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Author SHA1 Message Date
alistair 1a7938eee6 android mute button 2 years ago
alistair 17ec7741ec mute button 2 years ago
alistair 233a75febb fix audio pop 2 years ago
alistair 0aafdff1f0 fix audio popping 2 years ago
alistair a0d0d2603e buiild 2 years ago
alistair 0b210e2eb7 dont have to press walls 2 years ago
alistair 8aa8aee971 readme 2 years ago
alistair dc7f5989f7 code cleanup 2 years ago
alistair 195329340a mkfile 3 years ago
alistair bd868a0137 bug fix 3 years ago
alistair b2ed2dd511 licens 3 years ago
alistair 184fb0b72f high contrast, ui clean 3 years ago
alistair 1bb1232a94 upd android 3 years ago
alistair 366b5ef831 rm helo 3 years ago
alistair 1d09af729e android build 3 years ago
alistair 4c6872b5fc fix level change race/crash 3 years ago
alistair bdc1499f1a environment 3 years ago
alistair feb4e4a48e improve textbox 3 years ago
alistair 3a7bc25889 janky text box for level switching 3 years ago
alistair 738a69d47d fix mouse controlscheme 3 years ago
alistair c40e2a770a serializing controlscheme 3 years ago
alistair d1965a283d update makefile 3 years ago
alistair 5a719540f5 remove old unused code 3 years ago
alistair a5dd965777 fix score loading crash 3 years ago
alistair 9877f289d2 enable asan for debug 3 years ago
alistair fbb4fa4eb4 work on better camera 4 years ago
alistair 2cec9ff9cb fix windows crash 4 years ago
alistair 84f997a3c1 make get_rand() reentrant 4 years ago
alistair e84be25cb3 deteministicish physics 4 years ago
alistair ca4e32d5db fix windows build 4 years ago
alistair 3a2a6acb2b pause menu 4 years ago
alistair e930f86014 working sound (ish) 4 years ago
alistair 31d90b5b93 meaningful noise working 4 years ago
alistair 2765f54aca audio in separate file 4 years ago
alistair 17e57f1fde working game noises, SDL_mixer, 8bit synth, v basic 4 years ago
user 4c00835537 basic sounds 4 years ago
user d0db8231fb level seed tweak 4 years ago
user 4e78067f0a save and load level times 4 years ago
user 759438a884 level end screen 4 years ago
alistair 0be7dc9a9e gameplay tweaks 4 years ago
alistair 917fc9bb34 custom rng for platform uniformity 4 years ago
alistair 578ac625f5 pause at end of level 4 years ago
alistair a903cb6839 fix camera somewhat 4 years ago
alistair 8c79376045 time counter 4 years ago
alistair 6fe5ca88c9 perf and better viewport 4 years ago
alistair f0af64148c fix release building 4 years ago
alistair 4f9bd9bfa0 end of level bug fix 4 years ago
alistair fcbef3642a setupscript 4 years ago
alistair 5a2e35a012 separate source and build 4 years ago
alistair 9fad8f7bf4 formatting 4 years ago
alistair 0a66cb8e95 freebsd 4 years ago
alistair 7bfc18050c update submodules and remove SDL_Image dependency 4 years ago
alistair f1f11d72c1 dependency info 4 years ago
alistair 1ba5c2a2f9 Merge branch 'master' of git.topost.net:alistair/space_game 4 years ago
alistair f3b486b7f2 fix rope position bug 4 years ago
alistair 0fbd18d144 http submodules 4 years ago
alistair 37a05c3770 build instructions 4 years ago
  1. 4
      .gitmodules
  2. 15
      COPYING
  3. 97
      LICENCES/COPYING
  4. 173
      LICENCES/LICENSE.freetype.txt
  5. 31
      LICENCES/LICENSE.zlib.txt
  6. 13
      LICENCES/README-SDL.txt
  7. 20
      LICENCES/SDL2_mixer_README.txt
  8. 22
      LICENCES/SDL2_ttf_README.txt
  9. 674
      LICENSE
  10. 98
      Makefile
  11. 90
      README.md
  12. BIN
      TerminusTTF.ttf
  13. 25
      build-android/CMakeLists.txt
  14. 20
      build-android/LICENSE
  15. 56
      build-android/README.md
  16. 3
      build-android/android/.gitignore
  17. 1
      build-android/android/SDL2/.gitignore
  18. 50
      build-android/android/SDL2/build.gradle
  19. 25
      build-android/android/SDL2/proguard-rules.pro
  20. 1
      build-android/android/app/.gitignore
  21. 57
      build-android/android/app/build.gradle
  22. 25
      build-android/android/app/proguard-rules.pro
  23. BIN
      build-android/android/app/release/app-release.apk
  24. 1
      build-android/android/app/release/output.json
  25. 31
      build-android/android/build.gradle
  26. 17
      build-android/android/gradle.properties
  27. BIN
      build-android/android/gradle/wrapper/gradle-wrapper.jar
  28. 6
      build-android/android/gradle/wrapper/gradle-wrapper.properties
  29. 160
      build-android/android/gradlew
  30. 90
      build-android/android/gradlew.bat
  31. 4
      build-android/android/settings.gradle
  32. 17
      build-android/get_dependencies.sh
  33. BIN
      build-android/res/TerminusTTF.ttf
  34. 235
      build-android/src/audio.c
  35. 37
      build-android/src/audio.h
  36. 3
      build-android/src/basic-lib.c
  37. 238
      build-android/src/colours.c
  38. 43
      build-android/src/colours.h
  39. 106
      build-android/src/controlscheme.c
  40. 10
      build-android/src/controlscheme.h
  41. 159
      build-android/src/datatypes.c
  42. 61
      build-android/src/datatypes.h
  43. 0
      build-android/src/debuginfo.h
  44. 983
      build-android/src/draw.c
  45. 16
      build-android/src/draw.h
  46. 54
      build-android/src/environment.c
  47. 2
      build-android/src/environment.h
  48. 567
      build-android/src/game.c
  49. 82
      build-android/src/game.h
  50. 185
      build-android/src/main.c
  51. 61
      build-android/src/main.cpp
  52. 1
      build-android/src/physics.c
  53. 0
      build-android/src/physics.h
  54. 32
      build-android/src/types.h
  55. 0
      build-android/src/vect.c
  56. 0
      build-android/src/vect.h
  57. 2
      c-colours
  58. 14
      controlscheme.c
  59. 2
      datastructures
  60. 469
      draw.c
  61. 31
      game.h
  62. 65
      garbo.c
  63. 42
      garbo.h
  64. 70
      logger.c
  65. 23
      logger.h
  66. 109
      main.c
  67. 19
      setup.sh
  68. 231
      src/audio.c
  69. 37
      src/audio.h
  70. 97
      src/basic-lib.c
  71. 1
      src/c-colours
  72. 115
      src/controlscheme.c
  73. 36
      src/controlscheme.h
  74. 1
      src/datastructures
  75. 2
      src/debuginfo.h
  76. 917
      src/draw.c
  77. 54
      src/draw.h
  78. 262
      src/environment.c
  79. 16
      src/environment.h
  80. 1977
      src/game.c
  81. 85
      src/game.h
  82. 181
      src/main.c
  83. 2
      src/physics.c
  84. 0
      src/physics.h
  85. 238
      src/types.h
  86. 81
      src/vect.c
  87. 45
      src/vect.h

4
.gitmodules vendored

@ -1,6 +1,6 @@ @@ -1,6 +1,6 @@
[submodule "datastructures"]
path = datastructures
url = git@git.topost.net:alistair/datastructures.git
url = https://git.topost.net/alistair/datastructures.git
[submodule "c-colours"]
path = c-colours
url = git@git.topost.net:alistair/c-colours.git
url = https://git.topost.net/alistair/c-colours.git

15
COPYING

@ -0,0 +1,15 @@ @@ -0,0 +1,15 @@
AYIGIaRWaGH
Copyright (C) 2020 Alistair Michael
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <https://www.gnu.org/licenses/>.

97
LICENCES/COPYING

@ -0,0 +1,97 @@ @@ -0,0 +1,97 @@
Copyright (c) 2010 Dimitar Toshkov Zhekov,
with Reserved Font Name "Terminus Font".
Copyright (c) 2011 Tilman Blumenbach,
with Reserved Font Name "Terminus (TTF)".
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at:
http://scripts.sil.org/OFL
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership
with others.
The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply
to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the
copyright statement(s).
"Original Version" refers to the collection of Font Software components as
distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting,
or substituting -- in part or in whole -- any of the components of the
Original Version, by changing formats or by porting the Font Software to a
new environment.
"Author" refers to any designer, engineer, programmer, technical
writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining
a copy of the Font Software, to use, study, copy, merge, embed, modify,
redistribute, and sell modified and unmodified copies of the Font
Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components,
in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled,
redistributed and/or sold with any software, provided that each copy
contains the above copyright notice and this license. These can be
included either as stand-alone text files, human-readable headers or
in the appropriate machine-readable metadata fields within text or
binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font
Name(s) unless explicit written permission is granted by the corresponding
Copyright Holder. This restriction only applies to the primary font name as
presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
Software shall not be used to promote, endorse or advertise any
Modified Version, except to acknowledge the contribution(s) of the
Copyright Holder(s) and the Author(s) or with their explicit written
permission.
5) The Font Software, modified or unmodified, in part or in whole,
must be distributed entirely under this license, and must not be
distributed under any other license. The requirement for fonts to
remain under this license does not apply to any document created
using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are
not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
OTHER DEALINGS IN THE FONT SOFTWARE.

173
LICENCES/LICENSE.freetype.txt

@ -0,0 +1,173 @@ @@ -0,0 +1,173 @@
The source code to this library used with SDL_ttf can be found here:
https://hg.libsdl.org/SDL_ttf/file/default/external
---
The FreeType Project LICENSE
----------------------------
2006-Jan-27
Copyright 1996-2002, 2006 by
David Turner, Robert Wilhelm, and Werner Lemberg
Introduction
============
The FreeType Project is distributed in several archive packages;
some of them may contain, in addition to the FreeType font engine,
various tools and contributions which rely on, or relate to, the
FreeType Project.
This license applies to all files found in such packages, and
which do not fall under their own explicit license. The license
affects thus the FreeType font engine, the test programs,
documentation and makefiles, at the very least.
This license was inspired by the BSD, Artistic, and IJG
(Independent JPEG Group) licenses, which all encourage inclusion
and use of free software in commercial and freeware products
alike. As a consequence, its main points are that:
o We don't promise that this software works. However, we will be
interested in any kind of bug reports. (`as is' distribution)
o You can use this software for whatever you want, in parts or
full form, without having to pay us. (`royalty-free' usage)
o You may not pretend that you wrote this software. If you use
it, or only parts of it, in a program, you must acknowledge
somewhere in your documentation that you have used the
FreeType code. (`credits')
We specifically permit and encourage the inclusion of this
software, with or without modifications, in commercial products.
We disclaim all warranties covering The FreeType Project and
assume no liability related to The FreeType Project.
Finally, many people asked us for a preferred form for a
credit/disclaimer to use in compliance with this license. We thus
encourage you to use the following text:
"""
Portions of this software are copyright © <year> The FreeType
Project (www.freetype.org). All rights reserved.
"""
Please replace <year> with the value from the FreeType version you
actually use.
Legal Terms
===========
0. Definitions
--------------
Throughout this license, the terms `package', `FreeType Project',
and `FreeType archive' refer to the set of files originally
distributed by the authors (David Turner, Robert Wilhelm, and
Werner Lemberg) as the `FreeType Project', be they named as alpha,
beta or final release.
`You' refers to the licensee, or person using the project, where
`using' is a generic term including compiling the project's source
code as well as linking it to form a `program' or `executable'.
This program is referred to as `a program using the FreeType
engine'.
This license applies to all files distributed in the original
FreeType Project, including all source code, binaries and
documentation, unless otherwise stated in the file in its
original, unmodified form as distributed in the original archive.
If you are unsure whether or not a particular file is covered by
this license, you must contact us to verify this.
The FreeType Project is copyright (C) 1996-2000 by David Turner,
Robert Wilhelm, and Werner Lemberg. All rights reserved except as
specified below.
1. No Warranty
--------------
THE FREETYPE PROJECT IS PROVIDED `AS IS' WITHOUT WARRANTY OF ANY
KIND, EITHER EXPRESS OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
PURPOSE. IN NO EVENT WILL ANY OF THE AUTHORS OR COPYRIGHT HOLDERS
BE LIABLE FOR ANY DAMAGES CAUSED BY THE USE OR THE INABILITY TO
USE, OF THE FREETYPE PROJECT.
2. Redistribution
-----------------
This license grants a worldwide, royalty-free, perpetual and
irrevocable right and license to use, execute, perform, compile,
display, copy, create derivative works of, distribute and
sublicense the FreeType Project (in both source and object code
forms) and derivative works thereof for any purpose; and to
authorize others to exercise some or all of the rights granted
herein, subject to the following conditions:
o Redistribution of source code must retain this license file
(`FTL.TXT') unaltered; any additions, deletions or changes to
the original files must be clearly indicated in accompanying
documentation. The copyright notices of the unaltered,
original files must be preserved in all copies of source
files.
o Redistribution in binary form must provide a disclaimer that
states that the software is based in part of the work of the
FreeType Team, in the distribution documentation. We also
encourage you to put an URL to the FreeType web page in your
documentation, though this isn't mandatory.
These conditions apply to any software derived from or based on
the FreeType Project, not just the unmodified files. If you use
our work, you must acknowledge us. However, no fee need be paid
to us.
3. Advertising
--------------
Neither the FreeType authors and contributors nor you shall use
the name of the other for commercial, advertising, or promotional
purposes without specific prior written permission.
We suggest, but do not require, that you use one or more of the
following phrases to refer to this software in your documentation
or advertising materials: `FreeType Project', `FreeType Engine',
`FreeType library', or `FreeType Distribution'.
As you have not signed this license, you are not required to
accept it. However, as the FreeType Project is copyrighted
material, only this license, or another one contracted with the
authors, grants you the right to use, distribute, and modify it.
Therefore, by using, distributing, or modifying the FreeType
Project, you indicate that you understand and accept all the terms
of this license.
4. Contacts
-----------
There are two mailing lists related to FreeType:
o freetype@nongnu.org
Discusses general use and applications of FreeType, as well as
future and wanted additions to the library and distribution.
If you are looking for support, start in this list if you
haven't found anything to help you in the documentation.
o freetype-devel@nongnu.org
Discusses bugs, as well as engine internals, design issues,
specific licenses, porting, etc.
Our home page can be found at
https://www.freetype.org
--- end of FTL.TXT ---

31
LICENCES/LICENSE.zlib.txt

@ -0,0 +1,31 @@ @@ -0,0 +1,31 @@
The source code to this library used with SDL_ttf can be found here:
https://hg.libsdl.org/SDL_image/file/default/external
---
Copyright notice:
(C) 1995-2010 Jean-loup Gailly and Mark Adler
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
Jean-loup Gailly Mark Adler
jloup@gzip.org madler@alumni.caltech.edu
If you use the zlib library in a product, we would appreciate *not* receiving
lengthy legal documents to sign. The sources are provided for free but without
warranty of any kind. The library has been entirely written by Jean-loup
Gailly and Mark Adler; it does not include third-party code.

13
LICENCES/README-SDL.txt

@ -0,0 +1,13 @@ @@ -0,0 +1,13 @@
Please distribute this file with the SDL runtime environment:
The Simple DirectMedia Layer (SDL for short) is a cross-platform library
designed to make it easy to write multi-media software, such as games
and emulators.
The Simple DirectMedia Layer library source code is available from:
https://www.libsdl.org/
This library is distributed under the terms of the zlib license:
http://www.zlib.net/zlib_license.html

20
LICENCES/SDL2_mixer_README.txt

@ -0,0 +1,20 @@ @@ -0,0 +1,20 @@
This library is distributed under the terms of the zlib license:
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
The source is available from the SDL website:
http://www.libsdl.org/projects/SDL_mixer

22
LICENCES/SDL2_ttf_README.txt

@ -0,0 +1,22 @@ @@ -0,0 +1,22 @@
This library is distributed under the terms of the zlib license:
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
Portions of this software are copyright © 2013 The FreeType Project (www.freetype.org). All rights reserved.
The source is available from the SDL website:
http://www.libsdl.org/projects/SDL_ttf

674
LICENSE

@ -0,0 +1,674 @@ @@ -0,0 +1,674 @@
GNU GENERAL PUBLIC LICENSE
Version 3, 29 June 2007
Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
Preamble
The GNU General Public License is a free, copyleft license for
software and other kinds of works.
The licenses for most software and other practical works are designed
to take away your freedom to share and change the works. By contrast,
the GNU General Public License is intended to guarantee your freedom to
share and change all versions of a program--to make sure it remains free
software for all its users. We, the Free Software Foundation, use the
GNU General Public License for most of our software; it applies also to
any other work released this way by its authors. You can apply it to
your programs, too.
When we speak of free software, we are referring to freedom, not
price. Our General Public Licenses are designed to make sure that you
have the freedom to distribute copies of free software (and charge for
them if you wish), that you receive source code or can get it if you
want it, that you can change the software or use pieces of it in new
free programs, and that you know you can do these things.
To protect your rights, we need to prevent others from denying you
these rights or asking you to surrender the rights. Therefore, you have
certain responsibilities if you distribute copies of the software, or if
you modify it: responsibilities to respect the freedom of others.
For example, if you distribute copies of such a program, whether
gratis or for a fee, you must pass on to the recipients the same
freedoms that you received. You must make sure that they, too, receive
or can get the source code. And you must show them these terms so they
know their rights.
Developers that use the GNU GPL protect your rights with two steps:
(1) assert copyright on the software, and (2) offer you this License
giving you legal permission to copy, distribute and/or modify it.
For the developers' and authors' protection, the GPL clearly explains
that there is no warranty for this free software. For both users' and
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Some devices are designed to deny users access to install or run
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have designed this version of the GPL to prohibit the practice for those
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stand ready to extend this provision to those domains in future versions
of the GPL, as needed to protect the freedom of users.
Finally, every program is threatened constantly by software patents.
States should not allow patents to restrict development and use of
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avoid the special danger that patents applied to a free program could
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patents cannot be used to render the program non-free.
The precise terms and conditions for copying, distribution and
modification follow.
TERMS AND CONDITIONS
0. Definitions.
"This License" refers to version 3 of the GNU General Public License.
"Copyright" also means copyright-like laws that apply to other kinds of
works, such as semiconductor masks.
"The Program" refers to any copyrightable work licensed under this
License. Each licensee is addressed as "you". "Licensees" and
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To "modify" a work means to copy from or adapt all or part of the work
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A "covered work" means either the unmodified Program or a work based
on the Program.
To "propagate" a work means to do anything with it that, without
permission, would make you directly or secondarily liable for
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To "convey" a work means any kind of propagation that enables other
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a computer network, with no transfer of a copy, is not conveying.
An interactive user interface displays "Appropriate Legal Notices"
to the extent that it includes a convenient and prominently visible
feature that (1) displays an appropriate copyright notice, and (2)
tells the user that there is no warranty for the work (except to the
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menu, a prominent item in the list meets this criterion.
1. Source Code.
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98
Makefile

@ -1,85 +1,99 @@ @@ -1,85 +1,99 @@
EXE = main
.PHONY: windows
.PHONY: linux
sdl2ibdir = sdllib
target=linux
ifndef target
target=linux
endif
ifeq ($(target),windows)
CC=x86_64-w64-mingw32-gcc
SDL_INCLUDE = -Dmain=SDL_main -Lsdllib -lSDL2main -lSDL2main -lSDL2 -lmingw32 -lSDL2main -lSDL2 -mwindows -Wl,-static -lpthread -lm
CCFLAGS=$(SDL_INCLUDE) -O3
CC=x86_64-w64-mingw32-gcc -DWIN32 -g
SDL_INCLUDE = -Dmain=SDL_main -Lsdllib -lSDL2main -lSDL2main -lSDL2_mixer -lSDL2_ttf -lSDL2 -lmingw32 -lSDL2main -lSDL2 -mwindows -Wl,-static -lpthread -lm
CCFLAGS=$(SDL_INCLUDE) -O2
else
CC=gcc
SDL_INCLUDE= -lSDL2 -lm
ifeq ($(target),web)
CC=emcc
SDL_INCLUDE= -s USE_SDL=2 -s USE_SDL_MIXER=2 -s USE_SDL_TTF=2 -s FULL_ES3=1 --preload-file "TerminusTTF.ttf"
CCFLAGS=$(SDL_INCLUDE) -O2
else
CC=gcc -D__linux__
SDL_INCLUDE= -lSDL2 -lSDL2_ttf -lSDL2_mixer -lm
CCFLAGS=$(SDL_INCLUDE) -O3
endif
endif
ifdef debug
CC = $(CC) -g -Wall
CC += -fsanitize=address -g -ggdb -fno-omit-frame-pointer -Wall
endif
.PHONY: default
.PHONY: all
.PHONY: run
.PHONY: dist
.PHONY: web
default: all
dist: all
mkdir -p dist
mkdir -p dist/windows
mkdir -p dist/linux
cp main dist/linux
cp main.exe dist/windows
cp SDL2.dll dist/windows
cp build/main.exe dist/windows
cp build/SDL2.dll dist/windows
cp README.md dist/windows
cd dist && zip -r windows.zip windows
cd dist && tar -czvf linux.tar.gz linux
distlin: all
mkdir -p dist
mkdir -p dist/linux
cp build/main dist/linux
cp README.md dist/linux
cd dist && zip -r linux.zip linux
run: all
./main
all: $(EXE)
$(EXE): main.o vect.o logger.o game.o garbo.o draw.o controlscheme.o environment.o c-colours/colours.o datastructures/datatypes.o
$(CC) -o $(EXE) main.o vect.o game.o logger.o draw.o garbo.o environment.o controlscheme.o c-colours/colours.o datastructures/datatypes.o $(CCFLAGS)
web: $(EXE)
$(CC) -o build/index.html build/main.o build/vect.o build/game.o build/draw.o build/environment.o build/controlscheme.o build/colours.o build/datatypes.o build/audio.o $(CCFLAGS)
c-colours/colours.o: c-colours/colours.c c-colours/colours.h
$(CC) -c c-colours/colours.c -o c-colours/colours.o $(CCFLAGS)
$(EXE): prebuild build/main.o build/vect.o build/game.o build/draw.o build/controlscheme.o build/environment.o build/colours.o build/datatypes.o build/audio.o
cd build && $(CC) -o $(EXE) main.o vect.o game.o draw.o environment.o controlscheme.o colours.o datatypes.o audio.o $(CCFLAGS)
datastructures/datatypes.o: datastructures/datatypes.c datastructures/datatypes.h
$(CC) -c datastructures/datatypes.c -o datastructures/datatypes.o $(CCFLAGS)
build/colours.o: c-colours/colours.c c-colours/colours.h
$(CC) -c c-colours/colours.c -o build/colours.o $(CCFLAGS)
main.o: main.c logger.h game.h garbo.h draw.h
$(CC) -c main.c $(CCFLAGS)
build/datatypes.o: datastructures/datatypes.c datastructures/datatypes.h
$(CC) -c datastructures/datatypes.c -o build/datatypes.o $(CCFLAGS)
logger.o: logger.c logger.h
$(CC) -c logger.c $(CCFLAGS)
build/main.o: src/main.c
$(CC) -c src/main.c -o build/main.o $(CCFLAGS)
game.o: game.c game.h draw.h
$(CC) -c game.c $(CCFLAGS)
build/game.o: src/game.c src/game.h
$(CC) -c src/game.c -o build/game.o $(CCFLAGS)
garbo.o: garbo.c garbo.h
$(CC) -c garbo.c $(CCFLAGS)
build/draw.o: src/draw.c src/draw.h
$(CC) -c src/draw.c -o build/draw.o $(CCFLAGS)
draw.o: draw.c draw.h
$(CC) -c draw.c $(CCFLAGS)
build/vect.o: src/vect.c src/vect.h
$(CC) -c src/vect.c -o build/vect.o $(CCFLAGS)
vect.o: vect.c vect.h
$(CC) -c vect.c $(CCFLAGS)
build/controlscheme.o: src/controlscheme.c src/controlscheme.h
$(CC) -c src/controlscheme.c -o build/controlscheme.o $(CCFLAGS)
controlscheme.o: controlscheme.c controlscheme.h
$(CC) -c controlscheme.c $(CCFLAGS)
build/environment.o: src/environment.c src/environment.h
$(CC) -c src/environment.c -o build/environment.o $(CCFLAGS)
environment.o: environment.c environment.h
$(CC) -c environment.c $(CCFLAGS)
build/audio.o: src/audio.c src/audio.h
$(CC) -c src/audio.c -o build/audio.o $(CCFLAGS)
clean:
rm c-colours/*.o
rm datastructures/*.o
rm *.o
rm -rf dist
rm build/*.o
prebuild:
mkdir -p build
ln -srf datastructures src/
ln -srf c-colours src/

90
README.md

@ -1,22 +1,94 @@ @@ -1,22 +1,94 @@
# A computer game
[Developemnt Blog](https://alistairmichael.com/projects/game/)
[Developement Blog](https://alistairmichael.com/projects/game/)
![image](https://alistairmichael.com/media/game3.png)
# Build Instructions
This is a simple game where you play as a bouncy square rock that has a grappling hook. It can use the grappling hook to swing to the end of the cave. There is no reward for doing so, but there is a timer.
### Description and Features
- Entirely written in C using only the SDL2 graphics and audio libraries.
- Procedurally generated cave environment using a random walk and procedurally
generated colour palettes.
- Cute synthesized sound effects using integer overflow a la [bytebeat](https://arxiv.org/pdf/1112.1368.pdf).
- 2D Graphics using the SDL2 API, no assets are used aside from the font.
- Point mass elastic physics with elastic collisions.
- Separating Axis Theorem collision test for convex polygons.
- Framerate independent physics uses a fixed timestep and completes as many
steps as neccessary to catch up to each frame.
- Physics runs in a separate thread and state is managed using shared memory and
locks.
- Player physics interactions use forces applied to physics bodies which are
integrated into impulses and positions.
- Grappling hook.
# Installation
## Prebuilt Binary
See the releases tab.
On Linux and other Unix-Like operating systems you will need to install the SDL2
package from your package maintainer.
## Linux
```sh
# on Fedora
sudo dnf install SDL2
```
# Build Instructions
## On Linux / Unix
Download the SDL2 runtime and SDL2 development packages from your package
distributor. [official page](http://libsdl.org/download-2.0.php)
Install the [libSDL2](http://libsdl.org/download-2.0.php) runtime and SDL2
development packages from your package distributor. On Fedora, this
is the `SDL2` and `SDL2-devel` packages.
```bash
```sh
git clone --recurse-submodules https://git.topost.net/alistair/space_game.git
cd space_game
make
```
By default it is built using debug flags.
(if you forget `--recurse-submodules` you can use, `git submodule init`, `git submodule update`.)
### For Linux
```sh
make clean
make target=linux
```
### For Windows
You have to have mingw and the mingw libsdl library (I think).
```sh
sudo dnf install mingw64-SDL2 mingw64-SDL2_image mingw64-SDL2_ttf mingw64-winpthreads mingw64-winpthreads-static
```
Run setup.sh to download the SDL2 static libraries and `SDL2.dll`.
```
./setup.sh
make clean
make target=windows
```
## FreeBSD
You need to download the header files and put them in the source folder, with
the folder name SDL2. You also need the `sdl2` and `gmake` packages.
Something like this:
```sh
cd /tmp && wget https://www.libsdl.org/release/SDL2-2.0.12.zip && unzip SDL2-2.0.12.zip
mv /tmp/SDL2-2.0.12/include $source_dir/SDL2
pkg install sdl2 gmake
cd $source_dir
gmake
```
### With debug flags
Append `debug=true` to the make command.

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25
build-android/CMakeLists.txt

@ -0,0 +1,25 @@ @@ -0,0 +1,25 @@
cmake_minimum_required(VERSION 3.4.1)
string(TOLOWER ${CMAKE_BUILD_TYPE} ANDROID_BUILD_DIR)
set(DISTRIBUTION_DIR ${CMAKE_SOURCE_DIR}/android/distribution/android/SDL2/intermediates/ndkBuild)
set(SOURCE_FILES src/audio.c src/colours.c src/datatypes.c src/environment.c src/main.c src/vect.c src/basic-lib.c src/controlscheme.c src/draw.c src/game.c src/physics.c)
set(SDL_LOCATION ${CMAKE_SOURCE_DIR}/external/SDL2)
add_library( SDL2 SHARED IMPORTED )
add_library( SDL2_mixer SHARED IMPORTED )
add_library( SDL2_ttf SHARED IMPORTED )
set_target_properties(SDL2 PROPERTIES IMPORTED_LOCATION
${DISTRIBUTION_DIR}/${ANDROID_BUILD_DIR}/obj/local/${ANDROID_ABI}/libSDL2.so)
set_target_properties(SDL2_mixer PROPERTIES IMPORTED_LOCATION
${DISTRIBUTION_DIR}/${ANDROID_BUILD_DIR}/obj/local/${ANDROID_ABI}/libSDL2_mixer.so)
set_target_properties(SDL2_ttf PROPERTIES IMPORTED_LOCATION
${DISTRIBUTION_DIR}/${ANDROID_BUILD_DIR}/obj/local/${ANDROID_ABI}/libSDL2_ttf.so)
include_directories(${SDL_LOCATION}/SDL2/SDL2/incl2)
include_directories(${SDL_LOCATION}/SDL2/include)
include_directories(${SDL_LOCATION}/SDL2_mixer)
include_directories(${SDL_LOCATION}/SDL2_ttf)
add_library( main SHARED ${SDL_LOCATION}/SDL2/src/main/android/SDL_android_main.c ${SOURCE_FILES} )
target_link_libraries( main SDL2 SDL2_mixer SDL2_ttf)

20
build-android/LICENSE

@ -0,0 +1,20 @@ @@ -0,0 +1,20 @@
hello-sdl2-android
Copyright (C) 2017 Paul Vallet <luap.vallet@gmail.com>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.

56
build-android/README.md

@ -0,0 +1,56 @@ @@ -0,0 +1,56 @@
# hello-sdl2-android
## Synopsis
This project is an update of the hello world project here https://github.com/stephen47/android-sdl2-gradle-template, as I couldn't find a good way to integrate a CMake built C++ project to an android application.
It features a sample hello world using SDL and SDL_image.
## Requirements
- JDK and JRE 8
- Android SDK and NDK (with Android Build-tools 28.0.3 and Android Platform API 28, though these are configurable)
- ANDROID_HOME and ANDROID_NDK_HOME environment variables set (I did this in /etc/environment)
## Compiling the sample program (command line)
You can download the dependencies (SDL2 and SDL2_image), compile your program and then install it on a connected device with the following commands:
```
./get_dependencies
cd android
./gradlew assembleDebug
./gradlew installDebug
```
## Compiling the sample program (Android Studio 3.2.1)
First download the dependencies (SDL2 and SDL2_image) as above or manually like below. Then open the ./android folder as an existing project in Android Studio.
## Downloading dependencies manually
Download the latest source release from SDL and SDL_image websites:
https://www.libsdl.org/download-2.0.php
https://www.libsdl.org/projects/SDL_image/
Unzip it, put the SDL2-x.x.x and SDL2_image-x.x.x folders in `external/SDL2` and rename them to SDL2 and SDL2_image so your project folder looks like this:
```
+ android
+ external
| + SDL2
| | + Android.mk
| | | SDL2
| | | SDL2_image
```
There, it's done!
## Thanks
Most of the code here is inspired by these repositories:
https://github.com/stephen47/android-sdl2-gradle-template (Android + gradle)
https://github.com/suikki/simpleSDL/ (Android + CMake)
The example libSDL2 program which draws the square on screen was found at https://stackoverflow.com/questions/21890627/drawing-a-rectangle-with-sdl2/21903973#21903973.
The Google NDK example projects were very helpful: https://github.com/googlesamples/android-ndk

3
build-android/android/.gitignore vendored

@ -0,0 +1,3 @@ @@ -0,0 +1,3 @@
distribution/
.gradle/
.idea/

1
build-android/android/SDL2/.gitignore vendored

@ -0,0 +1 @@ @@ -0,0 +1 @@
.externalNativeBuild/

50
build-android/android/SDL2/build.gradle

@ -0,0 +1,50 @@ @@ -0,0 +1,50 @@
apply plugin: 'com.android.library'
android {
signingConfigs {
debug {
storeFile file('/home/alistair/Documents/androiddevkeystore.jks')
storePassword 'T2964d7^5Nksof!Z'
keyPassword 'T2964d7^5Nksof!Z'
keyAlias 'key0'
}
}
compileSdkVersion 28
buildToolsVersion "28.0.3"
defaultConfig {
minSdkVersion 21
targetSdkVersion 28
versionCode 1
versionName "1.0"
testInstrumentationRunner "android.support.test.runner.AndroidJUnitRunner"
ndk {
abiFilters "armeabi-v7a"
}
}
buildTypes {
release {
minifyEnabled false
proguardFiles getDefaultProguardFile('proguard-android.txt'), 'proguard-rules.pro'
signingConfig signingConfigs.debug
}
debug {
signingConfig signingConfigs.debug
}
}
externalNativeBuild {
ndkBuild {
path '../../external/SDL2/Android.mk'
}
}
}
dependencies {
compile fileTree(dir: 'libs', include: ['*.jar'])
androidTestCompile('com.android.support.test.espresso:espresso-core:2.2.2', {
exclude group: 'com.android.support', module: 'support-annotations'
})
compile 'com.android.support:appcompat-v7:28.0.0'
testCompile 'junit:junit:4.12'
}

25
build-android/android/SDL2/proguard-rules.pro vendored

@ -0,0 +1,25 @@ @@ -0,0 +1,25 @@
# Add project specific ProGuard rules here.
# By default, the flags in this file are appended to flags specified
# in /home/luap/Logiciels/android-sdk/tools/proguard/proguard-android.txt
# You can edit the include path and order by changing the proguardFiles
# directive in build.gradle.
#
# For more details, see
# http://developer.android.com/guide/developing/tools/proguard.html
# Add any project specific keep options here:
# If your project uses WebView with JS, uncomment the following
# and specify the fully qualified class name to the JavaScript interface
# class:
#-keepclassmembers class fqcn.of.javascript.interface.for.webview {
# public *;
#}
# Uncomment this to preserve the line number information for
# debugging stack traces.
#-keepattributes SourceFile,LineNumberTable
# If you keep the line number information, uncomment this to
# hide the original source file name.
#-renamesourcefileattribute SourceFile

1
build-android/android/app/.gitignore vendored

@ -0,0 +1 @@ @@ -0,0 +1 @@
.externalNativeBuild/

57
build-android/android/app/build.gradle

@ -0,0 +1,57 @@ @@ -0,0 +1,57 @@
apply plugin: 'com.android.application'
android {
signingConfigs {
debug {
storeFile file('/home/alistair/Documents/androiddevkeystore.jks')
storePassword 'T2964d7^5Nksof!Z'
keyPassword 'T2964d7^5Nksof!Z'
keyAlias 'key0'
}
}
compileSdkVersion 28
buildToolsVersion "28.0.3"
defaultConfig {
applicationId "alistair.net.topost.git.ayugiarwagh"
minSdkVersion 21
targetSdkVersion 28
versionCode 1
versionName "1.0"
testInstrumentationRunner "android.support.test.runner.AndroidJUnitRunner"
externalNativeBuild {
cmake {
cppFlags "-std=c++11 -frtti -fexceptions"
}
}
ndk {
abiFilters "armeabi-v7a"
}
}
buildTypes {
release {
minifyEnabled false
proguardFiles getDefaultProguardFile('proguard-android.txt'), 'proguard-rules.pro'
signingConfig signingConfigs.debug
}
debug {
signingConfig signingConfigs.debug
}
}
externalNativeBuild {
cmake {
path "../../CMakeLists.txt"
}
}
}
dependencies {
compile fileTree(dir: 'libs', include: ['*.jar'])
androidTestCompile('com.android.support.test.espresso:espresso-core:2.2.2', {
exclude group: 'com.android.support', module: 'support-annotations'
})
compile 'com.android.support:appcompat-v7:28.0.0'
// Uncomment this line to build SDL2
// Uncomment a line in ../gradle.settings as well
compile project(':SDL2')
testCompile 'junit:junit:4.12'
}

25
build-android/android/app/proguard-rules.pro vendored

@ -0,0 +1,25 @@ @@ -0,0 +1,25 @@
# Add project specific ProGuard rules here.
# By default, the flags in this file are appended to flags specified
# in /home/luap/Logiciels/android-sdk/tools/proguard/proguard-android.txt
# You can edit the include path and order by changing the proguardFiles
# directive in build.gradle.
#
# For more details, see
# http://developer.android.com/guide/developing/tools/proguard.html
# Add any project specific keep options here:
# If your project uses WebView with JS, uncomment the following
# and specify the fully qualified class name to the JavaScript interface
# class:
#-keepclassmembers class fqcn.of.javascript.interface.for.webview {
# public *;
#}
# Uncomment this to preserve the line number information for
# debugging stack traces.
#-keepattributes SourceFile,LineNumberTable
# If you keep the line number information, uncomment this to
# hide the original source file name.
#-renamesourcefileattribute SourceFile

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1
build-android/android/app/release/output.json

@ -0,0 +1 @@ @@ -0,0 +1 @@
[{"outputType":{"type":"APK"},"apkInfo":{"type":"MAIN","splits":[],"versionCode":1,"versionName":"1.0","enabled":true,"outputFile":"app-release.apk","fullName":"release","baseName":"release"},"path":"app-release.apk","properties":{}}]

31
build-android/android/build.gradle

@ -0,0 +1,31 @@ @@ -0,0 +1,31 @@
// Top-level build file where you can add configuration options common to all sub-projects/modules.
buildscript {
repositories {
google()
jcenter()
}
dependencies {
classpath 'com.android.tools.build:gradle:3.2.1'
// NOTE: Do not place your application dependencies here; they belong
// in the individual module build.gradle files
}
}
// Instead of having a build dir inside android app dir use the same project top level build dir to reduce clutter
buildDir = file("distribution/${rootProject.name}/${project.name}")
subprojects {
buildDir = file("../distribution/${rootProject.name}/${project.name}")
}
allprojects {
repositories {
google()
jcenter()
}
}
task clean(type: Delete) {
delete rootProject.buildDir
}

17
build-android/android/gradle.properties

@ -0,0 +1,17 @@ @@ -0,0 +1,17 @@
# Project-wide Gradle settings.
# IDE (e.g. Android Studio) users:
# Gradle settings configured through the IDE *will override*
# any settings specified in this file.
# For more details on how to configure your build environment visit
# http://www.gradle.org/docs/current/userguide/build_environment.html
# Specifies the JVM arguments used for the daemon process.
# The setting is particularly useful for tweaking memory settings.
org.gradle.jvmargs=-Xmx1536m
# When configured, Gradle will run in incubating parallel mode.
# This option should only be used with decoupled projects. More details, visit
# http://www.gradle.org/docs/current/userguide/multi_project_builds.html#sec:decoupled_projects
# org.gradle.parallel=true

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6
build-android/android/gradle/wrapper/gradle-wrapper.properties vendored

@ -0,0 +1,6 @@ @@ -0,0 +1,6 @@
#Wed Jul 05 15:54:11 CEST 2017
distributionBase=GRADLE_USER_HOME
distributionPath=wrapper/dists
zipStoreBase=GRADLE_USER_HOME
zipStorePath=wrapper/dists
distributionUrl=https\://services.gradle.org/distributions/gradle-4.9-all.zip

160
build-android/android/gradlew vendored

@ -0,0 +1,160 @@ @@ -0,0 +1,160 @@
#!/usr/bin/env bash
##############################################################################
##
## Gradle start up script for UN*X
##
##############################################################################
# Add default JVM options here. You can also use JAVA_OPTS and GRADLE_OPTS to pass JVM options to this script.
DEFAULT_JVM_OPTS=""
APP_NAME="Gradle"
APP_BASE_NAME=`basename "$0"`
# Use the maximum available, or set MAX_FD != -1 to use that value.
MAX_FD="maximum"
warn ( ) {
echo "$*"
}
die ( ) {
echo
echo "$*"
echo
exit 1
}
# OS specific support (must be 'true' or 'false').
cygwin=false
msys=false
darwin=false
case "`uname`" in
CYGWIN* )
cygwin=true
;;
Darwin* )
darwin=true
;;
MINGW* )
msys=true
;;
esac
# Attempt to set APP_HOME
# Resolve links: $0 may be a link
PRG="$0"
# Need this for relative symlinks.
while [ -h "$PRG" ] ; do
ls=`ls -ld "$PRG"`
link=`expr "$ls" : '.*-> \(.*\)$'`
if expr "$link" : '/.*' > /dev/null; then
PRG="$link"
else
PRG=`dirname "$PRG"`"/$link"
fi
done
SAVED="`pwd`"
cd "`dirname \"$PRG\"`/" >/dev/null
APP_HOME="`pwd -P`"
cd "$SAVED" >/dev/null
CLASSPATH=$APP_HOME/gradle/wrapper/gradle-wrapper.jar
# Determine the Java command to use to start the JVM.
if [ -n "$JAVA_HOME" ] ; then
if [ -x "$JAVA_HOME/jre/sh/java" ] ; then
# IBM's JDK on AIX uses strange locations for the executables
JAVACMD="$JAVA_HOME/jre/sh/java"
else
JAVACMD="$JAVA_HOME/bin/java"
fi
if [ ! -x "$JAVACMD" ] ; then
die "ERROR: JAVA_HOME is set to an invalid directory: $JAVA_HOME
Please set the JAVA_HOME variable in your environment to match the
location of your Java installation."
fi
else
JAVACMD="java"
which java >/dev/null 2>&1 || die "ERROR: JAVA_HOME is not set and no 'java' command could be found in your PATH.
Please set the JAVA_HOME variable in your environment to match the
location of your Java installation."
fi
# Increase the maximum file descriptors if we can.
if [ "$cygwin" = "false" -a "$darwin" = "false" ] ; then
MAX_FD_LIMIT=`ulimit -H -n`
if [ $? -eq 0 ] ; then
if [ "$MAX_FD" = "maximum" -o "$MAX_FD" = "max" ] ; then
MAX_FD="$MAX_FD_LIMIT"
fi
ulimit -n $MAX_FD
if [ $? -ne 0 ] ; then
warn "Could not set maximum file descriptor limit: $MAX_FD"
fi
else
warn "Could not query maximum file descriptor limit: $MAX_FD_LIMIT"
fi
fi
# For Darwin, add options to specify how the application appears in the dock
if $darwin; then
GRADLE_OPTS="$GRADLE_OPTS \"-Xdock:name=$APP_NAME\" \"-Xdock:icon=$APP_HOME/media/gradle.icns\""
fi
# For Cygwin, switch paths to Windows format before running java
if $cygwin ; then
APP_HOME=`cygpath --path --mixed "$APP_HOME"`
CLASSPATH=`cygpath --path --mixed "$CLASSPATH"`
JAVACMD=`cygpath --unix "$JAVACMD"`
# We build the pattern for arguments to be converted via cygpath
ROOTDIRSRAW=`find -L / -maxdepth 1 -mindepth 1 -type d 2>/dev/null`
SEP=""
for dir in $ROOTDIRSRAW ; do
ROOTDIRS="$ROOTDIRS$SEP$dir"
SEP="|"
done
OURCYGPATTERN="(^($ROOTDIRS))"
# Add a user-defined pattern to the cygpath arguments
if [ "$GRADLE_CYGPATTERN" != "" ] ; then
OURCYGPATTERN="$OURCYGPATTERN|($GRADLE_CYGPATTERN)"
fi
# Now convert the arguments - kludge to limit ourselves to /bin/sh
i=0
for arg in "$@" ; do
CHECK=`echo "$arg"|egrep -c "$OURCYGPATTERN" -`
CHECK2=`echo "$arg"|egrep -c "^-"` ### Determine if an option
if [ $CHECK -ne 0 ] && [ $CHECK2 -eq 0 ] ; then ### Added a condition
eval `echo args$i`=`cygpath --path --ignore --mixed "$arg"`
else
eval `echo args$i`="\"$arg\""
fi
i=$((i+1))
done
case $i in
(0) set -- ;;
(1) set -- "$args0" ;;
(2) set -- "$args0" "$args1" ;;
(3) set -- "$args0" "$args1" "$args2" ;;
(4) set -- "$args0" "$args1" "$args2" "$args3" ;;
(5) set -- "$args0" "$args1" "$args2" "$args3" "$args4" ;;
(6) set -- "$args0" "$args1" "$args2" "$args3" "$args4" "$args5" ;;
(7) set -- "$args0" "$args1" "$args2" "$args3" "$args4" "$args5" "$args6" ;;
(8) set -- "$args0" "$args1" "$args2" "$args3" "$args4" "$args5" "$args6" "$args7" ;;
(9) set -- "$args0" "$args1" "$args2" "$args3" "$args4" "$args5" "$args6" "$args7" "$args8" ;;
esac
fi
# Split up the JVM_OPTS And GRADLE_OPTS values into an array, following the shell quoting and substitution rules
function splitJvmOpts() {
JVM_OPTS=("$@")
}
eval splitJvmOpts $DEFAULT_JVM_OPTS $JAVA_OPTS $GRADLE_OPTS
JVM_OPTS[${#JVM_OPTS[*]}]="-Dorg.gradle.appname=$APP_BASE_NAME"
exec "$JAVACMD" "${JVM_OPTS[@]}" -classpath "$CLASSPATH" org.gradle.wrapper.GradleWrapperMain "$@"

90
build-android/android/gradlew.bat vendored

@ -0,0 +1,90 @@ @@ -0,0 +1,90 @@
@if "%DEBUG%" == "" @echo off
@rem ##########################################################################
@rem
@rem Gradle startup script for Windows
@rem
@rem ##########################################################################
@rem Set local scope for the variables with windows NT shell
if "%OS%"=="Windows_NT" setlocal
@rem Add default JVM options here. You can also use JAVA_OPTS and GRADLE_OPTS to pass JVM options to this script.
set DEFAULT_JVM_OPTS=
set DIRNAME=%~dp0
if "%DIRNAME%" == "" set DIRNAME=.
set APP_BASE_NAME=%~n0
set APP_HOME=%DIRNAME%
@rem Find java.exe
if defined JAVA_HOME goto findJavaFromJavaHome
set JAVA_EXE=java.exe
%JAVA_EXE% -version >NUL 2>&1
if "%ERRORLEVEL%" == "0" goto init
echo.
echo ERROR: JAVA_HOME is not set and no 'java' command could be found in your PATH.
echo.
echo Please set the JAVA_HOME variable in your environment to match the
echo location of your Java installation.
goto fail
:findJavaFromJavaHome
set JAVA_HOME=%JAVA_HOME:"=%
set JAVA_EXE=%JAVA_HOME%/bin/java.exe
if exist "%JAVA_EXE%" goto init
echo.
echo ERROR: JAVA_HOME is set to an invalid directory: %JAVA_HOME%
echo.
echo Please set the JAVA_HOME variable in your environment to match the
echo location of your Java installation.
goto fail
:init
@rem Get command-line arguments, handling Windowz variants
if not "%OS%" == "Windows_NT" goto win9xME_args
if "%@eval[2+2]" == "4" goto 4NT_args
:win9xME_args
@rem Slurp the command line arguments.
set CMD_LINE_ARGS=
set _SKIP=2
:win9xME_args_slurp
if "x%~1" == "x" goto execute
set CMD_LINE_ARGS=%*
goto execute
:4NT_args
@rem Get arguments from the 4NT Shell from JP Software
set CMD_LINE_ARGS=%$
:execute
@rem Setup the command line
set CLASSPATH=%APP_HOME%\gradle\wrapper\gradle-wrapper.jar
@rem Execute Gradle
"%JAVA_EXE%" %DEFAULT_JVM_OPTS% %JAVA_OPTS% %GRADLE_OPTS% "-Dorg.gradle.appname=%APP_BASE_NAME%" -classpath "%CLASSPATH%" org.gradle.wrapper.GradleWrapperMain %CMD_LINE_ARGS%
:end
@rem End local scope for the variables with windows NT shell
if "%ERRORLEVEL%"=="0" goto mainEnd
:fail
rem Set variable GRADLE_EXIT_CONSOLE if you need the _script_ return code instead of
rem the _cmd.exe /c_ return code!
if not "" == "%GRADLE_EXIT_CONSOLE%" exit 1
exit /b 1
:mainEnd
if "%OS%"=="Windows_NT" endlocal
:omega

4
build-android/android/settings.gradle

@ -0,0 +1,4 @@ @@ -0,0 +1,4 @@
include ':app'
// Uncomment this line to build SDL2
// Uncomment the dependency line in app/build.gradle as well
include ':SDL2'

17
build-android/get_dependencies.sh

@ -0,0 +1,17 @@ @@ -0,0 +1,17 @@
#!/bin/bash -x
pushd external/SDL2
wget https://www.libsdl.org/release/SDL2-2.0.8.zip
unzip -q SDL2-2.0.8.zip
mv SDL2-2.0.8 SDL2
rm SDL2-2.0.8.zip
wget https://www.libsdl.org/projects/SDL_image/release/SDL2_image-2.0.3.zip
unzip -q SDL2_image-2.0.3.zip
mv SDL2_image-2.0.3 SDL2_image
rm SDL2_image-2.0.3.zip
popd
# No need to copy SDLActivity.java et al, repo contains those from 2.0.8
# cp external/SDL2/SDL2/android-project/app/src/main/java/org/libsdl/app/*.java android/app/src/main/java/org/libsdl/app/

BIN
build-android/res/TerminusTTF.ttf

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235
build-android/src/audio.c

@ -0,0 +1,235 @@ @@ -0,0 +1,235 @@
#include "audio.h"
#include <SDL_keycode.h>
#include <SDL_mixer.h>
#include <SDL_mutex.h>
void generate_audio(void);
struct game_sounds game_sounds;
Uint8 big_hum(unsigned int t);
Uint8 func0(unsigned int t);
int mute = false;
void fill_audio(void *func, Uint8 *stream, int len) {
Uint8 (*wavegen)(unsigned int) = func;
unsigned int t = 1;
for(int i = 0; i < len; i++,t++) {
stream[i] = wavegen(t);
if (len - i < 300) {
stream[i] = (float)wavegen(t) * (len - i) / 300.0;
}
}
}
void callbackfn3(void *unused, Uint8 *stream, int len) {
static int t = 1;
for(int i = 0; i < len; i++,t++) {
stream[i] = big_hum(t);
stream[i] = 0;
}
}
void start_audio(void) {
//audio_format.callback = callbackfn3;
/* just for playing background music
if (SDL_OpenAudio(&audio_format, NULL)) {
fprintf(stderr, "Unable to open audio: %s\n", SDL_GetError());
exit(1);
}
*/
//SDL_PauseAudio(0);
if (Mix_OpenAudio(G_AUDIO_SFREQ,AUDIO_S8,1,G_AUDIO_BSIZE) < 0) {
fprintf(stderr, "Unable to open audio: %s\n", SDL_GetError());
exit(1);
}
if (Mix_AllocateChannels(20) < 0) {
fprintf(stderr, "Unable to open audio: %s\n", SDL_GetError());
}
generate_audio();
}
void
play_game_sound(Mix_Chunk *chunk, int len, int channel)
{
if (mute || Mix_Playing(channel)) {
return;
}
if(Mix_PlayChannel(channel, chunk, 1) < 0)
fprintf(stderr, "Unable to play audio: %s\n", SDL_GetError());
}
Uint8
pitchshift_hit(unsigned int t, void *arg)
{
double *hitt = arg;
double hit = *hitt;
hit = 6 - hit;
int lower = 10 + 2 * (hit > 6 ? 6 : hit);
int higher = 1 + (hit > 6 ? 6 : hit);
// printf("mag %f higher %d lower %d\n", hit, higher, lower);
const double R=8000; // sample rate (samples per second)
const double C=125; // frequency of middle-C (hertz)
const double F=R/256; // bytebeat frequency of 1*t due to 8-bit truncation (hertz)
const double V=127; // a volume constant
double volume = (((t / 3000) > 2) ? 2 : t / 3000);
return ((sin(t*2*M_PI/R*(125 + hit))+1)*10 + (sin(t*2*M_PI/R*(250 + hit))+1)*(50 + hit) + (sin(t*2*M_PI/R*(900 + hit))+1)*100 + (sin(t*2*M_PI/R*(150+ hit))+1)*5) ;
return ((t < 3000) * ((t % higher) * (3000 - t % 3000) * 0.00351));
//+ ((t < 3500) * ((3500 - t % 3500)) * 0.0002 * (t % lower));
}
void
synthplay_now(Uint8 (*bbgen)(unsigned int t, void *), void *arg, int len)
{
static Mix_Chunk *new_chunk = NULL;
if (Mix_Playing(1)) {
return;
}
if (new_chunk)
Mix_FreeChunk(new_chunk);
int generate_len = len * (512);
Uint8 raw_data[generate_len];
unsigned int t = 1;
for(int i = 0; i < generate_len; i++,t++) {
raw_data[i] = bbgen(t, arg);
}
new_chunk = Mix_QuickLoad_RAW(raw_data, generate_len);
Mix_PlayChannelTimed(1, new_chunk, -1, len);
}
void callbackfn2(void *unused, Uint8 *stream, int len) {
static int t = 1;
int i;
int yeet = rand();
for(i=0; i < len; i++,t++) {
stream[i] = func0(t);
}
}
void callbackfn(void *unused, Uint8 *stream, int len)
{
static int t = 0;
int i;
int yeet = rand();
for( i=0; i < len; i++,t++) {
/*
stream[i] = (t*5&(t>>7))|(t*3&(t>>8));
*/
//stream[i] = (( t >> 10 ) & 42) * t;
stream[i] = (t & yeet) % 73;
}
}
/* Waveform Generators */
Uint8 big_hum(unsigned int t) {
return ( (sin(t*2*3.14159265/8000*200)+1) * 20) + ( (sin(t*2*3.14159265/8000*110)+1) * 20) + ( (sin(t*2*3.14159265/8000*230)+1) * 20) + ( (sin((t % 80)*2*3.14159265/8000 * 6)+1) * 12);
}
unsigned int sine_wave_sound(unsigned int t) {
const double R=8000; // sample rate (samples per second)
const double C=261.625565; // frequency of middle-C (hertz)
const double F=R/256; // bytebeat frequency of 1*t due to 8-bit truncation (hertz)
const double V=127; // a volume constant
return (sin(t*2*M_PI/R*C)+1)*V;
}
Uint8 winch_sound(unsigned t) {
return (((t % 80) | (t % 36) | (6 * (t % 6))) + 20) * 1.6;
return ((t % 80) | (t % 36) | (6 * (t % 6)));
}
Uint8 beat_2(unsigned t) {
return ((((t % 250) / 2)) | (t % 129)) % 110;
}
Uint8 func0(unsigned t) {
int note = 18;
if (!(t % 1240)) {
note = (1 + rand()) % 18 + 1;
}
fflush(stdout);
return (t % note);
}
Uint8 func1(unsigned int t) {
int note = 10;
if (!(t % 8000)) {
note = (1 + rand()) % 10 + 5;
}
return ((t & 110) % 73 | (t % 1711));
}
Uint8 collision_test(unsigned int t) {
// try not to loop
int x = ((t < 3000) * ((t % 5) * (3000 - t % 3000) * 0.00351))
+ ((t < 3500) * ((3500 - t % 3500)) * 0.0002 * (t % 14));
float y = x;
float lerp = 1;
if (t > 80)
lerp = (100 - t) / 30;
if (lerp > 1) lerp = 1;
if (lerp < 0) lerp = 0;
return y;
return ((t < 3000) * ((t % 5) * (3000 - t % 3000) * 0.00351))
+ ((4000 - t % 4000) * 0.0003 * (t % 128))
+ ((t < 3500) * ((3500 - t % 3500)) * 0.0002 * (t % 64)); // has a big low sound
return (t % 4) * (4000 - t % 4000) * 0.01;
}
Uint8 boop_noise(unsigned int t) {
return ((t >> 10) & 42) * t;
}
Uint8 rope_attach(unsigned int t) {
return (((2000 - (t % 2000)))/40 * (t % 20) | (t % 44) + 20) * 1.6;
}
void generate_audio(void) {
const int sfx_len_ms = 1000;
unsigned int sfx_len = (G_AUDIO_SFREQ/1000) * G_AUDIO_BSIZE * sfx_len_ms;
sfx_len = G_AUDIO_BSIZE;
Uint8 *raw_data = calloc(sfx_len, sizeof(Uint8));
fill_audio(winch_sound, raw_data, sfx_len);
game_sounds.rope_pull = Mix_QuickLoad_RAW(raw_data, sfx_len);
Mix_Volume(BC_ROPE_PULL, MIX_MAX_VOLUME * 0.1);
Uint8 *raw_data2 = calloc(sfx_len, sizeof(Uint8));
fill_audio(collision_test, raw_data2, sfx_len);
game_sounds.collision = Mix_QuickLoad_RAW(raw_data2, sfx_len);
Mix_Volume(BC_COLLISION, MIX_MAX_VOLUME);
Uint8 *raw_data3 = calloc(sfx_len, sizeof(Uint8));
fill_audio(big_hum, raw_data3, sfx_len);
game_sounds.background = Mix_QuickLoad_RAW(raw_data3, sfx_len);
Mix_Volume(BC_MUSIC, MIX_MAX_VOLUME * 0.1);
Uint8 *raw_data4 = calloc(sfx_len, sizeof(Uint8));
fill_audio(rope_attach, raw_data4, sfx_len);
game_sounds.rope_attach = Mix_QuickLoad_RAW(raw_data4, sfx_len);
Mix_Volume(BC_ROPE_ATTACH, MIX_MAX_VOLUME * 0.1);
}

37
build-android/src/audio.h

@ -0,0 +1,37 @@ @@ -0,0 +1,37 @@
#ifndef AUDIO_H
#define AUDIO_H
#include <SDL_audio.h>
#include "types.h"
#include <math.h>
#include <stdlib.h>
#define G_AUDIO_SFREQ 8000
#define G_AUDIO_BSIZE 512
struct game_sounds {
unsigned int t;
Mix_Chunk *collision;
Mix_Chunk *rope_attach;
Mix_Chunk *rope_pull;
Mix_Chunk *background;
/* Looping samples (need backbuffer to fill while playing ) */
Mix_Chunk *menu;
};
extern struct game_sounds game_sounds;
void play_game_sound(Mix_Chunk *chunk, int len, int channel);
void start_audio(void);
Uint8 pitchshift_hit(unsigned int t, void *arg);
void synthplay_now(Uint8 (*bbgen)(unsigned int t, void *), void *arg, int len);
enum audio_channel_names {
BC_COLLISION = 1,
BC_ROPE_PULL = 2,
BC_ROPE_ATTACH = 3,
BC_MUSIC = 4,
};
#endif

3
basic-lib.c → build-android/src/basic-lib.c

@ -93,8 +93,5 @@ void get_time(void) { @@ -93,8 +93,5 @@ void get_time(void) {
replace_char(&(newstr[0]), "\n");
printf("%s", newstr);
}

238
build-android/src/colours.c

@ -0,0 +1,238 @@ @@ -0,0 +1,238 @@
#include "colours.h"
struct colour get_random_color(unsigned int seed) {
srand(seed);
int red = rand() % 255;
int blue = rand() % 255;
int green = rand() % 255;
struct colour col;
col.r = red;
col.g = green;
col.b = blue;
return col;
}
double m_min(double arr[], int len) {
double largest = arr[0];
for (int i = 0; i < len; i ++) {
if (arr[i] < largest) {
largest = arr[i];
}
}
return largest;
}
double m_max(double arr[], int len) {
double largest = arr[0];
for (int i = 0; i < len; i ++) {
if (arr[i] > largest) {
largest = arr[i];
}
}
return largest;
}
bool m_equal(double a, double b) {
return (a - b) * (a - b) < 0.00001;
}
// https://en.wikipedia.org/wiki/HSL_and_HSV#From_RGB
// h = [0,360], s = [0,1], v = [0,1]
// if s == 0, then h = -1 (undefined)
struct colour get_hs_l_v(struct colour c, enum colour_space sp) {
struct colour ret;
memset(&ret, 0, sizeof(struct colour));
double r = (double)c.r / 255;
double g = (double)c.g / 255;
double b = (double)c.b / 255;
double arr[] = {r, g, b};
double max = m_max(arr, 3);
double min = m_min(arr, 3);
ret.v = max;
double chroma = max - min;
double lum = (max + min) / 2;
ret.l = lum;
if (m_equal(chroma, 0)) {
ret.h = 0;
} else if (m_equal(ret.v,r)) {
ret.h = (g - b) / chroma;
} else if (m_equal(max,g)) {
ret.h = 2 + (b - r) / chroma;
} else if (m_equal(max,b)) {
ret.h = 4 + (r - g) / chroma;
} else {
printf("NOPE BAD ERROR\n");
}
ret.h *= 60;
ret.h = fmod(ret.h, 360);
if (ret.h < 0) {
ret.h += 360;
}
if (sp == CS_HSV) {
if (m_equal(max,0)) {
ret.s = 0;
} else {
ret.s = chroma / max;
}
} else {
double arr[] = {ret.l, 1 - ret.l};
if (m_equal(0, lum) || m_equal(1, lum)) {
ret.s = 0;
} else {
ret.s = (ret.v - ret.l) / m_min(arr, 2);
}
}
ret.sp = CS_HSL;
return ret;
}
struct colour get_hsl(struct colour c) {
return get_hs_l_v(c, CS_HSL);
}
struct colour get_hsv(struct colour c) {
return get_hs_l_v(c, CS_HSV);
}
double magic_hsv_function(int n, struct colour c) {
double res = 0;
double k = fmod(n + (c.h / 60), 6);
double arr[] = {k, 4 - k, 1};
double k_b = m_min(arr, 3);
double k_c = 0 > k_b ? 0 : k_b;
res = c.v - c.v * c.s * k_c;
return res;
}
struct colour get_rgb_from_hsv(struct colour c) {
double r = magic_hsv_function(5, c);
double g = magic_hsv_function(3, c);
double b = magic_hsv_function(1, c);
struct colour res;
res.r = round(r * 255);
res.g = round(g * 255);
res.b = round(b * 255);
return res;
}
double magic_hsl_function(int n, struct colour c) {
double arr[] = {c.l, 1-c.l};
double a = c.s * ( c.l < (1-c.l) ? c.l : 1 - c.l );
double k = fmod(n + c.h / 30, 12);
double b[] = {k - 3, 9 -k, 1};
double d[] = {-1, m_min(b, 3)};
return c.l - a * (d[0] > d[1] ? d[0] : d[1]);
}
struct colour get_rgb_from_hsl(struct colour c) {
double r = magic_hsl_function(0, c);
double g = magic_hsl_function(8, c);
double b = magic_hsl_function(4, c);
struct colour res;
res.r = round(r * 255);
res.g = round(g * 255);
res.b = round(b * 255);
return res;
}
struct colour get_rgb(struct colour c) {
if (c.sp == CS_HSL) {
return get_rgb_from_hsl(c);
}
if (c.sp == CS_HSV) {
return get_rgb_from_hsv(c);
}
struct colour d;
memset(&d, 0, sizeof(struct colour));
return d;
}
int compare_perceived_lum(const void* c1, const void* c2) {
struct colour rgb_c1 = *(struct colour*)c1;
struct colour rgb_c2 = *(struct colour*)c2;
double lum1 = 0.299*rgb_c1.r + 0.587*rgb_c1.g + 0.114*rgb_c1.b;
double lum2 = 0.299*rgb_c2.r + 0.587*rgb_c2.g + 0.114*rgb_c2.b;
return lum1 - lum2;
}
struct colour *get_adjacent(struct colour base, int deg, int num) {
struct colour col = get_hsl(base);
num += 1;
struct colour* colours = calloc(sizeof(struct colour), num);
for (int i = 0; i < num; i++) {
int m = (i % 2 == 0) ? -i : i;
colours[i] = col;
colours[i].h += m * deg;
colours[i].h += fmod(colours[i].h, 360);
}
struct colour *ret_colours = calloc(num, sizeof(struct colour) * num);
for (int i = 0; i < num; i++) {
ret_colours[i] = get_rgb(colours[i]);
}
// sort from dark to bright
qsort(ret_colours, num, sizeof(struct colour), compare_perceived_lum);
free(colours);
return ret_colours;
}
void print_colour(struct colour c) {
char *colour = calloc(20, sizeof(char));
sprintf(colour, "#%02x%02x%02x", c.r, c.g, c.b);
printf("\x1b[38;2;%d;%d;%dm%s\x1b[0m\n", c.r, c.g, c.b, colour);
free(colour);
}
void test(int seed) {
struct colour c = get_random_color(seed);
//print_colour(c);
struct colour hsl = get_hsl(c);
struct colour hsv = get_hsv(c);
/*printf("RGB: %d %d %d\n",c.r,c.g,c.b);*/
/*printf("HSL: %f %f %f\n",hsl.h, hsl.s, hsl.l);*/
/*printf("HSV: %f %f %f\n",hsv.h, hsv.s, hsv.v);*/
struct colour *adj = get_adjacent(c, 5, 4);
for (int i = 0; i < 5; i++) {
print_colour(adj[i]);
}
free(adj);
printf("\n");
}
void test_print_wheel() {
struct colour c;
c.s = 0.999;
c.v = 0.99;
c.l = 0.5;
c.sp = CS_HSV;
for(int i = 0; i < 360; i+=5) {
c.h = (double)i;
struct colour rgb = get_rgb(c);
print_colour(rgb);
}
}

43
build-android/src/colours.h

@ -0,0 +1,43 @@ @@ -0,0 +1,43 @@
#ifndef COSMOPOLITAN
#include <stdbool.h>
#include <stdlib.h>
#include <string.h>
#include <math.h>
#include <stdio.h>
#endif
#ifndef H_COLOURS
#define H_COLOURS
enum colour_space {
CS_INVALID = 0,
CS_RGB = 1, // default to RGB
CS_HSV = 2,
CS_HSL = 3,
};
struct colour {
double h;
double s;
double v;
double l;
int r;
int g;
int b;
enum colour_space sp;
};
struct colour get_random_color(unsigned int seed);
// doesn't support hsl-hsv or converse, conversion
struct colour get_hsl(struct colour c);
struct colour get_hsv(struct colour c);
struct colour get_rgb(struct colour c);
struct colour *get_adjacent(struct colour base, int deg, int num);
void print_colour(struct colour c);
#endif

106
build-android/src/controlscheme.c

@ -0,0 +1,106 @@ @@ -0,0 +1,106 @@
#include "controlscheme.h"
#include <SDL_scancode.h>
#ifdef LOAD_INPUTS
#include <sys/stat.h>
#endif
struct InputMap input_map;
#define INPUT_MAP_ID 83921864
#define INPUT_MAP_VERSION 0
#define CONTROLS_FNAME "controls.bin"
struct InputMap_Ser {
unsigned int id;
unsigned int ver;
struct InputMap input_map;
};
int load_controls(void);
void get_input_map(void) {
#ifdef LOAD_INPUTS
if (load_controls()) {
return;
}
#endif
input_map.player_down = SDL_SCANCODE_S;
input_map.player_up = SDL_SCANCODE_W;
input_map.player_right = SDL_SCANCODE_D;
input_map.player_left = SDL_SCANCODE_A;
input_map.player_rope = SDL_SCANCODE_E;
input_map.player_pull_rope = SDL_SCANCODE_Q;
input_map.mute = SDL_SCANCODE_M;
input_map.pause = SDL_SCANCODE_ESCAPE;
input_map.quit = SDL_SCANCODE_Q;
input_map.goto_level = SDL_SCANCODE_G;
input_map.mouse_attach_rope_pull = SDL_BUTTON_LEFT;
input_map.mouse_attach_rope = SDL_BUTTON_RIGHT;
}
#ifdef LOAD_INPUTS
struct Buffer {
size_t len;
char *data;
};
struct Buffer read_whole_file(char const *file_name) {
struct stat sb;
struct Buffer b = {};
if (stat (file_name, & sb) != 0) {
return b;
}
char *buffer = malloc(sb.st_size + 1);
FILE *f = fopen(file_name, "r");
size_t bytes_read = fread(buffer, sizeof (unsigned char), sb.st_size, f);
if (bytes_read != sb.st_size) {
fclose(f);
free(buffer);
return b;
}
fclose(f);
b.data = buffer;
b.len = bytes_read;
return b;
}
int load_controls(void) {
struct Buffer b = read_whole_file(CONTROLS_FNAME);
if (b.len != sizeof (struct InputMap_Ser)) {
return 0;
}
struct InputMap_Ser *im = (struct InputMap_Ser *)b.data;
if (im->id != INPUT_MAP_ID)
return 0;
if (im->ver != INPUT_MAP_VERSION)
return 0;
memcpy(&input_map, &im->input_map, sizeof(struct InputMap));
return 1;
}
void save_controls(void) {
FILE *f = fopen(CONTROLS_FNAME, "w");
struct InputMap_Ser im;
im.id = INPUT_MAP_ID;
im.ver = INPUT_MAP_VERSION;
im.input_map = input_map;
fwrite(&im, sizeof(unsigned char), sizeof(struct InputMap_Ser), f);
fclose(f);
}
#endif

10
controlscheme.h → build-android/src/controlscheme.h

@ -1,4 +1,4 @@ @@ -1,4 +1,4 @@
#include <SDL2/SDL.h>
#include <SDL.h>
#ifndef CRTL_H
#define CRTL_H
@ -10,6 +10,7 @@ enum Game_Interaction { @@ -10,6 +10,7 @@ enum Game_Interaction {
PLAYER_LEFT
};
struct InputMap {
SDL_Scancode player_up;
SDL_Scancode player_down;
@ -17,11 +18,18 @@ struct InputMap { @@ -17,11 +18,18 @@ struct InputMap {
SDL_Scancode player_right;
SDL_Scancode player_rope;
SDL_Scancode player_pull_rope;
SDL_Scancode mute;
SDL_Scancode quit;
SDL_Scancode pause;
SDL_Scancode goto_level;
Uint8 mouse_attach_rope_pull;
Uint8 mouse_attach_rope;
};
extern struct InputMap input_map;
void get_input_map(void);
void save_controls(void);
#endif

159
build-android/src/datatypes.c

@ -0,0 +1,159 @@ @@ -0,0 +1,159 @@
#include "datatypes.h"
#include <string.h>
#include <stdlib.h>
ArrayList new_arlst(int num_elems) {
ArrayList new_list;
new_list.free = NULL;
new_list.size = 0;
new_list.capacity = num_elems;
new_list.items = calloc(num_elems, sizeof(void *));
return new_list;
}
ArrayList new_arlst_wfree(int num_elems, void (*nfree)(void *ptr)) {
ArrayList new_list = new_arlst(num_elems);
new_list.free = nfree;
return new_list;
}
ArrayList new_arlst_using_array(void **array, int length) {
ArrayList l = new_arlst(length);
free(l.items);
l.items = array;
return l;
}
ArrayList new_arlst_using_array_wfree(void **array, int length,
void (*f)(void *)) {
ArrayList l = new_arlst_using_array(array, length);
l.free = f;
return l;
}
ArrayList new_arlst_from_array(void *array, size_t elem_size, int length) {
ArrayList l = new_arlst(length);
l.free = free;
for (int i = 0; i < length; i++) {
void *item = calloc(1, elem_size);
void *start = array + i * elem_size;
memmove(item, start, elem_size);
arlst_add(&l, item);
}
return l;
}
void *arlst_get(ArrayList *l, int id) {
// out of bounds
if (id < 0 || id >= l->size) {
return 0;
}
return l->items[id];
}
void * arlst_del(ArrayList *l, int id) {
void *item = arlst_get(l, id);
if (!item) {
return NULL;
}
l->size--;
// move elements backward
for (int i = id; i < l->size; i++) {
l->items[i] = l->items[i+1];
}
// shrink capacity if neccessary
if (D_SHRINK_THRESHOLD != 0
|| l->size < (100 / D_SHRINK_THRESHOLD) * l->capacity) {
size_t new_size = l-> size + (l->capacity * (100 / D_SHRINK_THRESHOLD) *
100 / D_GROW_AMOUNT);
// l->items = reallocarray(l->items, new_size, sizeof(void *));
l->items = realloc(l->items, new_size * sizeof(void *));
}
return item;
}
int arlst_add(ArrayList *l, void *item) {
int item_index = l->size;
// grow if neccessary
if (l->size == l->capacity) {
size_t new_size = l->capacity + (100 / D_GROW_AMOUNT) * l->capacity;
l->capacity = new_size;
//l->items = (void **)reallocarray(l->items, new_size, sizeof(void *));
l->items = (void **)realloc(l->items, new_size * sizeof(void *));
}
l->items[item_index] = item;
l->size++;
return 0;
}
void * arlst_pop(ArrayList *l) {
l->size--;
return l->items[l->size];
}
int arlst_push(ArrayList *l, void *item) {
return arlst_add(l, item);
}
int arlst_destroy(ArrayList *l) {
if (l->free != NULL) {
for (int i = 0; i < l->size; i++) {
l->free(l->items[i]);
}
}
free(l->items);
return 0;
}
ListFiFo new_fifo(int start_size) {
ListFiFo l;
memset(&l, 0, sizeof(ListFiFo));
l.inner = new_arlst(start_size);
l.size = &l.inner.size;
return l;
}
void *fifo_get(ListFiFo *l) {
if (l->fifo_head >= l->inner.size) {
return NULL;
}
void *value = arlst_get(&l->inner, l->fifo_head);
if (value != NULL) {
l->fifo_head++;
}
if (l->fifo_head == l->inner.capacity
|| (l->fifo_head == l->inner.size
&& l->inner.size >= D_MAX_QUEUE_LEN)) {
// start rewriting from the beginning
l->inner.size = 0;
l->fifo_head = 0;
// memset(l->inner.items, 0, sizeof(void *) * l->inner.capacity);
}
return value;
}
/* It is up to the caller to free any data stored */
int fifo_add(ListFiFo *l, void *i) {
if (l->inner.size >= D_MAX_QUEUE_LEN) {
return -1;
}
return arlst_add(&l->inner, i);
}

61
build-android/src/datatypes.h

@ -0,0 +1,61 @@ @@ -0,0 +1,61 @@
#ifndef DTYPE_H
#define DTYPE_H
#include <stdlib.h>
enum {
D_SHRINK_THRESHOLD = 50, // percentage of capacity
// 0 = never shrink
// 100 = always shrink
D_GROW_AMOUNT = 50, // percentage of size
// 0 = 1 = grow by 1 on every add
// 100 = double size whenever space runs out
D_MAX_QUEUE_LEN = 400 // maximum num of items allowed in a fifo
};
struct array_list {
size_t size;
size_t capacity;
void **items;
void (*free)(void *ptr); // free function
};
struct list_fifo {
struct array_list inner;
size_t fifo_head;
size_t *size;
};
typedef struct array_list ArrayList;
typedef struct list_fifo ListFiFo;
/* FIFOs */
ListFiFo new_fifo(int start_size);
int fifo_add(ListFiFo *l, void *i);
void *fifo_get(ListFiFo *l);
/* Stacks */
int arlst_push(ArrayList *l, void *item);
void * arlst_pop(ArrayList *l);
/* Array Lists */
// constructors
ArrayList new_arlst_from_array(void *array, size_t elem_size, int length);
ArrayList new_arlst_using_array_wfree(void **, int, void (*)(void *));
ArrayList new_arlst_using_array(void **array, int length);
ArrayList new_arlst_wfree(int num_elems, void (*nfree)(void *ptr));
ArrayList new_arlst(int num_elems);
// destructors
int arlst_destroy(ArrayList *l);
void * arlst_del(ArrayList *l, int id);
// functions
int arlst_add(ArrayList *l, void *item);
void *arlst_get(ArrayList *l, int id);
#endif

0
debuginfo.h → build-android/src/debuginfo.h

983
build-android/src/draw.c

@ -0,0 +1,983 @@ @@ -0,0 +1,983 @@
#include "draw.h"
#include "game.h"
#include "types.h"
#include <SDL_mutex.h>
#include <SDL_render.h>
#include <time.h>
Vect viewport_pos;
int width, height;
bool high_contrast_mode = 0;
/* generic rendering functions */
int MAX_ONSCREEN_OBJECTS = 99;
int num_onscreen = 0;
double time_delta = 0;
void render_texture_at(struct SDL_Renderer * ren, struct SDL_Texture * texture,int x, int y) {
/* draw a texture at x.y */
SDL_Rect destination;
destination.x = x;
destination.y = y;
SDL_QueryTexture(texture, NULL, NULL, &destination.w, &destination.h);
SDL_RenderCopy(ren, texture, NULL, &destination);
}
/*SDL_Texture * load_image(SDL_Renderer * ren, char fname[]) {*/
/*[> Load an image into a texture <]*/
/*SDL_Surface * surface = IMG_Load(fname) ;*/
/*if(!surface) {*/
/*printf("IMG_Load: %s\n", IMG_GetError());*/
/*// handle error*/
/*}*/
/*SDL_Texture * png_image = SDL_CreateTextureFromSurface(ren, surface);*/
/*cleanup(surface, SURFACE);*/
/*return (png_image);*/
/*}*/
double sigmoid(double x) {
return exp(x) / (exp(x) + 1);
}
struct timespec get_now_d() {
struct timespec now;
clock_gettime(CLOCK_MONOTONIC, &now);
if (now.tv_nsec >= 1000000000) {
now.tv_nsec -= 1000000000;
}
return now;
}
Vect in_view(Vect V) {
Vect ret;
ret.x = V.x -viewport_pos.x;
ret.y = V.y -viewport_pos.y;
return ret;
}
/* Game Specific rendering functions */
void draw_player(SDL_Renderer * ren, int x, int y, bool red) {
// translate to viewport
Vect V;
V.x = x; V.y = y;
V = in_view(V);
/* draw the player as a coloured rect */
SDL_Rect player_rect;
player_rect.x = V.x -10;
player_rect.y = V.y -10;
player_rect.w = 20;
player_rect.h = 20;
struct colour c = get_scene_watch()->colours.bg;
SDL_SetRenderDrawColor(ren, c.r, c.g, c.b, 255);
SDL_RenderDrawRect(ren, &player_rect);
SDL_RenderFillRect(ren, &player_rect);
// draw strings
for (int i = 0; i < player.physics->num_strings; i++) {
if (!player.physics->strings[i].attached) {
continue;
}
Vect B = {x, y};
B = in_view(B);
Vect E;
E = in_view(player.physics->strings[i].end_point);
for (int j = -3; j < 3; j++) {
for (int k = -3; k < 3; k++) {
SDL_RenderDrawLine(ren, B.x + j, B.y + k, E.x + j, E.y + k);
}
}
}
SDL_SetRenderDrawColor(ren, 0,0,0, 255);
}
void draw_floor(SDL_Renderer *ren, FloorPoly *poly, bool down) {
SDL_Point left;
SDL_Point right;
left.x = poly->left.x - viewport_pos.x;
if (left.x > width) {
return;
}
right.x = poly->right.x - viewport_pos.x;
if (right.x < 0) {
return;
}
left.y = poly->left.y - viewport_pos.y;
right.y = poly->right.y - viewport_pos.y;
if (left.y <= 0 && right.y <= 0) {
return;
}
if (left.y >= height && right.y >= height) {
return;
}
SDL_SetRenderDrawColor(ren, 100,100,100, 255);
int end = down ? height : 0;
double m = (double)(right.y - left.y) / (double)(right.x - left.x);
double c = (double)left.y - ((double)left.x * m);
for (int i = left.x; i <= right.x; i++) {
int y = (int)(m * i + c);
if (y > 0) {
SDL_RenderDrawLine(ren, i, y, i, end);
}
}
SDL_SetRenderDrawColor(ren, 0,0,0, 255);
}
// draw collision poly
void draw_collision_poly(SDL_Renderer* ren, Body *body) {
if (!SHOWCOLLISION) {
return;
}
if (body->colliding) {
SDL_SetRenderDrawColor(ren, 255, 0, 0, 255);
} else {
SDL_SetRenderDrawColor(ren, 0, 255, 0, 255);
}
// draw strings
for (int i = 0; i < body->num_strings; i++) {
if (!body->strings[i].attached) {
continue;
}
Vect B;
B = in_view(body->position);
Vect E;
E = in_view(body->strings[i].end_point);
SDL_RenderDrawLine(ren, B.x, B.y, E.x, E.y);
}
if (body->collision_poly_size == 1) {
SDL_Rect dot;
Vect V;
V.x = body->collision_poly[0].x;
V.y = body->collision_poly[0].y;
Vect T = in_view(V);
dot.x = T.x;
dot.y = T.y;
dot.w = 4;
dot.h = 4;
SDL_RenderDrawRect(ren, &dot);
SDL_RenderFillRect(ren, &dot);
} else if (body->collision_poly_size == 2) {
int x_st = body->collision_poly[0].x -viewport_pos.x;
int y_st = body->collision_poly[0].y -viewport_pos.y;
int x_en = body->collision_poly[1].x -viewport_pos.x;
int y_en = body->collision_poly[1].y -viewport_pos.y;
SDL_RenderDrawLine(ren, x_st, y_st, x_en, y_en);
} else if (body->collision_poly_size > 2) {
int x_st = body->collision_poly[0].x -viewport_pos.x;
int y_st = body->collision_poly[0].y -viewport_pos.y;
int x_en, y_en;
for (int i = 1; i < body->collision_poly_size; i++) {
x_en = body->collision_poly[i].x -viewport_pos.x;
y_en = body->collision_poly[i].y -viewport_pos.y;
SDL_RenderDrawLine(ren, x_st, y_st, x_en, y_en);
x_st = x_en;
y_st = y_en;
}
x_en = body->collision_poly[0].x-viewport_pos.x;
y_en = body->collision_poly[0].y-viewport_pos.y;
SDL_RenderDrawLine(ren, x_st, y_st, x_en, y_en);
}
SDL_SetRenderDrawColor(ren, 0,0,0, 255);
}
// draw indicator of forces acting on an object
void draw_forces(SDL_Renderer *ren, Body *body) {
if (!SHOWFORCES) {
return;
}
Vect start;
start.x = (int)body->position.x -viewport_pos.x;
start.y = (int)body->position.y -viewport_pos.y;
Vect F;
for (int i = 0; i < body->num_motors; i++) {
if (!get_motor_active(body, i)) {
continue;
}
F.x += body->motors[i].x;
F.y += body->motors[i].y;
Vect end = vect_add(start, F);
SDL_SetRenderDrawColor(ren, 255,0,0, 255);
SDL_RenderDrawLine(ren, start.x, start.y, start.x, end.y);
SDL_SetRenderDrawColor(ren, 0,0,255, 255);
SDL_RenderDrawLine(ren, start.x, start.y, end.x, start.y);
}
SDL_SetRenderDrawColor(ren, 0,0,0, 255);
}
void draw_wall(SDL_Renderer *ren, Wall *wall) {
SDL_SetRenderDrawColor(ren, 120, 85, 188, 255);
int x_st, x_en, y_st, y_en;
x_st = wall->nodes[0].x + wall->physics->position.x -viewport_pos.x;
y_st = wall->nodes[0].y + wall->physics->position.y -viewport_pos.y;
for (int i = 1; i < wall->numNodes; i++) {
x_en = wall->nodes[i].x + wall->physics->position.x -viewport_pos.x;
y_en = wall->nodes[i].y + wall->physics->position.y -viewport_pos.y;
SDL_RenderDrawLine(ren, x_st, y_st, x_en, y_en);
x_st = x_en;
y_st = y_en;
}
x_en = wall->nodes[0].x + wall->physics->position.x -viewport_pos.x;
y_en = wall->nodes[0].y + wall->physics->position.y -viewport_pos.y;
SDL_RenderDrawLine(ren, x_st, y_st, x_en, y_en);
SDL_SetRenderDrawColor(ren, 0,0,0, 255);
}
int distance_colour(int x, int y, int x2, int y2, int blackpoint) {
int dist = (int) sqrt((x2 - x)*(x2 - x) + (y2 - y)*(y2 - y) );
if (dist == 0) {
return 255;
}
if (dist > blackpoint) {
return 0;
}
int frac = blackpoint / dist;
// int frac = 255 * (int) sin((double)dist / blackpoint);
if (frac > 255) {
return 255;
}
return frac;
}
void new_update_viewport(Body const * const pl) {
int const xmargin = 100; // pixels
int const ymargin = 100; // pixels
int const xmovmagin = width / 4;
int const ymovmagin = height / 3;
double const xrange = width - (2 * xmargin);
double const yrange = height - (2 * ymargin);
double const x_max = 2;
double const y_max = 3;
static Vect target = {};
static double dirchange = 0;
static Vect last_plpos = {};
if (last_plpos.x == 0 && last_plpos.y == 0)
last_plpos = pl->position;
static Vect lmove = {};
Vect iv = in_view(pl->position);
Vect left_pos = {0, 2 * height / 4};
left_pos = vect_add(pl->position, vect_scalar(left_pos, -1));
Vect right_pos = {7 * (width / 8), 2 * height / 4};
right_pos = vect_add(pl->position, vect_scalar(right_pos, -1));
bool recover = false;
Vect screen_dist = vect_add(in_view(pl->position), vect_scalar(lmove, -1));
static double swap = 0;
if (iv.x > width
|| (iv.x < 0
|| iv.y > height
|| iv.y < 0))
recover = true;
Vect delta = vect_add(vect_scalar(pl->position, -1), last_plpos);
double dist_change = vect_mag(delta);
if ((recover) //|| vect_mag((Vect){pl->vel.x, 0}) > 0.4
|| (dist_change > width / 100)) {
if (iv.x < width / 6) {
target = right_pos;
} else {
target = left_pos;
}
lmove = target;
last_plpos = pl->position;
}
if (recover)
viewport_pos = target;
// emergency
/*if (!(iv.x > width / 3 && iv.x < (2 * (width / 3)))) {*/
/*if (!(iv.y > height / 3 && iv.y < (2 * (height / 3)))) {*/
/*if ( true ||*/
/*( in_view(pl->position).x > xmargin + xrange */
/*|| in_view(pl->position).x < xmargin)*/
/*) */
/*{*/
/*double m = (width / 2) / (2.0 * x_max);*/
/*double x = m * v;*/
/*target.x = pl->position.x - x;*/
/*}*/
//target.y = pl->position.y - height/2; // + y;
/*}*/
/*}*/
double v = pl->vel.x;
if (v > x_max)
v = x_max;
if (v < -x_max)
v = -x_max;
if (v < 0)
v = -v;
// move towards target a set proportion
Vect urgency = vect_add(target, vect_scalar(pl->position, -1));
Vect p = vect_add(target, vect_scalar(viewport_pos, -1));
double proportion = (sigmoid(time_delta) / 100);
proportion = 2 * (pl->vel.x * pl->vel.x / (width));
proportion = proportion < 0 ? -proportion : proportion;
proportion > 0.4 ? proportion = 0.4 : 0;
proportion < 0 ? proportion = 0.000001 : 0;
p = vect_scalar(p, proportion);
viewport_pos = vect_add(viewport_pos, p);
}
void update_viewport(Body *pl) {
float xmargin = 0.5;
float ymargin = 0.2;
if (pl->position.x - viewport_pos.x > (1-xmargin) * width) {
viewport_pos.x = - ((1-xmargin) * width - pl->position.x);
}
if (pl->position.x - viewport_pos.x < xmargin * width) {
viewport_pos.x = -(xmargin * width - pl->position.x);
}
if (pl->position.y - viewport_pos.y > (1-ymargin) * height) {
viewport_pos.y = -((1-ymargin) * height - pl->position.y);
}
if (pl->position.y - viewport_pos.y < ymargin * height) {
viewport_pos.y = -(ymargin * height - pl->position.y);
}
}
void accel_update_viewport(Body *pl) {
const double accel = 0.0001;
const float xmargin = 0.5;
const float ymargin = 0.2;
static Vect target_pos = (Vect) {.x=0, .y=0};
static Vect vel = (Vect) {.x=0.0, .y=0.0};
if (pl->position.x - viewport_pos.x > (1-xmargin) * width) {
target_pos.x = - ((1-xmargin) * width - pl->position.x);
}
if (pl->position.x - target_pos.x < xmargin * width) {
target_pos.x = -(xmargin * width - pl->position.x);
}
if (pl->position.y - target_pos.y > (1-ymargin) * height) {
target_pos.y = -((1-ymargin) * height - pl->position.y);
}
if (pl->position.y - target_pos.y < ymargin * height) {
target_pos.y = -(ymargin * height - pl->position.y);
}
viewport_pos = target_pos;
return;
Vect delta = vect_add(target_pos, vect_scalar(viewport_pos, -1));
printf("d %f %f\n", delta.x, delta.y);
printf("d %f\n", vect_mag(delta));
if ((vect_mag(delta) < 0.001 )) {
return;
}
Vect dir = vect_scalar(delta, 1/vect_mag(delta));
Vect vel_delta = vect_scalar(dir, accel * time_delta);
vel = vect_add(vel, vel_delta);
Vect pos_delta = vect_scalar(vel, time_delta/2);
viewport_pos = vect_add(viewport_pos, pos_delta);
}
double interpolate_h(Vect left, Vect right, double x) {
static Vect v;
double m = (double)(right.y - left.y) / (double)(right.x - left.x);
double c = (double)left.y - ((double)left.x * m);
return x * m + c;
}
void draw_environment(SDL_Renderer * ren, const struct environment *scene) {
struct colour c1 = scene->colours.bg;
struct colour c2 = scene->colours.fg1;
struct colour c3 = scene->colours.fg2;
struct colour c4 = scene->colours.fg3;
/*c1->r = 255;*/
/*c2->g = 255;*/
/*c3->b = 255;*/
/*c4->g = 255;*/
/*c4->b = 255;*/
// background colour
SDL_SetRenderDrawColor(ren, c1.r, c1.g, c1.b, 255);
/*SDL_SetRenderDrawColor(ren, 255, 0, 0, 255);*/
SDL_Rect rect;
rect.x = 0;
rect.y = 0;
rect.w = width;
rect.h = height;
SDL_RenderFillRect(ren, &rect);
/*
* double m = (double)(right.y - left.y) / (double)(right.x - left.x);
* double c = (double)left.y - ((double)left.x * m);
*
* for (int i = left.x; i <= right.x; i++) {
* int y = (int)(m * i + c);
* if (y > 0) {
* SDL_RenderDrawLine(ren, i, y, i, end);
* }
* }
*/
int k = 0;
// printf("from 0 to (room tiles) %d - 1, res %d width %d\n", E_ROOM_TILES, E_ROOM_RES, E_ROOM_WIDTH);
for (int i = 0; i < E_ROOM_TILES - 1; i++) {
for (int j = 0; j < E_ROOM_RES; j++) {
k++;
Vect *left;
Vect *right;
int x = (i * E_ROOM_RES) + j;
if (x - viewport_pos.x > width) {
break;
}
if (x - viewport_pos.x < 0) {
continue;
}
left = arlst_get(&scene->ceil, i);
right = arlst_get(&scene->ceil, i+1);
int y0 = interpolate_h(*left, *right, x) - viewport_pos.y;
left = arlst_get(&scene->bg1, i);
right = arlst_get(&scene->bg1, i+1);
int y1 = interpolate_h(*left, *right, x) - viewport_pos.y;
left = arlst_get(&scene->bg2, i);
right = arlst_get(&scene->bg2, i+1);
int y2 = interpolate_h(*left, *right, x) - viewport_pos.y;
left = arlst_get(&scene->floor, i);
right = arlst_get(&scene->floor, i+1);
int y3 = interpolate_h(*left, *right, x) - viewport_pos.y;
x = x - viewport_pos.x;
/*printf("x: %d, ", x);*/
/*printf("y: %d %d %d %d\n", y0, y1, y2, y3);*/
// 3. bg2 to floor
SDL_SetRenderDrawColor(ren, c4.r, c4.g, c4.b, 255);
SDL_RenderDrawLine(ren, x, y2, x, y3);
// 1. ceil to bg1
SDL_SetRenderDrawColor(ren, c2.r, c2.g, c2.b, 255);
SDL_RenderDrawLine(ren, x, y0, x, y1);
// 2. bg1 to bg2
SDL_SetRenderDrawColor(ren, c3.r, c3.g, c3.b, 255);
SDL_RenderDrawLine(ren, x, y1, x, y2);
}
}
}
void draw_text(SDL_Renderer *rend, Vect pos, struct colour colour, char *text) {
static SDL_Renderer *ren = NULL;
static TTF_Font* font = NULL;
if (!font) {
font = TTF_OpenFont("res/TerminusTTF.ttf", 44);
const char *err = SDL_GetError();
if (err) {
printf("%s\n", err);
}
}
if (!ren) {
ren = rend;
}
SDL_Colour sdl_col = {colour.r, colour.g, colour.b, 255};
SDL_Rect position = {.x = pos.x, .y = pos.y};
SDL_SetRenderDrawColor(ren, colour.r, colour.g, colour.b, 255);
SDL_Surface *surf = TTF_RenderText_Solid(font, text, sdl_col);
SDL_Texture *texture = SDL_CreateTextureFromSurface(ren, surf);
SDL_QueryTexture(texture, NULL, NULL, &position.w, &position.h);
SDL_RenderCopy(ren, texture, NULL, &position);
SDL_DestroyTexture(texture);
SDL_FreeSurface(surf);
}
void draw_level_chooser_tbox(SDL_Renderer *ren) {
char string[250];
snprintf(string, 250,"GOTO LEVEL: %s", gameui.currently_bound_textbox->text_input);
const struct environment *scene = get_scene_watch();
Vect pos = {.x= width - (width / 4), .y = height - (height / 10)};
draw_text(ren, pos, scene->colours.fg1, string);
}
int draw_end_screen(SDL_Renderer *ren) {
const struct environment *scene = get_scene_watch();
struct colour bg = scene->colours.bg;
struct colour colour = scene->colours.fg1;
struct colour_pallete pal = scene->colours;
SDL_SetRenderDrawColor(ren, bg.r, bg.g, bg.b,255);
SDL_RenderClear(ren);
SDL_SetRenderDrawColor(ren, pal.fg2.r, pal.fg2.g, pal.fg2.b,255);
for (int i = width - 300; i < width; i++) {
SDL_RenderDrawLine(ren, i, height, width, height - i);
if (!(i % 240)) {
SDL_SetRenderDrawColor(ren, pal.fg3.r, pal.fg3.g, pal.fg3.b,255);
}
if (!(i % 350)) {
SDL_SetRenderDrawColor(ren, pal.fg1.r, pal.fg1.g, pal.fg1.b,255);
}
}
int margin = height / 10;
// Vect position = {.x = width - width / 10, .y = height - margin};
long fastest = draw_watch.best_time;
int minutes = level_time / 60000;
float seconds = level_time * 0.001;
char time_string[250];
char * end_str = "level over.";
Vect position = {.x = width/4, .y = height / 4};
draw_text(ren, position, colour, end_str);
position.y += 60;
char level_string[250];
snprintf(level_string, 250,"course: %d", level);
draw_text(ren, position, colour, level_string);
position.y += 40;
char fastest_time[250];
minutes = fastest / 60000;
seconds = fastest * 0.001;
if (fastest > 0) {
snprintf(fastest_time, 250, "old best time: %d:%.4f", minutes, seconds);
draw_text(ren, position, colour, fastest_time);
position.y += 40;
}
/*
char qual_str[250];
snprintf(qual_str, 250, "physics quality: %d", quality);
draw_text(ren, position, colour, qual_str);
position.y += 40;
*/
minutes = level_time / 60000;
seconds = level_time * 0.001;
if (level_time > fastest) {
// base time not set yet.
snprintf(time_string, 250, "TIME: %d:%.4f", minutes, seconds);
} else {
snprintf(time_string, 250, "NEW BEST TIME: %d:%.4f", minutes, seconds);
}
Vect position2 = {.x = position.x + width/3, .y = 60 + height / 4};
if (fastest > 0) {
//position.y += 40;
long diff = level_time - fastest;
char diff_str[250];
minutes = diff / 60000;
seconds = diff * 0.001;
if (minutes > 0) {
snprintf(diff_str, 250, "DIFF: %d:%.4f", minutes, fabs(seconds));
} else {
snprintf(diff_str, 250, "DIFF: %.4f s", seconds);
}
draw_text(ren, position2, colour, diff_str);
position2.y += 40;
}
draw_text(ren, position2, colour, time_string);
position.y += 200;
char * ct_str = "press any key to continue";
draw_text(ren, position, colour, ct_str);
SDL_RenderPresent(ren);
return 0;
}
void draw_level_time(SDL_Renderer *ren, const struct environment * e) {
int margin = height / 10;
struct colour colour = e->colours.fg1;
int minutes = level_time / 60000;
float seconds = level_time * 0.001;
char time_string[250];
snprintf(time_string, 250, "time: %d:%.4f", minutes, seconds);
char level_string[250];
snprintf(level_string, 250,"course: %d", level);
Vect position = {.x = margin, .y = height - margin};
draw_text(ren, position, colour, level_string);
position.y += 40;
draw_text(ren, position, colour, time_string);
}
void draw_mute_button(SDL_Renderer *ren) {
struct colour c = get_scene_watch()->colours.fg1;
struct colour i = get_scene_watch()->colours.bg;
if (mute_button.held) {
struct colour t = c;
c = i;
i = t;
}
SDL_Rect rect;
rect.x = mute_button.x;
rect.y = mute_button.y;
rect.w = mute_button.w;
rect.h = mute_button.h;
SDL_SetRenderDrawColor(ren, c.r, c.g, c.b, 255);
SDL_RenderFillRect(ren, &rect);
rect.x += mute_button.w / 6;
rect.y += mute_button.w / 4;
rect.w = mute_button.w / 5;
rect.h = mute_button.h / 2;
SDL_SetRenderDrawColor(ren, i.r, i.g, i.b, 255);
SDL_RenderFillRect(ren, &rect);
int j = 0;
for (int i = rect.x + rect.w; i < rect.x + rect.w + mute_button.w / 5; i++) {
SDL_RenderDrawLine(ren, i, rect.y + j + rect.h, i, rect.y - j);
j++;
}
j -= 8;
int bars = 0;
int bar_width = mute_button.w / 6;
if (!mute_button.state) {
for (int i = rect.x + rect.w + mute_button.w / 5;
i < mute_button.x + mute_button.w - 5; i++) {
if ((bars++) % bar_width >= bar_width / 2) {
SDL_RenderDrawLine(ren, i, rect.y + j + rect.h, i, rect.y - j);
}
if (i % 8 == 0) j += 4;
}
} else {
int w = mute_button.w / 5;
int i = rect.x + rect.w + mute_button.w / 5 + w/2;
int j = rect.y + w / 2;
SDL_RenderDrawLine(ren, i, j + w, i + w, j);
SDL_RenderDrawLine(ren, i + w, j + w, i, j);
i += 1;
SDL_RenderDrawLine(ren, i, j + w, i + w, j);
SDL_RenderDrawLine(ren, i + w, j + w, i, j);
i -= 1;
j += 1;
SDL_RenderDrawLine(ren, i, j + w, i + w, j);
SDL_RenderDrawLine(ren, i + w, j + w, i, j);
j -= 1;
j += 1;
i += 1;
SDL_RenderDrawLine(ren, i, j + w, i + w, j);
SDL_RenderDrawLine(ren, i + w, j + w, i, j);
j -= 1;
i -= 1;
i -= 1;
SDL_RenderDrawLine(ren, i, j + w, i + w, j);
SDL_RenderDrawLine(ren, i + w, j + w, i, j);
i += 1;
j -= 1;
SDL_RenderDrawLine(ren, i, j + w, i + w, j);
SDL_RenderDrawLine(ren, i + w, j + w, i, j);
j += 1;
j -= 1;
i -= 1;
SDL_RenderDrawLine(ren, i, j + w, i + w, j);
SDL_RenderDrawLine(ren, i + w, j + w, i, j);
j += 1;
i += 1;
}
}
void draw_pause_screen(SDL_Renderer *ren, struct environment *e) {
char *te[] = { "GAME PAUSED.",
"controls",
"________",
"pause/unpause: esc",
"grapple: right click",
"grapple and pull: left click",
"go to level: g",
"mute/unmute: m",
"quit: q"
};
struct colour textc = e->colours.fg1;
struct colour bg = e->colours.bg;
SDL_SetRenderDrawColor(ren, bg.r, bg.g, bg.b, 255);
int boxwidth = 360;
int boxheight = 348;
int box_x = (2 * width / 3) - (boxwidth / 2);
int box_y = (height - boxheight) / 2;
SDL_Rect r = {.w = boxwidth, .h = boxheight, .x = box_x, .y = box_y};
SDL_RenderFillRect(ren, &r);
Vect p = {.x = box_x + 10, .y = box_y + 10};
draw_text(ren, p, textc, te[0]);
p.y += 60;
draw_text(ren, p, textc, te[1]);
p.y += 5;
draw_text(ren, p, textc, te[2]);
p.y += 35;
draw_text(ren, p, textc, te[3]);
p.y += 40;
draw_text(ren, p, textc, te[4]);
p.y += 40;
draw_text(ren, p, textc, te[5]);
p.y += 40;
draw_text(ren, p, textc, te[6]);
p.y += 40;
draw_text(ren, p, textc, te[7]);
p.y += 40;
draw_text(ren, p, textc, te[8]);
p.y += 40;
}
void redraw_buffer(SDL_Renderer * ren) {
static int mousex = 0;
static int mousey = 0;
static int newmousex = 0;
static int newmousey = 0;
static SDL_Point *bgPixels[256];
static int numpixels[256];
/*if (!width && !height) {*/
/*for (int i = 0; i < 256; i++) {*/
/*bgPixels[i] = malloc(sizeof(SDL_Point) * width * height);*/
/*memset(bgPixels[i], 0, sizeof(SDL_Point) * width * height);*/
/*memset(numpixels, 0, (sizeof(int) * 256));*/
/*}*/
/*}*/
int col = 0;
Body lplayer;
if (SDL_LockMutex(player.physics->lock) == 0){
lplayer = *player.physics;
update_viewport(&lplayer);
} else {
return;
}
static struct timespec last = {};
static struct timespec now;
now = get_now_d();
time_delta = now.tv_nsec - last.tv_nsec;
time_delta *= 0.000001; // convert to ms from ns
last = now;
//SDL_GetMouseState(&newmousex, &newmousey);
const struct environment* scene = get_scene_watch();
draw_environment(ren, scene);
draw_level_time(ren, scene);
SDL_UnlockMutex(player.physics->lock);
for (int i=0; i < world.items.size; i++) {
world_thing thing;
thing = world.get(i);
switch (thing.kind) {
case STATIC_WALL_W:
draw_wall(ren, thing.wall);
draw_collision_poly(ren, thing.wall->physics);
continue;
case FLOOR:
for (int i = 0; i < thing.floor->numPolys; i++) {
draw_floor(ren, &thing.floor->polys[i], true);
draw_collision_poly(ren, thing.floor->polys[i].physics);
}
continue;
case CEILING:
for (int i = 0; i < thing.floor->numPolys; i++) {
draw_floor(ren, &thing.floor->polys[i], false);
draw_collision_poly(ren, thing.floor->polys[i].physics);
}
continue;
case ROOM_W:
for (int i = 0; i < thing.room->ceil.numItems; i++) {
draw_collision_poly(ren, thing.room->ceil.items[i]);
}
for (int i = 0; i < thing.room->floor.numItems; i++) {
draw_collision_poly(ren, thing.room->floor.items[i]);
}
default:
continue;
}
}
draw_player(ren, lplayer.position.x, lplayer.position.y,
lplayer.colliding);
draw_collision_poly(ren, &lplayer);
draw_forces(ren, &lplayer);
draw_mute_button(ren);
if (gameui.currently_bound_textbox) {
draw_level_chooser_tbox(ren);
}
if (game_paused) {
SDL_Rect r = {.x = 0, .y = 0, .w = width, .h = height};
SDL_SetRenderDrawColor(ren, 0, 0, 0, 90);
SDL_RenderFillRect(ren, &r);
if (in_game)
draw_pause_screen(ren, scene);
}
/*if (newmousex != mousex || newmousey != mousey) {*/ /*mousey = newmousey;*/
/*mousex = newmousex;*/
/*for (int i = 0; i < 256; i++) {*/
/*memset(bgPixels[i], 0, sizeof(SDL_Point) * width * height);*/
/*memset(numpixels, 0, (sizeof(int) * 256));*/
/*}*/
/*for (int i=0; i < width; i++) {*/
/*for (int j = 0; j < height; j++) {*/
/*col = distance_colour(i, j, mousex, mousey, 10000);*/
/*SDL_Point *row = bgPixels[col];*/
/*SDL_Point point;*/
/*point.x = i;*/
/*point.y = j;*/
/*row[numpixels[col]] = point;*/
/*numpixels[col] += 1;*/
/*}*/
/*}*/
/*}*/
/*for (int i = 0; i < 255; i++) {*/
/*SDL_Point *row = bgPixels[i];*/
/*col = i;*/
/*SDL_SetRenderDrawColor(ren, col, col, col, 255);*/
/*SDL_RenderDrawPoints(ren, row, numpixels[i]);*/
/*}*/
}

16
draw.h → build-android/src/draw.h

@ -1,14 +1,13 @@ @@ -1,14 +1,13 @@
#ifndef _DEFDRAW
#define _DEFDRAW
#include <SDL2/SDL.h>
#include <SDL2/SDL_image.h>
#include <SDL.h>
#include <SDL_ttf.h>
#include "garbo.h"
#include "c-colours/colours.h"
#include "colours.h"
#include "vect.h"
#include "game.h"
#include "environment.h"
#include "game.h"
#define SHOWCOLLISION 0
#define SHOWFORCES 0
@ -31,10 +30,13 @@ void add_to_view(draw_type kind, void * object); @@ -31,10 +30,13 @@ void add_to_view(draw_type kind, void * object);
void redraw_buffer(SDL_Renderer * ren);
extern Vect viewport_pos;
void draw_text(SDL_Renderer *ren, Vect pos, struct colour colour, char *text);
extern int width, height;
int draw_end_screen(SDL_Renderer *ren);
extern Vect viewport_pos;
extern int width, height;
extern bool high_contrast_mode;
#endif

54
environment.c → build-android/src/environment.c

@ -1,4 +1,12 @@ @@ -1,4 +1,12 @@
#include "environment.h"
#include "game.h"
#include "types.h"
struct environment * environment_watch = NULL;
const struct environment* get_scene_watch(void) {
return environment_watch;
}
double linear_interpolate(double a0, double a1, double w) {
return (1.0f - w) * a0 + w * a1;
@ -51,10 +59,28 @@ double perlin(Vect coordinate) { @@ -51,10 +59,28 @@ double perlin(Vect coordinate) {
return linear_interpolate(ix0, ix1, sy);
}
struct colour_pallete get_pallete_high_contrast(void) {
struct colour white = {.r = 255, .g=255,.b=255, .sp=CS_RGB};
struct colour black = {.r = 0, .g=0,.b=0, .sp=CS_RGB};
struct colour_pallete p = {.bg = black, .fg1 = white, .fg2 = white, .fg3 = white};
return p;
}
struct colour_pallete get_pallete (int seed) {
struct colour base = get_random_color(seed);
struct colour base;
if (high_contrast_mode)
return get_pallete_high_contrast();
int n = seed;
int red = get_rand(&n) % 255;
int blue = get_rand(&n) % 255;
int green = get_rand(&n) % 255;
base.r = red;
base.g = green;
base.b = blue;
struct colour c1 = get_hsv(base);
c1 = get_hsv(base);
@ -89,6 +115,16 @@ int comp(const void *one, const void *two) { @@ -89,6 +115,16 @@ int comp(const void *one, const void *two) {
}
struct environment get_scene_at(Vect coordinate, int seed) {
// TODO: Environment needs to be shared between threads
// - this implementation duplicates it: each thread that calls
// get_scene_at gets manages its state in its own static vairables in
// this function but share pointers to the malloced environment object-
// it is thoroughly broken.
// - Fix by having a heap allocated environment object that the draw thread
// (T0) can watch and the physics thread (T3) can modify
// - the entry point can either be through a function returning
// a pointer or just a global const pointer
//
// basic cache for the last room generated
static bool init;
static Vect last_room;
@ -100,6 +136,8 @@ struct environment get_scene_at(Vect coordinate, int seed) { @@ -100,6 +136,8 @@ struct environment get_scene_at(Vect coordinate, int seed) {
if (init && room_coord.x == last_room.x && oldseed == seed) {
return e;
} else if (init) {
destroy_environment(&e);
}
last_room = room_coord;
oldseed = seed;
@ -115,7 +153,8 @@ struct environment get_scene_at(Vect coordinate, int seed) { @@ -115,7 +153,8 @@ struct environment get_scene_at(Vect coordinate, int seed) {
bit.y = 100 * seed;
Vect pos;
srand(seed);
int n = seed;
get_rand(&n);
Vect node;
node.y = 0;
@ -125,9 +164,9 @@ struct environment get_scene_at(Vect coordinate, int seed) { @@ -125,9 +164,9 @@ struct environment get_scene_at(Vect coordinate, int seed) {
bit.y = seed;
node.x = bit.x;
int r1 = 1.5*(rand() % 500) - (rand() % 100);
int r2 = 1.5*(rand() % 200) - (rand() % 200);
int r3 = (rand() % 100) - (rand() % 500);
int r1 = 1.5*(get_rand(&n) % 500) - (get_rand(&n) % 100);
int r2 = 1.5*(get_rand(&n) % 200) - (get_rand(&n) % 200);
int r3 = (get_rand(&n) % 100) - (get_rand(&n) % 500);
int r4 = 50;
int r[4] = {r1, r2, r3, r4};
@ -192,7 +231,12 @@ struct environment get_scene_at(Vect coordinate, int seed) { @@ -192,7 +231,12 @@ struct environment get_scene_at(Vect coordinate, int seed) {
// join the end and start together
if (!init) {
struct environment *ee = malloc(sizeof(struct environment));
environment_watch = ee;
}
*environment_watch = e;
init = true;

2
environment.h → build-android/src/environment.h

@ -7,4 +7,6 @@ @@ -7,4 +7,6 @@
struct environment get_scene_at(Vect coordinate, int seed);
int destroy_environment(struct environment *e);
const struct environment *get_scene_watch(void);
#endif

567
game.c → build-android/src/game.c

@ -1,7 +1,18 @@ @@ -1,7 +1,18 @@
#include "game.h"
#include "draw.h"
#include "audio.h"
#include "types.h"
#include <SDL_mixer.h>
#include <SDL_scancode.h>
#include <SDL_timer.h>
#include <SDL_ttf.h>
#include <SDL_mutex.h>
#define FLOOR_THICKNESS 200
#define MAX_ROPE_GRAB_LEN 80000
#define MIN_PHYSICS_STEP 6.0
#define TIMESTEP_LENGTH 3.0
#define BREAKPOINT *(int *)0 = 1;
@ -10,7 +21,32 @@ GlobWorld world; @@ -10,7 +21,32 @@ GlobWorld world;
player_st *glob_player;
SDL_Renderer *debug_ren;
bool in_game;
bool game_paused = false;
extern bool mute;
int level;
int quality = 100;
long level_time;
int get_floor_ceiling();
#ifdef SCORE_SYSTEM
struct sg_times_list save_times_lst;
#endif
/* object that draw.c watches */
struct draw_watcher draw_watch = {};
/* object that handles ui interactions in game.c and which draw watches */
struct textbox_info textboxes[1];
struct button mute_button;
struct ui_state gameui = {};
struct timespec last_tick;
double time_remaining = 0;
struct timespec get_now();
/* array of all the things in the world and their kinds */
//world_thing *world;
@ -21,9 +57,9 @@ void process_keydown(SDL_Keysym key); @@ -21,9 +57,9 @@ void process_keydown(SDL_Keysym key);
void process_keyup(SDL_Keysym key);
void add_to_world(world_thing thing);
void step(int interval);
void set_motor_timeout(Body *thing, int motorID, uint32_t timeout);
void set_motor_status(Body *thing, int motorID, bool run);
void stop_pull_rope(void);
player_st player;
@ -33,6 +69,25 @@ void set_motor_max_velocity(Body *thing, int motorID, double max); @@ -33,6 +69,25 @@ void set_motor_max_velocity(Body *thing, int motorID, double max);
void get_new_physics(Body **phys);
void ratcheted_winch_motor_update(Motor* motor);
void winch_motor_update (struct motorstruct *motor);
void load_level();
void reset_textbox(struct textbox_info *tb) {
tb->text_input_bufpos = 0;
memset(tb->text_input, 0, sizeof(tb->text_input));
}
void write_to_textbox(struct textbox_info *tb, char c) {
if (tb->text_input_bufpos >= sizeof(tb->text_input)) {
return;
}
tb->text_input[tb->text_input_bufpos++] = c;
}
void delete_from_textbox(struct textbox_info *tb) {
if (tb->text_input_bufpos > 0)
tb->text_input[--tb->text_input_bufpos] = 0;
}
// move the collision poly to the position of the player
void default_update_collision_poly(Body *body) {
@ -46,6 +101,155 @@ void default_update_collision_poly(Body *body) { @@ -46,6 +101,155 @@ void default_update_collision_poly(Body *body) {
}
}
void new_level_tb_close_callback(struct textbox_info*textbox, void*callback) {
for (int i = 0; i < textbox->text_input_bufpos; i++) {
if (textbox->text_input[i] < '0' || textbox->text_input[i] > '9')
return;
}
int lid = atoi(textbox->text_input);
gameui.goto_new_level = lid;
}
void level_timer_update(bool reset) {
static int start_point = 0;
long now = SDL_GetTicks();
if (reset) {
level_time = 0;
start_point = now;
} else {
level_time = now - start_point;
}
}
int long_comparator(const void *a, const void *b, void *non) {
long A = *(long *)a;
long B = *(long *)b;
return A - B;
}
int win_long_comparator(void *context_unused, const void *a, const void *b) {
long A = *(long *)a;
long B = *(long *)b;
return A - B;
}
#ifdef SCORE_SYSTEM
void sort_times(void) {
#ifdef __linux__
qsort_r(save_times_lst.times, save_times_lst.size, sizeof(long), long_comparator, NULL);
#elif WIN32
qsort_s(save_times_lst.times, save_times_lst.size, sizeof(long), win_long_comparator, NULL);
#endif
}
long get_best_time(void) {
save_times_lst.sort();
if (save_times_lst.size > 0)
return save_times_lst.times[0];
return -1;
}
int load_score_times(char *filename) {
char *fn;
char lvl_str[250];
snprintf(lvl_str, 250, "%d", level);
int fnlen = strlen(filename) + strlen(lvl_str) + 3;
fn = malloc(fnlen);
snprintf(fn, fnlen, "%s-%s", filename, lvl_str);
//printf("%d, lvl_str %s fn %s\n", level, lvl_str, fn);
FILE *f = fopen(fn, "r");
// unload existing score times
if (save_times_lst.times) {
write_times();
free(save_times_lst.times);
free(save_times_lst.filename);
}
if (f) {
// get file size
fseek(f, 0L, SEEK_END);
long sz = ftell(f);
fseek(f, 0L, SEEK_SET);
char *text = calloc((sz + 1), (sizeof(char)));
// read file
fread(text,sizeof(char),sz, f);
fclose(f);
int count = 1;
for (int i = 0; i < strlen(text); i++) {
if (text[i] == '\n') {
count++;
}
}
long *times = malloc(count * sizeof(long));
char *saveptr;
// extract times
char * token = strtok_r(text, "\n", &saveptr);
int i = 0;
while (token != NULL) {
if (strlen(token) > 2) {
times[i] = atol(token);
i++;
}
token = strtok_r(NULL, "\n", &saveptr);
}
/* here somweher? */
struct sg_times_list stl = {.size=i, .capacity = count, .times=times, .sort=sort_times};
save_times_lst = stl;
sort_times();
free(text);
} else {
perror("loading times");
save_times_lst = (struct sg_times_list){.size=0, .capacity = 5, .times=calloc(5, sizeof(long)), .sort=sort_times};
}
save_times_lst.filename = fn;
return 0;
}
int add_time(long time) {
if (save_times_lst.capacity == save_times_lst.size + 5) {
long newcap = save_times_lst.capacity * 2;
save_times_lst.times = realloc(save_times_lst.times, newcap);
save_times_lst.capacity = newcap;
}
save_times_lst.times[save_times_lst.size] = time;
save_times_lst.size++;
return 0;
}
int write_times(void) {
FILE *f = fopen(save_times_lst.filename, "w");
if (!f) {
perror("Saving game");
return 1;
}
for (int i = 0; i < save_times_lst.size; i++) {
fprintf(f, "%ld\n", save_times_lst.times[i]);
}
fclose(f);
return 0;
}
#endif // SCORE_SYSTEM
// collision poly size must be 2x shape_size + 1
void cast_update_collision_poly(Body *body) {
for (int i=0; i < body->collision_shape_size; i++) {
@ -93,9 +297,10 @@ FloorPoly* generate_floor_simple(int num_polys, bool extend_down, int st_height) @@ -93,9 +297,10 @@ FloorPoly* generate_floor_simple(int num_polys, bool extend_down, int st_height)
last.x = 10;
last.y = st_height;
int n = 1;
for (int i = 0; i < num_polys; i++) {
double run = (rand() % 900);
double rise = (rand() % 100) - (rand() % 100);
double run = (get_rand(&n) % 900);
double rise = (get_rand(&n) % 100) - (get_rand(&n) % 100);
next.x = last.x + run;
next.y = last.y + rise;
@ -210,11 +415,12 @@ player_st get_player(int x, int y) { @@ -210,11 +415,12 @@ player_st get_player(int x, int y) {
// physics settings
get_new_physics(&player.physics);
player.physics->dynamics = true;
player.physics->lock = SDL_CreateMutex();
player.physics->position.x = x;
player.physics->position.y = y;
player.physics->next_position = player.physics->position;
player.physics->obj_elasticity = 0.9;
player.physics->obj_elasticity = 0.5;
player.physics->obj_friction = 0.2;
// friction (not in use)
@ -534,13 +740,22 @@ void destroy_physics_collection(struct physics_collection *s) { @@ -534,13 +740,22 @@ void destroy_physics_collection(struct physics_collection *s) {
free(s->items);
}
int get_floor_ceiling();
void next_level() {
void next_level(int lvl) {
level = lvl;
load_level();
}
void load_level() {
SDL_LockMutex(player.physics->lock);
Vect v;
v.x = 0;
v.y = 0;
player.physics->vel = v;
player.physics->acc = v;
stop_pull_rope();
player.physics->strings[0].attached = false;
int d = -1;
for (int i = 0; i < world.items.size; i++) {
@ -556,17 +771,41 @@ void next_level() { @@ -556,17 +771,41 @@ void next_level() {
destroy_physics_collection(&world.uniques_index[ROOM_W]->room->ceil);
destroy_physics_collection(&world.uniques_index[ROOM_W]->room->floor);
destroy_environment(&world.uniques_index[ROOM_W]->room->env);
//destroy_environment(&world.uniques_index[ROOM_W]->room->env);
level++;
get_floor_ceiling();
#ifdef SCORE_SYSTEM
draw_watch.best_time = get_best_time();
load_score_times("saves/times");
#endif
v = world.uniques_index[ROOM_W]->room->ceil.items[2]->collision_poly[0];
v.y -= 30;
v.y -= 15;
player.physics->position = v;
player.physics->next_position = v;
quality = 100;
level_timer_update(true);
draw_watch.finish_level = false;
viewport_pos.x = player.physics->position.x - width / 2;
viewport_pos.y = player.physics->position.y - height / 2;
SDL_UnlockMutex(player.physics->lock);
Mix_HaltChannel(-1);
// reset physics
struct timespec now = get_now();
double time_delta = now.tv_nsec - last_tick.tv_nsec;
if (now.tv_nsec < last_tick.tv_nsec) {
time_delta = now.tv_nsec - (last_tick.tv_nsec - 1000000000);
}
last_tick = now;
}
@ -759,13 +998,16 @@ void ratcheted_winch_motor_update(Motor* motor) { @@ -759,13 +998,16 @@ void ratcheted_winch_motor_update(Motor* motor) {
motor->stop = true;
return;
}
winch_motor_update(motor);
Vect st;
st.x = body->position.x - body->strings[0].end_point.x;
st.y = body->position.y - body->strings[0].end_point.y;
body->strings[0].max_length = vect_mag(st);
if (body->strings[0].max_length > vect_mag(st))
body->strings[0].max_length = vect_mag(st);
winch_motor_update(motor);
play_game_sound(game_sounds.rope_pull, 300, BC_ROPE_PULL);
}
@ -802,6 +1044,7 @@ void pull_rope(double newtons) { @@ -802,6 +1044,7 @@ void pull_rope(double newtons) {
if (!player.physics->motors[M_WINCH].stop) {
return;
}
// set force
set_motor_newtons(player.physics, M_WINCH, 0, newtons);
set_motor_status(player.physics, M_WINCH, true);
@ -811,6 +1054,7 @@ void pull_rope(double newtons) { @@ -811,6 +1054,7 @@ void pull_rope(double newtons) {
}
void stop_pull_rope(void) {
Mix_HaltChannel(BC_ROPE_PULL);
player.physics->motors[M_WINCH].stop = true;
}
@ -819,6 +1063,9 @@ void add_rope(int mouse_x, int mouse_y) { @@ -819,6 +1063,9 @@ void add_rope(int mouse_x, int mouse_y) {
if (player.physics->strings[0].attached) {
return;
}
if (game_paused || !in_game) {
return;
}
Vect mouse;
mouse.x = mouse_x;
@ -844,10 +1091,15 @@ void add_rope(int mouse_x, int mouse_y) { @@ -844,10 +1091,15 @@ void add_rope(int mouse_x, int mouse_y) {
double x2 = ray_e.x;
double y2 = ray_e.y;
x1 += (x1 - x2) * 100;
y1 += (y1 - y2) * 100;
int i;
struct physics_collection s;
bool found = false;
double len = MAX_ROPE_GRAB_LEN;
double t, u;
for (int j = 0; j < (floor.numItems + ceil.numItems - 2); j++) {
if (j >= floor.numItems - 1) {
s = ceil;
@ -868,10 +1120,10 @@ void add_rope(int mouse_x, int mouse_y) { @@ -868,10 +1120,10 @@ void add_rope(int mouse_x, int mouse_y) {
double x4 = wall_e.x;
double y4 = wall_e.y;
double t = ((x1 - x3)*(y3 - y4) - (y1 - y3)*(x3-x4))
t = ((x1 - x3)*(y3 - y4) - (y1 - y3)*(x3-x4))
/ ((x1-x2)*(y3-y4) - (y1 - y2)*(x3-x4));
double u = ((x1 - x2)*(y1 - y3) - (y1 - y2)*(x1 - x3))
u = ((x1 - x2)*(y1 - y3) - (y1 - y2)*(x1 - x3))
/ ((x1 - x2)*(y3 - y4) - (y1 - y2)*(x3 - x4));
if (t < 0 || u > 0 || t > 1 || u < -1) {
@ -886,6 +1138,7 @@ void add_rope(int mouse_x, int mouse_y) { @@ -886,6 +1138,7 @@ void add_rope(int mouse_x, int mouse_y) {
Vect rope = vect_add(intersect, vect_scalar(start, -1));
double mag = vect_mag(rope);
if (mag < len) {
len = mag;
found = true;
end = intersect;
}
@ -904,6 +1157,8 @@ void add_rope(int mouse_x, int mouse_y) { @@ -904,6 +1157,8 @@ void add_rope(int mouse_x, int mouse_y) {
player.physics->strings[0].set_end_point(player.physics->strings, &end);
player.physics->strings[0].attached = true;
play_game_sound(game_sounds.rope_attach, 100, BC_ROPE_ATTACH);
}
}
@ -921,6 +1176,14 @@ int process_collisions(Body *thing, Vect *trans) { @@ -921,6 +1176,14 @@ int process_collisions(Body *thing, Vect *trans) {
int num_cols = 0;
int num = 0;
thing->was_colliding += thing->colliding > 0 ? 1 : -1;
if (thing->was_colliding < -1000) {
thing->was_colliding = -1000;
}
if (thing->was_colliding > 1000) {
thing->was_colliding = 1000;
}
for (int k = 0; k < world.items.size; k++) {
if (world.get(k).kind == STATIC_WALL_W
&& world.get(k).wall->physics->uid != thing->uid) {
@ -1039,34 +1302,13 @@ void advance_thing(Body * thing) { @@ -1039,34 +1302,13 @@ void advance_thing(Body * thing) {
return;
}
double time_delta = TIMESTEP_LENGTH;
Vect translation;
Vect friction;
translation.x = translation.y = 0;
int numcols = 0;
// get time delta
struct timespec now = get_now();
clock_gettime(CLOCK_MONOTONIC, &now);
if (now.tv_nsec >= 1000000000) {
now.tv_nsec -= 1000000000;
}
double time_delta = now.tv_nsec - thing->last_advance_time.tv_nsec;
if (now.tv_nsec < thing->last_advance_time.tv_nsec) {
time_delta = now.tv_nsec - (thing->last_advance_time.tv_nsec - 1000000000);
}
time_delta *= 0.000001; // convert to ms from ns
thing->last_advance_time = now;
// cap the time delta: simulatino will slow down
// printf("delta: %f\n", time_delta);
if (time_delta > 19) {
printf("ERROR too slow: %f\n", time_delta);
time_delta = 19;
}
// collisions
if ((numcols = process_collisions(thing, &translation))) {
/*double check = vect_scalar_projection(translation, thing->vel);*/
@ -1084,6 +1326,12 @@ void advance_thing(Body * thing) { @@ -1084,6 +1326,12 @@ void advance_thing(Body * thing) {
translation.x = translation.x / mag;
translation.y = translation.y / mag;
if (mag > 0.02) {
Mix_Volume(BC_COLLISION, 1.2 * mag * MIX_MAX_VOLUME);
play_game_sound(game_sounds.collision, 100, BC_COLLISION);
Mix_FadeOutChannel(BC_COLLISION, 100* 0.8);
}
// get velocity in direction of collision
mag = vect_scalar_projection(thing->vel, translation);
@ -1243,17 +1491,25 @@ void advance_thing(Body * thing) { @@ -1243,17 +1491,25 @@ void advance_thing(Body * thing) {
(*thing).vel.y = 0;
}
if (thing->lock) {
SDL_LockMutex(thing->lock);
}
thing->position = thing->next_position;
double oldx = thing->position.x;
double oldy = thing->position.y;
thing->next_position.x += (thing->vel.x * 1/2 * (double)time_delta);
thing->next_position.y += (thing->vel.y * 1/2 * (double)time_delta);
thing->position = thing->next_position;
if (!thing->collision_poly[0].y) {
thing->updateCollisionPoly(thing);
}
thing->updateCollisionPoly(thing);
if (thing->lock) {
SDL_UnlockMutex(thing->lock);
}
}
@ -1286,37 +1542,52 @@ void get_projectile(Projectile** proj) { @@ -1286,37 +1542,52 @@ void get_projectile(Projectile** proj) {
void advance_things(void) {
int numcols;
Vect translation;
for (int i = 0; i < world.items.size; i++) {
switch (world.get(i).kind) {
case PLAYER_W :
advance_thing((world.get(i).player->physics));
continue;
case STATIC_WALL_W:
advance_thing(world.get(i).wall->physics);
continue;
case FLOOR:
continue;
/*for (int k = 0; k < world.get(i).floor->numPolys; k++) {*/
/*advance_thing(world.get(i).floor->polys[k].physics);*/
/*}*/
/*break;*/
case CEILING:
continue;
/*for (int k = 0; k < world.get(i).floor->numPolys; k++) {*/
/*advance_thing(world.get(i).floor->polys[k].physics);*/
/*}*/
/*break;*/
case PROJECTILE:
if ((numcols = process_collisions(world.get(i).projectile->physics,
&translation))) {
world.get(i).projectile->on_collision(world.get(i).projectile);
}
world.get(i).projectile->on_step(world.get(i).projectile);
continue;
default:
continue;
}
/* update the timer */
struct timespec now = get_now();
double time_delta = now.tv_nsec - last_tick.tv_nsec;
if (now.tv_nsec < last_tick.tv_nsec) {
time_delta = now.tv_nsec - (last_tick.tv_nsec - 1000000000);
}
time_delta *= 0.000001; // convert to ms from ns
time_remaining += time_delta;
last_tick = now;
while (time_remaining > TIMESTEP_LENGTH) {
time_remaining -= TIMESTEP_LENGTH;
for (int i = 0; i < world.items.size; i++) {
switch (world.get(i).kind) {
case PLAYER_W :
advance_thing((world.get(i).player->physics));
continue;
case STATIC_WALL_W:
advance_thing(world.get(i).wall->physics);
continue;
case FLOOR:
continue;
/*for (int k = 0; k < world.get(i).floor->numPolys; k++) {*/
/*advance_thing(world.get(i).floor->polys[k].physics);*/
/*}*/
/*break;*/
case CEILING:
continue;
/*for (int k = 0; k < world.get(i).floor->numPolys; k++) {*/
/*advance_thing(world.get(i).floor->polys[k].physics);*/
/*}*/
/*break;*/
case PROJECTILE:
if ((numcols = process_collisions(world.get(i).projectile->physics,
&translation))) {
world.get(i).projectile->on_collision(world.get(i).projectile);
}
world.get(i).projectile->on_step(world.get(i).projectile);
continue;
default:
continue;
}
}
}
}
bool unique_world_kind(enum world_thing_kind k) {
@ -1344,7 +1615,6 @@ void add_to_world(world_thing thing) { @@ -1344,7 +1615,6 @@ void add_to_world(world_thing thing) {
world.uniques_index[thing.kind] = ref;
}
printf("Added to world: %d\n", thing.kind);
}
/* Send a projectile from body in direction dir (in degrees) with the force of
@ -1373,8 +1643,8 @@ void get_room(void) { @@ -1373,8 +1643,8 @@ void get_room(void) {
FloorPoly *ceil = generate_floor_simple(floorsize, false, 1000);
printf("floor: %f %f\n", polys[2].left.x, polys[2].left.y);
printf("ceil: %f %f\n", ceil[2].left.x, ceil[2].left.y);
// printf("floor: %f %f\n", polys[2].left.x, polys[2].left.y);
// printf("ceil: %f %f\n", ceil[2].left.x, ceil[2].left.y);
Floor* ceiling = calloc(1, sizeof(Floor));
ceiling->polys = ceil;
@ -1402,9 +1672,17 @@ GlobWorld create_world() { @@ -1402,9 +1672,17 @@ GlobWorld create_world() {
void startgame(SDL_Renderer * ren) {
get_input_map();
textboxes[TB_LEVEL_CHOOSER].id = TB_LEVEL_CHOOSER;
textboxes[TB_LEVEL_CHOOSER].close_callback = new_level_tb_close_callback;
debug_ren = ren;
level = 4;
level = rand();
#ifdef SCORE_SYSTEM
save_times_lst = (struct sg_times_list){};
load_score_times("saves/times");
#endif
world = create_world();
@ -1414,7 +1692,7 @@ void startgame(SDL_Renderer * ren) { @@ -1414,7 +1692,7 @@ void startgame(SDL_Renderer * ren) {
get_floor_ceiling();
Vect stpos = *world.uniques_index[ROOM_W]->room->ceil.items[2]->collision_poly;
player = get_player(stpos.x + 20, stpos.y - 60);
player = get_player(stpos.x, stpos.y - 15);
world_thing player_world;
player_world.kind = PLAYER_W;
@ -1427,9 +1705,26 @@ void startgame(SDL_Renderer * ren) { @@ -1427,9 +1705,26 @@ void startgame(SDL_Renderer * ren) {
viewport_pos.x = 700;
viewport_pos.y = 0;
level_timer_update(true);
game_paused = 0;
viewport_pos.x = player.physics->position.x - width / 2;
viewport_pos.y = player.physics->position.y - height / 2;
mute_button.x = 90.0/100 * width;
mute_button.y = 85.0/100 * height;
mute_button.w = 90;
mute_button.h = 90;
mute_button.state = mute;
mute_button.held = false;
//get_room();
}
bool aabb_check(float x, float y, float rx, float ry, float w, float h) {
return x > rx && x < rx + w && y > ry && y < ry + h;
}
double get_abs(double x,double y) {
return (sqrt(x*x + y*y));
}
@ -1451,6 +1746,30 @@ void handle_input_event(SDL_Event event) { @@ -1451,6 +1746,30 @@ void handle_input_event(SDL_Event event) {
static bool mouse_down = false;
switch (event.type) {
case SDL_KEYDOWN:
if (gameui.currently_bound_textbox) {
if (event.key.keysym.scancode == SDL_SCANCODE_BACKSPACE
|| event.key.keysym.scancode == SDL_SCANCODE_DELETE) {
delete_from_textbox(gameui.currently_bound_textbox);
} else if (event.key.keysym.scancode == SDL_SCANCODE_RETURN
|| event.key.keysym.scancode == SDL_SCANCODE_ESCAPE) {
if (gameui.currently_bound_textbox->close_callback) {
gameui.currently_bound_textbox->close_callback(
gameui.currently_bound_textbox, NULL);
}
gameui.currently_bound_textbox = NULL;
}
else if (event.key.keysym.sym >= 32
&& event.key.keysym.sym <= 126) {
write_to_textbox(gameui.currently_bound_textbox,
(char)event.key.keysym.sym);
}
// dont do anything else when the textbox is bound;
break;
}
#ifdef DEBUGMODE
if (sc == input_map.player_up) {
walk_player(0, -1);
} if ( sc == input_map.player_left) {
@ -1459,35 +1778,76 @@ void handle_input_event(SDL_Event event) { @@ -1459,35 +1778,76 @@ void handle_input_event(SDL_Event event) {
walk_player(0, 1);
} if (sc == input_map.player_right) {
walk_player(1, 0);
} if (sc == input_map.player_pull_rope) {
pull_rope(900);
}
#endif
if (sc == input_map.player_pull_rope) {
pull_rope(900);
} if (sc == input_map.mute) {
mute = !mute;
mute_button.state = mute;
} if (sc == input_map.pause) {
if (in_game)
game_paused = !game_paused;
}
if (sc == input_map.goto_level) {
gameui.currently_bound_textbox = textboxes + TB_LEVEL_CHOOSER;
};
break;
case SDL_KEYUP:
if (event.key.keysym.scancode == input_map.player_rope) {
delete_rope();
} if (sc == input_map.player_up || sc == input_map.player_down
}
#ifdef DEBUGMODE
if (sc == input_map.player_up || sc == input_map.player_down
|| sc == input_map.player_left
|| sc == input_map.player_right) {
set_motor_newtons(player.physics, M_PLAYER_WALK, 0, 0);
set_motor_status(player.physics, M_PLAYER_WALK, false);
} if (sc == input_map.player_pull_rope) {
}
if (event.key.keysym.scancode == SDL_SCANCODE_F10) {
next_level();
}
#endif
if (sc == input_map.player_pull_rope) {
stop_pull_rope();
}
break;
case SDL_MOUSEBUTTONDOWN:
if (aabb_check(event.button.x, event.button.y,
mute_button.x, mute_button.y, mute_button.w,
mute_button.h)) {
mute_button.held = true;
break;
}
add_rope(event.button.x, event.button.y);
if (event.button.button == SDL_BUTTON_LEFT)
if (event.button.button == input_map.mouse_attach_rope)
mouse_down = true;
if (event.button.button == SDL_BUTTON_RIGHT)
if (event.button.button == input_map.mouse_attach_rope_pull)
pull_rope(900);
break;
case SDL_MOUSEBUTTONUP:
if (event.button.button == SDL_BUTTON_LEFT) {
mute_button.held = false;
if (aabb_check(event.button.x, event.button.y,
mute_button.x, mute_button.y, mute_button.w,
mute_button.y)) {
mute = !mute;
mute_button.state = mute;
break;
}
if (event.button.button == input_map.mouse_attach_rope) {
mouse_down = false;
delete_rope();
}
if (event.button.button == SDL_BUTTON_RIGHT) {
if (event.button.button == input_map.mouse_attach_rope_pull) {
stop_pull_rope();
if (!mouse_down) {
delete_rope();
@ -1496,12 +1856,53 @@ void handle_input_event(SDL_Event event) { @@ -1496,12 +1856,53 @@ void handle_input_event(SDL_Event event) {
}
}
void step(int interval) {
/* temporary storage variable *n should be initialised to 1 */
int get_rand(int *n) {
const unsigned c = 11;
const unsigned m = (1 << 31) - 1;
const unsigned initial_n = 1;
const unsigned a = 48271;
*n = (a * *n + c) % m;
return *n;
}
int step(void) {
static int first_run = 0;
if (!first_run) {
start_audio();
// play_game_sound(game_sounds.background, -1, BC_MUSIC);
first_run = 1;
game_paused = 0;
}
if (gameui.goto_new_level) {
int nevl = gameui.goto_new_level;
gameui.goto_new_level = 0;
return nevl;
}
if (player.physics->position.x > world.uniques_index[ROOM_W]->room
->floor.items[world.uniques_index[ROOM_W]->room->floor.numItems - 1]->position.x) {
next_level();
draw_watch.finish_level = true;
return level + 1;
}
advance_things();
if (!game_paused) {
if (player.physics->position.x > world.uniques_index[ROOM_W]->room
->floor.items[3]->position.x) {
level_timer_update(false);
}
if (in_game) {
advance_things();
}
} else {
last_tick = get_now();
}
return 0;
}

82
build-android/src/game.h

@ -0,0 +1,82 @@ @@ -0,0 +1,82 @@
#ifndef _DEFGAME
#define _DEFGAME
#include "environment.h"
#include "datatypes.h"
#include "vect.h"
#include "controlscheme.h"
#include "colours.h"
#include "types.h"
#include "draw.h"
extern GlobWorld world;
extern int level;
extern bool in_game;
extern int quality;
struct draw_watcher {
long best_time;
bool finish_level;
};
struct ui_state {
struct textbox_info *currently_bound_textbox;
int goto_new_level;
};
enum TextBoxId {
TB_LEVEL_CHOOSER = 0
};
struct textbox_info {
enum TextBoxId id;
bool capture_input_text_field;
char text_input[32];
int text_input_bufpos;
void (*close_callback)(struct textbox_info *textbox, void*callback);
};
extern struct draw_watcher draw_watch;
extern struct textbox_info* texboxes;
extern struct ui_state gameui;
void handle_input_event(SDL_Event event);
// add a motor to the world
void add_motor(Body *thing, double x, double y);
bool get_motor_active(Body *thing, int i);
/* temporary storage variable *n should be initialised to the seed value */
int get_rand(int *n);
void next_level(int lvl);
int step(void);
struct sg_times_list {
long *times;
int size;
int capacity;
void (*sort)(void);
char *filename;
};
int load_score_times(char *filename);
/* array of all the things in the world and their kinds */
extern struct sg_times_list save_times_lst;
int add_time(long time);
int write_times(void);
extern void startgame(SDL_Renderer * ren) ;
extern void process_keydown(SDL_Keysym key);
extern void process_keyup(SDL_Keysym key);
extern player_st player;
extern long level_time;
extern bool game_paused;
#endif

185
build-android/src/main.c

@ -0,0 +1,185 @@ @@ -0,0 +1,185 @@
#include <SDL_mutex.h>
#include <SDL_audio.h>
#include <SDL_scancode.h>
#include <SDL_mixer.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <SDL.h>
#include <string.h>
#include <time.h>
#include <stdbool.h>
#include <math.h>
#include "audio.h" // only for mkdirat lol
#include <fcntl.h>
#include <sys/stat.h>
#include "game.h"
#include "draw.h"
#include "types.h"
const int screen_width = 800;
const int screen_height = 600;
SDL_sem *resume;
struct SDL_Window* make_window(void) {
if (SDL_Init(SDL_INIT_EVERYTHING) != 0) {
printf("error initializing SDL: %s\n", SDL_GetError());
}
return SDL_CreateWindow("space_game",
SDL_WINDOWPOS_CENTERED,
SDL_WINDOWPOS_CENTERED,
0, 0,
SDL_WINDOW_FULLSCREEN_DESKTOP);
}
void redraw(struct SDL_Renderer * ren) {
SDL_RenderClear(ren);
redraw_buffer(ren);
SDL_RenderPresent(ren);
}
void godophysics(void) {
int lvl;
if ((lvl = step())) {
// display end level screen
in_game = false;
game_paused = true;
SDL_Delay(300);
SDL_SemWait(resume);
#ifdef SCORE_SYSTEM
add_time(level_time);
#endif
SDL_LockMutex(player.physics->lock);
next_level(lvl);
in_game = true;
SDL_UnlockMutex(player.physics->lock);
game_paused = false;
}
}
int physics_loop(void *ptr) {
game_paused = 1;
while (1) {
godophysics();
}
}
int game(void) {
//SDL_SetHint( SDL_HINT_RENDER_SCALE_QUALITY, "2" );
SDL_Window * win = make_window();
SDL_Renderer * ren = SDL_CreateRenderer(win, -1, SDL_RENDERER_ACCELERATED);
// | SDL_RENDERER_PRESENTVSYNC);
SDL_SetRenderDrawBlendMode(ren, SDL_BLENDMODE_BLEND);
in_game = true;
resume = SDL_CreateSemaphore(0);
// IMG_Init(IMG_INIT_PNG | IMG_INIT_JPG);
if (ren == NULL) {
SDL_DestroyWindow(win);
SDL_Quit();
}
TTF_Init();
int close = 0;
//draw_pictures(ren);
SDL_Thread *physics_thread;
int ignore;
startgame(ren);
physics_thread = SDL_CreateThread(physics_loop, "physics", (void *)ren);
int count = 0;
while (!close) {
SDL_Event event;
while(SDL_PollEvent(&event)) {
switch (event.type) {
case SDL_QUIT:
goto endfunc;
case SDL_KEYDOWN:
if (event.key.keysym.scancode == SDL_SCANCODE_Q) {
goto endfunc;
}
if (!in_game && !SDL_SemValue(resume)) {
SDL_SemPost(resume);
}
case SDL_KEYUP:
case SDL_MOUSEBUTTONDOWN:
if (!in_game && !SDL_SemValue(resume)) {
SDL_SemPost(resume);
break;
}
case SDL_MOUSEBUTTONUP:
handle_input_event (event);
}
}
if (!in_game && draw_watch.finish_level) {
draw_end_screen(ren);
} else {
redraw(ren);
}
}
endfunc:
SDL_DestroyRenderer(ren);
SDL_DestroyWindow(win);
return 0;
}
int main (int argc, char** argv) {
#ifdef __linux__
mkdirat(AT_FDCWD, "saves", 0777);
#elif WIN32
if (access("saves", 0) == 0) {
struct stat status;
stat("saves", &status );
if ((status.st_mode & S_IFDIR) == 0) {
_mkdir("saves");
}
}
#endif
game();
SDL_Quit();
return 0;
}
/*
* TODO:
* - Allow setting and saving/loading differnet control schemes
* - Allow starting a specific level
* - Allow adjusging level lengths?
* - Ensure next_level doesn't leak memory
* - fix that weird jitter
* - make the end of level look sane
* - restart level
* - make sure goto level doesn't log an end-0f-level time
*/

61
build-android/src/main.cpp

@ -0,0 +1,61 @@ @@ -0,0 +1,61 @@
#include <SDL.h>
#include <stdio.h>
int main(int /*argc*/, char* /*argv*/[]) {
SDL_Window *window; // Declare a pointer
SDL_Init(SDL_INIT_VIDEO); // Initialize SDL2
// Create an application window with the following settings:
window = SDL_CreateWindow(
"An SDL2 window", // window title
SDL_WINDOWPOS_UNDEFINED, // initial x position
SDL_WINDOWPOS_UNDEFINED, // initial y position
640, // width, in pixels
480, // height, in pixels
SDL_WINDOW_OPENGL // flags - see below
);
// Check that the window was successfully created
if (window == NULL) {
// In the case that the window could not be made...
printf("Could not create window: %s\n", SDL_GetError());
return 1;
}
// The window is open: could enter program loop here (see SDL_PollEvent())
// Setup renderer
SDL_Renderer* renderer = NULL;
renderer = SDL_CreateRenderer( window, -1, SDL_RENDERER_ACCELERATED);
// Set render color to red ( background will be rendered in this color )
SDL_SetRenderDrawColor( renderer, 255, 0, 0, 255 );
// Clear winow
SDL_RenderClear( renderer );
// bouyatest
// Creat a rect at pos ( 50, 50 ) that's 50 pixels wide and 50 pixels high.
SDL_Rect r;
r.x = 50;
r.y = 50;
r.w = 500;
r.h = 500;
// Set render color to blue ( rect will be rendered in this color )
SDL_SetRenderDrawColor( renderer, 0, 200, 255, 255 );
// Render the rect to the screen
SDL_RenderPresent(renderer);
SDL_Delay(1000); // Pause execution for 3000 milliseconds, for example
// Close and destroy the window
SDL_DestroyWindow(window);
// Clean up
SDL_Quit();
return 0;
}

1
physics.c → build-android/src/physics.c

@ -1 +1,2 @@ @@ -1 +1,2 @@
#include "physics.h"
#include "types.h"

0
physics.h → build-android/src/physics.h

32
types.h → build-android/src/types.h

@ -2,15 +2,21 @@ @@ -2,15 +2,21 @@
#ifndef PTYPES_H
#define PTYPES_H
#include <SDL2/SDL.h>
#include <SDL2/SDL_image.h>
#include <SDL_mutex.h>
#include <SDL_audio.h>
#include <SDL_scancode.h>
#include <SDL_mixer.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <SDL.h>
#include <string.h>
#include <time.h>
#include <stdbool.h>
#include <stdint.h>
#include <math.h>
#include <time.h>
#include "c-colours/colours.h"
#include "datastructures/datatypes.h"
#include "colours.h"
#include "datatypes.h"
#include "vect.h"
enum motors {
@ -80,9 +86,11 @@ typedef struct BodyStruct{ @@ -80,9 +86,11 @@ typedef struct BodyStruct{
int uid;
bool colliding;
int was_colliding;
// position in viewport (pixels)
SDL_Point screen_pos;
SDL_mutex * lock;
// SI Unit kinematics
/*------------------*/
@ -219,10 +227,20 @@ typedef struct world GlobWorld; @@ -219,10 +227,20 @@ typedef struct world GlobWorld;
// environment
enum {
E_ROOM_WIDTH = 100000,
// E_ROOM_WIDTH = 100000,
E_ROOM_WIDTH = 10000,
E_ROOM_RES = 500,
E_ROOM_TILES = E_ROOM_WIDTH / E_ROOM_RES,
};
struct button {
char *name;
bool state;
bool held;
int x, y, w, h;
};
extern struct button mute_button;
#endif

0
vect.c → build-android/src/vect.c

0
vect.h → build-android/src/vect.h

2
c-colours

@ -1 +1 @@ @@ -1 +1 @@
Subproject commit e2078d705069515d84b934c92ff99f55add77036
Subproject commit ebf612394a92e9f697ed56c55fc236cb72b511c7

14
controlscheme.c

@ -1,14 +0,0 @@ @@ -1,14 +0,0 @@
#include "controlscheme.h"
struct InputMap input_map;
void get_input_map(void) {
input_map.player_down = SDL_SCANCODE_S;
input_map.player_up = SDL_SCANCODE_W;
input_map.player_right = SDL_SCANCODE_D;
input_map.player_left = SDL_SCANCODE_A;
input_map.player_rope = SDL_SCANCODE_E;
input_map.player_pull_rope = SDL_SCANCODE_Q;
}

2
datastructures

@ -1 +1 @@ @@ -1 +1 @@
Subproject commit 4fcbd1c152a7ab8e749e3601a26861b4daf88a7b
Subproject commit f3d3d3c18a46a8f75becf219fe42c4a01466f252

469
draw.c

@ -1,469 +0,0 @@ @@ -1,469 +0,0 @@
#include "draw.h"
Vect viewport_pos;
int width, height;
/* generic rendering functions */
int MAX_ONSCREEN_OBJECTS = 99;
int num_onscreen = 0;
void render_texture_at(struct SDL_Renderer * ren, struct SDL_Texture * texture,int x, int y) {
/* draw a texture at x.y */
SDL_Rect destination;
destination.x = x;
destination.y = y;
SDL_QueryTexture(texture, NULL, NULL, &destination.w, &destination.h);
SDL_RenderCopy(ren, texture, NULL, &destination);
}
/*SDL_Texture * load_image(SDL_Renderer * ren, char fname[]) {*/
/*[> Load an image into a texture <]*/
/*SDL_Surface * surface = IMG_Load(fname) ;*/
/*if(!surface) {*/
/*printf("IMG_Load: %s\n", IMG_GetError());*/
/*// handle error*/
/*}*/
/*SDL_Texture * png_image = SDL_CreateTextureFromSurface(ren, surface);*/
/*cleanup(surface, SURFACE);*/
/*return (png_image);*/
/*}*/
Vect in_view(Vect V) {
Vect ret;
ret.x = V.x -viewport_pos.x;
ret.y = V.y -viewport_pos.y;
return ret;
}
/* Game Specific rendering functions */
void draw_player(SDL_Renderer * ren, int x, int y, bool red) {
// translate to viewport
Vect V;
V.x = x; V.y = y;
V = in_view(V);
/* draw the player as a coloured rect */
SDL_Rect player_rect;
player_rect.x = V.x -10;
player_rect.y = V.y -10;
player_rect.w = 20;
player_rect.h = 20;
if (red) {
SDL_SetRenderDrawColor(ren, 255, 0, 0, 255);
} else {
struct colour c = get_scene_at(viewport_pos, level).colours.bg;
SDL_SetRenderDrawColor(ren, c.r, c.g, c.b, 255);
}
SDL_RenderDrawRect(ren, &player_rect);
SDL_RenderFillRect(ren, &player_rect);
// draw strings
for (int i = 0; i < player.physics->num_strings; i++) {
if (!player.physics->strings[i].attached) {
continue;
}
Vect B;
B = in_view(player.physics->position);
Vect E;
E = in_view(player.physics->strings[i].end_point);
SDL_RenderDrawLine(ren, B.x, B.y, E.x, E.y);
}
SDL_SetRenderDrawColor(ren, 0,0,0, 255);
}
void draw_floor(SDL_Renderer *ren, FloorPoly *poly, bool down) {
SDL_Point left;
SDL_Point right;
left.x = poly->left.x - viewport_pos.x;
if (left.x > width) {
return;
}
right.x = poly->right.x - viewport_pos.x;
if (right.x < 0) {
return;
}
left.y = poly->left.y - viewport_pos.y;
right.y = poly->right.y - viewport_pos.y;
if (left.y <= 0 && right.y <= 0) {
return;
}
if (left.y >= height && right.y >= height) {
return;
}
SDL_SetRenderDrawColor(ren, 100,100,100, 255);
int end = down ? height : 0;
double m = (double)(right.y - left.y) / (double)(right.x - left.x);
double c = (double)left.y - ((double)left.x * m);
for (int i = left.x; i <= right.x; i++) {
int y = (int)(m * i + c);
if (y > 0) {
SDL_RenderDrawLine(ren, i, y, i, end);
}
}
SDL_SetRenderDrawColor(ren, 0,0,0, 255);
}
// draw collision poly
void draw_collision_poly(SDL_Renderer* ren, Body *body) {
if (!SHOWCOLLISION) {
return;
}
if (body->colliding) {
SDL_SetRenderDrawColor(ren, 255, 0, 0, 255);
} else {
SDL_SetRenderDrawColor(ren, 0, 255, 0, 255);
}
// draw strings
for (int i = 0; i < body->num_strings; i++) {
if (!body->strings[i].attached) {
continue;
}
Vect B;
B = in_view(body->position);
Vect E;
E = in_view(body->strings[i].end_point);
SDL_RenderDrawLine(ren, B.x, B.y, E.x, E.y);
}
if (body->collision_poly_size == 1) {
SDL_Rect dot;
Vect V;
V.x = body->collision_poly[0].x;
V.y = body->collision_poly[0].y;
Vect T = in_view(V);
dot.x = T.x;
dot.y = T.y;
dot.w = 4;
dot.h = 4;
SDL_RenderDrawRect(ren, &dot);
SDL_RenderFillRect(ren, &dot);
} else if (body->collision_poly_size == 2) {
int x_st = body->collision_poly[0].x -viewport_pos.x;
int y_st = body->collision_poly[0].y -viewport_pos.y;
int x_en = body->collision_poly[1].x -viewport_pos.x;
int y_en = body->collision_poly[1].y -viewport_pos.y;
SDL_RenderDrawLine(ren, x_st, y_st, x_en, y_en);
} else if (body->collision_poly_size > 2) {
int x_st = body->collision_poly[0].x -viewport_pos.x;
int y_st = body->collision_poly[0].y -viewport_pos.y;
int x_en, y_en;
for (int i = 1; i < body->collision_poly_size; i++) {
x_en = body->collision_poly[i].x -viewport_pos.x;
y_en = body->collision_poly[i].y -viewport_pos.y;
SDL_RenderDrawLine(ren, x_st, y_st, x_en, y_en);
x_st = x_en;
y_st = y_en;
}
x_en = body->collision_poly[0].x-viewport_pos.x;
y_en = body->collision_poly[0].y-viewport_pos.y;
SDL_RenderDrawLine(ren, x_st, y_st, x_en, y_en);
}
SDL_SetRenderDrawColor(ren, 0,0,0, 255);
}
// draw indicator of forces acting on an object
void draw_forces(SDL_Renderer *ren, Body *body) {
if (!SHOWFORCES) {
return;
}
Vect start;
start.x = (int)body->position.x -viewport_pos.x;
start.y = (int)body->position.y -viewport_pos.y;
Vect F;
for (int i = 0; i < body->num_motors; i++) {
if (!get_motor_active(body, i)) {
continue;
}
F.x += body->motors[i].x;
F.y += body->motors[i].y;
Vect end = vect_add(start, F);
SDL_SetRenderDrawColor(ren, 255,0,0, 255);
SDL_RenderDrawLine(ren, start.x, start.y, start.x, end.y);
SDL_SetRenderDrawColor(ren, 0,0,255, 255);
SDL_RenderDrawLine(ren, start.x, start.y, end.x, start.y);
}
SDL_SetRenderDrawColor(ren, 0,0,0, 255);
}
void draw_wall(SDL_Renderer *ren, Wall *wall) {
SDL_SetRenderDrawColor(ren, 120, 85, 188, 255);
int x_st, x_en, y_st, y_en;
x_st = wall->nodes[0].x + wall->physics->position.x -viewport_pos.x;
y_st = wall->nodes[0].y + wall->physics->position.y -viewport_pos.y;
for (int i = 1; i < wall->numNodes; i++) {
x_en = wall->nodes[i].x + wall->physics->position.x -viewport_pos.x;
y_en = wall->nodes[i].y + wall->physics->position.y -viewport_pos.y;
SDL_RenderDrawLine(ren, x_st, y_st, x_en, y_en);
x_st = x_en;
y_st = y_en;
}
x_en = wall->nodes[0].x + wall->physics->position.x -viewport_pos.x;
y_en = wall->nodes[0].y + wall->physics->position.y -viewport_pos.y;
SDL_RenderDrawLine(ren, x_st, y_st, x_en, y_en);
SDL_SetRenderDrawColor(ren, 0,0,0, 255);
}
int distance_colour(int x, int y, int x2, int y2, int blackpoint) {
int dist = (int) sqrt((x2 - x)*(x2 - x) + (y2 - y)*(y2 - y) );
if (dist == 0) {
return 255;
}
if (dist > blackpoint) {
return 0;
}
int frac = blackpoint / dist;
// int frac = 255 * (int) sin((double)dist / blackpoint);
if (frac > 255) {
return 255;
}
return frac;
}
void update_viewport(double x, double y) {
float xmargin = 0.5;
float ymargin = 0.2;
if (player.physics->position.x - viewport_pos.x > (1-xmargin) * width) {
viewport_pos.x = - ((1-xmargin) * width - player.physics->position.x);
}
if (player.physics->position.x - viewport_pos.x < xmargin * width) {
viewport_pos.x = -(xmargin * width - player.physics->position.x);
}
if (player.physics->position.y - viewport_pos.y > (1-ymargin) * height) {
viewport_pos.y = -((1-ymargin) * height - player.physics->position.y);
}
if (player.physics->position.y - viewport_pos.y < ymargin * height) {
viewport_pos.y = -(ymargin * height - player.physics->position.y);
}
}
double interpolate_h(Vect left, Vect right, double x) {
static Vect v;
double m = (double)(right.y - left.y) / (double)(right.x - left.x);
double c = (double)left.y - ((double)left.x * m);
return x * m + c;
}
void draw_environment(SDL_Renderer * ren, struct environment *scene) {
struct colour c1 = scene->colours.bg;
struct colour c2 = scene->colours.fg1;
struct colour c3 = scene->colours.fg2;
struct colour c4 = scene->colours.fg3;
/*c1->r = 255;*/
/*c2->g = 255;*/
/*c3->b = 255;*/
/*c4->g = 255;*/
/*c4->b = 255;*/
// background colour
SDL_SetRenderDrawColor(ren, c1.r, c1.g, c1.b, 255);
/*SDL_SetRenderDrawColor(ren, 255, 0, 0, 255);*/
SDL_Rect rect;
rect.x = 0;
rect.y = 0;
rect.w = width;
rect.h = height;
SDL_RenderFillRect(ren, &rect);
/*
* double m = (double)(right.y - left.y) / (double)(right.x - left.x);
* double c = (double)left.y - ((double)left.x * m);
*
* for (int i = left.x; i <= right.x; i++) {
* int y = (int)(m * i + c);
* if (y > 0) {
* SDL_RenderDrawLine(ren, i, y, i, end);
* }
* }
*/
int k = 0;
// printf("from 0 to (room tiles) %d - 1, res %d width %d\n", E_ROOM_TILES, E_ROOM_RES, E_ROOM_WIDTH);
for (int i = 0; i < E_ROOM_TILES - 1; i++) {
for (int j = 0; j < E_ROOM_RES; j++) {
k++;
Vect *left;
Vect *right;
int x = (i * E_ROOM_RES) + j;
if (x - viewport_pos.x > width) {
break;
}
if (x - viewport_pos.x < 0) {
continue;
}
left = arlst_get(&scene->ceil, i);
right = arlst_get(&scene->ceil, i+1);
int y0 = interpolate_h(*left, *right, x) - viewport_pos.y;
left = arlst_get(&scene->bg1, i);
right = arlst_get(&scene->bg1, i+1);
int y1 = interpolate_h(*left, *right, x) - viewport_pos.y;
left = arlst_get(&scene->bg2, i);
right = arlst_get(&scene->bg2, i+1);
int y2 = interpolate_h(*left, *right, x) - viewport_pos.y;
left = arlst_get(&scene->floor, i);
right = arlst_get(&scene->floor, i+1);
int y3 = interpolate_h(*left, *right, x) - viewport_pos.y;
x = x - viewport_pos.x;
/*printf("x: %d, ", x);*/
/*printf("y: %d %d %d %d\n", y0, y1, y2, y3);*/
// 3. bg2 to floor
SDL_SetRenderDrawColor(ren, c4.r, c4.g, c4.b, 255);
SDL_RenderDrawLine(ren, x, y2, x, y3);
// 1. ceil to bg1
SDL_SetRenderDrawColor(ren, c2.r, c2.g, c2.b, 255);
SDL_RenderDrawLine(ren, x, y0, x, y1);
// 2. bg1 to bg2
SDL_SetRenderDrawColor(ren, c3.r, c3.g, c3.b, 255);
SDL_RenderDrawLine(ren, x, y1, x, y2);
}
}
}
void redraw_buffer(SDL_Renderer * ren) {
static int mousex = 0;
static int mousey = 0;
static int newmousex = 0;
static int newmousey = 0;
static SDL_Point *bgPixels[256];
static int numpixels[256];
/*if (!width && !height) {*/
/*for (int i = 0; i < 256; i++) {*/
/*bgPixels[i] = malloc(sizeof(SDL_Point) * width * height);*/
/*memset(bgPixels[i], 0, sizeof(SDL_Point) * width * height);*/
/*memset(numpixels, 0, (sizeof(int) * 256));*/
/*}*/
/*}*/
int col = 0;
//SDL_GetMouseState(&newmousex, &newmousey);
update_viewport(player.physics->position.x, player.physics->position.y);
struct environment scene = get_scene_at(viewport_pos, level);
draw_environment(ren, &scene);
for (int i=0; i < world.items.size; i++) {
world_thing thing;
thing = world.get(i);
switch (thing.kind) {
case PLAYER:
draw_player(ren, (*thing.player).physics->position.x, (*thing.player).physics->position.y, thing.player->colliding);
draw_collision_poly(ren, thing.player->physics);
draw_forces(ren, thing.player->physics);
continue;
case STATIC_WALL_W:
draw_wall(ren, thing.wall);
draw_collision_poly(ren, thing.wall->physics);
continue;
case FLOOR:
for (int i = 0; i < thing.floor->numPolys; i++) {
draw_floor(ren, &thing.floor->polys[i], true);
draw_collision_poly(ren, thing.floor->polys[i].physics);
}
continue;
case CEILING:
for (int i = 0; i < thing.floor->numPolys; i++) {
draw_floor(ren, &thing.floor->polys[i], false);
draw_collision_poly(ren, thing.floor->polys[i].physics);
}
continue;
case ROOM_W:
for (int i = 0; i < thing.room->ceil.numItems; i++) {
draw_collision_poly(ren, thing.room->ceil.items[i]);
}
for (int i = 0; i < thing.room->floor.numItems; i++) {
draw_collision_poly(ren, thing.room->floor.items[i]);
}
default:
continue;
}
}
/*if (newmousex != mousex || newmousey != mousey) {*/ /*mousey = newmousey;*/
/*mousex = newmousex;*/
/*for (int i = 0; i < 256; i++) {*/
/*memset(bgPixels[i], 0, sizeof(SDL_Point) * width * height);*/
/*memset(numpixels, 0, (sizeof(int) * 256));*/
/*}*/
/*for (int i=0; i < width; i++) {*/
/*for (int j = 0; j < height; j++) {*/
/*col = distance_colour(i, j, mousex, mousey, 10000);*/
/*SDL_Point *row = bgPixels[col];*/
/*SDL_Point point;*/
/*point.x = i;*/
/*point.y = j;*/
/*row[numpixels[col]] = point;*/
/*numpixels[col] += 1;*/
/*}*/
/*}*/
/*}*/
/*for (int i = 0; i < 255; i++) {*/
/*SDL_Point *row = bgPixels[i];*/
/*col = i;*/
/*SDL_SetRenderDrawColor(ren, col, col, col, 255);*/
/*SDL_RenderDrawPoints(ren, row, numpixels[i]);*/
/*}*/
}

31
game.h

@ -1,31 +0,0 @@ @@ -1,31 +0,0 @@
#ifndef _DEFGAME
#define _DEFGAME
#include "environment.h"
#include "datastructures/datatypes.h"
#include "vect.h"
#include "garbo.h"
#include "controlscheme.h"
#include "c-colours/colours.h"
#include "types.h"
#include "draw.h"
extern GlobWorld world;
extern int level;
void handle_input_event(SDL_Event event);
// add a motor to the world
void add_motor(Body *thing, double x, double y);
bool get_motor_active(Body *thing, int i);
/* array of all the things in the world and their kinds */
extern void startgame(SDL_Renderer * ren) ;
extern void process_keydown(SDL_Keysym key);
extern void process_keyup(SDL_Keysym key);
extern void step(int interval);
extern player_st player;
extern int level;
#endif

65
garbo.c

@ -1,65 +0,0 @@ @@ -1,65 +0,0 @@
#include "garbo.h"
static sdl_abstract cleanup_queue[100];
static int cleanup_queue_length = 0;
void queue_for_cleanup(void * SDL_thing, sdl_types kind) {
// add item to queue for later cleanup
// TODO: support multiple cleanup queues
sdl_abstract obj;
obj.kind = kind;
switch (kind) {
case TEXTURE:
obj.thing.texture = SDL_thing;
break;
case WINDOW:
obj.thing.window = SDL_thing;
break;
case RENDERER:
obj.thing.renderer = SDL_thing;
break;
case SURFACE:
obj.thing.surface = SDL_thing;
break;
}
cleanup_queue_length++;
cleanup_queue[cleanup_queue_length] = obj;
}
void cleanup(void * thing, sdl_types thing_type) {
// Destroy an SDL object immediately
if (!thing) {
logwrite(DEBUG, "Null passed to cleanup\n");
return;
}
switch(thing_type) {
case SURFACE:
SDL_FreeSurface(thing);
logwrite(DEBUG, "Freed surface\n");
break;
case TEXTURE:
SDL_DestroyTexture(thing);
logwrite(DEBUG, "Destroyed texture\n");
break;
case RENDERER:
SDL_DestroyRenderer(thing);
logwrite(DEBUG, "Destroyed renderer\n");
break;
case WINDOW:
SDL_DestroyWindow(thing);
logwrite(DEBUG, "Destroyed window\n");
break;
case NO:
return;
}
}
void empty_cleanup_queue(void) {
// empty the queue of items scheduled for cleanup
for (; cleanup_queue_length > 0; cleanup_queue_length--) {
sdl_abstract thing = cleanup_queue[cleanup_queue_length];
cleanup(thing.thing.generic, thing.kind);
}
}

42
garbo.h

@ -1,42 +0,0 @@ @@ -1,42 +0,0 @@
#ifndef _DEFGARBO
#define _DEFGARBO
#include <stdlib.h>
#include <string.h>
#include <SDL2/SDL.h>
#include <SDL2/SDL_image.h>
#include <string.h>
#include "logger.h"
#include <stdbool.h>
/* Type definition for object cleanups */
typedef enum {
NO, SURFACE, TEXTURE, RENDERER, WINDOW
} sdl_types;
typedef union {
SDL_Window * window;
SDL_Renderer * renderer;
SDL_Surface * surface;
SDL_Texture * texture;
void * generic;
} thing_for_cleanup ;
typedef struct {
sdl_types kind;
thing_for_cleanup thing;
} sdl_abstract;
/* Function prototypes */
void queue_for_cleanup(void * SDL_thing, sdl_types kind);
void cleanup(void * thing, sdl_types thing_type);
void empty_cleanup_queue(void);
#endif

70
logger.c

@ -1,70 +0,0 @@ @@ -1,70 +0,0 @@
#include "logger.h"
// Defaults
loggerlevel LOGLEVEL = SILENT;
loggerlevel STDOUTLEVEL = SILENT;
void set_loglevel(loggerlevel echo, loggerlevel write) {
LOGLEVEL = write;
STDOUTLEVEL = echo;
}
int copy_str(char * out_string, char * string) {
/* A drop in replacement for strcpy() from <string.h>*/
int len = 0;
while (*(string + len) != '\0') {
*(out_string + len) = *(string + len);
len++;
}
*(out_string + len) = '\0';
return (1);
}
void logwrite(loggerlevel level, char message[]) {
// write a string message
char time_str[100];
time_t current_time;
time(&current_time);
copy_str(time_str, asctime(localtime(&current_time)));
// delete the \n
time_str[24] = ' ';
char prepend[15];
copy_str(prepend, time_str);
switch (level) {
case DEBUG:
strcat(prepend, "DEBUG");
break;
case INFO:
strcat(prepend, "INFO ");
break;
case WARN:
strcat(prepend, "WARN ");
break;
case ERROR:
strcat(prepend, "ERROR");
break;
case SILENT:
return;
}
strcat(prepend, ": ");
if (level <= LOGLEVEL) {
FILE * logfile = fopen("debug.log", "a");
fprintf(logfile, "%s", prepend);
fprintf(logfile, message);
fclose(logfile);
}
if (level <= STDOUTLEVEL) {
printf("%s", prepend);
printf(message);
}
}

23
logger.h

@ -1,23 +0,0 @@ @@ -1,23 +0,0 @@
#include <time.h>
#include <string.h>
#include <stdio.h>
#ifndef _DEFLOGGER
#define _DEFLOGGER
typedef enum {
// high-low priority
// low-high verbosity
SILENT, ERROR, WARN, INFO, DEBUG
} loggerlevel;
extern loggerlevel LOGLEVEL;
extern loggerlevel STDOUTLEVEL;
void logwrite(loggerlevel level, char message[]);
void set_loglevel(loggerlevel echo, loggerlevel write);
#endif

109
main.c

@ -1,109 +0,0 @@ @@ -1,109 +0,0 @@
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <SDL2/SDL.h>
#include <SDL2/SDL_image.h>
#include <string.h>
#include <time.h>
#include <stdbool.h>
#include "logger.h"
#include "game.h"
#include "draw.h"
#include "garbo.h"
const int screen_width = 800;
const int screen_height = 600;
struct SDL_Window* make_window(void) {
if (SDL_Init(SDL_INIT_EVERYTHING) != 0) {
printf("error initializing SDL: %s\n", SDL_GetError());
}
return SDL_CreateWindow("sdl_tester",
SDL_WINDOWPOS_CENTERED,
SDL_WINDOWPOS_CENTERED,
0, 0,
SDL_WINDOW_FULLSCREEN_DESKTOP);
}
void redraw(struct SDL_Renderer * ren) {
// check time
// redraw if 1/60th of second passed
SDL_RenderClear(ren);
redraw_buffer(ren);
SDL_RenderPresent(ren);
}
int physics_loop(void *ptr) {
while (true) {
SDL_Delay(10);
step(10);
}
}
int game(void) {
LOGLEVEL = DEBUG;
STDOUTLEVEL = DEBUG;
SDL_SetHint( SDL_HINT_RENDER_SCALE_QUALITY, "2" );
logwrite(INFO, "Starting\n");
SDL_Window * win = make_window();
SDL_Renderer * ren = SDL_CreateRenderer(win, -1, SDL_RENDERER_ACCELERATED);
// | SDL_RENDERER_PRESENTVSYNC);
queue_for_cleanup(win, WINDOW);
queue_for_cleanup(ren, RENDERER);
// IMG_Init(IMG_INIT_PNG | IMG_INIT_JPG);
if (ren == NULL) {
SDL_DestroyWindow(win);
SDL_Quit();
}
int close = 0;
//draw_pictures(ren);
SDL_Thread *physics_thread;
int ignore;
// physics_thread = SDL_CreateThread(physics_loop, "Physics", (void *)NULL);
bool once = true;
startgame(ren);
while (!close) {
SDL_Event event;
while(SDL_PollEvent(&event)) {
switch (event.type) {
case SDL_QUIT:
close = 1;
return 0;
case SDL_KEYDOWN:
case SDL_KEYUP:
case SDL_MOUSEBUTTONDOWN:
case SDL_MOUSEBUTTONUP:
handle_input_event (event);
}
}
/* Redraw Screen */
step(10);
redraw(ren);
}
}
int main (int argc, char** argv) {
game();
SDL_Quit();
//empty_cleanup_queue();
return 0;
}

19
setup.sh

@ -9,17 +9,24 @@ wget https://www.libsdl.org/release/SDL2-devel-2.0.12-mingw.tar.gz -O /tmp/sdl.t @@ -9,17 +9,24 @@ wget https://www.libsdl.org/release/SDL2-devel-2.0.12-mingw.tar.gz -O /tmp/sdl.t
mkdir -p /tmp/sdl-extract
printf "extracting...\n"
# We want the library
tar -C /tmp/sdl-extract -xzf /tmp/sdl.tar.gz SDL2-2.0.12/x86_64-w64-mingw32/lib
tar -C /tmp/sdl-extract -xvzf /tmp/sdl.tar.gz SDL2-2.0.12/x86_64-w64-mingw32/lib
# and the DLL
tar -C /tmp/sdl-extract -xzf /tmp/sdl.tar.gz SDL2-2.0.12/x86_64-w64-mingw32/bin/SDL2.dll
tar -C /tmp/sdl-extract -xvzf /tmp/sdl.tar.gz SDL2-2.0.12/x86_64-w64-mingw32/bin/SDL2.dll
# and the headers just to be safe
tar -C /tmp/sdl-extract -xvzf /tmp/sdl.tar.gz SDL2-2.0.12/x86_64-w64-mingw32/include
printf "copying...\n"
cp -r /tmp/sdl-extract/SDL2-2.0.12/x86_64-w64-mingw32/* .
mv bin/SDL2.dll .
rmdir bin
mv lib sdllib
# move them to where they belong
#cp -r /tmp/sdl-extract/SDL2-2.0.12/x86_64-w64-mingw32/* .
mv -n /tmp/sdl-extract/SDL2-2.0.12/x86_64-w64-mingw32/bin/SDL2.dll build/
mv -n /tmp/sdl-extract/SDL2-2.0.12/x86_64-w64-mingw32/lib/ src/sdllib
mv -n /tmp/sdl-extract/SDL2-2.0.12/x86_64-w64-mingw32/include/SDL2 src/
printf "Success.\n"

231
src/audio.c

@ -0,0 +1,231 @@ @@ -0,0 +1,231 @@
#include "audio.h"
#include <SDL2/SDL_keycode.h>
#include <SDL2/SDL_mixer.h>
#include <SDL2/SDL_mutex.h>
void generate_audio(void);
struct game_sounds game_sounds;
Uint8 big_hum(unsigned int t);
Uint8 func0(unsigned int t);
/**
* ----------------------------------------------------------------------------
* Audio
* ----------------------------------------------------------------------------
*
* Sound-effects are generated at startup, and synthesised using 8-bit
* integer overflow a la bytebeat https://arxiv.org/pdf/1112.1368.pdf.
*
* see generate_audio()
*
*/
int mute = false;
void fill_audio(void *func, Uint8 *stream, int len) {
Uint8 (*wavegen)(unsigned int) = func;
unsigned int t = 1;
for(int i = 0; i < len; i++,t++) {
stream[i] = wavegen(t);
}
}
void callbackfn3(void *unused, Uint8 *stream, int len) {
static int t = 1;
for(int i = 0; i < len; i++,t++) {
stream[i] = big_hum(t);
stream[i] = 0;
}
}
void start_audio(void) {
if (Mix_OpenAudio(G_AUDIO_SFREQ,AUDIO_S8,1,G_AUDIO_BSIZE) < 0) {
fprintf(stderr, "Unable to open audio: %s\n", SDL_GetError());
exit(1);
}
if (Mix_AllocateChannels(20) < 0) {
fprintf(stderr, "Unable to open audio: %s\n", SDL_GetError());
}
generate_audio();
}
void
play_game_sound(Mix_Chunk *chunk, int len, int channel)
{
if (mute || Mix_Playing(channel)) {
return;
}
if(Mix_PlayChannelTimed(channel, chunk, -1, len) < 0)
fprintf(stderr, "Unable to play audio: %s\n", SDL_GetError());
//Mix_FadeInChannelTimed(channel, chunk, -1, 1, len);
}
Uint8
pitchshift_hit(unsigned int t, void *arg)
{
double *hitt = arg;
double hit = *hitt;
hit = 6 - hit;
int lower = 10 + 2 * (hit > 6 ? 6 : hit);
int higher = 1 + (hit > 6 ? 6 : hit);
const double R=8000; // sample rate (samples per second)
const double C=125; // frequency of middle-C (hertz)
const double F=R/256; // bytebeat frequency of 1*t due to 8-bit truncation (hertz)
const double V=127; // a volume constant
double volume = (((t / 3000) > 2) ? 2 : t / 3000);
return ((sin(t*2*M_PI/R*(125 + hit))+1)*10 + (sin(t*2*M_PI/R*(250 + hit))+1)*(50 + hit) + (sin(t*2*M_PI/R*(900 + hit))+1)*100 + (sin(t*2*M_PI/R*(150+ hit))+1)*5) ;
}
void
synthplay_now(Uint8 (*bbgen)(unsigned int t, void *), void *arg, int len)
{
static Mix_Chunk *new_chunk = NULL;
if (Mix_Playing(1)) {
return;
}
if (new_chunk)
Mix_FreeChunk(new_chunk);
int generate_len = len * (512);
Uint8 raw_data[generate_len];
unsigned int t = 1;
for(int i = 0; i < generate_len; i++,t++) {
raw_data[i] = bbgen(t, arg);
}
new_chunk = Mix_QuickLoad_RAW(raw_data, generate_len);
Mix_PlayChannelTimed(1, new_chunk, -1, len);
}
void callbackfn2(void *unused, Uint8 *stream, int len) {
static int t = 1;
int i;
int yeet = rand();
for(i=0; i < len; i++,t++) {
stream[i] = func0(t);
}
}
void callbackfn(void *unused, Uint8 *stream, int len)
{
static int t = 0;
int i;
int yeet = rand();
for( i=0; i < len; i++,t++) {
/*
stream[i] = (t*5&(t>>7))|(t*3&(t>>8));
*/
//stream[i] = (( t >> 10 ) & 42) * t;
stream[i] = (t & yeet) % 73;
}
}
/* Waveform Generators */
Uint8 big_hum(unsigned int t) {
return ( (sin(t*2*3.14159265/8000*200)+1) * 20) + ( (sin(t*2*3.14159265/8000*110)+1) * 20) + ( (sin(t*2*3.14159265/8000*230)+1) * 20) + ( (sin((t % 80)*2*3.14159265/8000 * 6)+1) * 12);
}
unsigned int sine_wave_sound(unsigned int t) {
const double R=8000; // sample rate (samples per second)
const double C=261.625565; // frequency of middle-C (hertz)
const double F=R/256; // bytebeat frequency of 1*t due to 8-bit truncation (hertz)
const double V=127; // a volume constant
return (sin(t*2*M_PI/R*C)+1)*V;
}
Uint8 winch_sound(unsigned t) {
return (((t % 80) | (t % 36) | (6 * (t % 6))) + 20) * 1.6;
return ((t % 80) | (t % 36) | (6 * (t % 6)));
}
Uint8 beat_2(unsigned t) {
return ((((t % 250) / 2)) | (t % 129)) % 110;
}
Uint8 func0(unsigned t) {
int note = 18;
if (!(t % 1240)) {
note = (1 + rand()) % 18 + 1;
}
fflush(stdout);
return (t % note);
}
Uint8 func1(unsigned int t) {
int note = 10;
if (!(t % 8000)) {
note = (1 + rand()) % 10 + 5;
}
return ((t & 110) % 73 | (t % 1711));
}
Uint8 collision_test(unsigned int t) {
// try not to loop
return ((t < 3000) * ((t % 5) * (3000 - t % 3000) * 0.00351))
+ ((t < 3500) * ((3500 - t % 3500)) * 0.0002 * (t % 14));
return ((t < 3000) * ((t % 5) * (3000 - t % 3000) * 0.00351))
+ ((4000 - t % 4000) * 0.0003 * (t % 128))
+ ((t < 3500) * ((3500 - t % 3500)) * 0.0002 * (t % 64)); // has a big low sound
return (t % 4) * (4000 - t % 4000) * 0.01;
}
Uint8 boop_noise(unsigned int t) {
return ((t >> 10) & 42) * t;
}
Uint8 rope_attach(unsigned int t) {
return (((2000 - (t % 2000)))/40 * (t % 20) | (t % 44) + 20) * 1.6;
}
/*
* Called by startgame() to initialise sound effects.
*/
void generate_audio(void) {
const int sfx_len_ms = 1000;
unsigned int sfx_len = (G_AUDIO_SFREQ/1000) * G_AUDIO_BSIZE * sfx_len_ms;
sfx_len = G_AUDIO_BSIZE;
Uint8 *raw_data = malloc(sfx_len);
fill_audio(winch_sound, raw_data, sfx_len);
game_sounds.rope_pull = Mix_QuickLoad_RAW(raw_data, sfx_len);
Mix_Volume(BC_ROPE_PULL, MIX_MAX_VOLUME * 0.3);
Uint8 *raw_data2 = malloc(sfx_len);
fill_audio(collision_test, raw_data2, sfx_len);
game_sounds.collision = Mix_QuickLoad_RAW(raw_data2, sfx_len);
Mix_Volume(BC_COLLISION, MIX_MAX_VOLUME * 1.2);
Uint8 *raw_data3 = malloc(sfx_len);
fill_audio(big_hum, raw_data3, sfx_len);
game_sounds.background = Mix_QuickLoad_RAW(raw_data3, sfx_len);
Mix_Volume(BC_MUSIC, MIX_MAX_VOLUME * 0.1);
Uint8 *raw_data4 = malloc(sfx_len);
fill_audio(rope_attach, raw_data4, sfx_len);
game_sounds.rope_attach = Mix_QuickLoad_RAW(raw_data4, sfx_len);
Mix_Volume(BC_ROPE_ATTACH, MIX_MAX_VOLUME * 0.1);
}

37
src/audio.h

@ -0,0 +1,37 @@ @@ -0,0 +1,37 @@
#ifndef AUDIO_H
#define AUDIO_H
#include <SDL2/SDL_audio.h>
#include "types.h"
#include <math.h>
#include <stdlib.h>
#define G_AUDIO_SFREQ 8000
#define G_AUDIO_BSIZE 512
struct game_sounds {
unsigned int t;
Mix_Chunk *collision;
Mix_Chunk *rope_attach;
Mix_Chunk *rope_pull;
Mix_Chunk *background;
/* Looping samples (need backbuffer to fill while playing ) */
Mix_Chunk *menu;
};
extern struct game_sounds game_sounds;
void play_game_sound(Mix_Chunk *chunk, int len, int channel);
void start_audio(void);
Uint8 pitchshift_hit(unsigned int t, void *arg);
void synthplay_now(Uint8 (*bbgen)(unsigned int t, void *), void *arg, int len);
enum audio_channel_names {
BC_COLLISION = 1,
BC_ROPE_PULL = 2,
BC_ROPE_ATTACH = 3,
BC_MUSIC = 4,
};
#endif

97
src/basic-lib.c

@ -0,0 +1,97 @@ @@ -0,0 +1,97 @@
#include <stdio.h>
#include <time.h>
#include <string.h>
// #define LOGGING 1
// #define log_var(string, content) if (LOGGING) {time_t current_time; time(&current_time); printf("%s",asctime(localtime(&current_time))); printf(string, content);}
// #define log_str(string) if (LOGGING) {time_t current_time; time(&current_time); puts(asctime(localtime(&current_time))); puts(string);}
void enumerate_string(char test_array[]) {
char *ptr;
ptr = &(test_array[0]);
for (int i=0; i<5; i++) {
printf("%c", *(ptr + i));
}
}
int copy_str(char * out_string, char * string) {
/* A drop in replacement for strcpy() from <string.h>*/
int len = 0;
while (*(string + len) != '\0') {
*(out_string + len) = *(string + len);
len++;
}
*(out_string + len) = '\0';
return (1);
}
int get_str_len(char * string) {
int len = 0;
while (*(string + len) != '\0') {
len++;
}
return(len);
}
void replace_char(char * array, char * charac) {
int length;
length = sizeof(*array)/sizeof(char);
char combined[length];
int i = 0;
int counter = 0;
while (*(array + i) != '\0') {
if (*(array + i) != *charac) {
*(array + counter) = *(array + i);
counter++;
}
i++;
}
*(array + counter + 1) = '\0';
}
void join_strings(char * return_val, char * str_1, char * str_2) {
int len1 = get_str_len(str_1);
int len2 = get_str_len(str_2);
int length = len1 + len2;
char combined[length+1];
int i = 0;
int j = 0;
while (*(str_1 + i) != '\0') {
combined[i] = *(str_1 + i);
i++;
}
while (*(str_2 + j) != '\0') {
combined[len1+j] = *(str_2 + j);
j++;
}
copy_str(return_val, combined);
}
void get_time(void) {
char time_str[100];
time_t current_time;
time(&current_time);
copy_str(time_str, asctime(localtime(&current_time)));
strcat(time_str, "hello world");
//replace_char(&(time_str[0]), "\n");
printf("%s", time_str);
char string[20];
copy_str(string, "NONEWLINEhello");
replace_char(&(time_str[0]), "\n");
char newstr[120];
join_strings(&(newstr[0]), &(time_str[0]), &(string[0]));
replace_char(&(newstr[0]), "\n");
printf("%s", newstr);
}

1
src/c-colours

@ -0,0 +1 @@ @@ -0,0 +1 @@
../c-colours

115
src/controlscheme.c

@ -0,0 +1,115 @@ @@ -0,0 +1,115 @@
#include "controlscheme.h"
#include <SDL2/SDL_scancode.h>
#include <sys/stat.h>
struct InputMap input_map;
#define INPUT_MAP_ID 83921864
#define INPUT_MAP_VERSION 0
#define CONTROLS_FNAME "controls.bin"
/*
* Serialise controlscheme using simple (char *) cast. It is obviously not cross
* platform but it doesnt need to be. Takes a very tentative approach to error
* handling, if something is wrong it resets.
*
* There is no UI for setting controls yet.
*
*/
struct InputMap_Ser {
unsigned int id;
unsigned int ver;
size_t size;
struct InputMap input_map;
};
int load_controls(void);
void get_input_map(void) {
if (load_controls()) {
return;
}
input_map.player_down = SDL_SCANCODE_S;
input_map.player_up = SDL_SCANCODE_W;
input_map.player_right = SDL_SCANCODE_D;
input_map.player_left = SDL_SCANCODE_A;
input_map.player_rope = SDL_SCANCODE_E;
input_map.player_pull_rope = SDL_SCANCODE_Q;
input_map.mute = SDL_SCANCODE_M;
input_map.pause = SDL_SCANCODE_ESCAPE;
input_map.quit = SDL_SCANCODE_Q;
input_map.goto_level = SDL_SCANCODE_G;
input_map.high_contrast_mode = SDL_SCANCODE_H;
input_map.mouse_attach_rope_pull = SDL_BUTTON_LEFT;
input_map.mouse_attach_rope = SDL_BUTTON_RIGHT;
}
struct Buffer {
size_t len;
char *data;
};
struct Buffer read_whole_file(char const *file_name) {
struct stat sb;
struct Buffer b = {};
if (stat (file_name, & sb) != 0) {
return b;
}
char *buffer = malloc(sb.st_size + 1);
FILE *f = fopen(file_name, "r");
size_t bytes_read = fread(buffer, sizeof (unsigned char), sb.st_size, f);
if (bytes_read != sb.st_size) {
fclose(f);
free(buffer);
return b;
}
fclose(f);
b.data = buffer;
b.len = bytes_read;
return b;
}
int load_controls(void) {
struct Buffer b = read_whole_file(CONTROLS_FNAME);
if (b.len != sizeof (struct InputMap_Ser)) {
return 0;
}
struct InputMap_Ser *im = (struct InputMap_Ser *)b.data;
if (im->size != sizeof(struct InputMap_Ser))
return 0;
if (im->id != INPUT_MAP_ID)
return 0;
if (im->ver != INPUT_MAP_VERSION)
return 0;
memcpy(&input_map, &im->input_map, sizeof(struct InputMap));
return 1;
}
void save_controls(void) {
FILE *f = fopen(CONTROLS_FNAME, "w");
struct InputMap_Ser im;
im.id = INPUT_MAP_ID;
im.ver = INPUT_MAP_VERSION;
im.size = sizeof(struct InputMap_Ser);
im.input_map = input_map;
fwrite(&im, sizeof(unsigned char), sizeof(struct InputMap_Ser), f);
fclose(f);
}

36
src/controlscheme.h

@ -0,0 +1,36 @@ @@ -0,0 +1,36 @@
#include <SDL2/SDL.h>
#ifndef CRTL_H
#define CRTL_H
enum Game_Interaction {
PLAYER_UP,
PLAYER_DOWN,
PLAYER_RIGHT,
PLAYER_LEFT
};
struct InputMap {
SDL_Scancode player_up;
SDL_Scancode player_down;
SDL_Scancode player_left;
SDL_Scancode player_right;
SDL_Scancode player_rope;
SDL_Scancode player_pull_rope;
SDL_Scancode mute;
SDL_Scancode quit;
SDL_Scancode pause;
SDL_Scancode goto_level;
SDL_Scancode high_contrast_mode;
Uint8 mouse_attach_rope_pull;
Uint8 mouse_attach_rope;
};
extern struct InputMap input_map;
void get_input_map(void);
void save_controls(void);
#endif

1
src/datastructures

@ -0,0 +1 @@ @@ -0,0 +1 @@
../datastructures

2
src/debuginfo.h

@ -0,0 +1,2 @@ @@ -0,0 +1,2 @@
#define SHOWCOLLISIONBOX 1

917
src/draw.c

@ -0,0 +1,917 @@ @@ -0,0 +1,917 @@
#include "draw.h"
#include "environment.h"
#include "game.h"
#include "types.h"
#include <SDL2/SDL_mutex.h>
#include <SDL2/SDL_render.h>
#include <time.h>
Vect viewport_pos;
int width, height;
/* generic rendering functions */
int MAX_ONSCREEN_OBJECTS = 99;
int num_onscreen = 0;
double time_delta = 0;
void render_texture_at(struct SDL_Renderer * ren, struct SDL_Texture * texture,int x, int y) {
/* draw a texture at x.y */
SDL_Rect destination;
destination.x = x;
destination.y = y;
SDL_QueryTexture(texture, NULL, NULL, &destination.w, &destination.h);
SDL_RenderCopy(ren, texture, NULL, &destination);
}
double sigmoid(double x) {
return exp(x) / (exp(x) + 1);
}
struct timespec get_now_d() {
struct timespec now;
clock_gettime(CLOCK_MONOTONIC, &now);
if (now.tv_nsec >= 1000000000) {
now.tv_nsec -= 1000000000;
}
return now;
}
Vect in_view(Vect V) {
Vect ret;
ret.x = V.x -viewport_pos.x;
ret.y = V.y -viewport_pos.y;
return ret;
}
/* Game Specific rendering functions */
void draw_player(SDL_Renderer * ren, int x, int y, bool red) {
// translate to viewport
Vect V;
V.x = x; V.y = y;
V = in_view(V);
/* draw the player as a coloured rect */
SDL_Rect player_rect;
player_rect.x = V.x -10;
player_rect.y = V.y -10;
player_rect.w = 20;
player_rect.h = 20;
struct colour c = get_scene_watch()->colours.bg;
SDL_SetRenderDrawColor(ren, c.r, c.g, c.b, 255);
SDL_RenderDrawRect(ren, &player_rect);
SDL_RenderFillRect(ren, &player_rect);
// draw strings
for (int i = 0; i < player.physics->num_strings; i++) {
if (!player.physics->strings[i].attached) {
continue;
}
Vect B = {x, y};
B = in_view(B);
Vect E;
E = in_view(player.physics->strings[i].end_point);
SDL_RenderDrawLine(ren, B.x, B.y, E.x, E.y);
}
SDL_SetRenderDrawColor(ren, 0,0,0, 255);
}
void draw_floor(SDL_Renderer *ren, FloorPoly *poly, bool down) {
SDL_Point left;
SDL_Point right;
left.x = poly->left.x - viewport_pos.x;
if (left.x > width) {
return;
}
right.x = poly->right.x - viewport_pos.x;
if (right.x < 0) {
return;
}
left.y = poly->left.y - viewport_pos.y;
right.y = poly->right.y - viewport_pos.y;
if (left.y <= 0 && right.y <= 0) {
return;
}
if (left.y >= height && right.y >= height) {
return;
}
SDL_SetRenderDrawColor(ren, 100,100,100, 255);
int end = down ? height : 0;
double m = (double)(right.y - left.y) / (double)(right.x - left.x);
double c = (double)left.y - ((double)left.x * m);
for (int i = left.x; i <= right.x; i++) {
int y = (int)(m * i + c);
if (y > 0) {
SDL_RenderDrawLine(ren, i, y, i, end);
}
}
SDL_SetRenderDrawColor(ren, 0,0,0, 255);
}
// draw collision poly
void draw_collision_poly(SDL_Renderer* ren, Body *body) {
if (!SHOWCOLLISION) {
return;
}
if (body->colliding) {
SDL_SetRenderDrawColor(ren, 255, 0, 0, 255);
} else {
SDL_SetRenderDrawColor(ren, 0, 255, 0, 255);
}
// draw strings
for (int i = 0; i < body->num_strings; i++) {
if (!body->strings[i].attached) {
continue;
}
Vect B;
B = in_view(body->position);
Vect E;
E = in_view(body->strings[i].end_point);
SDL_RenderDrawLine(ren, B.x, B.y, E.x, E.y);
}
if (body->collision_poly_size == 1) {
SDL_Rect dot;
Vect V;
V.x = body->collision_poly[0].x;
V.y = body->collision_poly[0].y;
Vect T = in_view(V);
dot.x = T.x;
dot.y = T.y;
dot.w = 4;
dot.h = 4;
SDL_RenderDrawRect(ren, &dot);
SDL_RenderFillRect(ren, &dot);
} else if (body->collision_poly_size == 2) {
int x_st = body->collision_poly[0].x -viewport_pos.x;
int y_st = body->collision_poly[0].y -viewport_pos.y;
int x_en = body->collision_poly[1].x -viewport_pos.x;
int y_en = body->collision_poly[1].y -viewport_pos.y;
SDL_RenderDrawLine(ren, x_st, y_st, x_en, y_en);
} else if (body->collision_poly_size > 2) {
int x_st = body->collision_poly[0].x -viewport_pos.x;
int y_st = body->collision_poly[0].y -viewport_pos.y;
int x_en, y_en;
for (int i = 1; i < body->collision_poly_size; i++) {
x_en = body->collision_poly[i].x -viewport_pos.x;
y_en = body->collision_poly[i].y -viewport_pos.y;
SDL_RenderDrawLine(ren, x_st, y_st, x_en, y_en);
x_st = x_en;
y_st = y_en;
}
x_en = body->collision_poly[0].x-viewport_pos.x;
y_en = body->collision_poly[0].y-viewport_pos.y;
SDL_RenderDrawLine(ren, x_st, y_st, x_en, y_en);
}
SDL_SetRenderDrawColor(ren, 0,0,0, 255);
}
// draw indicator of forces acting on an object
void draw_forces(SDL_Renderer *ren, Body *body) {
if (!SHOWFORCES) {
return;
}
Vect start;
start.x = (int)body->position.x -viewport_pos.x;
start.y = (int)body->position.y -viewport_pos.y;
Vect F;
for (int i = 0; i < body->num_motors; i++) {
if (!get_motor_active(body, i)) {
continue;
}
F.x += body->motors[i].x;
F.y += body->motors[i].y;
Vect end = vect_add(start, F);
SDL_SetRenderDrawColor(ren, 255,0,0, 255);
SDL_RenderDrawLine(ren, start.x, start.y, start.x, end.y);
SDL_SetRenderDrawColor(ren, 0,0,255, 255);
SDL_RenderDrawLine(ren, start.x, start.y, end.x, start.y);
}
SDL_SetRenderDrawColor(ren, 0,0,0, 255);
}
void draw_wall(SDL_Renderer *ren, Wall *wall) {
SDL_SetRenderDrawColor(ren, 120, 85, 188, 255);
int x_st, x_en, y_st, y_en;
x_st = wall->nodes[0].x + wall->physics->position.x -viewport_pos.x;
y_st = wall->nodes[0].y + wall->physics->position.y -viewport_pos.y;
for (int i = 1; i < wall->numNodes; i++) {
x_en = wall->nodes[i].x + wall->physics->position.x -viewport_pos.x;
y_en = wall->nodes[i].y + wall->physics->position.y -viewport_pos.y;
SDL_RenderDrawLine(ren, x_st, y_st, x_en, y_en);
x_st = x_en;
y_st = y_en;
}
x_en = wall->nodes[0].x + wall->physics->position.x -viewport_pos.x;
y_en = wall->nodes[0].y + wall->physics->position.y -viewport_pos.y;
SDL_RenderDrawLine(ren, x_st, y_st, x_en, y_en);
SDL_SetRenderDrawColor(ren, 0,0,0, 255);
}
int distance_colour(int x, int y, int x2, int y2, int blackpoint) {
int dist = (int) sqrt((x2 - x)*(x2 - x) + (y2 - y)*(y2 - y) );
if (dist == 0) {
return 255;
}
if (dist > blackpoint) {
return 0;
}
int frac = blackpoint / dist;
// int frac = 255 * (int) sin((double)dist / blackpoint);
if (frac > 255) {
return 255;
}
return frac;
}
void new_update_viewport(Body const * const pl) {
int const xmargin = 100; // pixels
int const ymargin = 100; // pixels
int const xmovmagin = width / 4;
int const ymovmagin = height / 3;
double const xrange = width - (2 * xmargin);
double const yrange = height - (2 * ymargin);
double const x_max = 2;
double const y_max = 3;
static Vect target = {};
static double dirchange = 0;
static Vect last_plpos = {};
if (last_plpos.x == 0 && last_plpos.y == 0)
last_plpos = pl->position;
static Vect lmove = {};
Vect iv = in_view(pl->position);
Vect left_pos = {0, 2 * height / 4};
left_pos = vect_add(pl->position, vect_scalar(left_pos, -1));
Vect right_pos = {7 * (width / 8), 2 * height / 4};
right_pos = vect_add(pl->position, vect_scalar(right_pos, -1));
bool recover = false;
Vect screen_dist = vect_add(in_view(pl->position), vect_scalar(lmove, -1));
static double swap = 0;
if (iv.x > width
|| (iv.x < 0
|| iv.y > height
|| iv.y < 0))
recover = true;
Vect delta = vect_add(vect_scalar(pl->position, -1), last_plpos);
double dist_change = vect_mag(delta);
if ((recover) //|| vect_mag((Vect){pl->vel.x, 0}) > 0.4
|| (dist_change > width / 100)) {
if (iv.x < width / 6) {
target = right_pos;
} else {
target = left_pos;
}
lmove = target;
last_plpos = pl->position;
}
if (recover)
viewport_pos = target;
double v = pl->vel.x;
if (v > x_max)
v = x_max;
if (v < -x_max)
v = -x_max;
if (v < 0)
v = -v;
// move towards target a set proportion
Vect urgency = vect_add(target, vect_scalar(pl->position, -1));
Vect p = vect_add(target, vect_scalar(viewport_pos, -1));
double proportion = (sigmoid(time_delta) / 100);
proportion = 2 * (pl->vel.x * pl->vel.x / (width));
proportion = proportion < 0 ? -proportion : proportion;
proportion > 0.4 ? proportion = 0.4 : 0;
proportion < 0 ? proportion = 0.000001 : 0;
p = vect_scalar(p, proportion);
viewport_pos = vect_add(viewport_pos, p);
}
void update_viewport(Body *pl) {
float xmargin = 0.5;
float ymargin = 0.2;
if (pl->position.x - viewport_pos.x > (1-xmargin) * width) {
viewport_pos.x = - ((1-xmargin) * width - pl->position.x);
}
if (pl->position.x - viewport_pos.x < xmargin * width) {
viewport_pos.x = -(xmargin * width - pl->position.x);
}
if (pl->position.y - viewport_pos.y > (1-ymargin) * height) {
viewport_pos.y = -((1-ymargin) * height - pl->position.y);
}
if (pl->position.y - viewport_pos.y < ymargin * height) {
viewport_pos.y = -(ymargin * height - pl->position.y);
}
}
void accel_update_viewport(Body *pl) {
const double accel = 0.0001;
const float xmargin = 0.5;
const float ymargin = 0.2;
static Vect target_pos = (Vect) {.x=0, .y=0};
static Vect vel = (Vect) {.x=0.0, .y=0.0};
if (pl->position.x - viewport_pos.x > (1-xmargin) * width) {
target_pos.x = - ((1-xmargin) * width - pl->position.x);
}
if (pl->position.x - target_pos.x < xmargin * width) {
target_pos.x = -(xmargin * width - pl->position.x);
}
if (pl->position.y - target_pos.y > (1-ymargin) * height) {
target_pos.y = -((1-ymargin) * height - pl->position.y);
}
if (pl->position.y - target_pos.y < ymargin * height) {
target_pos.y = -(ymargin * height - pl->position.y);
}
viewport_pos = target_pos;
return;
Vect delta = vect_add(target_pos, vect_scalar(viewport_pos, -1));
printf("d %f %f\n", delta.x, delta.y);
printf("d %f\n", vect_mag(delta));
if ((vect_mag(delta) < 0.001 )) {
return;
}
Vect dir = vect_scalar(delta, 1/vect_mag(delta));
Vect vel_delta = vect_scalar(dir, accel * time_delta);
vel = vect_add(vel, vel_delta);
Vect pos_delta = vect_scalar(vel, time_delta/2);
viewport_pos = vect_add(viewport_pos, pos_delta);
}
double interpolate_h(Vect left, Vect right, double x) {
static Vect v;
double m = (double)(right.y - left.y) / (double)(right.x - left.x);
double c = (double)left.y - ((double)left.x * m);
return x * m + c;
}
void draw_environment(SDL_Renderer * ren, const struct environment *scene) {
struct colour c1 = scene->colours.bg;
struct colour c2 = scene->colours.fg1;
struct colour c3 = scene->colours.fg2;
struct colour c4 = scene->colours.fg3;
// background colour
SDL_SetRenderDrawColor(ren, c1.r, c1.g, c1.b, 255);
SDL_Rect rect;
rect.x = 0;
rect.y = 0;
rect.w = width;
rect.h = height;
SDL_RenderFillRect(ren, &rect);
int k = 0;
for (int i = 0; i < E_ROOM_TILES - 2; i++) {
for (int j = 0; j < E_ROOM_RES; j++) {
k++;
Vect *left;
Vect *right;
int x = (i * E_ROOM_RES) + j;
if (x - viewport_pos.x > width) {
break;
}
if (x - viewport_pos.x < 0) {
continue;
}
left = arlst_get(&scene->ceil, i);
right = arlst_get(&scene->ceil, i+1);
int y0 = interpolate_h(*left, *right, x) - viewport_pos.y;
left = arlst_get(&scene->bg1, i);
right = arlst_get(&scene->bg1, i+1);
int y1 = interpolate_h(*left, *right, x) - viewport_pos.y;
left = arlst_get(&scene->bg2, i);
right = arlst_get(&scene->bg2, i+1);
int y2 = interpolate_h(*left, *right, x) - viewport_pos.y;
left = arlst_get(&scene->floor, i);
right = arlst_get(&scene->floor, i+1);
int y3 = interpolate_h(*left, *right, x) - viewport_pos.y;
x = x - viewport_pos.x;
// 3. bg2 to floor
SDL_SetRenderDrawColor(ren, c4.r, c4.g, c4.b, 255);
SDL_RenderDrawLine(ren, x, y2, x, y3);
// 1. ceil to bg1
SDL_SetRenderDrawColor(ren, c2.r, c2.g, c2.b, 255);
SDL_RenderDrawLine(ren, x, y0, x, y1);
// 2. bg1 to bg2
SDL_SetRenderDrawColor(ren, c3.r, c3.g, c3.b, 255);
SDL_RenderDrawLine(ren, x, y1, x, y2);
}
}
}
static TTF_Font *fonts[3];
void load_fonts(void) {
fonts[0] = TTF_OpenFont("TerminusTTF.ttf", 22);
fonts[1] = TTF_OpenFont("TerminusTTF.ttf", 66);
const char *err = SDL_GetError();
if (err) {
printf("%s\n", err);
}
}
void draw_text(SDL_Renderer *ren, enum FontNames fontID, Vect pos, struct colour colour, char *text) {
TTF_Font *font = fonts[fontID];
SDL_Colour sdl_col = {colour.r, colour.g, colour.b, 255};
SDL_Rect position = {.x = pos.x, .y = pos.y};
SDL_SetRenderDrawColor(ren, colour.r, colour.g, colour.b, 255);
SDL_Surface *surf = TTF_RenderText_Solid(font, text, sdl_col);
SDL_Texture *texture = SDL_CreateTextureFromSurface(ren, surf);
SDL_QueryTexture(texture, NULL, NULL, &position.w, &position.h);
SDL_RenderCopy(ren, texture, NULL, &position);
SDL_DestroyTexture(texture);
SDL_FreeSurface(surf);
}
void draw_text_default(SDL_Renderer *ren, Vect pos, struct colour colour, char *text) {
TTF_Font* font = fonts[0];
SDL_Colour sdl_col = {colour.r, colour.g, colour.b, 255};
SDL_Rect position = {.x = pos.x, .y = pos.y};
SDL_SetRenderDrawColor(ren, colour.r, colour.g, colour.b, 255);
SDL_Surface *surf = TTF_RenderText_Solid(font, text, sdl_col);
SDL_Texture *texture = SDL_CreateTextureFromSurface(ren, surf);
SDL_QueryTexture(texture, NULL, NULL, &position.w, &position.h);
SDL_RenderCopy(ren, texture, NULL, &position);
SDL_DestroyTexture(texture);
SDL_FreeSurface(surf);
}
void draw_level_chooser_tbox(SDL_Renderer *ren) {
char string[250];
snprintf(string, 250,"GOTO LEVEL: %s", gameui.currently_bound_textbox->text_input);
const struct environment *scene = get_scene_watch();
Vect pos = {.x= width - (width / 4), .y = height - (height / 10)};
draw_text_default(ren, pos, scene->colours.fg1, string);
}
int draw_end_screen(SDL_Renderer *ren) {
const struct environment *scene = get_scene_watch();
struct colour bg = scene->colours.bg;
struct colour colour = scene->colours.fg1;
struct colour_pallete pal = scene->colours;
SDL_SetRenderDrawColor(ren, bg.r, bg.g, bg.b,255);
SDL_RenderClear(ren);
SDL_SetRenderDrawColor(ren, pal.fg2.r, pal.fg2.g, pal.fg2.b,255);
for (int i = width - 300; i < width; i++) {
SDL_RenderDrawLine(ren, i, height, width, height - i);
if (!(i % 240)) {
SDL_SetRenderDrawColor(ren, pal.fg3.r, pal.fg3.g, pal.fg3.b,255);
}
if (!(i % 350)) {
SDL_SetRenderDrawColor(ren, pal.fg1.r, pal.fg1.g, pal.fg1.b,255);
}
}
int margin = height / 10;
long fastest = draw_watch.best_time;
int minutes = level_time / 60000;
float seconds = level_time * 0.001;
char time_string[250];
char * end_str = "level over.";
Vect position = {.x = width/4, .y = height / 4};
draw_text_default(ren, position, colour, end_str);
position.y += 60;
char level_string[250];
snprintf(level_string, 250,"course: %d", level);
draw_text_default(ren, position, colour, level_string);
position.y += 40;
char fastest_time[250];
minutes = fastest / 60000;
seconds = fastest * 0.001;
if (fastest > 0) {
snprintf(fastest_time, 250, "old best time: %d:%.4f", minutes, seconds);
draw_text_default(ren, position, colour, fastest_time);
position.y += 40;
}
minutes = level_time / 60000;
seconds = level_time * 0.001;
if (level_time > fastest) {
// base time not set yet.
snprintf(time_string, 250, "TIME: %d:%.4f", minutes, seconds);
} else {
snprintf(time_string, 250, "NEW BEST TIME: %d:%.4f", minutes, seconds);
}
Vect position2 = {.x = position.x + width/3, .y = 60 + height / 4};
if (fastest > 0) {
//position.y += 40;
long diff = level_time - fastest;
char diff_str[250];
minutes = diff / 60000;
seconds = diff * 0.001;
if (minutes > 0) {
snprintf(diff_str, 250, "DIFF: %d:%.4f", minutes, fabs(seconds));
} else {
snprintf(diff_str, 250, "DIFF: %.4f s", seconds);
}
draw_text_default(ren, position2, colour, diff_str);
position2.y += 40;
}
draw_text_default(ren, position2, colour, time_string);
position.y += 200;
char * ct_str = "press any key to continue";
draw_text_default(ren, position, colour, ct_str);
SDL_RenderPresent(ren);
return 0;
}
void draw_level_time(SDL_Renderer *ren, const struct environment * e) {
int margin = height / 10;
struct colour colour = e->colours.fg1;
int minutes = level_time / 60000;
float seconds = level_time * 0.001;
char time_string[250];
snprintf(time_string, 250, "time: %d:%.4f", minutes, seconds);
char level_string[250];
snprintf(level_string, 250,"course: %d", level);
Vect position = {.x = margin, .y = height - margin};
draw_text_default(ren, position, colour, level_string);
position.y += 40;
draw_text_default(ren, position, colour, time_string);
}
void draw_mute_button(SDL_Renderer *ren) {
struct colour c = get_scene_watch()->colours.fg1;
struct colour i = get_scene_watch()->colours.bg;
if (mute_button.held) {
struct colour t = c;
c = i;
i = t;
}
SDL_Rect rect;
rect.x = mute_button.x;
rect.y = mute_button.y;
rect.w = mute_button.w;
rect.h = mute_button.h;
SDL_SetRenderDrawColor(ren, c.r, c.g, c.b, 255);
SDL_RenderFillRect(ren, &rect);
rect.x += mute_button.w / 6;
rect.y += mute_button.w / 4;
rect.w = mute_button.w / 5;
rect.h = mute_button.h / 2;
SDL_SetRenderDrawColor(ren, i.r, i.g, i.b, 255);
SDL_RenderFillRect(ren, &rect);
int j = 0;
for (int i = rect.x + rect.w; i < rect.x + rect.w + mute_button.w / 5; i++) {
SDL_RenderDrawLine(ren, i, rect.y + j + rect.h, i, rect.y - j);
j++;
}
j -= 8;
if (!mute_button.state) {
for (int i = rect.x + rect.w + mute_button.w / 5;
i < mute_button.x + mute_button.w - 5; i++) {
if ((i) % 8 < 4) {
SDL_RenderDrawLine(ren, i, rect.y + j + rect.h, i, rect.y - j);
}
if (i % 8 == 0) j += 4;
}
} else {
int w = mute_button.w / 5;
int i = rect.x + rect.w + mute_button.w / 5 + w/2;
int j = rect.y + w / 2;
SDL_RenderDrawLine(ren, i, j + w, i + w, j);
SDL_RenderDrawLine(ren, i + w, j + w, i, j);
i += 1;
SDL_RenderDrawLine(ren, i, j + w, i + w, j);
SDL_RenderDrawLine(ren, i + w, j + w, i, j);
i -= 1;
j += 1;
SDL_RenderDrawLine(ren, i, j + w, i + w, j);
SDL_RenderDrawLine(ren, i + w, j + w, i, j);
j -= 1;
j += 1;
i += 1;
SDL_RenderDrawLine(ren, i, j + w, i + w, j);
SDL_RenderDrawLine(ren, i + w, j + w, i, j);
j -= 1;
i -= 1;
i -= 1;
SDL_RenderDrawLine(ren, i, j + w, i + w, j);
SDL_RenderDrawLine(ren, i + w, j + w, i, j);
i += 1;
j -= 1;
SDL_RenderDrawLine(ren, i, j + w, i + w, j);
SDL_RenderDrawLine(ren, i + w, j + w, i, j);
j += 1;
j -= 1;
i -= 1;
SDL_RenderDrawLine(ren, i, j + w, i + w, j);
SDL_RenderDrawLine(ren, i + w, j + w, i, j);
j += 1;
i += 1;
}
}
void draw_pause_screen(SDL_Renderer *ren, struct environment *e) {
char *game_name[] = {
"A_s",
"Y_et",
"U_ntitled",
"G_ame",
"I_nvolving",
"a",
"R_ock",
"W_ith",
"a",
"G_rappling",
"H_ook"};
char *te[] = { "GAME PAUSED.",
"controls",
"________",
"pause/unpause: esc",
"grapple and winch: left click",
"grapple: right click",
"go to level: g",
"mute/unmute: m",
"high contrast mode: h",
"quit: q"
};
struct colour textc = e->colours.fg1;
struct colour bg = e->colours.bg;
SDL_SetRenderDrawColor(ren, bg.r, bg.g, bg.b, 255);
int boxwidth = 360;
int boxheight = 388;
int box_x = (2 * width / 3) - (boxwidth / 2);
int box_y = (height - boxheight) / 2;
SDL_Rect r = {.w = boxwidth, .h = boxheight, .x = box_x, .y = box_y};
SDL_RenderFillRect(ren, &r);
Vect p = {.x = box_x + 10, .y = box_y + 10};
draw_text_default(ren, p, textc, te[0]);
p.y += 60;
draw_text_default(ren, p, textc, te[1]);
p.y += 5;
draw_text_default(ren, p, textc, te[2]);
p.y += 35;
draw_text_default(ren, p, textc, te[3]);
p.y += 40;
draw_text_default(ren, p, textc, te[4]);
p.y += 40;
draw_text_default(ren, p, textc, te[5]);
p.y += 40;
draw_text_default(ren, p, textc, te[6]);
p.y += 40;
draw_text_default(ren, p, textc, te[7]);
p.y += 40;
draw_text_default(ren, p, textc, te[8]);
p.y += 40;
draw_text_default(ren, p, textc, te[9]);
p.y += 40;
p.x = width / 8;
p.y = height / 9;
int arlen = sizeof(game_name) / sizeof(game_name[0]);
for (int i = 0; i < arlen; i ++) {
draw_text(ren, LARGE, p, textc, game_name[i]);
p.y += 75;
}
}
void redraw_buffer(SDL_Renderer * ren) {
static int mousex = 0;
static int mousey = 0;
static int newmousex = 0;
static int newmousey = 0;
static SDL_Point *bgPixels[256];
static int numpixels[256];
int col = 0;
Body lplayer;
if (SDL_LockMutex(player.physics->lock) == 0){
lplayer = *player.physics;
update_viewport(&lplayer);
} else {
return;
}
static struct timespec last = {};
static struct timespec now;
now = get_now_d();
time_delta = now.tv_nsec - last.tv_nsec;
time_delta *= 0.000001; // convert to ms from ns
last = now;
const struct environment* scene = get_scene_watch();
draw_environment(ren, scene);
if (!game_paused)
draw_level_time(ren, scene);
SDL_UnlockMutex(player.physics->lock);
for (int i=0; i < world.items.size; i++) {
world_thing thing;
thing = world.get(i);
switch (thing.kind) {
case STATIC_WALL_W:
draw_wall(ren, thing.wall);
draw_collision_poly(ren, thing.wall->physics);
continue;
case FLOOR:
for (int i = 0; i < thing.floor->numPolys; i++) {
draw_floor(ren, &thing.floor->polys[i], true);
draw_collision_poly(ren, thing.floor->polys[i].physics);
}
continue;
case CEILING:
for (int i = 0; i < thing.floor->numPolys; i++) {
draw_floor(ren, &thing.floor->polys[i], false);
draw_collision_poly(ren, thing.floor->polys[i].physics);
}
continue;
case ROOM_W:
for (int i = 0; i < thing.room->ceil.numItems; i++) {
draw_collision_poly(ren, thing.room->ceil.items[i]);
}
for (int i = 0; i < thing.room->floor.numItems; i++) {
draw_collision_poly(ren, thing.room->floor.items[i]);
}
default:
continue;
}
}
draw_player(ren, lplayer.position.x, lplayer.position.y,
lplayer.colliding);
draw_collision_poly(ren, &lplayer);
draw_forces(ren, &lplayer);
draw_mute_button(ren);
if (gameui.currently_bound_textbox) {
draw_level_chooser_tbox(ren);
}
if (game_paused) {
SDL_Rect r = {.x = 0, .y = 0, .w = width, .h = height};
SDL_SetRenderDrawColor(ren, 0, 0, 0, 90);
SDL_RenderFillRect(ren, &r);
if (in_game)
draw_pause_screen(ren, scene);
}
if (draw_watch.goto_level && in_game == false) {
Vect pos = {.x=width/3, .y=height- height/4};
draw_text(ren, LARGE, pos, scene->colours.fg1, "Press a Key to Continue");
}
}

54
src/draw.h

@ -0,0 +1,54 @@ @@ -0,0 +1,54 @@
#ifndef _DEFDRAW
#define _DEFDRAW
#include <SDL2/SDL.h>
#include <SDL2/SDL_ttf.h>
#include "c-colours/colours.h"
#include "vect.h"
#include "environment.h"
#include "game.h"
#define SHOWCOLLISION 0
#define SHOWFORCES 0
typedef enum {
PLAYER
} draw_type;
void render_texture_at(struct SDL_Renderer * ren, struct SDL_Texture * texture,int x, int y) ;
/* draw a texture at x.y */
SDL_Texture * load_image(SDL_Renderer * ren, char fname[]);
/* Load an image into a texture */
void draw_player(SDL_Renderer * ren, int x, int y, bool red);
/* draw the player as a coloured rect */
//void queue_draw_item(void * object, draw_type kind);
void add_to_view(draw_type kind, void * object);
void redraw_buffer(SDL_Renderer * ren);
void draw_text_default(SDL_Renderer *ren, Vect pos, struct colour colour, char *text);
enum FontNames {
DEFAULT,
LARGE
};
void load_fonts(void);
void draw_text(SDL_Renderer *ren, enum FontNames fontID, Vect pos, struct colour colour, char *text);
int draw_end_screen(SDL_Renderer *ren);
extern Vect viewport_pos;
extern int width, height;
extern bool high_contrast_mode;
#endif

262
src/environment.c

@ -0,0 +1,262 @@ @@ -0,0 +1,262 @@
#include "environment.h"
#include "game.h"
#include "types.h"
struct environment * environment_watch = NULL;
/* ----------------------------------------------------------------------------
* Environment / World Generation
* ----------------------------------------------------------------------------
*
* Worlds have to be shared across threads, since they contain both collision
* bodies and drawing information. Realistically, these should be stored in
* separate datastructures. My solution has been to just store a copy in each
* thread, and lock everything when you move to the next level and need to
* generate a new one.
*
* An 'environment' consists of the cave structure with the collision bodies,
* as well as the colourscheme for drawing it. These are procedurally
* generated. A custom PRNG function is used so the same levels are given on
* every platform.
*
*/
const struct environment* get_scene_watch(void) {
return environment_watch;
}
double linear_interpolate(double a0, double a1, double w) {
return (1.0f - w) * a0 + w * a1;
}
int destroy_environment(struct environment *e) {
arlst_destroy(&e->ceil);
arlst_destroy(&e->floor);
arlst_destroy(&e->bg1);
arlst_destroy(&e->bg2);
return 0;
}
double perlin(Vect coordinate) {
Vect a = coordinate;
Vect b = coordinate;
a.x = (int)a.x;
a.y = (int)a.y;
b.x = a.x + 1;
b.y = a.y + 1;
double sx = coordinate.x - a.x;
double sy = coordinate.y - a.y;
Vect d = b;
d.y = a.y;
double n0 = vect_dot(a, coordinate);
double n1 = vect_dot(d, coordinate);
double ix0 = linear_interpolate(n0, n1, sx);
Vect c;
c.x = a.x;
c.y = b.y;
n0 = vect_dot(c, coordinate);
n1 = vect_dot(b, coordinate);
double ix1 = linear_interpolate(n0, n1, sy);
return linear_interpolate(ix0, ix1, sy);
}
struct colour_pallete get_pallete_high_contrast(void) {
struct colour white = {.r = 255, .g=255,.b=255, .sp=CS_RGB};
struct colour black = {.r = 0, .g=0,.b=0, .sp=CS_RGB};
struct colour_pallete p = {.bg = black, .fg1 = white, .fg2 = white, .fg3 = white};
return p;
}
struct colour_pallete get_pallete (int seed) {
struct colour base;
int n = seed;
int red = get_rand(&n) % 255;
int blue = get_rand(&n) % 255;
int green = get_rand(&n) % 255;
base.r = red;
base.g = green;
base.b = blue;
struct colour c1 = get_hsv(base);
c1 = get_hsv(base);
struct colour_pallete cols;
c1.l = 0.1;
cols.bg = get_rgb(c1);
c1.l += 0.3;
c1.h += 30;
cols.fg1 = get_rgb(c1);
c1.h += 30;
cols.fg2 = get_rgb(c1);
c1.h += 30;
cols.fg3 = get_rgb(c1);
return cols;
struct colour *adj = get_adjacent(base, 20, 4);
ArrayList l = new_arlst_wfree(4, free);
for (int i = 0; i < 4; i++) {
arlst_add(&l, adj + i);
}
}
int comp(const void *one, const void *two) {
return *(int*)one >= *(int*)two;
}
void swap_palletes(struct environment *e) {
struct colour_pallete b = e->colours;
e->colours = e->coloursb;
e->coloursb = b;
}
/*
*
* Generate or just return the environment seeded by the current level number.
*
*/
struct environment get_scene_at(Vect coordinate, int seed) {
// TODO: Environment needs to be shared between threads
// - this implementation duplicates it: each thread that calls
// get_scene_at gets manages its state in its own static vairables in
// this function but share pointers to the malloced environment object-
// it is thoroughly broken.
// - Fix by having a heap allocated environment object that the draw thread
// (T0) can watch and the physics thread (T3) can modify
// - the entry point can either be through a function returning
// a pointer or just a global const pointer
//
// basic cache for the last room generated
static bool init;
static Vect last_room;
static struct environment e;
static int oldseed;
Vect room_coord;
room_coord.x = (int)coordinate.x - (int)coordinate.x % E_ROOM_WIDTH;
room_coord.y = 0;
if (init && room_coord.x == last_room.x && oldseed == seed) {
return e;
} else if (init) {
destroy_environment(&e);
}
last_room = room_coord;
oldseed = seed;
e.floor = new_arlst_wfree(E_ROOM_TILES, free);
e.ceil = new_arlst_wfree(E_ROOM_TILES, free);
e.bg1 = new_arlst_wfree(E_ROOM_TILES, free);
e.bg2 = new_arlst_wfree(E_ROOM_TILES, free);
e.colours = get_pallete(seed);
e.coloursb = get_pallete_high_contrast();
if (draw_watch.high_contrast_mode)
swap_palletes(&e);
Vect bit;
bit.y = 100 * seed;
Vect pos;
int n = seed;
get_rand(&n);
Vect node;
node.y = 0;
for (int i = 0; i < E_ROOM_WIDTH; i += E_ROOM_RES) {
bit.x = room_coord.x + i;
bit.y = seed;
node.x = bit.x;
int r1 = 1.5*(get_rand(&n) % 500) - (get_rand(&n) % 100);
int r2 = 1.5*(get_rand(&n) % 200) - (get_rand(&n) % 200);
int r3 = (get_rand(&n) % 100) - (get_rand(&n) % 500);
int r4 = 50;
int r[4] = {r1, r2, r3, r4};
qsort(r, 4, sizeof(int), comp);
int h[4] = {node.y,node.y,node.y,node.y};
h[0] += r[0];
h[1] = h[0] + r[1];
h[2] += h[0] + r[2];
h[3] += h[0] + r[3];
qsort(h, 4, sizeof(int), comp);
Vect *z = malloc(sizeof(Vect));
*z = node;
z->y = h[0];
arlst_add(&e.floor, z);
z = malloc(sizeof(Vect));
*z = node;
z->y = h[1];
arlst_add(&e.bg1, z);
z = malloc(sizeof(Vect));
*z = node;
z->y = h[2];
arlst_add(&e.bg2, z);
z = malloc(sizeof(Vect));
*z = node;
z->y = h[3];
arlst_add(&e.ceil, z);
}
Vect *v = arlst_get(&e.floor, 0);
Vect v2 = *(Vect *)arlst_get(&e.ceil, 0);
Vect v3 = vect_add(v2, vect_scalar(vect_add(*v, vect_scalar(v2, -1)) , 0.5));
int d[] = {0, E_ROOM_TILES - 1};
int a;
for (int i = 0; i <= 1; i++) {
a = d[i];
v = arlst_get(&e.floor, a);
v->y = v3.x;
v = arlst_get(&e.ceil, a);
v->y = v3.x;
v = arlst_get(&e.bg1, a);
v->y = v3.x;
v = arlst_get(&e.bg2, a);
v->y = v3.x;
}
// join the end and start together
if (!init) {
struct environment *ee = malloc(sizeof(struct environment));
environment_watch = ee;
}
*environment_watch = e;
init = true;
return e;
}

16
src/environment.h

@ -0,0 +1,16 @@ @@ -0,0 +1,16 @@
#ifndef ENVIRO_H
#define ENVIRO_H
#include "vect.h"
#include "types.h"
struct environment get_scene_at(Vect coordinate, int seed);
int destroy_environment(struct environment *e);
const struct environment *get_scene_watch(void);
extern struct environment *environment_watch;
void swap_palletes(struct environment *e);
#endif

1977
src/game.c

File diff suppressed because it is too large Load Diff

85
src/game.h

@ -0,0 +1,85 @@ @@ -0,0 +1,85 @@
#ifndef _DEFGAME
#define _DEFGAME
#include "environment.h"
#include "datastructures/datatypes.h"
#include "vect.h"
#include "controlscheme.h"
#include "c-colours/colours.h"
#include "types.h"
#include "draw.h"
extern GlobWorld world;
extern int level;
extern bool in_game;
extern int quality;
struct draw_watcher {
long best_time;
bool finish_level;
bool goto_level;
bool high_contrast_mode;
};
struct ui_state {
struct textbox_info *currently_bound_textbox;
int goto_new_level;
};
enum TextBoxId {
TB_LEVEL_CHOOSER = 0
};
struct textbox_info {
enum TextBoxId id;
bool capture_input_text_field;
char text_input[32];
int text_input_bufpos;
void (*close_callback)(struct textbox_info *textbox, void*callback);
};
extern struct draw_watcher draw_watch;
extern struct textbox_info* texboxes;
extern struct ui_state gameui;
void handle_input_event(SDL_Event event);
// add a motor to the world
void add_motor(Body *thing, double x, double y);
bool get_motor_active(Body *thing, int i);
/* temporary storage variable *n should be initialised to the seed value */
int get_rand(int *n);
void next_level(int lvl);
int step(void);
struct sg_times_list {
long *times;
int size;
int capacity;
void (*sort)(void);
char *filename;
};
int load_score_times(char *filename);
/* array of all the things in the world and their kinds */
extern struct sg_times_list save_times_lst;
int add_time(long time);
int write_times(void);
extern void startgame(SDL_Renderer * ren) ;
extern void process_keydown(SDL_Keysym key);
extern void process_keyup(SDL_Keysym key);
extern player_st player;
extern long level_time;
extern bool game_paused;
#endif

181
src/main.c

@ -0,0 +1,181 @@ @@ -0,0 +1,181 @@
#include <SDL2/SDL_mutex.h>
#include <SDL2/SDL_audio.h>
#include <SDL2/SDL_scancode.h>
#include <SDL2/SDL_mixer.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <SDL2/SDL.h>
#include <string.h>
#include <time.h>
#include <stdbool.h>
#include <math.h>
#include <stdbool.h>
#include <fcntl.h>
#include <sys/stat.h>
#include "audio.h"
#include "game.h"
#include "draw.h"
#include "types.h"
const int screen_width = 800;
const int screen_height = 600;
SDL_sem *resume;
struct SDL_Window* make_window(void) {
if (SDL_Init(SDL_INIT_EVERYTHING) != 0) {
printf("error initializing SDL: %s\n", SDL_GetError());
}
return SDL_CreateWindow("space_game",
SDL_WINDOWPOS_CENTERED,
SDL_WINDOWPOS_CENTERED,
0, 0,
SDL_WINDOW_FULLSCREEN_DESKTOP);
}
void redraw(struct SDL_Renderer * ren) {
SDL_RenderClear(ren);
redraw_buffer(ren);
SDL_RenderPresent(ren);
}
void godophysics(void) {
int lvl;
if ((lvl = step())) {
// display end level screen
in_game = false;
game_paused = true;
SDL_Delay(300);
SDL_SemWait(resume);
add_time(level_time);
SDL_LockMutex(player.physics->lock);
next_level(lvl);
in_game = true;
SDL_UnlockMutex(player.physics->lock);
SDL_Delay(1000);
game_paused = false;
}
}
int physics_loop(void *ptr) {
game_paused = 1;
while (1) {
godophysics();
}
}
int game(void) {
SDL_Window * win = make_window();
SDL_Renderer * ren = SDL_CreateRenderer(win, -1, SDL_RENDERER_ACCELERATED
#ifdef USE_VSYNC
| SDL_RENDERER_PRESENTVSYNC
#endif
);
SDL_SetRenderDrawBlendMode(ren, SDL_BLENDMODE_BLEND);
in_game = true;
resume = SDL_CreateSemaphore(0);
if (ren == NULL) {
SDL_DestroyWindow(win);
SDL_Quit();
}
TTF_Init();
int close = 0;
//draw_pictures(ren);
SDL_Thread *physics_thread;
int ignore;
startgame(ren);
physics_thread = SDL_CreateThread(physics_loop, "physics", (void *)ren);
int count = 0;
while (!close) {
SDL_Event event;
while(SDL_PollEvent(&event)) {
switch (event.type) {
case SDL_QUIT:
goto endfunc;
case SDL_KEYDOWN:
if (event.key.keysym.scancode == SDL_SCANCODE_Q) {
goto endfunc;
}
if (!in_game && !SDL_SemValue(resume)) {
SDL_SemPost(resume);
}
case SDL_KEYUP:
case SDL_MOUSEBUTTONDOWN:
case SDL_MOUSEBUTTONUP:
handle_input_event (event);
}
}
if (!in_game && draw_watch.finish_level) {
draw_end_screen(ren);
} else {
redraw(ren);
}
}
endfunc:
SDL_DestroyRenderer(ren);
SDL_DestroyWindow(win);
return 0;
}
int main (int argc, char** argv) {
#ifdef __linux__
mkdirat(AT_FDCWD, "saves", 0777);
#elif WIN32
if (access("saves", 0) == 0) {
struct stat status;
stat("saves", &status );
if ((status.st_mode & S_IFDIR) == 0) {
_mkdir("saves");
}
}
#endif
game();
SDL_Quit();
return 0;
}
/*
* TODO:
* - Allow setting and saving/loading differnet control schemes
* - Allow adjusging level lengths?
* - fix that weird jitter
* - Fix open screen and pause screens
* - make the end of level look sane
* - restart level
* - make sure goto level doesn't log an end-0f-level time?
*/

2
src/physics.c

@ -0,0 +1,2 @@ @@ -0,0 +1,2 @@
#include "physics.h"
#include "types.h"

0
src/physics.h

238
src/types.h

@ -0,0 +1,238 @@ @@ -0,0 +1,238 @@
#ifndef PTYPES_H
#define PTYPES_H
#include <SDL2/SDL_mutex.h>
#include <SDL2/SDL_audio.h>
#include <SDL2/SDL_scancode.h>
#include <SDL2/SDL_mixer.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <SDL2/SDL.h>
#include <string.h>
#include <time.h>
#include <stdbool.h>
#include <math.h>
#include "c-colours/colours.h"
#include "datastructures/datatypes.h"
#include "vect.h"
enum motors {
M_GRAVITY = 0,
M_FRICTION = 1,
M_PLAYER_WALK = 2,
M_WINCH = 3
};
enum world_thing_kind {
PLAYER_W = 0,
FLOOR = 1,
CEILING = 2,
ROOM_W,
STATIC_WALL_W,
PROJECTILE
};
// used to exert a force on an object
typedef struct motorstruct {
double x; // positive is right
double y; // positive is down
double torque; // positive is anticlockwise
double max_velocity; // max motor output velocity
// does not apply force if the velocity in the
// direction of the motor vector is greater than
// max_velocity
struct timespec timeout;// absolute time (in ns, from when the program starts)
// for how long the motor runs before stopping
// automatically
// set to -1 for infinity
bool stop; // turn the motor off or on
void (*update_motor)(struct motorstruct *motor); // function pointer for generating
// the motor's output curve
struct BodyStruct *end_object;
} Motor;
typedef struct {
int x;
int y;
} Point;
/* String structure, used as a sub-element of a Body, compressible, but not
* stretchable. */
struct String {
bool attached;
double max_length;
Vect end_point;
int (*update_end_point)(struct String*); // method to update the end pt
// say if string is attached
// to another object
int (*set_end_point)(struct String*, Vect *); // manually set the end point of
// string
};
typedef struct String String;
typedef struct BodyStruct{
// turn on dynamic physics
// For moving objects.
// eg. on for payer, off for walls
bool dynamics;
// unique identifier
int uid;
bool colliding;
int was_colliding;
// position in viewport (pixels)
SDL_Point screen_pos;
SDL_mutex * lock;
// SI Unit kinematics
/*------------------*/
Vect position;
Vect next_position; // used for casting collision
Vect vel;
Vect acc;
// properties
double obj_mass; // kgs
double obj_elasticity; // rho
double obj_friction; // between 0 and 1 (fraction of lateral velocity
// that is removed)
// collisions
Vect *collision_poly;
Vect *collision_shape;
int collision_poly_size;
int collision_shape_size;
void (*updateCollisionPoly)(struct BodyStruct *);
// fields
double glob_friction;
bool glob_gravity; // t/f
// uint32_t last_advance_time;
struct timespec last_advance_time;
// applying forces
int num_motors;
int max_motors;
Motor *motors;
int num_strings;
int max_strings;
String *strings;
} Body;
typedef struct {
bool has_physics;
Body *physics;
int max_walking_speed;
int colliding;
} player_st;
typedef struct {
int numNodes;
SDL_Point *nodes;
Body *physics;
} Wall;
typedef struct {
Vect left;
Vect right;
Body *physics;
} FloorPoly;
typedef struct {
FloorPoly *polys;
int numPolys;
} Floor;
struct physics_collection {
int numItems;
Body **items;
};
typedef struct Projectile {
Body *physics;
void*(*on_collision)(struct Projectile*);
void*(*on_step)(struct Projectile*);
} Projectile;
struct colour_pallete {
struct colour bg;
struct colour fg1;
struct colour fg2;
struct colour fg3;
};
struct environment {
int level;
Vect position;
ArrayList ceil; // doubles
ArrayList floor; // doubles
ArrayList bg1; // doubles
ArrayList bg2; // doubles
struct colour_pallete colours;
struct colour_pallete coloursb;
struct physics_collection physics;
};
struct room {
struct environment env;
struct physics_collection ceil;
struct physics_collection floor;
};
struct world_thing {
enum world_thing_kind kind;
int nid;
bool collisions;
bool physics;
// free function for the below type
void (*free)(void *);
union {
player_st *player;
Wall *wall;
Floor *floor;
Projectile *projectile;
struct room *room;
};
};
typedef struct world_thing world_thing;
struct world {
world_thing (*get)(int i);
ArrayList items;
int modified;
world_thing** uniques_index;
};
typedef struct world GlobWorld;
// environment
enum {
E_ROOM_WIDTH = 10000,
E_ROOM_RES = 500,
E_ROOM_TILES = E_ROOM_WIDTH / E_ROOM_RES,
};
struct button {
char *name;
bool state;
bool held;
int x, y, w, h;
};
extern struct button mute_button;
#endif

81
src/vect.c

@ -0,0 +1,81 @@ @@ -0,0 +1,81 @@
#include "vect.h"
double vect_dot(Vect V, Vect B) {
return V.x * B.x + V.y * B.y;
}
double vect_mag(Vect v) {
double mag = sqrt((v.x * v.x) + (v.y * v.y));
return mag;
}
Vect vect_scalar(Vect V, double s) {
Vect ret;
ret.x = V.x * s;
ret.y = V.y * s;
return ret;
}
double vect_arg(Vect v) {
return atan2(v.y, v.x);
}
Vect vect_modarg(double mod, double arg) {
Vect ret;
ret.x = mod * cos(arg);
ret.y = mod * sin(arg);
return ret;
}
Vect vect_rotate(Vect v, double radians) {
Vect res;
res.x = v.x * cos(radians) - v.y * sin(radians);
res.y = v.x * sin(radians) + v.y * cos(radians);
return res;
}
Vect vect_add(Vect v1, Vect v2) {
Vect res;
res.x = v1.x + v2.x;
res.y = v1.y + v2.y;
return res;
}
// project one onto two
Vect project_vect(Vect one, Vect two) {
// $$ a \cdot \frac {|b|} {b} $$
Vect unittwo;
unittwo.x = two.x / vect_mag(two);
unittwo.y = two.y / vect_mag(two);
Vect proj;
proj.x = unittwo.x * one.x;
proj.y = unittwo.y * one.y;
return proj;
}
// project V onto P
double old_vect_scalar_projection(Vect V, Vect P) {
double angle = vect_dir(V) - vect_dir(P);
return cos(angle) * vect_mag(V);
}
double vect_scalar_projection(Vect v, Vect p) {
double num = vect_dot(v, p);
return num / vect_mag(p);
}
double vect_dir(Vect V) {
return atan2(V.y, V.x);
}
// distance between two points
double vect_distance(Vect A, Vect B) {
double y = (B.y - A.y);
double x = (B.x - A.x);
y = y * y;
x = x * x;
return sqrt(x + y);
}

45
src/vect.h

@ -0,0 +1,45 @@ @@ -0,0 +1,45 @@
#ifndef VECT_H
#define VECT_H
#include <math.h>
// origin-centred vector
typedef struct {
double x;
double y;
} Vect;
/* Return the magnitude of two vectors */
double vect_mag(Vect v);
/* Return the angle of a vector in radians (using atan2) */
double vect_dir(Vect V);
/* Return the dot product of two vectors */
double vect_dot(Vect V, Vect B);
/* return a vector multiplied by a scalar */
Vect vect_scalar(Vect V, double s);
/* Return the sum of two vectors */
Vect vect_add(Vect v1, Vect v2);
/* Return the projection of vector one onto vector two */
Vect project_vect(Vect one, Vect two);
/* Return the scalar projection of V onto P */
double vect_scalar_projection(Vect V, Vect P);
/* Return the vector v rotated by radians radians. */
Vect vect_rotate(Vect v, double radians);
/* Return the argument of v in radians */
double vect_arg(Vect v);
/* create a vector using modarg form */
Vect vect_modarg(double mod, double arg);
/* Return the distance between two point vectors A and B */
double vect_distance(Vect A, Vect B);
#endif
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