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#include <GLFW/glfw3.h>
#include <stddef.h>
#include <stdint.h>
#include <stdio.h>
#include "game.h"
#include "domino.h"
#include "assets/white_and_blue_dominoes.h"
#include "assets/red_and_peach_dominoes.h"
#define MIN(a,b) (((a)<(b))?(a):(b))
#define MAX(a,b) (((a)>(b))?(a):(b))
#define CLAMP(x,a,b) (MIN(MAX(x,a),b))
size_t mouse_x = 0, mouse_y = 0;
struct bricks bricks = {0};
struct brick hand[5];
size_t hand_count = 0;
struct brick active = {0};
int has_active = 0;
struct eye direction[4] = {
{.x = 0, .y = -1},
{.x = -2, .y = 0},
{.x = 1, .y = 0},
{.x = 0, .y = 1},
};
void key_callback(int key, int scancode, int action, int mods) {
if (action != GLFW_PRESS) return;
switch (key) {
case GLFW_KEY_ENTER:
break;
case GLFW_KEY_BACKSPACE:
break;
}
}
void cursor_position_callback(int xpos, int ypos) {
mouse_x = xpos;
mouse_y = ypos;
}
void mouse_button_callback(int button, int action, int mods) {
if (button == GLFW_MOUSE_BUTTON_LEFT && action == GLFW_PRESS) {
for (size_t i = 0; i < hand_count; i++) {
struct brick *b = &hand[i];
if (!has_active) {
if (b->front.x <= mouse_x && mouse_x <= b->front.x + DOMINO_WIDTH &&
b->front.y <= mouse_y && mouse_y <= b->front.y + DOMINO_HEIGHT
) {
has_active = 1;
active = *b;
active.front.x -= mouse_x;
active.front.y -= mouse_y;
}
} else {
hand[i - 1] = hand[i];
}
}
if (has_active) hand_count--;
}
printf("click!\n");
if (button == GLFW_MOUSE_BUTTON_LEFT && action == GLFW_RELEASE) {
if (has_active) {
has_active = 0;
hand[hand_count++] = active;
}
}
}
void init() {
bricks_append(
&bricks,
(struct brick) {
.front = {.x = 10, .y = 5, .val = 3},
.back = {.x = 11, .y = 5, .val = 2},
}
);
bricks_append(
&bricks,
(struct brick) {
.front = {.x = 12, .y = 5, .val = 2},
.back = {.x = 13, .y = 5, .val = 5},
}
);
hand_count = 3;
hand[0] = (struct brick) {
.front = {.x = 12, .y = 5, .val = 0},
.back = {.x = 13, .y = 5, .val = 3},
};
hand[1] = (struct brick) {
.front = {.x = 12, .y = 5, .val = 4},
.back = {.x = 13, .y = 5, .val = 1},
};
hand[2] = (struct brick) {
.front = {.x = 12, .y = 5, .val = 2},
.back = {.x = 13, .y = 5, .val = 5},
};
}
void
draw(
struct image canvas, struct image texture,
size_t xpos, size_t ypos
) {
for (size_t y = 0; y < texture.height; y++) {
for (size_t x = 0; x < texture.width; x++) {
canvas.buf[(ypos + y) * canvas.width + xpos + x] = texture.buf[y * texture.width + x];
}
}
}
void render(struct image canvas) {
for (size_t i = 0; i < canvas.bufsize; i++) canvas.buf[i] = i;
// domino playground
for (size_t i = 0; i < bricks.count; i++) {
struct brick *b = &bricks.items.brick[i];
draw(canvas, red_and_peach_dominoes[b->back.val][b->front.val], b->front.x * EYE_SIZE, b->front.y * EYE_SIZE);
}
if (has_active) {
for (size_t i = 0; i < bricks.count * 2; i++) {
struct eye e = bricks.items.eye[i];
if (e.val != active.front.val) continue;
struct brick p = active;
p.front.x = e.x;
p.front.y = e.y;
p.back.x = e.x + 1;
p.back.y = e.y;
struct brick previews[4] = {p, p, p, p};
for (size_t ii = 0; ii < 4; ii++) {
previews[ii].front.x += direction[ii].x;
previews[ii].front.y += direction[ii].y;
previews[ii].front.val = 0;
previews[ii].back.x += direction[ii].x;
previews[ii].back.y += direction[ii].y;
for (size_t iii = 0; iii < bricks.count * 2; iii++) {
previews[ii].front.val |= ((bricks.items.eye[iii].x == previews[ii].back.x && bricks.items.eye[iii].y == previews[ii].back.y) ||
(bricks.items.eye[iii].x == previews[ii].front.x && bricks.items.eye[iii].y == previews[ii].front.y));
}
}
for (size_t ii = 0; ii < 4; ii++) {
if (!previews[ii].front.val)
draw(canvas, white_and_blue_dominoes[active.back.val][active.front.val], previews[ii].front.x * EYE_SIZE, previews[ii].front.y * EYE_SIZE);
}
}
}
// hand
for (size_t i = 0; i < hand_count; i++) {
struct brick *b = &hand[i];
b->front.x = (canvas.width - hand_count *(DOMINO_WIDTH + 4))/2 + i * (DOMINO_WIDTH + 4);
b->front.y = canvas.height - DOMINO_WIDTH;
draw(canvas, red_and_peach_dominoes[b->back.val][b->front.val], b->front.x, b->front.y);
}
// active
if (has_active) {
draw(canvas, red_and_peach_dominoes[active.back.val][active.front.val], CLAMP(mouse_x + active.front.x, 0, canvas.width), CLAMP(mouse_y + active.front.y, 0, canvas.height));
}
}
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