sortix-mirror/games/aquatinspitz.c
Jonas 'Sortie' Termansen 2b72262b4f Relicense Sortix to the ISC license.
I hereby relicense all my work on Sortix under the ISC license as below.

All Sortix contributions by other people are already under this license,
are not substantial enough to be copyrightable, or have been removed.

All imported code from other projects is compatible with this license.

All GPL licensed code from other projects had previously been removed.

Copyright 2011-2016 Jonas 'Sortie' Termansen and contributors.

Permission to use, copy, modify, and distribute this software for any
purpose with or without fee is hereby granted, provided that the above
copyright notice and this permission notice appear in all copies.

THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF
OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
2016-03-05 22:21:50 +01:00

432 lines
11 KiB
C

/*
* Copyright (c) 2014, 2015, 2016 Jonas 'Sortie' Termansen.
*
* Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
* WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
* ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF
* OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*
* aquatinspitz.c
* Aqua tin spitz!
*/
#include <sys/keycodes.h>
#include <sys/termmode.h>
#include <sys/types.h>
#include <assert.h>
#include <errno.h>
#include <error.h>
#include <math.h>
#include <signal.h>
#include <stdint.h>
#include <stdlib.h>
#include <string.h>
#include <termios.h>
#include <time.h>
#include <timespec.h>
#include <unistd.h>
#include <dispd.h>
// Utility global variables every game will need.
static bool game_running = true;
static size_t game_width = 1280;
static size_t game_height = 720;
#define MAX_KEY_NUMBER 512
static bool keys_down[MAX_KEY_NUMBER];
static bool keys_pending[MAX_KEY_NUMBER];
static struct timespec key_handled_last[MAX_KEY_NUMBER];
// Utility functions every game will need.
bool pop_is_key_just_down(int abskbkey);
static inline uint32_t make_color(uint8_t r, uint8_t g, uint8_t b);
// Your game is customized from here ...
struct player
{
float x;
float y;
int size;
};
struct player player;
struct enemy
{
float x;
float y;
float vx;
float vy;
int size;
int shift;
};
#define NUM_ENEMIES 256
static struct enemy enemies[NUM_ENEMIES];
// Prepare the game state for the first round.
void init(void)
{
player.x = game_width / 2;
player.y = game_height / 2;
player.size = 24.0;
for ( size_t i = 0; i < NUM_ENEMIES; i++ )
{
enemies[i].x = (float) arc4random_uniform(game_width);
enemies[i].y = (float) arc4random_uniform(game_height);
enemies[i].vx = (float) ((int) arc4random_uniform(96) - 48);
enemies[i].vy = (float) ((int) arc4random_uniform(96) - 48);
enemies[i].size = arc4random_uniform(8) + 8;
enemies[i].shift = (int) arc4random_uniform(6) - 3;
if ( enemies[i].shift <= 0 )
enemies[i].shift -= 1;
}
}
// Calculate the game state of the next round.
void update(float deltatime)
{
float player_speed = 64.0f;
float player_velocity_x = 0.0f;
float player_velocity_y = 0.0f;
if ( keys_down[KBKEY_UP] )
player_velocity_y -= player_speed;
if ( keys_down[KBKEY_DOWN] )
player_velocity_y += player_speed;
if ( keys_down[KBKEY_LEFT] )
player_velocity_x -= player_speed;
if ( keys_down[KBKEY_RIGHT] )
player_velocity_x += player_speed;
player.x += deltatime * player_velocity_x;
player.y += deltatime * player_velocity_y;
if ( pop_is_key_just_down(KBKEY_SPACE) )
player.size = 192 - player.size;
float total_speed = 0.0;
for ( size_t i = 0; i < NUM_ENEMIES; i++ )
{
struct enemy* enemy = &enemies[i];
float g = 10000.0;
float dist_sq = (player.x - enemy->x) * (player.x - enemy->x) +
(player.y - enemy->y) * (player.y - enemy->y);
if ( dist_sq < 0.1 )
dist_sq = 0.1;
float dist = sqrtf(dist_sq);
float f = g * enemy->size * player.size / dist_sq;
float f_x = (player.x - enemy->x) / dist * f;
float f_y = (player.y - enemy->y) / dist * f;
float a_x = f_x / enemy->size;
float a_y = f_y / enemy->size;
enemy->vx += deltatime * a_x;
enemy->vy += deltatime * a_y;
float speed = sqrtf(enemy->vx * enemy->vx + enemy->vy * enemy->vy);
total_speed += speed;
}
float average_speed = total_speed / NUM_ENEMIES;
float mid_game = game_width / 2.0;
for ( size_t i = 0; i < NUM_ENEMIES; i++ )
{
struct enemy* enemy = &enemies[i];
float speed = sqrtf(enemy->vx * enemy->vx + enemy->vy * enemy->vy);
float ox = enemy->x;
float oy = enemy->y;
float nx = ox + deltatime * enemy->vx;
float ny = oy + deltatime * enemy->vy;
if ( mid_game + enemy->size / 2 < ox &&
nx <= mid_game + enemy->size / 2 )
{
if ( speed < average_speed )
{
if ( enemy->vx < 0.0 )
enemy->vx = -enemy->vx;
continue;
}
}
else if ( ox <= mid_game - enemy->size / 2 &&
mid_game - enemy->size / 2 < nx )
{
if ( speed >= average_speed )
{
if ( enemy->vx > 0.0 )
enemy->vx = -enemy->vx;
continue;
}
}
enemy->x = nx;
enemy->y = ny;
}
for ( size_t i = 0; i < NUM_ENEMIES; i++ )
{
struct enemy* enemy = &enemies[i];
if ( enemy->x - enemy->size / 2 < 0 )
{
enemy->x = 0.0f + enemy->size / 2;
if ( enemy->vx < 0.0 )
enemy->vx = -0.9 * enemy->vx;
}
else if ( game_width < (size_t) (enemy->x + enemy->size / 2) )
{
enemy->x = (float) game_width - enemy->size / 2;
if ( 0.0 < enemy->vx )
enemy->vx = -0.9 * enemy->vx;
}
if ( enemy->y - enemy->size / 2 < 0 )
{
enemy->y = 0.0f + enemy->size / 2;
if ( enemy->vy < 0.0 )
enemy->vy = -0.9 * enemy->vy;
}
else if ( game_height < (size_t) (enemy->y + enemy->size / 2) )
{
enemy->y = (float) game_height - enemy->size / 2;
if ( 0.0 < enemy->vy )
enemy->vy = -0.9 * enemy->vy;
}
}
}
// Render the game into the framebuffer.
void render(struct dispd_window* window)
{
struct dispd_framebuffer* window_fb = dispd_begin_render(window);
if ( !window_fb )
{
error(0, 0, "unable to begin rendering dispd window");
game_running = false;
return;
}
uint32_t* fb = (uint32_t*) dispd_get_framebuffer_data(window_fb);
size_t xres = dispd_get_framebuffer_width(window_fb);
size_t yres = dispd_get_framebuffer_height(window_fb);
size_t pitch = dispd_get_framebuffer_pitch(window_fb) / sizeof(uint32_t);
// Render a colorful background.
for ( size_t y = 0; y < yres; y++ )
{
for ( size_t x = 0; x < xres; x++ )
{
uint32_t color = make_color(x * y, y ? x / y : 255, x ^ y);
fb[y * pitch + x] = color;
}
}
// Render the player.
for ( int t = -player.size / 2; t < player.size / 2; t++ )
{
if ( player.y + t < 0 )
continue;
size_t y = (size_t) (player.y + t);
if ( yres <= y )
continue;
for ( int l = -player.size / 2; l < player.size / 2; l++ )
{
if ( player.x + l < 0 )
continue;
size_t x = (size_t) (player.x + l);
if ( xres <= x )
continue;
uint32_t background = fb[y * pitch + x];
uint32_t color = ~background;
fb[y * pitch + x] = color;
}
}
// Render the enemies.
for ( size_t i = 0; i < NUM_ENEMIES; i++ )
{
struct enemy* enemy = &enemies[i];
for ( int t = -enemy->size / 2; t < enemy->size / 2; t++ )
{
if ( enemy->y + t < 0 )
continue;
size_t y = (size_t) (enemy->y + t);
if ( yres <= y )
continue;
for ( int l = -enemy->size / 2; l < enemy->size / 2; l++ )
{
if ( enemy->x + l < 0 )
continue;
size_t x = (size_t) (enemy->x + l);
if ( xres <= x )
continue;
uint32_t background = fb[y * pitch + x];
uint32_t color = enemy->shift < 0 ? background >> -enemy->shift
: background << enemy->shift;
color = ~color;
fb[y * pitch + x] = color;
}
}
}
dispd_finish_render(window_fb);
}
// ... to here. No need to edit stuff below.
// Create a color from rgb values.
static inline uint32_t make_color(uint8_t r, uint8_t g, uint8_t b)
{
return b << 0UL | g << 8UL | r << 16UL;
}
// Return if a keystroke is pending. For instance, if you press A on your
// keyboard and keep pressing it, a new A character will appear every time a
// small interval has passed, not just every time the code checks if A is down.
bool pop_is_key_just_down(int abskbkey)
{
assert(0 <= abskbkey);
if ( MAX_KEY_NUMBER <= (size_t) abskbkey )
return false;
if ( keys_pending[abskbkey] )
{
keys_pending[abskbkey] = false;
clock_gettime(CLOCK_MONOTONIC, &key_handled_last[abskbkey]);
return true;
}
if ( !keys_down[abskbkey] )
return false;
struct timespec now;
clock_gettime(CLOCK_MONOTONIC, &now);
struct timespec elapsed = timespec_sub(now, key_handled_last[abskbkey]);
struct timespec repress_delay = timespec_make(0, 100 * 1000 * 1000);
if ( timespec_lt(elapsed, repress_delay) )
return false;
clock_gettime(CLOCK_MONOTONIC, &key_handled_last[abskbkey]);
return true;
}
// Read input from the keyboard.
void input(void)
{
// Read the keyboard input from the user.
unsigned termmode = TERMMODE_KBKEY | TERMMODE_SIGNAL | TERMMODE_NONBLOCK;
if ( settermmode(0, termmode) )
error(1, errno, "settermmode");
uint32_t codepoint;
ssize_t numbytes;
while ( 0 < (numbytes = read(0, &codepoint, sizeof(codepoint))) )
{
int kbkey = KBKEY_DECODE(codepoint);
if( !kbkey )
continue;
int abskbkey = (kbkey < 0) ? -kbkey : kbkey;
if ( MAX_KEY_NUMBER <= (size_t) abskbkey )
continue;
bool is_key_down_event = 0 < kbkey;
if ( !keys_down[abskbkey] && is_key_down_event )
keys_pending[abskbkey] = true;
keys_down[abskbkey] = is_key_down_event;
}
}
// Run the game until no longer needed.
void mainloop(struct dispd_window* window)
{
struct dispd_framebuffer* window_fb = dispd_begin_render(window);
if ( window_fb )
{
game_width = dispd_get_framebuffer_width(window_fb);
game_height = dispd_get_framebuffer_height(window_fb);
dispd_finish_render(window_fb);
}
init();
struct timespec last_frame_time;
clock_gettime(CLOCK_MONOTONIC, &last_frame_time);
render(window);
while ( game_running )
{
struct timespec current_frame_time;
clock_gettime(CLOCK_MONOTONIC, &current_frame_time);
struct timespec deltatime_ts =
timespec_sub(current_frame_time, last_frame_time);
float deltatime = deltatime_ts.tv_sec + deltatime_ts.tv_nsec / 1E9f;
input();
update(deltatime);
render(window);
last_frame_time = current_frame_time;
}
}
// Reset the terminal state when the process terminates.
static struct termios saved_tio;
static void restore_terminal_on_exit(void)
{
tcsetattr(0, TCSAFLUSH, &saved_tio);
}
static void restore_terminal_on_signal(int signum)
{
if ( signum == SIGTSTP )
{
struct termios tio;
tcgetattr(0, &tio);
tcsetattr(0, TCSAFLUSH, &saved_tio);
raise(SIGSTOP);
tcgetattr(0, &saved_tio);
tcsetattr(0, TCSAFLUSH, &tio);
return;
}
tcsetattr(0, TCSAFLUSH, &saved_tio);
raise(signum);
}
// Create a display context, run the game, and then cleanly exit.
int main(int argc, char* argv[])
{
if ( !isatty(0) )
error(1, errno, "standard input");
if ( tcgetattr(0, &saved_tio) < 0 )
error(1, errno, "tcsetattr: standard input");
if ( atexit(restore_terminal_on_exit) != 0 )
error(1, errno, "atexit");
struct sigaction sa;
memset(&sa, 0, sizeof(sa));
sa.sa_handler = restore_terminal_on_signal;
sigaction(SIGTSTP, &sa, NULL);
sa.sa_flags = SA_RESETHAND;
sigaction(SIGINT, &sa, NULL);
sigaction(SIGQUIT, &sa, NULL);
sigaction(SIGTERM, &sa, NULL);
if ( !dispd_initialize(&argc, &argv) )
error(1, 0, "couldn't initialize dispd library");
struct dispd_session* session = dispd_attach_default_session();
if ( !session )
error(1, 0, "couldn't attach to dispd default session");
if ( !dispd_session_setup_game_rgba(session) )
error(1, 0, "couldn't setup dispd rgba session");
struct dispd_window* window = dispd_create_window_game_rgba(session);
if ( !window )
error(1, 0, "couldn't create dispd rgba window");
mainloop(window);
dispd_destroy_window(window);
dispd_detach_session(session);
return 0;
}