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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/dominos.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;

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) {
    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, domino[b->back.val][b->front.val], b->front.x * EYE_SIZE, b->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, domino[b->back.val][b->front.val], b->front.x, b->front.y);
  }

  // active
  if (has_active) {
    draw(canvas,domino[active.back.val][active.front.val], CLAMP(mouse_x + active.front.x, 0, canvas.width), CLAMP(mouse_y + active.front.y, 0, canvas.height));
  }
}