214 lines
4.4 KiB
C
214 lines
4.4 KiB
C
#include "cat_api.h"
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#include <time.h>
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void bye(void)
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{
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printf("bye!\n");
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exit(0);
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}
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struct keydowns
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{
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char k;
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struct keydowns* next;
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};
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struct keydowns* first_keydown = NULL;
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void add_keydown(char k)
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{
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struct keydowns* new = malloc(sizeof(struct keydowns));
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new->k = k;
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new->next = NULL;
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if (first_keydown == NULL) first_keydown = new;
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else
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{
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struct keydowns* head;
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for (head = first_keydown; head->next != NULL; head = head->next)
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if (head->k == k) return;
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head->next = new;
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}
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}
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void lit_remove_keydown(struct keydowns* entry)
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{
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if (first_keydown == entry) first_keydown = entry->next;
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else
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{
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struct keydowns* head;
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for (head = first_keydown; head->next != entry; head = head->next) ;
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head->next = entry->next;
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}
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}
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void remove_keydown(char k)
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{
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struct keydowns* head;
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for (head = first_keydown; head != NULL; head = head->next)
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if (head->k == k) lit_remove_keydown(head);
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}
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int is_held(char k)
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{
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struct keydowns* head;
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for (head = first_keydown; head != NULL; head = head->next)
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if (head->k == k) return 1;
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return 0;
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}
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static int player_x = 100;
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static int player_y = 100;
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static float player_vx = 0.0;
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static float player_vy = 0.0;
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static float player_ax = 0.0;
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static float player_ay = 9.81;
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static int jump_ticks = 0;
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void key_down(char k)
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{
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add_keydown(k);
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printf("%c pressed!\n", k);
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switch (k)
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{
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case 'a': player_ax = -2; break;
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case 'd': player_ax = 2; break;
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}
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}
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void key_up(char k)
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{
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remove_keydown(k);
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printf("%c un-pressed\n", k);
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switch (k)
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{
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case 'a': player_ax = 0; break;
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case 'd': player_ax = 0; break;
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}
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}
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static int mousex = 0;
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static int mousey = 0;
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void mouse_move(int x, int y)
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{
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/* clear old mouse icn */
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mousex = x;
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mousey = y;
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printf("mouse moved! (%d, %d)\n", x, y);
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}
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void mouse_down(unsigned char button)
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{
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printf("mouse button %02x clicked!\n", button);
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/* TODO struct for this too?? that seems like a lot. what if we *don't* use mouse for anything... */
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}
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void mouse_up(unsigned char button)
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{
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printf("mouse button %02x un-clicked!\n", button);
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}
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void process_input(void)
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{
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struct cat_event* e = cat_get_event();
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if (e == NULL) return;
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if (e->type == QUIT) bye();
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else if (e->type == KEYDOWN) key_down(e->key);
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else if (e->type == KEYUP) key_up(e->key);
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else if (e->type == MOUSEMOVE) mouse_move(e->mousex, e->mousey);
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else if (e->type == MOUSEDOWN) mouse_down(e->mouse_button);
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else if (e->type == MOUSEUP) mouse_up(e->mouse_button);
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}
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void erase_entity(/*struct entity*/)
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{
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/* get sprite info, etc */
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/* FIXME */
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cat_fill(1, 0, player_x, player_y, 50, 50, 0, 0, 0);
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}
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void draw_entity(/* struct entity */)
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{
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/* get sprite info, etc */
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/* FIXME */
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cat_fill(1, 1, player_x, player_y, 50, 50, 115, 72, 6);
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}
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void erase_entities(void)
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{
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/* TODO more than just player entity */
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erase_entity(/*player*/);
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}
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void draw_entities(void)
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{
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/* TODO more than just player entity */
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draw_entity(/*player*/);
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}
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static long last_sec = 0;
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static long last_nsec = 0;
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#define NS_PER_TICK 30000000
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/* FIXME this is just temporary */
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void in_bounds(void)
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{
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if (player_x < 0) player_x = 0;
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if (player_y < 0) player_y = 0;
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if (player_x > screen_width - 50) player_x = screen_width - 50;
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if (player_y > screen_height- 50) player_y = screen_height - 50;
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}
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void apply_friction(void) /* FIXME */
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{
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if (player_vx > 0) player_vx -= 1;
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else if (player_vx < 0) player_vx += 1;
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if (player_vy > 0) player_vy -= 1;
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else if (player_vy < 0) player_vy += 1;
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}
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void tick(void)
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{
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/* run every N milliseconds... nanoseconds? idk */
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struct timespec t;
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clock_gettime(CLOCK_REALTIME, &t);
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if (last_sec == 0) goto yes;
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else if ((t.tv_sec - last_sec) > 0) goto yes;
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else if ((t.tv_nsec - last_nsec) > NS_PER_TICK) goto yes;
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else return;
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/* do a tick */
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yes: last_sec = t.tv_sec;
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last_nsec = t.tv_nsec;
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/* code to run every tick goes here */
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erase_entities();
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if (is_held(' ')) player_ay = -5;
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else player_ay = 9.81;
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player_vx += player_ax;
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player_vy += player_ay;
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apply_friction(); /* FIXME */
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player_x += (int)player_vx;
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player_y += (int)player_vy;
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in_bounds();
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draw_entities();
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}
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void game_loop(void)
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{
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cat_render();
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process_input();
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tick();
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}
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int main(int argc, char** argv)
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{
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cat_init();
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cat_create_window(1920, 1080);
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cat_play_wav("etc/example.wav");
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/* layer, visibility, x, y, width, height, r, g, b */
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cat_fill(0, 1, 0, 0, screen_width - 1, screen_height - 1, 132, 155, 132);
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while (1) game_loop();
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return 0;
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}
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