orca/samples/pong/src/main.c

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#include<keys.h>
#include<graphics.h>
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#include<orca.h>
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#define NUM_BLOCKS_PER_ROW 7
#define NUM_BLOCKS 42 // 7 * 6
#define BLOCKS_WIDTH 810.0f
#define BLOCK_HEIGHT 30.0f
#define BLOCKS_PADDING 15.0f
#define BLOCKS_BOTTOM 300.0f
const f32 BLOCK_WIDTH = (BLOCKS_WIDTH - ((NUM_BLOCKS_PER_ROW + 1) * BLOCKS_PADDING)) / NUM_BLOCKS_PER_ROW;
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const mg_color paddleColor = {1, 0, 0, 1};
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mp_rect paddle = {BLOCKS_WIDTH/2 - 100, 40, 200, 40};
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const mg_color ballColor = {1, 1, 0, 1};
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mp_rect ball = {200, 200, 20, 20};
vec2 velocity = {5, 5};
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int blockHealth[NUM_BLOCKS];
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vec2 frameSize = {100, 100};
bool leftDown = false;
bool rightDown = false;
mg_surface surface;
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mg_canvas canvas;
mg_image waterImage;
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mg_image ballImage;
mg_image paddleImage;
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mg_font pongFont;
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// TODO(ben): Why is this here? Why isn't it forward-declared by some header?
mg_surface mg_surface_main(void);
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mp_rect blockRect(int i);
int checkCollision(mp_rect block);
str8 loadFile(mem_arena* arena, str8 filename) {
file_handle file = file_open(filename, FILE_ACCESS_READ, 0);
if(file_last_error(file) != IO_OK)
{
log_error("Couldn't open file %s\n", str8_to_cstring(mem_scratch(), filename));
}
u64 size = file_size(file);
char* buffer = mem_arena_alloc(arena, size);
file_read(file, size, buffer);
file_close(file);
return str8_from_buffer(size, buffer);
}
ORCA_EXPORT void OnInit(void)
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{
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surface = mg_surface_main();
canvas = mg_canvas_create();
waterImage = mg_image_create_from_data(surface, loadFile(mem_scratch(), STR8("/underwater.jpg")), false);
ballImage = mg_image_create_from_data(surface, loadFile(mem_scratch(), STR8("/ball.png")), false);
paddleImage = mg_image_create_from_data(surface, loadFile(mem_scratch(), STR8("/wall.png")), false);
str8 fontStr = loadFile(mem_scratch(), STR8("/Literata-SemiBoldItalic.ttf"));
unicode_range ranges[5] = {UNICODE_RANGE_BASIC_LATIN,
UNICODE_RANGE_C1_CONTROLS_AND_LATIN_1_SUPPLEMENT,
UNICODE_RANGE_LATIN_EXTENDED_A,
UNICODE_RANGE_LATIN_EXTENDED_B,
UNICODE_RANGE_SPECIALS};
// NOTE(ben): Weird that images are "create from data" but fonts are "create from memory"
// TODO: Decide whether we're using strings or explicit pointer + length
pongFont = mg_font_create_from_memory(fontStr.len, (byte*)fontStr.ptr, 5, ranges);
for (int i = 0; i < NUM_BLOCKS; i++) {
blockHealth[i] = 2;
}
mem_arena_clear(mem_scratch());
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}
ORCA_EXPORT void OnFrameResize(u32 width, u32 height)
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{
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log_info("frame resize %u, %u", width, height);
frameSize.x = width;
frameSize.y = height;
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}
ORCA_EXPORT void OnMouseDown(int button)
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{
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log_info("mouse down!");
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}
ORCA_EXPORT void OnKeyDown(int key)
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{
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if(key == KEY_SPACE)
{
log_error("(this is just for testing errors)");
return;
}
if(key == KEY_ENTER)
{
log_warning("(this is just for testing warning)");
return;
}
log_info("key down: %i", key);
if(key == KEY_LEFT)
{
leftDown = true;
}
if(key == KEY_RIGHT)
{
rightDown = true;
}
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}
ORCA_EXPORT void OnKeyUp(int key)
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{
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if(key == KEY_ENTER || key == KEY_SPACE)
{
return;
}
log_info("key up: %i", key);
if(key == KEY_LEFT)
{
leftDown = false;
}
if(key == KEY_RIGHT)
{
rightDown = false;
}
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}
ORCA_EXPORT void OnFrameRefresh(void)
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{
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f32 aspect = frameSize.x/frameSize.y;
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if(leftDown)
{
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paddle.x -= 10;
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}
else if(rightDown)
{
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paddle.x += 10;
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}
paddle.x = Clamp(paddle.x, 0, frameSize.x - paddle.w);
ball.x += velocity.x;
ball.y += velocity.y;
ball.x = Clamp(ball.x, 0, frameSize.x - ball.w);
ball.y = Clamp(ball.y, 0, frameSize.y - ball.h);
if(ball.x + ball.w >= frameSize.x)
{
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velocity.x = -velocity.x;
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}
if(ball.x <= 0)
{
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velocity.x = -velocity.x;
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}
if(ball.y + ball.h >= frameSize.y)
{
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velocity.y = -velocity.y;
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}
if(ball.y <= paddle.y + paddle.h
&& ball.x+ball.w >= paddle.x
&& ball.x <= paddle.x + paddle.w
&& velocity.y < 0)
{
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velocity.y *= -1;
ball.y = paddle.y + paddle.h;
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log_info("PONG!");
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}
if(ball.y <= 0)
{
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ball.x = frameSize.x/2. - ball.w;
ball.y = frameSize.y/2. - ball.h;
}
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for (int i = 0; i < NUM_BLOCKS; i++) {
if (blockHealth[i] <= 0) {
continue;
}
mp_rect r = blockRect(i);
int result = checkCollision(r);
if (result) {
log_info("Collision! direction=%d", result);
blockHealth[i] -= 1;
f32 vx = velocity.x;
f32 vy = velocity.y;
switch (result) {
case 1:
case 5:
velocity.y = -vy;
break;
case 3:
case 7:
velocity.x = -vx;
break;
case 2:
case 6:
velocity.x = -vy;
velocity.y = -vx;
break;
case 4:
case 8:
velocity.x = vy;
velocity.y = vx;
break;
}
}
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}
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mg_canvas_set_current(canvas);
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mg_set_color_rgba(10.0f/255.0f, 31.0f/255.0f, 72.0f/255.0f, 1);
mg_clear();
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mg_mat2x3 transform = {1, 0, 0,
0, -1, frameSize.y};
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mg_matrix_push(transform);
{
mg_set_color_rgba(0.9, 0.9, 0.9, 1);
for (int i = 0; i < NUM_BLOCKS; i++) {
if (blockHealth[i] <= 0) {
continue;
}
mp_rect r = blockRect(i);
mg_rectangle_fill(r.x, r.y, r.w, r.h);
}
mg_image_draw(paddleImage, paddle);
mg_image_draw(ballImage, ball);
}
mg_matrix_pop();
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mg_set_color_rgba(0, 0, 0, 1);
mg_set_font(pongFont);
mg_set_font_size(14);
mg_move_to(10, 20);
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str8 text = str8_pushf(mem_scratch(),
"wahoo I'm did a text. ball is at x = %f, y = %f",
ball.x, ball.y
);
mg_text_outlines(text);
mg_fill();
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mg_surface_prepare(surface);
mg_render(surface, canvas);
mg_surface_present(surface);
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}
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mp_rect blockRect(int i) {
int row = i / NUM_BLOCKS_PER_ROW;
int col = i % NUM_BLOCKS_PER_ROW;
return (mp_rect){
BLOCKS_PADDING + (BLOCKS_PADDING + BLOCK_WIDTH) * col,
BLOCKS_BOTTOM + (BLOCKS_PADDING + BLOCK_HEIGHT) * row,
BLOCK_WIDTH,
BLOCK_HEIGHT
};
}
// Returns a cardinal direction 1-8 for the collision with the block, or zero
// if no collision. 1 is straight up and directions proceed clockwise.
int checkCollision(mp_rect block) {
// Note that all the logic for this game has the origin in the bottom left.
f32 ballx2 = ball.x + ball.w;
f32 bally2 = ball.y + ball.h;
f32 blockx2 = block.x + block.w;
f32 blocky2 = block.y + block.h;
if (
ballx2 < block.x
|| blockx2 < ball.x
|| bally2 < block.y
|| blocky2 < ball.y
) {
// Ball is fully outside block
return 0;
}
// if (
// (block.x <= ball.x && ballx2 <= blockx2)
// && (block.y <= ball.y && bally2 <= blocky2)
// ) {
// // Ball is fully inside block; do not consider as a collision
// return 0;
// }
// If moving right, the ball can bounce off its top right corner, right
// side, or bottom right corner. Corner bounces occur if the block's bottom
// left corner is in the ball's top right quadrant, or if the block's top
// left corner is in the ball's bottom left quadrant. Otherwise, an edge
// bounce occurs if the block's left edge falls in either of the ball's
// right quadrants.
//
// This logic generalizes to other directions.
//
// We assume significant tunneling can't happen.
vec2 ballCenter = (vec2){ball.x + ball.w/2, ball.y + ball.h/2};
vec2 blockCenter = (vec2){block.x + block.w/2, block.y + block.h/2};
// Moving right
if (velocity.x > 0) {
// Ball's top right corner
if (
ballCenter.x <= block.x && block.x <= ballx2
&& ballCenter.y <= block.y && block.y <= bally2
) { return 2; }
// Ball's bottom right corner
if (
ballCenter.x <= block.x && block.x <= ballx2
&& ball.y <= blocky2 && blocky2 <= ballCenter.y
) { return 4; }
// Ball's right edge
if (
ballCenter.x <= block.x && block.x <= ballx2
) { return 3; }
}
// Moving up
if (velocity.y > 0) {
// Ball's top left corner
if (
ball.x <= blockx2 && blockx2 <= ballCenter.x
&& ballCenter.y <= block.y && block.y <= bally2
) { return 8; }
// Ball's top right corner
if (
ballCenter.x <= block.x && block.x <= ballx2
&& ballCenter.y <= block.y && block.y <= bally2
) { return 2; }
// Ball's top edge
if (
ballCenter.y <= block.y && block.y <= bally2
) { return 1; }
}
// Moving left
if (velocity.x < 0) {
// Ball's bottom left corner
if (
ball.x <= blockx2 && blockx2 <= ballCenter.x
&& ball.y <= blocky2 && blocky2 <= ballCenter.y
) { return 6; }
// Ball's top left corner
if (
ball.x <= blockx2 && blockx2 <= ballCenter.x
&& ballCenter.y <= block.y && block.y <= bally2
) { return 8; }
// Ball's left edge
if (
ball.x <= blockx2 && blockx2 <= ballCenter.x
) { return 7; }
}
// Moving down
if (velocity.y < 0) {
// Ball's bottom right corner
if (
ballCenter.x <= block.x && block.x <= ballx2
&& ball.y <= blocky2 && blocky2 <= ballCenter.y
) { return 4; }
// Ball's bottom left corner
if (
ball.x <= blockx2 && blockx2 <= ballCenter.x
&& ball.y <= blocky2 && blocky2 <= ballCenter.y
) { return 6; }
// Ball's bottom edge
if (
ball.y <= blocky2 && blocky2 <= ballCenter.y
) { return 5; }
}
return 0;
}