rotagon/game.c

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/*
** game.c - The game
**
** 2014 - Frank Villaro-Dixon <Frank@Villaro-Dixon.eu>
*/
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include "game.h"
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#include "polygons.h"
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#include "obs.h"
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#include "SDL_prims.h"
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#include "SDL/SDL.h"
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void
draw_background(struct s_game *g) {
int face;
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void (*drawer)(struct s_game *, int faceno, int dist, int thick, int col);
drawer = get_polygon_drawer(g);
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for(face = 0; face < g->polygon_type; face++) {
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drawer(g, face, POLYGON_SIZE, SCREEN_DIAGONAL,
g->color * ((face%2)+1) / 4);
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}
}
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int
get_face_from_cursor(struct s_game *g) {
return g->cursor_angle * g->polygon_type / ANGLE_MAX;
}
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SDL_Point
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get_circle_vertice(int angle, int dist) { //{{{
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SDL_Point p;
p.x = cos((double)angle*2*M_PI/ANGLE_MAX) * dist;
p.y = sin((double)angle*2*M_PI/ANGLE_MAX) * dist;
OFFSET_POINT(p);
return p;
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} //}}}
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SDL_Point
to_screen_coords(struct s_game *g, SDL_Point p) {
SDL_Point q;
p.x -= SCREEN_WIDTH/2;
p.y -= SCREEN_HEIGHT/2;
float angle = TO_RAD(g->general_rotation);
q.x = p.x * cos(angle) - p.y * sin(angle);
q.y = p.x * sin(angle) + p.y * cos(angle);
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// q.x *= g->sexual_pulsation;
// q.y *= g->sexual_pulsation;
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q.x += SCREEN_WIDTH/2;
q.y += SCREEN_HEIGHT/2;
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return q;
}
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void
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draw_cursor(struct s_game *g) { //{{{
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SDL_Point p1, p2, p3;
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p1 = get_circle_vertice(g->cursor_angle, CURSOR_DIST);
p2 = get_circle_vertice(g->cursor_angle-TO_DEG(8), CURSOR_DIST-10);
p3 = get_circle_vertice(g->cursor_angle+TO_DEG(8), CURSOR_DIST-10);
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SDL_Point pts[3] = {to_screen_coords(g, p1),
to_screen_coords(g, p2),
to_screen_coords(g, p3)};
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SDL_FillPolygon(g->screen, pts, 3, g->color);
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} //}}}
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void
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(*get_polygon_drawer(struct s_game *g))
(struct s_game *, int faceno, int dist, int thick, int col) { //{{{
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switch(g->polygon_type) {
case SHAPE_HEXAGON:
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return draw_hexagon_side;
default:
return NULL;
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}
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} //}}}
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void
draw_game(struct s_game *g) { //{{{
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draw_background(g);
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draw_obstacles(g);
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draw_polygon(g);
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draw_cursor(g);
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} //}}}
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void
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get_keys(struct s_game *g) { //{{{
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SDL_PumpEvents();
if(g->keys[SDL_QUIT])
exit(0);
if(g->keys[SDLK_q])
exit(0);
if(g->keys[SDLK_LEFT])
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g->cursor_angle -= TO_DEG(3);
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if(g->keys[SDLK_RIGHT])
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g->cursor_angle += TO_DEG(3);
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g->cursor_angle %= ANGLE_MAX;
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if(g->cursor_angle < 0)
g->cursor_angle += ANGLE_MAX;
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} //}}}
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void
init_game(struct s_game *g) { //{{{
g->polygon_type = SHAPE_HEXAGON;
g->cursor_angle = TO_DEG(90);
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g->general_rotation = 0;
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g->sexual_pulsation = 1;
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g->color = 128;
g->keys = SDL_GetKeyState(NULL);
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g->num_obs = NUM_OBS;
g->counter = 0;
init_obs(g);
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} //}}}