475 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			C
		
	
	
	
			
		
		
	
	
			475 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			C
		
	
	
	
| #include <math.h>
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| 
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| #include <orca.h>
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| 
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| #define NUM_BLOCKS_PER_ROW 7
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| #define NUM_BLOCKS 42 // 7 * 6
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| 
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| #define BLOCKS_WIDTH 810.0f
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| #define BLOCK_HEIGHT 30.0f
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| #define BLOCKS_PADDING 15.0f
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| #define BLOCKS_BOTTOM 300.0f
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| const f32 BLOCK_WIDTH = (BLOCKS_WIDTH - ((NUM_BLOCKS_PER_ROW + 1) * BLOCKS_PADDING)) / NUM_BLOCKS_PER_ROW;
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| 
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| #define PADDLE_MAX_LAUNCH_ANGLE 0.7f
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| 
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| const oc_color paddleColor = { 1, 0, 0, 1 };
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| oc_rect paddle = { 300, 50, 200, 24 };
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| 
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| const oc_color ballColor = { 1, 1, 0, 1 };
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| oc_rect ball = { 200, 200, 20, 20 };
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| 
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| oc_vec2 velocity = { 5, 5 };
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| 
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| // This is upside down from how it will actually be drawn.
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| int blockHealth[NUM_BLOCKS] = {
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|     0, 1, 1, 1, 1, 1, 0,
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|     1, 1, 1, 1, 1, 1, 1,
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|     2, 2, 2, 2, 2, 2, 2,
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|     2, 2, 2, 2, 2, 2, 2,
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|     3, 3, 3, 3, 3, 3, 3,
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|     3, 3, 3, 3, 3, 3, 3
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| };
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| 
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| oc_vec2 frameSize = { 100, 100 };
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| 
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| bool leftDown = false;
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| bool rightDown = false;
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| 
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| oc_surface surface;
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| oc_canvas canvas;
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| oc_image waterImage;
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| oc_image ballImage;
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| oc_image paddleImage;
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| oc_font pongFont;
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| 
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| f32 lerp(f32 a, f32 b, f32 t);
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| oc_rect blockRect(int i);
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| int checkCollision(oc_rect block);
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| oc_mat2x3 flipY(oc_rect r);
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| oc_mat2x3 flipYAt(oc_vec2 pos);
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| 
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| oc_str8 loadFile(oc_arena* arena, oc_str8 filename)
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| {
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|     oc_file file = oc_file_open(filename, OC_FILE_ACCESS_READ, 0);
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|     if(oc_file_last_error(file) != OC_IO_OK)
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|     {
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|         oc_log_error("Couldn't open file %s\n", oc_str8_to_cstring(oc_scratch(), filename));
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|     }
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|     u64 size = oc_file_size(file);
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|     char* buffer = oc_arena_push(arena, size);
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|     oc_file_read(file, size, buffer);
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|     oc_file_close(file);
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|     return oc_str8_from_buffer(size, buffer);
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| }
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| 
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| ORCA_EXPORT void oc_on_init(void)
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| {
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|     surface = oc_surface_canvas();
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|     canvas = oc_canvas_create();
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| 
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|     waterImage = oc_image_create_from_memory(surface, loadFile(oc_scratch(), OC_STR8("/underwater.jpg")), false);
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|     ballImage = oc_image_create_from_memory(surface, loadFile(oc_scratch(), OC_STR8("/ball.png")), false);
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|     paddleImage = oc_image_create_from_memory(surface, loadFile(oc_scratch(), OC_STR8("/wall.png")), false);
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| 
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|     if(oc_image_is_nil(waterImage))
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|     {
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|         oc_log_error("couldn't load water image\n");
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|     }
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|     if(oc_image_is_nil(ballImage))
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|     {
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|         oc_log_error("couldn't load ball image\n");
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|     }
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|     if(oc_image_is_nil(paddleImage))
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|     {
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|         oc_log_error("couldn't load paddle image\n");
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|     }
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| 
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|     oc_str8 fontStr = loadFile(oc_scratch(), OC_STR8("/Literata-SemiBoldItalic.ttf"));
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|     oc_unicode_range ranges[5] = { OC_UNICODE_BASIC_LATIN,
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|                                    OC_UNICODE_C1_CONTROLS_AND_LATIN_1_SUPPLEMENT,
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|                                    OC_UNICODE_LATIN_EXTENDED_A,
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|                                    OC_UNICODE_LATIN_EXTENDED_B,
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|                                    OC_UNICODE_SPECIALS };
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|     // NOTE(ben): Weird that images are "create from data" but fonts are "create from memory"
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|     // TODO: Decide whether we're using strings or explicit pointer + length
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|     pongFont = oc_font_create_from_memory(fontStr, 5, ranges);
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| 
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|     oc_arena_clear(oc_scratch());
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| }
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| 
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| ORCA_EXPORT void oc_on_resize(u32 width, u32 height)
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| {
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|     oc_log_info("frame resize %u, %u", width, height);
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|     frameSize.x = width;
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|     frameSize.y = height;
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| }
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| 
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| ORCA_EXPORT void oc_on_mouse_down(int button)
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| {
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|     oc_log_info("mouse down!");
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| }
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| 
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| ORCA_EXPORT void oc_on_key_down(int key)
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| {
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|     if(key == OC_KEY_SPACE)
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|     {
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|         oc_log_error("(this is just for testing errors)");
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|         return;
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|     }
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|     if(key == OC_KEY_ENTER)
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|     {
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|         oc_log_warning("(this is just for testing warning)");
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|         return;
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|     }
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| 
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|     oc_log_info("key down: %i", key);
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|     if(key == OC_KEY_LEFT)
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|     {
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|         leftDown = true;
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|     }
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|     if(key == OC_KEY_RIGHT)
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|     {
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|         rightDown = true;
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|     }
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| }
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| 
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| ORCA_EXPORT void oc_on_key_up(int key)
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| {
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|     if(key == OC_KEY_ENTER || key == OC_KEY_SPACE)
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|     {
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|         return;
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|     }
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| 
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|     oc_log_info("key up: %i", key);
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|     if(key == OC_KEY_LEFT)
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|     {
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|         leftDown = false;
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|     }
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|     if(key == OC_KEY_RIGHT)
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|     {
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|         rightDown = false;
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|     }
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| }
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| 
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| ORCA_EXPORT void oc_on_frame_refresh(void)
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| {
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|     f32 aspect = frameSize.x / frameSize.y;
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| 
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|     if(leftDown)
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|     {
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|         paddle.x -= 10;
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|     }
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|     else if(rightDown)
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|     {
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|         paddle.x += 10;
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|     }
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|     paddle.x = oc_clamp(paddle.x, 0, frameSize.x - paddle.w);
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| 
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|     ball.x += velocity.x;
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|     ball.y += velocity.y;
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|     ball.x = oc_clamp(ball.x, 0, frameSize.x - ball.w);
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|     ball.y = oc_clamp(ball.y, 0, frameSize.y - ball.h);
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| 
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|     if(ball.x + ball.w >= frameSize.x)
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|     {
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|         velocity.x = -velocity.x;
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|     }
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|     if(ball.x <= 0)
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|     {
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|         velocity.x = -velocity.x;
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|     }
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|     if(ball.y + ball.h >= frameSize.y)
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|     {
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|         velocity.y = -velocity.y;
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|     }
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| 
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|     if(
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|         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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|     {
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|         f32 t = ((ball.x + ball.w / 2) - paddle.x) / paddle.w;
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|         f32 launchAngle = lerp(-PADDLE_MAX_LAUNCH_ANGLE, PADDLE_MAX_LAUNCH_ANGLE, t);
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|         f32 speed = sqrtf(velocity.x * velocity.x + velocity.y * velocity.y);
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|         velocity = (oc_vec2){
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|             sinf(launchAngle) * speed,
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|             cosf(launchAngle) * speed,
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|         };
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|         ball.y = paddle.y + paddle.h;
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| 
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|         oc_log_info("PONG!");
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|     }
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| 
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|     if(ball.y <= 0)
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|     {
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|         ball.x = frameSize.x / 2. - ball.w;
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|         ball.y = frameSize.y / 2. - ball.h;
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|     }
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| 
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|     for(int i = 0; i < NUM_BLOCKS; i++)
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|     {
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|         if(blockHealth[i] <= 0)
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|         {
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|             continue;
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|         }
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| 
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|         oc_rect r = blockRect(i);
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|         int result = checkCollision(r);
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|         if(result)
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|         {
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|             oc_log_info("Collision! direction=%d", result);
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|             blockHealth[i] -= 1;
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| 
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|             f32 vx = velocity.x;
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|             f32 vy = velocity.y;
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| 
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|             switch(result)
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|             {
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|                 case 1:
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|                 case 5:
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|                     velocity.y = -vy;
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|                     break;
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|                 case 3:
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|                 case 7:
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|                     velocity.x = -vx;
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|                     break;
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|                 case 2:
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|                 case 6:
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|                     velocity.x = -vy;
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|                     velocity.y = -vx;
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|                     break;
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|                 case 4:
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|                 case 8:
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|                     velocity.x = vy;
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|                     velocity.y = vx;
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|                     break;
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|             }
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|         }
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|     }
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| 
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|     oc_canvas_set_current(canvas);
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| 
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|     oc_set_color_rgba(10.0f / 255.0f, 31.0f / 255.0f, 72.0f / 255.0f, 1);
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|     oc_clear();
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| 
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|     oc_image_draw(waterImage, (oc_rect){ 0, 0, frameSize.x, frameSize.y });
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| 
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|     oc_mat2x3 yUp = {
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|         1, 0, 0,
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|         0, -1, frameSize.y
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|     };
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| 
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|     oc_matrix_push(yUp);
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|     {
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|         for(int i = 0; i < NUM_BLOCKS; i++)
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|         {
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|             if(blockHealth[i] <= 0)
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|             {
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|                 continue;
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|             }
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| 
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|             oc_rect r = blockRect(i);
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|             oc_set_color_rgba(0, 0, 0, 0.2);
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|             oc_rounded_rectangle_fill(r.x, r.y - 2, r.w, r.h, 4);
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|             oc_set_color_rgba(0.9, 0.9, 0.9, 1);
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|             oc_rounded_rectangle_fill(r.x, r.y, r.w, r.h, 4);
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| 
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|             int fontSize = 18;
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|             oc_str8 text = oc_str8_pushf(oc_scratch(),
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|                                          "%d", blockHealth[i]);
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|             oc_rect textRect = oc_text_bounding_box(pongFont, fontSize, text);
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| 
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|             oc_vec2 textPos = {
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|                 r.x + r.w / 2 - textRect.w / 2,
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|                 r.y + 9, // TODO: oc_text_bounding_box is returning extremely wack results for height.
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|             };
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| 
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|             oc_set_color_rgba(0, 0, 0, 1);
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|             oc_set_font(pongFont);
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|             oc_set_font_size(18);
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|             oc_move_to(textPos.x, textPos.y);
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|             oc_matrix_push(flipYAt(textPos));
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|             {
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|                 oc_text_outlines(text);
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|                 oc_fill();
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|             }
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|             oc_matrix_pop();
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|         }
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| 
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|         oc_set_color_rgba(0.9, 0.9, 0.9, 1);
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|         oc_rounded_rectangle_fill(paddle.x, paddle.y, paddle.w, paddle.h, 4);
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| 
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|         oc_matrix_push(flipY(ball));
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|         {
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|             oc_image_draw(ballImage, ball);
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|         }
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|         oc_matrix_pop();
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|     }
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|     oc_matrix_pop();
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| 
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|     oc_surface_select(surface);
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|     oc_render(surface, canvas);
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|     oc_surface_present(surface);
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| }
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| 
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| oc_rect blockRect(int i)
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| {
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|     int row = i / NUM_BLOCKS_PER_ROW;
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|     int col = i % NUM_BLOCKS_PER_ROW;
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|     return (oc_rect){
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|         BLOCKS_PADDING + (BLOCKS_PADDING + BLOCK_WIDTH) * col,
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|         BLOCKS_BOTTOM + (BLOCKS_PADDING + BLOCK_HEIGHT) * row,
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|         BLOCK_WIDTH,
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|         BLOCK_HEIGHT
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|     };
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| }
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| 
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| // Returns a cardinal direction 1-8 for the collision with the block, or zero
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| // if no collision. 1 is straight up and directions proceed clockwise.
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| int checkCollision(oc_rect block)
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| {
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|     // Note that all the logic for this game has the origin in the bottom left.
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| 
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|     f32 ballx2 = ball.x + ball.w;
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|     f32 bally2 = ball.y + ball.h;
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|     f32 blockx2 = block.x + block.w;
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|     f32 blocky2 = block.y + block.h;
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| 
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|     if(ballx2 < block.x || blockx2 < ball.x || bally2 < block.y || blocky2 < ball.y)
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|     {
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|         // Ball is fully outside block
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|         return 0;
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|     }
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| 
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|     // if ((block.x <= ball.x && ballx2 <= blockx2)
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|     //     && (block.y <= ball.y && bally2 <= blocky2))
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|     // {
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|     //     // Ball is fully inside block; do not consider as a collision
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|     //     return 0;
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|     // }
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| 
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|     // If moving right, the ball can bounce off its top right corner, right
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|     // side, or bottom right corner. Corner bounces occur if the block's bottom
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|     // left corner is in the ball's top right quadrant, or if the block's top
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|     // left corner is in the ball's bottom left quadrant. Otherwise, an edge
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|     // bounce occurs if the block's left edge falls in either of the ball's
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|     // right quadrants.
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|     //
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|     // This logic generalizes to other directions.
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|     //
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|     // We assume significant tunneling can't happen.
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| 
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|     oc_vec2 ballCenter = (oc_vec2){ ball.x + ball.w / 2, ball.y + ball.h / 2 };
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|     oc_vec2 blockCenter = (oc_vec2){ block.x + block.w / 2, block.y + block.h / 2 };
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| 
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|     // Moving right
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|     if(velocity.x > 0)
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|     {
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|         // Ball's top right corner
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|         if(ballCenter.x <= block.x && block.x <= ballx2 && ballCenter.y <= block.y && block.y <= bally2)
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|         {
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|             return 2;
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|         }
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| 
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|         // Ball's bottom right corner
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|         if(ballCenter.x <= block.x && block.x <= ballx2 && ball.y <= blocky2 && blocky2 <= ballCenter.y)
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|         {
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|             return 4;
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|         }
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| 
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|         // Ball's right edge
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|         if(ballCenter.x <= block.x && block.x <= ballx2)
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|         {
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|             return 3;
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|         }
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|     }
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| 
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|     // Moving up
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|     if(velocity.y > 0)
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|     {
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|         // Ball's top left corner
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|         if(ball.x <= blockx2 && blockx2 <= ballCenter.x && ballCenter.y <= block.y && block.y <= bally2)
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|         {
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|             return 8;
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|         }
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| 
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|         // Ball's top right corner
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|         if(ballCenter.x <= block.x && block.x <= ballx2 && ballCenter.y <= block.y && block.y <= bally2)
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|         {
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|             return 2;
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|         }
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| 
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|         // Ball's top edge
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|         if(ballCenter.y <= block.y && block.y <= bally2)
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|         {
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|             return 1;
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|         }
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|     }
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| 
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|     // Moving left
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|     if(velocity.x < 0)
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|     {
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|         // Ball's bottom left corner
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|         if(ball.x <= blockx2 && blockx2 <= ballCenter.x && ball.y <= blocky2 && blocky2 <= ballCenter.y)
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|         {
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|             return 6;
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|         }
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| 
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|         // Ball's top left corner
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|         if(ball.x <= blockx2 && blockx2 <= ballCenter.x && ballCenter.y <= block.y && block.y <= bally2)
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|         {
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|             return 8;
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|         }
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| 
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|         // Ball's left edge
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|         if(ball.x <= blockx2 && blockx2 <= ballCenter.x)
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|         {
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|             return 7;
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|         }
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|     }
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| 
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|     // Moving down
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|     if(velocity.y < 0)
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|     {
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|         // Ball's bottom right corner
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|         if(ballCenter.x <= block.x && block.x <= ballx2 && ball.y <= blocky2 && blocky2 <= ballCenter.y)
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|         {
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|             return 4;
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|         }
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| 
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|         // Ball's bottom left corner
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|         if(ball.x <= blockx2 && blockx2 <= ballCenter.x && ball.y <= blocky2 && blocky2 <= ballCenter.y)
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|         {
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|             return 6;
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|         }
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| 
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|         // Ball's bottom edge
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|         if(ball.y <= blocky2 && blocky2 <= ballCenter.y)
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|         {
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|             return 5;
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|         }
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|     }
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| 
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|     return 0;
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| }
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| 
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| f32 lerp(f32 a, f32 b, f32 t)
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| {
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|     return (1 - t) * a + t * b;
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| }
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| 
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| oc_mat2x3 flipY(oc_rect r)
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| {
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|     return (oc_mat2x3){
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|         1, 0, 0,
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|         0, -1, 2 * r.y + r.h
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|     };
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| }
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| 
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| oc_mat2x3 flipYAt(oc_vec2 pos)
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| {
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|     return (oc_mat2x3){
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|         1, 0, 0,
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|         0, -1, 2 * pos.y
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|     };
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| }
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