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#include <SDL2/SDL_audio.h>
#include <SDL2/SDL_mutex.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>
// only for mkdirat lol
#include <fcntl.h>
#include <sys/stat.h>
#include "logger.h"
#include "game.h"
#include "draw.h"
#include "garbo.h"
#include "types.h"
const int screen_width = 800;
const int screen_height = 600;
SDL_AudioSpec audio_format = {.freq = 8000, .format = AUDIO_U8,.channels = 2, .samples=128};
#define G_AUDIO_SFREQ 8000
#define G_AUDIO_BSIZE 512
SDL_sem *resume;
struct game_sounds {
unsigned int t;
Mix_Chunk *collision;
Mix_Chunk *rope_attach;
Mix_Chunk *rope_pull;
/* Looping samples (need backbuffer to fill while playing ) */
Mix_Chunk *menu;
};
struct game_sounds game_sounds;
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 callbackfn(void *unused, Uint8 *stream, int len);
void callbackfn2(void *unused, Uint8 *stream, int len);
void callbackfn3(void *unused, Uint8 *stream, int len);
unsigned int func1(int t) {
int note = 10;
if (!(t % 8000)) {
note = (1 + rand()) % 10 + 5;
printf("%d %d\n", t, note);
}
return ((t & 110) % 73 | (t % 1711));
}
Uint8 big_hum(unsigned int t) {
return ( (sin(t*2*3.14159265/16000*200)+1) * 20) + ( (sin(t*2*3.14159265/16000*110)+1) * 20) + ( (sin(t*2*3.14159265/16000*230)+1) * 20) + ( (sin((t % 80)*2*3.14159265/16000 * 6)+1) * 12);
}
unsigned int sine_wave_sound(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;
}
unsigned int winch_sound(int t) {
return (t % 80) | (t % 36) | (6 * (t % 6));
}
unsigned int beat_2(int t) {
return ((((t % 250) / 2)) | (t % 129)) % 110;
}
Uint8 func0(int t) {
int note = 18;
if (t % 1240) {
note = (1 + rand()) % 18 + 1;
}
fflush(stdout);
return (t % note);
}
void fill_audio(void *func, Uint8 *stream, int len) {
Uint8 (*wavegen)(int) = func;
static int t = 1;
for(int i = 0; i < len; i++,t++) {
stream[i] = wavegen(t);
}
}
void generate_audio(void) {
const int sfx_len_ms = 2000;
unsigned int sfx_len = (G_AUDIO_SFREQ/1000) * G_AUDIO_BSIZE * sfx_len_ms;
Uint8 raw_data[sfx_len]; // 10 seconds
fill_audio(winch_sound, raw_data, sfx_len);
game_sounds.rope_pull = Mix_QuickLoad_RAW(raw_data, sfx_len);
fill_audio(beat_2, raw_data, sfx_len);
game_sounds.collision = Mix_QuickLoad_RAW(raw_data, sfx_len);
}
void play_sound(Mix_Chunk *chunk, int times) {
Mix_PlayChannel(-1, chunk, times - 1);
}
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_U8,1,G_AUDIO_BSIZE) < 0) {
fprintf(stderr, "Unable to open audio: %s\n", SDL_GetError());
exit(1);
}
generate_audio();
Mix_Resume(-1);
}
void stop_audio(void) {
SDL_CloseAudio();
}
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;
}
}
void redraw(struct SDL_Renderer * ren) {
SDL_RenderClear(ren);
redraw_buffer(ren);
SDL_RenderPresent(ren);
}
int physics_loop(void *ptr) {
game_paused = 1;
SDL_Delay(1000);
game_paused = 0;
while (1) {
if (step()) {
// display end level screen
game_paused = true;
SDL_Delay(1000);
Mix_Pause(-1);
in_game = false;
SDL_SemWait(resume);
add_time(level_time);
SDL_LockMutex(player.physics->lock);
game_paused = true;
next_level();
in_game = true;
SDL_UnlockMutex(player.physics->lock);
SDL_Delay(1000);
game_paused = 0;
Mix_Resume(-1);
}
}
}
void play_game_sound(Mix_Chunk *chunk, int len, int channel) {
if (Mix_Playing(channel)) {
return;
}
Mix_FadeInChannelTimed(channel, chunk, -1, 1, len);
}
void synthplay_now(Uint8 (*bbgen)(unsigned int t), 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) * 8;
Uint8 raw_data[generate_len];
fill_audio(bbgen, raw_data, generate_len);
new_chunk = Mix_QuickLoad_RAW(raw_data, generate_len);
Mix_PlayChannelTimed(1, new_chunk, -1, -1);
}
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);
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);
start_audio();
int count = 0;
while (!close) {
SDL_Event event;
while(SDL_PollEvent(&event)) {
switch (event.type) {
case SDL_QUIT:
close = 1;
return 0;
case SDL_KEYDOWN:
if (event.key.keysym.scancode == SDL_SCANCODE_ESCAPE) {
return 0;
}
if (!SDL_SemValue(resume)) {
SDL_SemPost(resume);
}
case SDL_KEYUP:
case SDL_MOUSEBUTTONDOWN:
case SDL_MOUSEBUTTONUP:
handle_input_event (event);
}
}
/* Redraw Screen */
// step(10);
if (!in_game) {
draw_end_screen(ren);
} else {
redraw(ren);
if (player.physics->colliding) {
count++;
play_game_sound(game_sounds.collision, 200, 1);
} else {
count = 0;
}
}
}
}
int main (int argc, char** argv) {
mkdirat(AT_FDCWD, "saves", 0777);
game();
SDL_Quit();
//empty_cleanup_queue();
return 0;
}