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#include <GLFW/glfw3.h>
#include <stddef.h>
#include <stdint.h>
#include <stdio.h>

#include "game.h"
#include "domino.h"
#include "characters.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 brick preview[256] = {0};
size_t preview_count = 0;

struct eye direction[4] = {
  {.x =  0, .y = -1},
  {.x = -2, .y =  0},
  {.x =  1, .y =  0},
  {.x =  0, .y =  1},
};

void get_prewiews() {
  preview_count = 0;
  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)
        preview[preview_count++] = previews[ii];
    }
  }
}

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) {
    // pick up brick from hand
    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--;
      get_prewiews();
    }
  }

  printf("click!\n");
  if (button == GLFW_MOUSE_BUTTON_LEFT && action == GLFW_RELEASE) {
    if (has_active) {
      has_active = 0;

      size_t min_dist = -1;
      for (size_t i = 0; i < preview_count; i++) {
        int active_x = active.front.x + mouse_x + DOMINO_WIDTH / 2;
        int active_y = active.front.y + mouse_y + DOMINO_HEIGHT / 2;
        int preview_x = preview[i].front.x * EYE_SIZE + DOMINO_WIDTH / 2;
        int preview_y = preview[i].front.y * EYE_SIZE + DOMINO_HEIGHT / 2;
        preview[i].front.val = (active_x - preview_x) * (active_x - preview_x) + (active_y - preview_y) * (active_y - preview_y);
        if (min_dist == (size_t)-1) min_dist = 1;
        if (preview[i].front.val < preview[min_dist].front.val) min_dist = i;
      }

      if (preview[min_dist].front.val < EYE_SIZE * EYE_SIZE && preview_count) {
        preview[min_dist].front.val = active.front.val;
        preview[min_dist].back.val = active.back.val;
        bricks_append(&bricks, preview[min_dist]);
      } else {
        hand[hand_count++] = active;
      }
      preview_count = 0;
    }
  }

}

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
draw_character(
  struct image canvas,
  char *character,
  size_t xpos, size_t ypos
) {
  struct image texture = {
    .width = 5,
    .height = 6,
    .bufsize = 5 * 6,
    .buf = (uint32_t[30]) {0}
  };

  for (size_t i = 0; character[i]; i++) {
    const uint32_t bitmask = characters[character[i] - ' '];
    texture.buf = (uint32_t[30]) {0};

    for (size_t y = 0; y < texture.height; y++) {
      for (size_t x = 0; x < texture.width; x++) {
        if ((bitmask >> ((texture.height - y - 1) * texture.width + (texture.width - x - 1))) & 1) {
          texture.buf[y * texture.width + x] = -1;
        }
      }
    }
    draw(canvas, texture, xpos + i * texture.width, ypos);
  }
}

//void
//draw_text(
//
//)

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);
  }

  for (size_t i = 0; i < preview_count; i++) {
    draw(canvas, white_and_blue_dominoes[active.back.val][active.front.val], preview[i].front.x * EYE_SIZE, preview[i].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));
  }

  // character
  draw_character(canvas, "Hallo Welt", 50, 20); // debugging

}