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game.c
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#include "game.h"
#include "testlib.h"
#include "vector.h"
#include "listlib.h"
#include "memory.h"
#include <stdlib.h>
#include <math.h>
#define NUM_GAME_PARTICLES 30
float player_speed = 600;
float enemy_speed = 50;
typedef struct GameParticle_ {
struct DLLNode_ node;
Vector pos;
Vector vel;
ImageResource image;
float scale;
float angle;
} *GameParticle;
FixedAllocator particle_allocator;
GameParticle player;
struct DLL_ enemies;
ImageResource stars;
ImageResource image_enemy;
Clock main_clock;
int rand_in_range(int lower, int upper) {
int range = upper - lower;
return lower + (rand() % range);
}
Sprite frame_resource_sprite(ImageResource resource) {
Sprite sprite = frame_make_sprite();
sprite->resource = resource;
sprite->w = resource->w;
sprite->h = resource->h;
return sprite;
}
GameParticle gameparticle_make() {
GameParticle particle = fixed_allocator_alloc(particle_allocator);
particle->scale = 1.0;
particle->angle = 0;
return particle;
}
void gameparticle_free(GameParticle particle) {
fixed_allocator_free(particle_allocator, particle);
}
float gameparticle_width(GameParticle particle) {
return particle->image->w;
}
float gameparticle_height(GameParticle particle) {
return particle->image->h;
}
Sprite gameparticle_sprite(GameParticle particle) {
Sprite sprite = frame_make_sprite();
sprite->resource = particle->image;
sprite->w = gameparticle_width(particle);
sprite->h = gameparticle_height(particle);
sprite->displayX = particle->pos.x;
sprite->displayY = particle->pos.y;
sprite->originX = 0.5;
sprite->originY = 0.5;
sprite->angle = particle->angle;
return sprite;
}
void gameparticle_integrate(GameParticle particle, float dt) {
vector_integrate(&particle->pos, &particle->pos, &particle->vel, dt);
}
SpriteList gameparticles_spritelist(DLL list) {
SpriteList result = NULL;
GameParticle p = (GameParticle)list->head;
while(p) {
result = frame_spritelist_append(result, gameparticle_sprite(p));
p = (GameParticle)p->node.next;
}
return result;
}
GameParticle spawn_enemy() {
GameParticle enemy = gameparticle_make();
enemy->image = image_enemy;
enemy->pos.x = screen_width + (image_enemy->w / 2);
int nrows = ceil(screen_height / image_enemy->h);
enemy->pos.y =
image_enemy->h * rand_in_range(0, nrows)
- (image_enemy->h / 2);
enemy->vel.x = -rand_in_range(enemy_speed, 2*enemy_speed);
enemy->vel.y = 0;
enemy->angle = 180.0;
dll_add_head(&enemies, (DLLNode)enemy);
return enemy;
}
void enemies_update(float dt) {
GameParticle p = (GameParticle)enemies.head;
// step all enemies forward and remove those that are offscreen
while(p != NULL) {
gameparticle_integrate(p, dt);
GameParticle next = (GameParticle)p->node.next;
if(p->pos.x < -(gameparticle_width(p) / 2)) {
dll_remove(&enemies, (DLLNode)p);
gameparticle_free(p);
}
p = next;
}
if(dll_count(&enemies) < 10) {
spawn_enemy();
}
}
void sprite_submit(Sprite sprite) {
SpriteList sl = frame_spritelist_append(NULL, sprite);
spritelist_enqueue_for_screen(sl);
}
void game_init() {
particle_allocator = fixed_allocator_make(sizeof(struct GameParticle_),
NUM_GAME_PARTICLES,
"particle_allocator");
main_clock = clock_make();
stars = image_load("spacer/night-sky-stars.jpg");
image_enemy = image_load("spacer/ship-right.png");
enemies.head = NULL;
enemies.tail = NULL;
player = gameparticle_make();
player->image = image_load("spacer/hero.png");
player->pos.x = player->image->w;
player->pos.y = screen_height / 2;
player->vel.x = 0;
player->vel.y = 0;
}
void game_step(long delta, InputState state) {
float dt = clock_update(main_clock, delta / 1000.0);
Sprite background = frame_resource_sprite(stars);
background->displayX = 0;
background->displayY = 0;
sprite_submit(background);
// read player input
player->vel.x = state->leftright * player_speed;
player->vel.y = state->updown * player_speed;
// update player position
gameparticle_integrate(player, dt);
// update enemies
enemies_update(dt);
// draw the enemies
spritelist_enqueue_for_screen(gameparticles_spritelist(&enemies));
// draw the player
sprite_submit(gameparticle_sprite(player));
}
void game_shutdown() {
}