tweak pong main.c to keep matrix formatting

This commit is contained in:
Reuben Dunnington 2023-08-14 11:53:12 -07:00
parent aa09da6f20
commit 69860792df
Signed by: rdunnington
GPG Key ID: 4EC5290E704FD482
1 changed files with 136 additions and 108 deletions

View File

@ -13,13 +13,13 @@ const f32 BLOCK_WIDTH = (BLOCKS_WIDTH - ((NUM_BLOCKS_PER_ROW + 1) * BLOCKS_PADDI
#define PADDLE_MAX_LAUNCH_ANGLE 0.7f
const mg_color paddleColor = {1, 0, 0, 1};
mp_rect paddle = {300, 50, 200, 24};
const mg_color paddleColor = { 1, 0, 0, 1 };
mp_rect paddle = { 300, 50, 200, 24 };
const mg_color ballColor = {1, 1, 0, 1};
mp_rect ball = {200, 200, 20, 20};
const mg_color ballColor = { 1, 1, 0, 1 };
mp_rect ball = { 200, 200, 20, 20 };
vec2 velocity = {5, 5};
vec2 velocity = { 5, 5 };
// This is upside down from how it will actually be drawn.
int blockHealth[NUM_BLOCKS] = {
@ -28,10 +28,10 @@ int blockHealth[NUM_BLOCKS] = {
2, 2, 2, 2, 2, 2, 2,
2, 2, 2, 2, 2, 2, 2,
3, 3, 3, 3, 3, 3, 3,
3, 3, 3, 3, 3, 3, 3,
3, 3, 3, 3, 3, 3, 3
};
vec2 frameSize = {100, 100};
vec2 frameSize = { 100, 100 };
bool leftDown = false;
bool rightDown = false;
@ -49,7 +49,8 @@ int checkCollision(mp_rect block);
mg_mat2x3 flipY(mp_rect r);
mg_mat2x3 flipYAt(vec2 pos);
str8 loadFile(mem_arena* arena, str8 filename) {
str8 loadFile(mem_arena* arena, str8 filename)
{
file_handle file = file_open(filename, FILE_ACCESS_READ, 0);
if(file_last_error(file) != IO_OK)
{
@ -73,23 +74,23 @@ ORCA_EXPORT void OnInit(void)
if(mg_image_is_nil(waterImage))
{
log_error("couldn't load water image\n");
log_error("couldn't load water image\n");
}
if(mg_image_is_nil(ballImage))
{
log_error("couldn't load ball image\n");
log_error("couldn't load ball image\n");
}
if(mg_image_is_nil(paddleImage))
{
log_error("couldn't load paddle image\n");
log_error("couldn't load paddle image\n");
}
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};
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);
@ -153,7 +154,7 @@ ORCA_EXPORT void OnKeyUp(int key)
ORCA_EXPORT void OnFrameRefresh(void)
{
f32 aspect = frameSize.x/frameSize.y;
f32 aspect = frameSize.x / frameSize.y;
if(leftDown)
{
@ -170,25 +171,25 @@ ORCA_EXPORT void OnFrameRefresh(void)
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) {
if(ball.x + ball.w >= frameSize.x)
{
velocity.x = -velocity.x;
}
if (ball.x <= 0) {
if(ball.x <= 0)
{
velocity.x = -velocity.x;
}
if (ball.y + ball.h >= frameSize.y) {
if(ball.y + ball.h >= frameSize.y)
{
velocity.y = -velocity.y;
}
if (
ball.y <= paddle.y + paddle.h
&& ball.x+ball.w >= paddle.x
&& ball.x <= paddle.x + paddle.w
&& velocity.y < 0
) {
f32 t = ((ball.x + ball.w/2) - paddle.x) / paddle.w;
if(
ball.y <= paddle.y + paddle.h && ball.x + ball.w >= paddle.x && ball.x <= paddle.x + paddle.w && velocity.y < 0)
{
f32 t = ((ball.x + ball.w / 2) - paddle.x) / paddle.w;
f32 launchAngle = lerp(-PADDLE_MAX_LAUNCH_ANGLE, PADDLE_MAX_LAUNCH_ANGLE, t);
f32 speed = sqrtf(velocity.x*velocity.x + velocity.y*velocity.y);
f32 speed = sqrtf(velocity.x * velocity.x + velocity.y * velocity.y);
velocity = (vec2){
sinf(launchAngle) * speed,
cosf(launchAngle) * speed,
@ -198,26 +199,31 @@ ORCA_EXPORT void OnFrameRefresh(void)
log_info("PONG!");
}
if (ball.y <= 0) {
ball.x = frameSize.x/2. - ball.w;
ball.y = frameSize.y/2. - ball.h;
if(ball.y <= 0)
{
ball.x = frameSize.x / 2. - ball.w;
ball.y = frameSize.y / 2. - ball.h;
}
for (int i = 0; i < NUM_BLOCKS; i++) {
if (blockHealth[i] <= 0) {
for(int i = 0; i < NUM_BLOCKS; i++)
{
if(blockHealth[i] <= 0)
{
continue;
}
mp_rect r = blockRect(i);
int result = checkCollision(r);
if (result) {
if(result)
{
log_info("Collision! direction=%d", result);
blockHealth[i] -= 1;
f32 vx = velocity.x;
f32 vy = velocity.y;
switch (result) {
switch(result)
{
case 1:
case 5:
velocity.y = -vy;
@ -238,42 +244,42 @@ ORCA_EXPORT void OnFrameRefresh(void)
break;
}
}
}
mg_canvas_set_current(canvas);
mg_set_color_rgba(10.0f/255.0f, 31.0f/255.0f, 72.0f/255.0f, 1);
mg_set_color_rgba(10.0f / 255.0f, 31.0f / 255.0f, 72.0f / 255.0f, 1);
mg_clear();
mg_image_draw(waterImage, (mp_rect){0, 0, frameSize.x, frameSize.y});
mg_image_draw(waterImage, (mp_rect){ 0, 0, frameSize.x, frameSize.y });
mg_mat2x3 yUp = {
1, 0, 0,
0, -1, frameSize.y,
0, -1, frameSize.y
};
mg_matrix_push(yUp);
{
for (int i = 0; i < NUM_BLOCKS; i++) {
if (blockHealth[i] <= 0) {
for(int i = 0; i < NUM_BLOCKS; i++)
{
if(blockHealth[i] <= 0)
{
continue;
}
mp_rect r = blockRect(i);
mg_set_color_rgba(0, 0, 0, 0.2);
mg_rounded_rectangle_fill(r.x, r.y-2, r.w, r.h, 4);
mg_rounded_rectangle_fill(r.x, r.y - 2, r.w, r.h, 4);
mg_set_color_rgba(0.9, 0.9, 0.9, 1);
mg_rounded_rectangle_fill(r.x, r.y, r.w, r.h, 4);
int fontSize = 18;
str8 text = str8_pushf(mem_scratch(),
"%d", blockHealth[i]
);
"%d", blockHealth[i]);
mp_rect textRect = mg_text_bounding_box(pongFont, fontSize, text);
vec2 textPos = {
r.x + r.w/2 - textRect.w/2,
r.x + r.w / 2 - textRect.w / 2,
r.y + 9, // TODO: mg_text_bounding_box is returning extremely wack results for height.
};
@ -305,7 +311,8 @@ ORCA_EXPORT void OnFrameRefresh(void)
mg_surface_present(surface);
}
mp_rect blockRect(int i) {
mp_rect blockRect(int i)
{
int row = i / NUM_BLOCKS_PER_ROW;
int col = i % NUM_BLOCKS_PER_ROW;
return (mp_rect){
@ -318,7 +325,8 @@ mp_rect blockRect(int i) {
// 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) {
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;
@ -326,12 +334,9 @@ int checkCollision(mp_rect block) {
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
) {
if(
ballx2 < block.x || blockx2 < ball.x || bally2 < block.y || blocky2 < ball.y)
{
// Ball is fully outside block
return 0;
}
@ -355,106 +360,129 @@ int checkCollision(mp_rect block) {
//
// 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};
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) {
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; }
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; }
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; }
if(
ballCenter.x <= block.x && block.x <= ballx2)
{
return 3;
}
}
// Moving up
if (velocity.y > 0) {
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; }
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; }
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; }
if(
ballCenter.y <= block.y && block.y <= bally2)
{
return 1;
}
}
// Moving left
if (velocity.x < 0) {
if(velocity.x < 0)
{
// Ball's bottom left corner
if (
ball.x <= blockx2 && blockx2 <= ballCenter.x
&& ball.y <= blocky2 && blocky2 <= ballCenter.y
) { return 6; }
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; }
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; }
if(
ball.x <= blockx2 && blockx2 <= ballCenter.x)
{
return 7;
}
}
// Moving down
if (velocity.y < 0) {
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; }
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; }
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; }
if(
ball.y <= blocky2 && blocky2 <= ballCenter.y)
{
return 5;
}
}
return 0;
}
f32 lerp(f32 a, f32 b, f32 t) {
f32 lerp(f32 a, f32 b, f32 t)
{
return (1 - t) * a + t * b;
}
mg_mat2x3 flipY(mp_rect r) {
mg_mat2x3 flipY(mp_rect r)
{
return (mg_mat2x3){
1, 0, 0,
0, -1, 2 * r.y + r.h,
0, -1, 2 * r.y + r.h
};
}
mg_mat2x3 flipYAt(vec2 pos) {
mg_mat2x3 flipYAt(vec2 pos)
{
return (mg_mat2x3){
1, 0, 0,
0, -1, 2 * pos.y,
0, -1, 2 * pos.y
};
}