tv_sec;
last_nsec = t.tv_nsec;
printf("tick %d!\n", tick_count++);
/* code to run every tick goes here */
/* something like "for i in fns_to_run_per_tick (linked list) run ->fn()
and somewhere there's an add_fn_to_run_every_tick() thing... or every n ticks... idk */
erase_entities();
struct entity* p = get_player();
if (is_held(' ')) p->ay = -5;
else p->ay = 9.81;
p->vx += p->ax;
p->vy += p->ay;
/* FIXME */
if (p->y >= screen_height - 100 && p->vy > 0) p->vy = 0;
/* end fixme */
apply_friction(); /* FIXME */
p->x += (int)p->vx;
p->y += (int)p->vy;
draw_entities();
}
void game_loop(void)
{
cat_render();
process_input();
/* mode check for in game or in menu */
tick();
}
int main(int argc, char** argv)
{
cat_init();
cat_create_window(1920, 1080);
//cat_play_wav("etc/example.wav");
//cat_play_wav("etc/cat_quick.wav");
//cat_play_wav("etc/cat_beep_box.wav");
cat_play_wav("etc/cat_beep_slower.wav");
/* layer, visibility, x, y, width, height, r, g, b */
cat_fill(0, 1, 0, 0, screen_width - 1, screen_height - 1, 132, 155, 132);
/* create the player */ add_entity(1, 0, 0, 0, 50, 50, 100, 50, 0, 0, 0, 0, 0);
/* create a random entity */ add_entity(0, 0, 20, 20, 50, 50, 100, 100, 50, 0, 0, 0, 0);
while (1) game_loop();
return 0;
}