#include #include #define NUM_BLOCKS_PER_ROW 7 #define NUM_BLOCKS 42 // 7 * 6 #define NUM_BLOCKS_TO_WIN (NUM_BLOCKS - 2) #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; #define PADDLE_MAX_LAUNCH_ANGLE 0.7f const oc_color paddleColor = { 1, 0, 0, 1 }; oc_rect paddle = { 300, 50, 200, 24 }; const oc_color ballColor = { 1, 1, 0, 1 }; oc_rect ball = { 200, 200, 20, 20 }; oc_vec2 velocity = { 5, 5 }; // This is upside down from how it will actually be drawn. int blockHealth[NUM_BLOCKS] = { 0, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 1, 1, 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 }; int score = 0; oc_vec2 frameSize = { 100, 100 }; bool leftDown = false; bool rightDown = false; oc_surface surface; oc_canvas canvas; oc_image waterImage; oc_image ballImage; oc_image paddleImage; oc_font pongFont; f32 lerp(f32 a, f32 b, f32 t); oc_rect blockRect(int i); int checkCollision(oc_rect block); oc_mat2x3 flipY(oc_rect r); oc_mat2x3 flipYAt(oc_vec2 pos); oc_str8 loadFile(oc_arena* arena, oc_str8 filename) { oc_file file = oc_file_open(filename, OC_FILE_ACCESS_READ, 0); if(oc_file_last_error(file) != OC_IO_OK) { oc_log_error("Couldn't open file %s\n", oc_str8_to_cstring(oc_scratch(), filename)); } u64 size = oc_file_size(file); char* buffer = oc_arena_push(arena, size); oc_file_read(file, size, buffer); oc_file_close(file); return oc_str8_from_buffer(size, buffer); } ORCA_EXPORT void oc_on_init(void) { surface = oc_surface_canvas(); canvas = oc_canvas_create(); waterImage = oc_image_create_from_memory(surface, loadFile(oc_scratch(), OC_STR8("/underwater.jpg")), false); ballImage = oc_image_create_from_memory(surface, loadFile(oc_scratch(), OC_STR8("/ball.png")), false); paddleImage = oc_image_create_from_memory(surface, loadFile(oc_scratch(), OC_STR8("/wall.png")), false); if(oc_image_is_nil(waterImage)) { oc_log_error("couldn't load water image\n"); } if(oc_image_is_nil(ballImage)) { oc_log_error("couldn't load ball image\n"); } if(oc_image_is_nil(paddleImage)) { oc_log_error("couldn't load paddle image\n"); } oc_str8 fontStr = loadFile(oc_scratch(), OC_STR8("/Literata-SemiBoldItalic.ttf")); oc_unicode_range ranges[5] = { OC_UNICODE_BASIC_LATIN, OC_UNICODE_C1_CONTROLS_AND_LATIN_1_SUPPLEMENT, OC_UNICODE_LATIN_EXTENDED_A, OC_UNICODE_LATIN_EXTENDED_B, OC_UNICODE_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 = oc_font_create_from_memory(fontStr, 5, ranges); oc_arena_clear(oc_scratch()); } ORCA_EXPORT void oc_on_terminate(void) { if(score == NUM_BLOCKS_TO_WIN) { oc_log_info("you win!\n"); } else { oc_log_info("goodbye world!\n"); } } ORCA_EXPORT void oc_on_resize(u32 width, u32 height) { oc_log_info("frame resize %u, %u", width, height); frameSize.x = width; frameSize.y = height; } ORCA_EXPORT void oc_on_mouse_down(int button) { oc_log_info("mouse down!"); } ORCA_EXPORT void oc_on_key_down(int key) { if(key == OC_KEY_SPACE) { oc_log_error("(this is just for testing errors)"); return; } if(key == OC_KEY_ENTER) { oc_log_warning("(this is just for testing warning)"); return; } oc_log_info("key down: %i", key); if(key == OC_KEY_LEFT) { leftDown = true; } if(key == OC_KEY_RIGHT) { rightDown = true; } } ORCA_EXPORT void oc_on_key_up(int key) { if(key == OC_KEY_ENTER || key == OC_KEY_SPACE) { return; } oc_log_info("key up: %i", key); if(key == OC_KEY_LEFT) { leftDown = false; } if(key == OC_KEY_RIGHT) { rightDown = false; } } ORCA_EXPORT void oc_on_frame_refresh(void) { f32 aspect = frameSize.x / frameSize.y; if(leftDown) { paddle.x -= 10; } else if(rightDown) { paddle.x += 10; } paddle.x = oc_clamp(paddle.x, 0, frameSize.x - paddle.w); ball.x += velocity.x; ball.y += velocity.y; ball.x = oc_clamp(ball.x, 0, frameSize.x - ball.w); ball.y = oc_clamp(ball.y, 0, frameSize.y - ball.h); if(ball.x + ball.w >= frameSize.x) { velocity.x = -velocity.x; } if(ball.x <= 0) { velocity.x = -velocity.x; } 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; f32 launchAngle = lerp(-PADDLE_MAX_LAUNCH_ANGLE, PADDLE_MAX_LAUNCH_ANGLE, t); f32 speed = sqrtf(velocity.x * velocity.x + velocity.y * velocity.y); velocity = (oc_vec2){ sinf(launchAngle) * speed, cosf(launchAngle) * speed, }; ball.y = paddle.y + paddle.h; oc_log_info("PONG!"); } 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) { continue; } oc_rect r = blockRect(i); int result = checkCollision(r); if(result) { oc_log_info("Collision! direction=%d", result); blockHealth[i] -= 1; if(blockHealth[i] == 0) { ++score; } 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; } } } if(score == NUM_BLOCKS_TO_WIN) { oc_request_quit(); } oc_canvas_set_current(canvas); oc_set_color_rgba(10.0f / 255.0f, 31.0f / 255.0f, 72.0f / 255.0f, 1); oc_clear(); oc_image_draw(waterImage, (oc_rect){ 0, 0, frameSize.x, frameSize.y }); oc_mat2x3 yUp = { 1, 0, 0, 0, -1, frameSize.y }; oc_matrix_push(yUp); { for(int i = 0; i < NUM_BLOCKS; i++) { if(blockHealth[i] <= 0) { continue; } oc_rect r = blockRect(i); oc_set_color_rgba(0, 0, 0, 0.2); oc_rounded_rectangle_fill(r.x, r.y - 2, r.w, r.h, 4); oc_set_color_rgba(0.9, 0.9, 0.9, 1); oc_rounded_rectangle_fill(r.x, r.y, r.w, r.h, 4); int fontSize = 18; oc_str8 text = oc_str8_pushf(oc_scratch(), "%d", blockHealth[i]); oc_rect textRect = oc_text_bounding_box(pongFont, fontSize, text); oc_vec2 textPos = { r.x + r.w / 2 - textRect.w / 2, r.y + 9, // TODO: oc_text_bounding_box is returning extremely wack results for height. }; oc_set_color_rgba(0, 0, 0, 1); oc_set_font(pongFont); oc_set_font_size(18); oc_move_to(textPos.x, textPos.y); oc_matrix_push(flipYAt(textPos)); { oc_text_outlines(text); oc_fill(); } oc_matrix_pop(); } oc_set_color_rgba(0.9, 0.9, 0.9, 1); oc_rounded_rectangle_fill(paddle.x, paddle.y, paddle.w, paddle.h, 4); oc_matrix_push(flipY(ball)); { oc_image_draw(ballImage, ball); } oc_matrix_pop(); // draw score text { oc_move_to(10, 10); oc_str8 text = oc_str8_pushf(oc_scratch(), "Destroy all %d blocks to win! Current score: %d", NUM_BLOCKS_TO_WIN, score); oc_rect textRect = oc_text_bounding_box(pongFont, 20, text); oc_vec2 textPos = { 10, 10 }; oc_matrix_push(flipYAt(textPos)); { oc_text_outlines(text); oc_fill(); } oc_matrix_pop(); } } oc_matrix_pop(); oc_surface_select(surface); oc_render(surface, canvas); oc_surface_present(surface); } oc_rect blockRect(int i) { int row = i / NUM_BLOCKS_PER_ROW; int col = i % NUM_BLOCKS_PER_ROW; return (oc_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(oc_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. oc_vec2 ballCenter = (oc_vec2){ ball.x + ball.w / 2, ball.y + ball.h / 2 }; oc_vec2 blockCenter = (oc_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; } f32 lerp(f32 a, f32 b, f32 t) { return (1 - t) * a + t * b; } oc_mat2x3 flipY(oc_rect r) { return (oc_mat2x3){ 1, 0, 0, 0, -1, 2 * r.y + r.h }; } oc_mat2x3 flipYAt(oc_vec2 pos) { return (oc_mat2x3){ 1, 0, 0, 0, -1, 2 * pos.y }; }